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use std::marker::PhantomData;
use super::Buffer;
use crate::renderer::{RenderDevice, RenderQueue};
use encase::{
internal::WriteInto, DynamicStorageBuffer as DynamicStorageBufferWrapper, ShaderType,
StorageBuffer as StorageBufferWrapper,
};
use wgpu::{util::BufferInitDescriptor, BindingResource, BufferBinding, BufferUsages};
use super::IntoBinding;
/// Stores data to be transferred to the GPU and made accessible to shaders as a storage buffer.
///
/// Storage buffers can be made available to shaders in some combination of read/write mode, and can store large amounts of data.
/// Note however that WebGL2 does not support storage buffers, so consider alternative options in this case.
///
/// Storage buffers can store runtime-sized arrays, but only if they are the last field in a structure.
///
/// The contained data is stored in system RAM. [`write_buffer`](StorageBuffer::write_buffer) queues
/// copying of the data from system RAM to VRAM. Storage buffers must conform to [std430 alignment/padding requirements], which
/// is automatically enforced by this structure.
///
/// Other options for storing GPU-accessible data are:
/// * [`DynamicStorageBuffer`]
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
/// * [`BufferVec`](crate::render_resource::BufferVec)
/// * [`BufferVec`](crate::render_resource::BufferVec)
/// * [`Texture`](crate::render_resource::Texture)
///
/// [std430 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-storage
pub struct StorageBuffer<T: ShaderType> {
value: T,
scratch: StorageBufferWrapper<Vec<u8>>,
buffer: Option<Buffer>,
label: Option<String>,
changed: bool,
buffer_usage: BufferUsages,
}
impl<T: ShaderType> From<T> for StorageBuffer<T> {
fn from(value: T) -> Self {
Self {
value,
scratch: StorageBufferWrapper::new(Vec::new()),
buffer: None,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::STORAGE,
}
}
}
impl<T: ShaderType + Default> Default for StorageBuffer<T> {
fn default() -> Self {
Self {
value: T::default(),
scratch: StorageBufferWrapper::new(Vec::new()),
buffer: None,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::STORAGE,
}
}
}
impl<T: ShaderType + WriteInto> StorageBuffer<T> {
#[inline]
pub fn buffer(&self) -> Option<&Buffer> {
self.buffer.as_ref()
}
#[inline]
pub fn binding(&self) -> Option<BindingResource> {
Some(BindingResource::Buffer(
self.buffer()?.as_entire_buffer_binding(),
))
}
pub fn set(&mut self, value: T) {
self.value = value;
}
pub fn get(&self) -> &T {
&self.value
}
pub fn get_mut(&mut self) -> &mut T {
&mut self.value
}
pub fn set_label(&mut self, label: Option<&str>) {
let label = label.map(str::to_string);
if label != self.label {
self.changed = true;
}
self.label = label;
}
pub fn get_label(&self) -> Option<&str> {
self.label.as_deref()
}
/// Add more [`BufferUsages`] to the buffer.
///
/// This method only allows addition of flags to the default usage flags.
///
/// The default values for buffer usage are `BufferUsages::COPY_DST` and `BufferUsages::STORAGE`.
pub fn add_usages(&mut self, usage: BufferUsages) {
self.buffer_usage |= usage;
self.changed = true;
}
/// Queues writing of data from system RAM to VRAM using the [`RenderDevice`]
/// and the provided [`RenderQueue`].
///
/// If there is no GPU-side buffer allocated to hold the data currently stored, or if a GPU-side buffer previously
/// allocated does not have enough capacity, a new GPU-side buffer is created.
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
self.scratch.write(&self.value).unwrap();
let capacity = self.buffer.as_deref().map(wgpu::Buffer::size).unwrap_or(0);
let size = self.scratch.as_ref().len() as u64;
if capacity < size || self.changed {
self.buffer = Some(device.create_buffer_with_data(&BufferInitDescriptor {
label: self.label.as_deref(),
usage: self.buffer_usage,
contents: self.scratch.as_ref(),
}));
self.changed = false;
} else if let Some(buffer) = &self.buffer {
queue.write_buffer(buffer, 0, self.scratch.as_ref());
}
}
}
impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a StorageBuffer<T> {
#[inline]
fn into_binding(self) -> BindingResource<'a> {
self.buffer()
.expect("Failed to get buffer")
.as_entire_buffer_binding()
.into_binding()
}
}
/// Stores data to be transferred to the GPU and made accessible to shaders as a dynamic storage buffer.
