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Documenting UniformBuffer, DynamicUniformBuffer, StorageBuffer
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…and `DynamicStorageBuffer`. (bevyengine#5223)

# Objective

Documents the `UniformBuffer`, `DynamicUniformBuffer`, `StorageBuffer` and `DynamicStorageBuffer` render resources.


## Solution

I looked through Discord discussion on these structures, and found [a comment](https://discord.com/channels/691052431525675048/953222550568173580/956596218857918464) to be particularly helpful, in the general discussion around encase. Other resources I have used are documented here:  https://discord.com/channels/691052431525675048/968333504838524958/991195474029715520


Co-authored-by: Brian Merchant <bhmerchant@gmail.com>
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2 people authored and james7132 committed Oct 28, 2022
1 parent 97209f1 commit 312adb7
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Showing 3 changed files with 107 additions and 12 deletions.
22 changes: 10 additions & 12 deletions crates/bevy_render/src/render_resource/buffer_vec.rs
Original file line number Diff line number Diff line change
Expand Up @@ -10,25 +10,23 @@ use wgpu::BufferUsages;
/// for use by the GPU.
///
/// "Properly formatted" means that item data already meets the alignment and padding
/// requirements for how it will be used on the GPU.
/// requirements for how it will be used on the GPU. The item type must implement [`Pod`]
/// for its data representation to be directly copyable.
///
/// Index, vertex, and instance-rate vertex buffers have no alignment nor padding requirements and
/// so this helper type is a good choice for them. Uniform buffers must adhere to std140
/// alignment/padding requirements, and storage buffers to std430. There are helper types for such
/// buffers:
/// - Uniform buffers
/// - Plain: [`UniformBuffer`](crate::render_resource::UniformBuffer)
/// - Dynamic offsets: [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// - Storage buffers
/// - Plain: [`StorageBuffer`](crate::render_resource::StorageBuffer)
/// - Dynamic offsets: [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
///
/// The item type must implement [`Pod`] for its data representation to be directly copyable.
/// so this helper type is a good choice for them.
///
/// The contained data is stored in system RAM. Calling [`reserve`](crate::render_resource::BufferVec::reserve)
/// allocates VRAM from the [`RenderDevice`](crate::renderer::RenderDevice).
/// [`write_buffer`](crate::render_resource::BufferVec::write_buffer) queues copying of the data
/// from system RAM to VRAM.
///
/// Other options for storing GPU-accessible data are:
/// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`BufferVec`](crate::render_resource::BufferVec)
/// * [`Texture`](crate::render_resource::Texture)
pub struct BufferVec<T: Pod> {
values: Vec<T>,
buffer: Option<Buffer>,
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47 changes: 47 additions & 0 deletions crates/bevy_render/src/render_resource/storage_buffer.rs
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
#![allow(clippy::doc_markdown)]

use super::Buffer;
use crate::renderer::{RenderDevice, RenderQueue};
use encase::{
Expand All @@ -6,6 +8,25 @@ use encase::{
};
use wgpu::{util::BufferInitDescriptor, BindingResource, BufferBinding, BufferUsages};

/// 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`](crate::render_resource::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`](crate::render_resource::DynamicStorageBuffer)
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`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>>,
Expand Down Expand Up @@ -60,6 +81,11 @@ impl<T: ShaderType + WriteInto> StorageBuffer<T> {
&mut self.value
}

/// Queues writing of data from system RAM to VRAM using the [`RenderDevice`](crate::renderer::RenderDevice)
/// and the provided [`RenderQueue`](crate::renderer::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();

Expand All @@ -78,6 +104,27 @@ impl<T: ShaderType + WriteInto> StorageBuffer<T> {
}
}

/// 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`](crate::render_resource::DynamicStorageBuffer::push) method.
///
/// The contained data is stored in system RAM. [`write_buffer`](crate::render_resource::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`](crate::render_resource::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`](crate::render_resource::StorageBuffer)
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`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> {
values: Vec<T>,
scratch: DynamicStorageBufferWrapper<Vec<u8>>,
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50 changes: 50 additions & 0 deletions crates/bevy_render/src/render_resource/uniform_buffer.rs
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,25 @@ use encase::{
};
use wgpu::{util::BufferInitDescriptor, BindingResource, BufferBinding, BufferUsages};

