bevy/assets/shaders/shader_defs.wgsl

19 lines
331 B
WebGPU Shading Language
Raw Normal View History

update shader imports (#10180) # Objective - bump naga_oil to 0.10 - update shader imports to use rusty syntax ## Migration Guide naga_oil 0.10 reworks the import mechanism to support more syntax to make it more rusty, and test for item use before importing to determine which imports are modules and which are items, which allows: - use rust-style imports ``` #import bevy_pbr::{ pbr_functions::{alpha_discard as discard, apply_pbr_lighting}, mesh_bindings, } ``` - import partial paths: ``` #import part::of::path ... path::remainder::function(); ``` which will call to `part::of::path::remainder::function` - use fully qualified paths without importing: ``` // #import bevy_pbr::pbr_functions bevy_pbr::pbr_functions::pbr() ``` - use imported items without qualifying ``` #import bevy_pbr::pbr_functions::pbr // for backwards compatibility the old style is still supported: // #import bevy_pbr::pbr_functions pbr ... pbr() ``` - allows most imported items to end with `_` and numbers (naga_oil#30). still doesn't allow struct members to end with `_` or numbers but it's progress. - the vast majority of existing shader code will work without changes, but will emit "deprecated" warnings for old-style imports. these can be suppressed with the `allow-deprecated` feature. - partly breaks overrides (as far as i'm aware nobody uses these yet) - now overrides will only be applied if the overriding module is added as an additional import in the arguments to `Composer::make_naga_module` or `Composer::add_composable_module`. this is necessary to support determining whether imports are modules or items.
2023-10-21 11:51:58 +00:00
#import bevy_pbr::forward_io::VertexOutput
improve shader import model (#5703) # Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053) # Objective This PR reworks Bevy's Material system, making the user experience of defining Materials _much_ nicer. Bevy's previous material system leaves a lot to be desired: * Materials require manually implementing the `RenderAsset` trait, which involves manually generating the bind group, handling gpu buffer data transfer, looking up image textures, etc. Even the simplest single-texture material involves writing ~80 unnecessary lines of code. This was never the long term plan. * There are two material traits, which is confusing, hard to document, and often redundant: `Material` and `SpecializedMaterial`. `Material` implicitly implements `SpecializedMaterial`, and `SpecializedMaterial` is used in most high level apis to support both use cases. Most users shouldn't need to think about specialization at all (I consider it a "power-user tool"), so the fact that `SpecializedMaterial` is front-and-center in our apis is a miss. * Implementing either material trait involves a lot of "type soup". The "prepared asset" parameter is particularly heinous: `&<Self as RenderAsset>::PreparedAsset`. Defining vertex and fragment shaders is also more verbose than it needs to be. ## Solution Say hello to the new `Material` system: ```rust #[derive(AsBindGroup, TypeUuid, Debug, Clone)] #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] pub struct CoolMaterial { #[uniform(0)] color: Color, #[texture(1)] #[sampler(2)] color_texture: Handle<Image>, } impl Material for CoolMaterial { fn fragment_shader() -> ShaderRef { "cool_material.wgsl".into() } } ``` Thats it! This same material would have required [~80 lines of complicated "type heavy" code](https://github.com/bevyengine/bevy/blob/v0.7.0/examples/shader/shader_material.rs) in the old Material system. Now it is just 14 lines of simple, readable code. This is thanks to a new consolidated `Material` trait and the new `AsBindGroup` trait / derive. ### The new `Material` trait The old "split" `Material` and `SpecializedMaterial` traits have been removed in favor of a new consolidated `Material` trait. All of the functions on the trait are optional. The difficulty of implementing `Material` has been reduced by simplifying dataflow and removing type complexity: ```rust // Old impl Material for CustomMaterial { fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> { Some(asset_server.load("custom_material.wgsl")) } fn alpha_mode(render_asset: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode { render_asset.alpha_mode } } // New impl Material for CustomMaterial { fn fragment_shader() -> ShaderRef { "custom_material.wgsl".into() } fn alpha_mode(&self) -> AlphaMode { self.alpha_mode } } ``` Specialization is still supported, but it is hidden by default under the `specialize()` function (more on this later). ### The `AsBindGroup` trait / derive The `Material` trait now requires the `AsBindGroup` derive. This can be implemented manually relatively easily, but deriving it will almost always be preferable. Field attributes like `uniform` and `texture` are used to define which fields should be bindings, what their binding type is, and what index they should be bound at: ```rust #[derive(AsBindGroup)] struct CoolMaterial { #[uniform(0)] color: Color, #[texture(1)] #[sampler(2)] color_texture: Handle<Image>, } ``` In WGSL shaders, the binding looks like this: ```wgsl struct CoolMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CoolMaterial; [[group(1), binding(1)]] var color_texture: texture_2d<f32>; [[group(1), binding(2)]] var color_sampler: sampler; ``` Note that the "group" index is determined by the usage context. It is not defined in `AsBindGroup`. Bevy material bind groups are bound to group 1. The following field-level attributes are supported: * `uniform(BINDING_INDEX)` * The field will be converted to a shader-compatible type using the `ShaderType` trait, written to a `Buffer`, and bound as a uniform. It can also be derived for custom structs. * `texture(BINDING_INDEX)` * This field's `Handle<Image>` will be used to look up the matching `Texture` gpu resource, which will be bound as a texture in shaders. The field will be assumed to implement `Into<Option<Handle<Image>>>`. In practice, most fields should be a `Handle<Image>` or `Option<Handle<Image>>`. If the value of an `Option<Handle<Image>>` is `None`, the new `FallbackImage` resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute (with a different binding index). * `sampler(BINDING_INDEX)` * Behaves exactly like the `texture` attribute, but sets the Image's sampler binding instead of the texture. Note that fields without field-level binding attributes will be ignored. ```rust #[derive(AsBindGroup)] struct CoolMaterial { #[uniform(0)] color: Color, this_field_is_ignored: String, } ``` As mentioned above, `Option<Handle<Image>>` is also supported: ```rust #[derive(AsBindGroup)] struct CoolMaterial { #[uniform(0)] color: Color, #[texture(1)] #[sampler(2)] color_texture: Option<Handle<Image>>, } ``` This is useful if you want a texture to be optional. When the value is `None`, the `FallbackImage` will be used for the binding instead, which defaults to "pure white". Field uniforms with the same binding index will be combined into a single binding: ```rust #[derive(AsBindGroup)] struct CoolMaterial { #[uniform(0)] color: Color, #[uniform(0)] roughness: f32, } ``` In WGSL shaders, the binding would look like this: ```wgsl struct CoolMaterial { color: vec4<f32>; roughness: f32; }; [[group(1), binding(0)]] var<uniform> material: CoolMaterial; ``` Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes: * `uniform(BINDING_INDEX, ConvertedShaderType)` * Similar to the field-level `uniform` attribute, but instead the entire `AsBindGroup` value is converted to `ConvertedShaderType`, which must implement `ShaderType`. This is useful if more complicated conversion logic is required. * `bind_group_data(DataType)` * The `AsBindGroup` type will be converted to some `DataType` using `Into<DataType>` and stored as `AsBindGroup::Data` as part of the `AsBindGroup::as_bind_group` call. This is useful if data needs to be stored alongside the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute is "shader pipeline specialization". The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can also be equivalently represented with a single struct-level uniform attribute: ```rust #[derive(AsBindGroup)] #[uniform(0, CoolMaterialUniform)] struct CoolMaterial { color: Color, roughness: f32, } #[derive(ShaderType)] struct CoolMaterialUniform { color: Color, roughness: f32, } impl From<&CoolMaterial> for CoolMaterialUniform { fn from(material: &CoolMaterial) -> CoolMaterialUniform { CoolMaterialUniform { color: material.color, roughness: material.roughness, } } } ``` ### Material Specialization Material shader specialization is now _much_ simpler: ```rust #[derive(AsBindGroup, TypeUuid, Debug, Clone)] #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] #[bind_group_data(CoolMaterialKey)] struct CoolMaterial { #[uniform(0)] color: Color, is_red: bool, } #[derive(Copy, Clone, Hash, Eq, PartialEq)] struct CoolMaterialKey { is_red: bool, } impl From<&CoolMaterial> for