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[Merged by Bors] - Compute Pipeline Specialization #3979

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Objective

  • Fixes Compute Shader Integration #3970
  • To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the PipelinenCache to accommodate both compute and render pipelines.

Solution

  • renamed RenderPipelineCache to PipelineCache
  • Cached Pipelines are now represented by an enum (render, compute)
  • split the SpecializedPipelines into SpecializedRenderPipelines and SpecializedComputePipelines
  • updated the game of life example

Open Questions

  • should SpecializedRenderPipelines and SpecializedComputePipelines be merged and how would we do that?
  • should the get_render_pipeline and get_compute_pipeline methods be merged?
  • is pipeline specialization for different entry points a good pattern

@github-actions github-actions bot added the S-Needs-Triage This issue needs to be labelled label Feb 18, 2022
@kurtkuehnert
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Clippy complains, that the newly introduced PipelineDescriptor has two variants with a large size difference. https://rust-lang.github.io/rust-clippy/master/index.html#large_enum_variant
I think it is fine to just ignore it since there wont be too many pipelines for it to really matter, but what do you think?

@mockersf
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error: large size difference between variants
  --> crates/bevy_render/src/render_resource/pipeline_cache.rs:21:5
   |
21 |     RenderPipelineDescriptor(RenderPipelineDescriptor),
   |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ this variant is 432 bytes
   |
   = note: `-D clippy::large-enum-variant` implied by `-D warnings`
note: and the second-largest variant is 160 bytes:
  --> crates/bevy_render/src/render_resource/pipeline_cache.rs:22:5
   |
22 |     ComputePipelineDescriptor(ComputePipelineDescriptor),
   |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#large_enum_variant
help: consider boxing the large fields to reduce the total size of the enum
   |
21 |     RenderPipelineDescriptor(Box<RenderPipelineDescriptor>),
   |                              ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

That means each ComputePipelineDescriptor will waste 272 bytes...

@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen C-Usability A targeted quality-of-life change that makes Bevy easier to use and removed S-Needs-Triage This issue needs to be labelled labels Feb 18, 2022
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So I guess we should try Boxing them and see if it has any negative impact on performance?

@kurtkuehnert
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So I guess we should try Boxing them and see if it has any negative impact on performance?

Ok, will do that later. 😃

@kurtkuehnert
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I did something wrong while rebasing. ...again

@kurtkuehnert kurtkuehnert force-pushed the compute-shader branch 2 times, most recently from be2b972 to 65ec025 Compare March 6, 2022 14:25
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This looks generally in the right ballpark. I wonder if there is a way to duplicate less of the code for render vs compute. I have a mild wonder about whether it impacts performance of render stuff in any way. Does it affect bevymark performance at all?

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cart commented Mar 16, 2022

Yup I like the general direction of a consolidated RenderPipeline type, although I think we might want to have separate CachedRenderPipelineId and CachedComputePipelineId (and internally remove and "switching" on compute and render pipelines). That would eliminate a class of user error where they pass a "render pipeline" CachedPipelineId into get_compute_pipeline (or vice versa). Likewise, it would eliminate all of the "internal switching" thats going on right now. It would mean duplicating some code, but I think its worth it.

@kurtkuehnert
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I will test performance and experiment with the distinct IDs tomorrow. 👍

@kurtkuehnert
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I have done some form of a split, but I don't really think it is much of an improvement. I still believe there is some way to make all of this pretty with some rust magic, but I am not experienced enough to see how.

@cart cart added this to the Bevy 0.7 milestone Mar 19, 2022
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cart commented Mar 23, 2022

I think your changes made a good compromise between code reuse and "separate code paths". Splitting out the remaining enums would start bleeding in to the shader caching logic, which would make things pretty nasty.

I removed specialization from the game of life example as I think it hindered legibility. Imo specialization should only be used if you really need it. In this case it added over 30 lines of code / extra type complexity for no real benefit.

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cart commented Mar 23, 2022

bors r+

bors bot pushed a commit that referenced this pull request Mar 23, 2022
# Objective

- Fixes #3970
- To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the `PipelinenCache` to accommodate both compute and render pipelines.

## Solution

- renamed `RenderPipelineCache` to `PipelineCache`
- Cached Pipelines are now represented by an enum (render, compute)
- split the `SpecializedPipelines` into `SpecializedRenderPipelines` and `SpecializedComputePipelines`
- updated the game of life example

## Open Questions

- should `SpecializedRenderPipelines` and `SpecializedComputePipelines` be merged and how would we do that?
- should the `get_render_pipeline` and `get_compute_pipeline` methods be merged?
- is pipeline specialization for different entry points a good pattern




Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
@bors bors bot changed the title Compute Pipeline Specialization [Merged by Bors] - Compute Pipeline Specialization Mar 23, 2022
@bors bors bot closed this Mar 23, 2022
ChristopherBiscardi added a commit to ChristopherBiscardi/kayak_ui that referenced this pull request Apr 17, 2022
- [x] `GpuImage` requires `texture_format` now.
- [ ] `ActiveCameras` was removed
  - bevyengine/bevy@bf6de89
- [x] `CachedPipelineId` is now `CachedRenderPipelineId` and renamed `RenderPipelineCache` to `PipelineCache`
  - bevyengine/bevy#3979
ChristopherBiscardi added a commit to ChristopherBiscardi/kayak_ui that referenced this pull request Apr 17, 2022
- [x] `GpuImage` requires `texture_format` now.
- [ ] `ActiveCameras` was removed
  - bevyengine/bevy@bf6de89
- [x] `CachedPipelineId` is now `CachedRenderPipelineId` and renamed `RenderPipelineCache` to `PipelineCache`
  - bevyengine/bevy#3979
@Shatur Shatur mentioned this pull request Apr 17, 2022
aevyrie pushed a commit to aevyrie/bevy that referenced this pull request Jun 7, 2022
# Objective

- Fixes bevyengine#3970
- To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the `PipelinenCache` to accommodate both compute and render pipelines.

## Solution

- renamed `RenderPipelineCache` to `PipelineCache`
- Cached Pipelines are now represented by an enum (render, compute)
- split the `SpecializedPipelines` into `SpecializedRenderPipelines` and `SpecializedComputePipelines`
- updated the game of life example

## Open Questions

- should `SpecializedRenderPipelines` and `SpecializedComputePipelines` be merged and how would we do that?
- should the `get_render_pipeline` and `get_compute_pipeline` methods be merged?
- is pipeline specialization for different entry points a good pattern




Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
ItsDoot pushed a commit to ItsDoot/bevy that referenced this pull request Feb 1, 2023
# Objective

- Fixes bevyengine#3970
- To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the `PipelinenCache` to accommodate both compute and render pipelines.

## Solution

- renamed `RenderPipelineCache` to `PipelineCache`
- Cached Pipelines are now represented by an enum (render, compute)
- split the `SpecializedPipelines` into `SpecializedRenderPipelines` and `SpecializedComputePipelines`
- updated the game of life example

## Open Questions

- should `SpecializedRenderPipelines` and `SpecializedComputePipelines` be merged and how would we do that?
- should the `get_render_pipeline` and `get_compute_pipeline` methods be merged?
- is pipeline specialization for different entry points a good pattern




Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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Compute Shader Integration
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