allocator.rs |
|
2239 |
bind.rs |
|
19465 |
bundle.rs |
! Render Bundles
A render bundle is a prerecorded sequence of commands that can be replayed on a
command encoder with a single call. A single bundle can replayed any number of
times, on different encoders. Constructing a render bundle lets `wgpu` validate
and analyze its commands up front, so that replaying a bundle can be more
efficient than simply re-recording its commands each time.
Not all commands are available in bundles; for example, a render bundle may not
contain a [`RenderCommand::SetViewport`] command.
Most of `wgpu`'s backend graphics APIs have something like bundles. For example,
Vulkan calls them "secondary command buffers", and Metal calls them "indirect
command buffers". Although we plan to take advantage of these platform features
at some point in the future, for now `wgpu`'s implementation of render bundles
does not use them: at the hal level, `wgpu` render bundles just replay the
commands.
## Render Bundle Isolation
One important property of render bundles is that the draw calls in a render
bundle depend solely on the pipeline and state established within the render
bundle itself. A draw call in a bundle will never use a vertex buffer, say, that
was set in the `RenderPass` before executing the bundle. We call this property
'isolation', in that a render bundle is somewhat isolated from the passes that
use it.
Render passes are also isolated from the effects of bundles. After executing a
render bundle, a render pass's pipeline, bind groups, and vertex and index
buffers are are unset, so the bundle cannot affect later draw calls in the pass.
A render pass is not fully isolated from a bundle's effects on push constant
values. Draw calls following a bundle's execution will see whatever values the
bundle writes to push constant storage. Setting a pipeline initializes any push
constant storage it could access to zero, and this initialization may also be
visible after bundle execution.
## Render Bundle Lifecycle
To create a render bundle:
1) Create a [`RenderBundleEncoder`] by calling
[`Global::device_create_render_bundle_encoder`][Gdcrbe].
2) Record commands in the `RenderBundleEncoder` using functions from the
[`bundle_ffi`] module.
3) Call [`Global::render_bundle_encoder_finish`][Grbef], which analyzes and cleans up
the command stream and returns a `RenderBundleId`.
4) Then, any number of times, call [`render_pass_execute_bundles`][wrpeb] to
execute the bundle as part of some render pass.
## Implementation
The most complex part of render bundles is the "finish" step, mostly implemented
in [`RenderBundleEncoder::finish`]. This consumes the commands stored in the
encoder's [`BasePass`], while validating everything, tracking the state,
dropping redundant or unnecessary commands, and presenting the results as a new
[`RenderBundle`]. It doesn't actually execute any commands.
This step also enforces the 'isolation' property mentioned above: every draw
call is checked to ensure that the resources it uses on were established since
the last time the pipeline was set. This means the bundle can be executed
verbatim without any state tracking.
### Execution
When the bundle is used in an actual render pass, `RenderBundle::execute` is
called. It goes through the commands and issues them into the native command
buffer. Thanks to isolation, it doesn't track any bind group invalidations or
index format changes.
[Gdcrbe]: crate::global::Global::device_create_render_bundle_encoder
[Grbef]: crate::global::Global::render_bundle_encoder_finish
[wrpeb]: crate::global::Global::render_pass_execute_bundles
! |
60724 |
clear.rs |
|
19179 |
compute.rs |
|
44066 |
compute_command.rs |
|
8481 |
draw.rs |
|
4421 |
memory_init.rs |
|
13127 |
mod.rs |
|
34717 |
query.rs |
|
15742 |
ray_tracing.rs |
|
52117 |
render.rs |
|
115118 |
render_command.rs |
|
18637 |
timestamp_writes.rs |
|
1165 |
transfer.rs |
|
41127 |