CoolMaterialKey { fn from(material: &CoolMaterial) -> CoolMaterialKey { CoolMaterialKey { is_red: material.is_red, } } } impl Material for CoolMaterial { fn fragment_shader() -> ShaderRef { "cool_material.wgsl".into() } fn specialize( pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayout, key: MaterialPipelineKey<Self>, ) -> Result<(), SpecializedMeshPipelineError> { if key.bind_group_data.is_red { let fragment = descriptor.fragment.as_mut().unwrap(); fragment.shader_defs.push("IS_RED".to_string()); } Ok(()) } } ``` Setting `bind_group_data` is not required for specialization (it defaults to `()`). Scenarios like "custom vertex attributes" also benefit from this system: ```rust impl Material for CustomMaterial { fn vertex_shader() -> ShaderRef { "custom_material.wgsl".into() } fn fragment_shader() -> ShaderRef { "custom_material.wgsl".into() } fn specialize( pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayout, key: MaterialPipelineKey<Self>, ) -> Result<(), SpecializedMeshPipelineError> { let vertex_layout = layout.get_layout(&[ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), ATTRIBUTE_BLEND_COLOR.at_shader_location(1), ])?; descriptor.vertex.buffers = vec![vertex_layout]; Ok(()) } } ``` ### Ported `StandardMaterial` to the new `Material` system Bevy's built-in PBR material uses the new Material system (including the AsBindGroup derive): ```rust #[derive(AsBindGroup, Debug, Clone, TypeUuid)] #[uuid = "7494888b-c082-457b-aacf-517228cc0c22"] #[bind_group_data(StandardMaterialKey)] #[uniform(0, StandardMaterialUniform)] pub struct StandardMaterial { pub base_color: Color, #[texture(1)] #[sampler(2)] pub base_color_texture: Option<Handle<Image>>, /* other fields omitted for brevity */ ``` ### Ported Bevy examples to the new `Material` system The overall complexity of Bevy's "custom shader examples" has gone down significantly. Take a look at the diffs if you want a dopamine spike. Please note that while this PR has a net increase in "lines of code", most of those extra lines come from added documentation. There is a significant reduction in the overall complexity of the code (even accounting for the new derive logic). --- ## Changelog ### Added * `AsBindGroup` trait and derive, which make it much easier to transfer data to the gpu and generate bind groups for a given type. ### Changed * The old `Material` and `SpecializedMaterial` traits have been replaced by a consolidated (much simpler) `Material` trait. Materials no longer implement `RenderAsset`. * `StandardMaterial` was ported to the new material system. There are no user-facing api changes to the `StandardMaterial` struct api, but it now implements `AsBindGroup` and `Material` instead of `RenderAsset` and `SpecializedMaterial`. ## Migration Guide The Material system has been reworked to be much simpler. We've removed a lot of boilerplate with the new `AsBindGroup` derive and the `Material` trait is simpler as well! ### Bevy 0.7 (old) ```rust #[derive(Debug, Clone, TypeUuid)] #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] pub struct CustomMaterial { color: Color, color_texture: Handle<Image>, } #[derive(Clone)] pub struct GpuCustomMaterial { _buffer: Buffer, bind_group: BindGroup, } impl RenderAsset for CustomMaterial { type ExtractedAsset = CustomMaterial; type PreparedAsset = GpuCustomMaterial; type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>); fn extract_asset(&self) -> Self::ExtractedAsset { self.clone() } fn prepare_asset( extracted_asset: Self::ExtractedAsset, (render_device, material_pipeline): &mut SystemParamItem<Self::Param>, ) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> { let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32()); let byte_buffer = [0u8; Vec4::SIZE.get() as usize]; let mut buffer = encase::UniformBuffer::new(byte_buffer); buffer.write(&color).unwrap(); let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor { contents: buffer.as_ref(), label: None, usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST, }); let (texture_view, texture_sampler) = if let Some(result) = material_pipeline .mesh_pipeline .get_image_texture(gpu_images, &Some(extracted_asset.color_texture.clone())) { result } else { return Err(PrepareAssetError::RetryNextUpdate(extracted_asset)); }; let bind_group = render_device.create_bind_group(&BindGroupDescriptor { entries: &[ BindGroupEntry { binding: 0, resource: buffer.as_entire_binding(), }, BindGroupEntry { binding: 0, resource: BindingResource::TextureView(texture_view), }, BindGroupEntry { binding: 1, resource: BindingResource::Sampler(texture_sampler), }, ], label: None, layout: &material_pipeline.material_layout, }); Ok(GpuCustomMaterial { _buffer: buffer, bind_group, }) } } impl Material for CustomMaterial { fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> { Some(asset_server.load("custom_material.wgsl")) } fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup { &render_asset.bind_group } fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout { render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(Vec4::min_size()), }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { multisampled: false, sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2Array, }, count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, ], label: None, }) } } ``` ### Bevy 0.8 (new) ```rust impl Material for CustomMaterial { fn fragment_shader() -> ShaderRef { "custom_material.wgsl".into() } } #[derive(AsBindGroup, TypeUuid, Debug, Clone)] #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] pub struct CustomMaterial { #[uniform(0)] color: Color, #[texture(1)] #[sampler(2)] color_texture: Handle<Image>, } ``` ## Future Work * Add support for more binding types (cubemaps, buffers, etc). This PR intentionally includes a bare minimum number of binding types to keep "reviewability" in check. * Consider optionally eliding binding indices using binding names. `AsBindGroup` could pass in (optional?) reflection info as a "hint". * This would make it possible for the derive to do this: ```rust #[derive(AsBindGroup)] pub struct CustomMaterial { #[uniform] color: Color, #[texture] #[sampler] color_texture: Option<Handle<Image>>, alpha_mode: AlphaMode, } ``` * Or this ```rust #[derive(AsBindGroup)] pub struct CustomMaterial { #[binding] color: Color, #[binding] color_texture: Option<Handle<Image>>, alpha_mode: AlphaMode, } ``` * Or even this (if we flip to "include bindings by default") ```rust #[derive(AsBindGroup)] pub struct CustomMaterial { color: Color, color_texture: Option<Handle<Image>>, #[binding(ignore)] alpha_mode: AlphaMode, } ``` * If we add the option to define custom draw functions for materials (which could be done in a type-erased way), I think that would be enough to support extra non-material bindings. Worth considering!
2022-06-30 23:48:46 +00:00
struct CustomMaterial {
color: vec4<f32>,
Pipeline Specialization, Shader Assets, and Shader Preprocessing (#3031) ## New Features This adds the following to the new renderer: * **Shader Assets** * Shaders are assets again! Users no longer need to call `include_str!` for their shaders * Shader hot-reloading * **Shader Defs / Shader Preprocessing** * Shaders now support `# ifdef NAME`, `# ifndef NAME`, and `# endif` preprocessor directives * **Bevy RenderPipelineDescriptor and RenderPipelineCache** * Bevy now provides its own `RenderPipelineDescriptor` and the wgpu version is now exported as `RawRenderPipelineDescriptor`. This allows users to define pipelines with `Handle<Shader>` instead of needing to manually compile and reference `ShaderModules`, enables passing in shader defs to configure the shader preprocessor, makes hot reloading possible (because the descriptor can be owned and used to create new pipelines when a shader changes), and opens the doors to pipeline specialization. * The `RenderPipelineCache` now handles compiling and re-compiling Bevy RenderPipelineDescriptors. It has internal PipelineLayout and ShaderModule caches. Users receive a `CachedPipelineId`, which can be used to look up the actual `&RenderPipeline` during rendering. * **Pipeline Specialization** * This enables defining per-entity-configurable pipelines that specialize on arbitrary custom keys. In practice this will involve specializing based on things like MSAA values, Shader Defs, Bind Group existence, and Vertex Layouts. * Adds a `SpecializedPipeline` trait and `SpecializedPipelines<MyPipeline>` resource. This is a simple layer that generates Bevy RenderPipelineDescriptors based on a custom key defined for the pipeline. * Specialized pipelines are also hot-reloadable. * This was the result of experimentation with two different approaches: 1. **"generic immediate mode multi-key hash pipeline specialization"** * breaks up the pipeline into multiple "identities" (the core pipeline definition, shader defs, mesh layout, bind group layout). each of these identities has its own key. looking up / compiling a specific version of a pipeline requires composing all of these keys together * the benefit of this approach is that it works for all pipelines / the pipeline is fully identified by the keys. the multiple keys allow pre-hashing parts of the pipeline identity where possible (ex: pre compute the mesh identity for all meshes) * the downside is that any per-entity data that informs the values of these keys could require expensive re-hashes. computing each key for each sprite tanked bevymark performance (sprites don't actually need this level of specialization yet ... but things like pbr and future sprite scenarios might). * this is the approach rafx used last time i checked 2. **"custom key specialization"** * Pipelines by default are not specialized * Pipelines that need specialization implement a SpecializedPipeline trait with a custom key associated type * This allows specialization keys to encode exactly the amount of information required (instead of needing to be a combined hash of the entire pipeline). Generally this should fit in a small number of bytes. Per-entity specialization barely registers anymore on things like bevymark. It also makes things like "shader defs" way cheaper to hash because we can use context specific bitflags instead of strings. * Despite the extra trait, it actually generally makes pipeline definitions + lookups simpler: managing multiple keys (and making the appropriate calls to manage these keys) was way more complicated. * I opted for custom key specialization. It performs better generally and in my opinion is better UX. Fortunately the way this is implemented also allows for custom caches as this all builds on a common abstraction: the RenderPipelineCache. The built in custom key trait is just a simple / pre-defined way to interact with the cache ## Callouts * The SpecializedPipeline trait makes it easy to inherit pipeline configuration in custom pipelines. The changes to `custom_shader_pipelined` and the new `shader_defs_pipelined` example illustrate how much simpler it is to define custom pipelines based on the PbrPipeline. * The shader preprocessor is currently pretty naive (it just uses regexes to process each line). Ultimately we might want to build a more custom parser for more performance + better error handling, but for now I'm happy to optimize for "easy to implement and understand". ## Next Steps * Port compute pipelines to the new system * Add more preprocessor directives (else, elif, import) * More flexible vertex attribute specialization / enable cheaply specializing on specific mesh vertex layouts
2021-10-28 19:07:47 +00:00
};
@group(2) @binding(0) var<uniform> material: CustomMaterial;
Pipeline Specialization, Shader Assets, and Shader Preprocessing (#3031) ## New Features This adds the following to the new renderer: * **Shader Assets** * Shaders are assets again! Users no longer need to call `include_str!` for their shaders * Shader hot-reloading * **Shader Defs / Shader Preprocessing** * Shaders now support `# ifdef NAME`, `# ifndef NAME`, and `# endif` preprocessor directives * **Bevy RenderPipelineDescriptor and RenderPipelineCache** * Bevy now provides its own `RenderPipelineDescriptor` and the wgpu version is now exported as `RawRenderPipelineDescriptor`. This allows users to define pipelines with `Handle<Shader>` instead of needing to manually compile and reference `ShaderModules`, enables passing in shader defs to configure the shader preprocessor, makes hot reloading possible (because the descriptor can be owned and used to create new pipelines when a shader changes), and opens the doors to pipeline specialization. * The `RenderPipelineCache` now handles compiling and re-compiling Bevy RenderPipelineDescriptors. It has internal PipelineLayout and ShaderModule caches. Users receive a `CachedPipelineId`, which can be used to look up the actual `&RenderPipeline` during rendering. * **Pipeline Specialization** * This enables defining per-entity-configurable pipelines that specialize on arbitrary custom keys. In practice this will involve specializing based on things like MSAA values, Shader Defs, Bind Group existence, and Vertex Layouts. * Adds a `SpecializedPipeline` trait and `SpecializedPipelines<MyPipeline>` resource. This is a simple layer that generates Bevy RenderPipelineDescriptors based on a custom key defined for the pipeline. * Specialized pipelines are also hot-reloadable. * This was the result of experimentation with two different approaches: 1. **"generic immediate mode multi-key hash pipeline specialization"** * breaks up the pipeline into multiple "identities" (the core pipeline definition, shader defs, mesh layout, bind group layout). each of these identities has its own key. looking up / compiling a specific version of a pipeline requires composing all of these keys together * the benefit of this approach is that it works for all pipelines / the pipeline is fully identified by the keys. the multiple keys allow pre-hashing parts of the pipeline identity where possible (ex: pre compute the mesh identity for all meshes) * the downside is that any per-entity data that informs the values of these keys could require expensive re-hashes. computing each key for each sprite tanked bevymark performance (sprites don't actually need this level of specialization yet ... but things like pbr and future sprite scenarios might). * this is the approach rafx used last time i checked 2. **"custom key specialization"** * Pipelines by default are not specialized * Pipelines that need specialization implement a SpecializedPipeline trait with a custom key associated type * This allows specialization keys to encode exactly the amount of information required (instead of needing to be a combined hash of the entire pipeline). Generally this should fit in a small number of bytes. Per-entity specialization barely registers anymore on things like bevymark. It also makes things like "shader defs" way cheaper to hash because we can use context specific bitflags instead of strings. * Despite the extra trait, it actually generally makes pipeline definitions + lookups simpler: managing multiple keys (and making the appropriate calls to manage these keys) was way more complicated. * I opted for custom key specialization. It performs better generally and in my opinion is better UX. Fortunately the way this is implemented also allows for custom caches as this all builds on a common abstraction: the RenderPipelineCache. The built in custom key trait is just a simple / pre-defined way to interact with the cache ## Callouts * The SpecializedPipeline trait makes it easy to inherit pipeline configuration in custom pipelines. The changes to `custom_shader_pipelined` and the new `shader_defs_pipelined` example illustrate how much simpler it is to define custom pipelines based on the PbrPipeline. * The shader preprocessor is currently pretty naive (it just uses regexes to process each line). Ultimately we might want to build a more custom parser for more performance + better error handling, but for now I'm happy to optimize for "easy to implement and understand". ## Next Steps * Port compute pipelines to the new system * Add more preprocessor directives (else, elif, import) * More flexible vertex attribute specialization / enable cheaply specializing on specific mesh vertex layouts
2021-10-28 19:07:47 +00:00
@fragment
fn fragment(
pbr shader cleanup (#10105) # Objective cleanup some pbr shader code. improve shader stage io consistency and make pbr.wgsl (probably many people's first foray into bevy shader code) a little more human-readable. also fix a couple of small issues with deferred rendering. ## Solution mesh_vertex_output: - rename to forward_io (to align with prepass_io) - rename `MeshVertexOutput` to `VertexOutput` (to align with prepass_io) - move `Vertex` from mesh.wgsl into here (to align with prepass_io) prepass_io: - remove `FragmentInput`, use `VertexOutput` directly (to align with forward_io) - rename `VertexOutput::clip_position` to `position` (to align with forward_io) pbr.wgsl: - restructure so we don't need `#ifdefs` on the actual entrypoint, use VertexOutput and FragmentOutput in all cases and use #ifdefs to import the right struct definitions. - rearrange to make the flow clearer - move alpha_discard up from `pbr_functions::pbr` to avoid needing to call it on some branches and not others - add a bunch of comments deferred_lighting: - move ssao into the `!unlit` block to reflect forward behaviour correctly - fix compile error with deferred + premultiply_alpha ## Migration Guide in custom material shaders: - `pbr_functions::pbr` no longer calls to `pbr_functions::alpha_discard`. if you were using the `pbr` function in a custom shader with alpha mask mode you now also need to call alpha_discard manually - rename imports of `bevy_pbr::mesh_vertex_output` to `bevy_pbr::forward_io` - rename instances of `MeshVertexOutput` to `VertexOutput` in custom material prepass shaders: - rename instances of `VertexOutput::clip_position` to `VertexOutput::position`
2023-10-13 19:12:40 +00:00
