A rendering engine based on gfx-hal
, which mimics the Vulkan
API.
Most importantly rendy
features safer API by checking important states and invariants.
It checks invariants statically using marker types and dynamically with stored values.
Queue family capability defines what operation queues of the family supports.
rendy
provides simple mechanism to prevent recording unsupported commands.
Capability level can be stored statically by marking Family
type with one of capability types: Transfer
, Graphics
, Compute
or General
(Graphics
and Compute
combined).
Alternatively Capability
type can be used instead of marker type, this way actual capability level can be checked dynamically.
rendy
provides handy wrapper named CommandBuffer
. In contrast to raw counterpart this wrapper
encodes crutial information about its state directly into type level.
This means user can't accidentially:
- record command unsupported by queue family it belongs to.
- record command when command buffer is not in recording state.
- record render pass command outside renderpass.
- forget to finish recording buffer before submitting.
- resubmit command buffer which was created for one time use.
- record execution of primary buffer into secondary buffer.
- etc
rendy
's memory manager is called Heaps
.
Heaps
provides convenient methods to sub-allocate device-visible memory based on usage and visibility requirements. It also handles mapping for specific usage types.
It is possible for gfx-hal
to adopt VMA. In which case rendy
will use it
rendy
's rendergraph allow writing rendering code in simple modular style.
Making it much easier to composite complex frame from simple parts.
User defines nodes which declare buffers and images it reads and writes.
Rendergraph takes responsibility for transient resource allocation and execution synchronization.
User is responsible only for intra-node synchronization.
DynNode
implementation - RenderPassNode
can be constructed from RenderGroup
s collected into subpasses.
RenderPassNode
will do all work for render pass creating and inter-subpass synchronization.
There will be more Node
, DynNode
and RenderGroup
implementations to further simplify usage and reduce boilerplate code required for various use cases.
This hybrid of circus and queue simplifies synchronizing host access to resources.
Cirque
allocates copies of the resource from resource spicific allocator
(e.g. CommandPool
for CommandBuffer
s, Factory
for Buffer
s)
and gives access to the unused copy.
Rendy can help to send data between device and host.
Factory
can upload data to the device local memory choosing most appropriate technique for that.
- Memory mapping will be used if device local memory happens to be cpu-visible.
- Relatively small data will be uploaded directly to buffers.
- Staging buffer will be used for bigger uploads or any image uploads.
Factoy
will automatically insert synchronization commands according to user request.
We think it is possible in many common cases to feed GPU with data in semi-automatic mode.
rendy::graph::node::render::RenderGroup
implementation will use spirv-relfect
(or similiar crate) to read layout information directly from shaders
and use it to automatically populate descriptors and set index/vertex buffers based on registered data encoders and provided scene instance.
Current WIP implementation will use specs::World
as scene to render.
Pipelines and descriptor sets has declarative nature and it is much easier to define them declaratively.
rendy
provides DescriptorSet
trait.
Deriving it will automatically generate code necessary for set creation, writing and binding.
Deriving GraphicsPipeline
trait will generate code for graphics pipeline creation and usage.
Similar ComputePipeline
trait exists for compute pipelines.
#[derive(DescritorSet)]
struct Example {
/// This field will be associated with binding 1 of type `VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER`.
/// Actual `Buffer` will be allocated and kept updated by `Set<Example>`.
#[descriptor(UniformBlock)]
transform: mat4,
/// This field will be associated with binding 2 of type `VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE`.
/// `ImageView` will be fetched from `Texture` which implements `Borrow<ImageView>`.
#[descriptor(SampledImage)]
texture: Texture,
/// Raw `gfx-hal` objects can be used as well.
/// But this field will make binding of `Set<Example>` to command buffer to require unsafe operation
/// since it is user job to ensure that this raw image view is valid during command buffer execution.
#[descriptor(unsafe, SampledImage)]
foo: RawImageView,
}
Most of the features provided by rendy can be used independently from others.
This helps to keep API clean and hopefuly sound.
Top-level umbrela crate rendy
has feature for each subcrates so that they could be enabled separately (subcrate will also enable its depenencies).
The first project to use rendy
is expected to be the Amethyst
project. Kindly open a PR or issue if you're aware of other projects using rendy
.
Licensed under either of
- Apache License, Version 2.0, (license/APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (license/MIT or http://opensource.org/licenses/MIT)
at your option.