/// Stores data to be transferred to the GPU and made accessible to shaders as a uniform buffer.
///
/// Uniform buffers are available to shaders on a read-only basis. Uniform buffers are commonly used to make available to shaders
/// parameters that are constant during shader execution, and are best used for data that is relatively small in size as they are
/// only guaranteed to support up to 16kB per binding.
///
/// The contained data is stored in system RAM. [`write_buffer`](crate::render_resource::UniformBuffer::write_buffer) queues
/// copying of the data from system RAM to VRAM. Data in uniform buffers must follow [std140 alignment/padding requirements],
/// which is automatically enforced by this structure. Per the WGPU spec, uniform buffers cannot store runtime-sized array
/// (vectors), or structures with fields that are vectors.
///
/// Other options for storing GPU-accessible data are:
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
/// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
/// * [`BufferVec`](crate::render_resource::BufferVec)
/// * [`Texture`](crate::render_resource::Texture)
///
/// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
pub struct UniformBuffer<T: ShaderType> {
value: T,
scratch: UniformBufferWrapper<Vec<u8>>,
Expand Down Expand Up @@ -47,6 +66,7 @@ impl<T: ShaderType + WriteInto> UniformBuffer<T> {
))
}

/// Set the data the buffer stores.
pub fn set(&mut self, value: T) {
self.value = value;
}
Expand All @@ -59,6 +79,11 @@ impl<T: ShaderType + WriteInto> UniformBuffer<T> {
&mut self.value
}

/// Queues writing of data from system RAM to VRAM using the [`RenderDevice`](crate::renderer::RenderDevice)
/// and the provided [`RenderQueue`](crate::renderer::RenderQueue), if a GPU-side backing buffer already exists.
///
/// If a GPU-side buffer does not already exist for this data, such a buffer is initialized with currently
/// available data.
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
self.scratch.write(&self.value).unwrap();

Expand All @@ -75,6 +100,25 @@ impl<T: ShaderType + WriteInto> UniformBuffer<T> {
}
}

/// Stores data to be transferred to the GPU and made accessible to shaders as a dynamic uniform buffer.
///
/// Dynamic uniform buffers are available to shaders on a read-only basis. Dynamic uniform buffers are commonly used to make
/// available to shaders runtime-sized arrays of parameters that are otherwise constant during shader execution, and are best
/// suited to data that is relatively small in size as they are only guaranteed to support up to 16kB per binding.
///
/// The contained data is stored in system RAM. [`write_buffer`](crate::render_resource::DynamicUniformBuffer::write_buffer) queues
/// copying of the data from system RAM to VRAM. Data in uniform buffers must follow [std140 alignment/padding requirements],
/// which is automatically enforced by this structure. Per the WGPU spec, uniform buffers cannot store runtime-sized array
/// (vectors), or structures with fields that are vectors.
///
/// Other options for storing GPU-accessible data are:
/// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
/// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
/// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
/// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
/// * [`Texture`](crate::render_resource::Texture)
///
/// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
pub struct DynamicUniformBuffer<T: ShaderType> {
values: Vec<T>,
scratch: DynamicUniformBufferWrapper<Vec<u8>>,
Expand Down Expand Up @@ -118,13 +162,19 @@ impl<T: ShaderType + WriteInto> DynamicUniformBuffer<T> {
self.values.is_empty()
}

/// Push data into the `DynamicUniformBuffer`'s internal vector (residing on system RAM).
#[inline]
pub fn push(&mut self, value: T) -> u32 {
let offset = self.scratch.write(&value).unwrap() as u32;
self.values.push(value);
offset
}

/// Queues writing of data from system RAM to VRAM using the [`RenderDevice`](crate::renderer::RenderDevice)
/// and the provided [`RenderQueue`](crate::renderer::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.
#[inline]
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
let size = self.scratch.as_ref().len();
Expand Down

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