///
/// Dynamic storage buffers can be made available to shaders in some combination of read/write mode, and can store large amounts
/// of data. Note however that WebGL2 does not support storage buffers, so consider alternative options in this case. Dynamic
/// storage buffers support multiple separate bindings at dynamic byte offsets and so have a
/// [`push`](DynamicStorageBuffer::push) method.
///
/// The contained data is stored in system RAM. [`write_buffer`](DynamicStorageBuffer::write_buffer)
/// queues copying of the data from system RAM to VRAM. The data within a storage buffer binding must conform to
/// [std430 alignment/padding requirements]. `DynamicStorageBuffer` takes care of serialising the inner type to conform to
/// these requirements. Each item [`push`](DynamicStorageBuffer::push)ed into this structure
/// will additionally be aligned to meet dynamic offset alignment requirements.
///
/// Other options for storing GPU-accessible data are:
/// * [`StorageBuffer`]
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
/// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
/// * [`BufferVec`](crate::render_resource::BufferVec)
/// * [`BufferVec`](crate::render_resource::BufferVec)
/// * [`Texture`](crate::render_resource::Texture)
///
/// [std430 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-storage
pub struct DynamicStorageBuffer<T: ShaderType> {
scratch: DynamicStorageBufferWrapper<Vec<u8>>,
buffer: Option<Buffer>,
label: Option<String>,
changed: bool,
buffer_usage: BufferUsages,
_marker: PhantomData<fn() -> T>,
}
impl<T: ShaderType> Default for DynamicStorageBuffer<T> {
fn default() -> Self {
Self {
scratch: DynamicStorageBufferWrapper::new(Vec::new()),
buffer: None,
label: None,
changed: false,
buffer_usage: BufferUsages::COPY_DST | BufferUsages::STORAGE,
_marker: PhantomData,
}
}
}
impl<T: ShaderType + WriteInto> DynamicStorageBuffer<T> {
#[inline]
pub fn buffer(&self) -> Option<&Buffer> {
self.buffer.as_ref()
}
#[inline]
pub fn binding(&self) -> Option<BindingResource> {
Some(BindingResource::Buffer(BufferBinding {
buffer: self.buffer()?,
offset: 0,
size: Some(T::min_size()),
}))
}
#[inline]
pub fn is_empty(&self) -> bool {
self.scratch.as_ref().is_empty()
}
#[inline]
pub fn push(&mut self, value: T) -> u32 {
self.scratch.write(&value).unwrap() as u32
}
pub fn set_label(&mut self, label: Option<&str>) {
let label = label.map(str::to_string);
if label != self.label {
self.changed = true;
}
self.label = label;
}
pub fn get_label(&self) -> Option<&str> {
self.label.as_deref()
}
/// Add more [`BufferUsages`] to the buffer.
///
/// This method only allows addition of flags to the default usage flags.
///
/// The default values for buffer usage are `BufferUsages::COPY_DST` and `BufferUsages::STORAGE`.
pub fn add_usages(&mut self, usage: BufferUsages) {
self.buffer_usage |= usage;
self.changed = true;
}
#[inline]
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
let capacity = self.buffer.as_deref().map(wgpu::Buffer::size).unwrap_or(0);
let size = self.scratch.as_ref().len() as u64;
if capacity < size || (self.changed && size > 0) {
self.buffer = Some(device.create_buffer_with_data(&BufferInitDescriptor {
label: self.label.as_deref(),
usage: self.buffer_usage,
contents: self.scratch.as_ref(),
}));
self.changed = false;
} else if let Some(buffer) = &self.buffer {
queue.write_buffer(buffer, 0, self.scratch.as_ref());
}
}
#[inline]
pub fn clear(&mut self) {
self.scratch.as_mut().clear();
self.scratch.set_offset(0);
}
}
impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a DynamicStorageBuffer<T> {
#[inline]
fn into_binding(self) -> BindingResource<'a> {
self.binding().unwrap()
}
}