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053) # Objective This PR reworks Bevy's Material system, making the user experience of defining Materials _much_ nicer. Bevy's previous material system leaves a lot to be desired: * Materials require manually implementing the `RenderAsset` trait, which involves manually generating the bind group, handling gpu buffer data transfer, looking up image textures, etc. Even the simplest single-texture material involves writing ~80 unnecessary lines of code. This was never the long term plan. * There are two material traits, which is confusing, hard to document, and often redundant: `Material` and `SpecializedMaterial`. `Material` implicitly implements `SpecializedMaterial`, and `SpecializedMaterial` is used in most high level apis to support both use cases. Most users shouldn't need to think about specialization at all (I consider it a "power-user tool"), so the fact that `SpecializedMaterial` is front-and-center in our apis is a miss. * Implementing either material trait involves a lot of "type soup". The "prepared asset" parameter is particularly heinous: `&<Self as RenderAsset>::PreparedAsset`. Defining vertex and fragment shaders is also more verbose than it needs to be. ## Solution Say hello to the new `Material` system: ```rust #[derive(AsBindGroup, TypeUuid, Debug, Clone)] #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] pub struct CoolMaterial { #[uniform(0)] color: Color, #[texture(1)] #[sampler(2)] color_texture: Handle<Image>, } impl Material for CoolMaterial { fn fragment_shader() -> ShaderRef { "cool_material.wgsl".into() } } ``` Thats it! This same material would have required [~80 lines of complicated "type heavy" code](https://github.com/bevyengine/bevy/blob/v0.7.0/examples/shader/shader_material.rs) in the old Material system. Now it is just 14 lines of simple, readable code. This is thanks to a new consolidated `Material` trait and the new `AsBindGroup` trait / derive. ### The new `Material` trait The old "split" `Material` and `SpecializedMaterial` traits have been removed in favor of a new consolidated `Material` trait. All of the functions on the trait are optional. The difficulty of implementing `Material` has been reduced by simplifying dataflow and removing type complexity: ```rust // Old impl Material for CustomMaterial { fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> { Some(asset_server.load("custom_material.wgsl")) } fn alpha_mode(render_asset: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode { render_asset.alpha_mode } } // New impl Material for CustomMaterial { fn fragment_shader() -> ShaderRef { "custom_material.wgsl".into() } fn alpha_mode(&self) -> AlphaMode { self.alpha_mode } } ``` Specialization is still supported, but it is hidden by default under the `specialize()` function (more on this later). ### The `AsBindGroup` trait / derive The `Material` trait now requires the `AsBindGroup` derive. This can be implemented manually relatively easily, but deriving it will almost always be preferable. Field attributes like `uniform` and `texture` are used to define which fields should be bindings, what their binding type is, and what index they should be bound at: ```rust #[derive(AsBindGroup)] struct CoolMaterial { #[uniform(0)] color: Color, #[texture(1)] #[sampler(2)] color_texture: Handle<Image>, } ``` In WGSL shaders, the binding looks like this: ```wgsl struct CoolMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CoolMaterial; [[group(1), binding(1)]] var color_texture: texture_2d<f32>; [[group(1), binding(2)]] var color_sampler: sampler; ``` Note that the "group" index is determined by the usage context. It is not defined in `AsBindGroup`. Bevy material bind groups are bound to group 1. The following field-level attributes are supported: * `uniform(BINDING_INDEX)` * The field will be converted to a shader-compatible type using the `ShaderType` trait, written to a `Buffer`, and bound as a uniform. It can also be derived for custom structs. * `texture(BINDING_INDEX)` * This field's `Handle<Image>` will be used to look up the matching `Texture` gpu resource, which will be bound as a texture in shaders. The field will be assumed to implement `Into<Option<Handle<Image>>>`. In practice, most fields should be a `Handle<Image>` or `Option<Handle<Image>>`. If the value of an `Option<Handle<Image>>` is `None`, the new `FallbackImage` resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute (with a different binding index). * `sampler(BINDING_INDEX)` * Behaves exactly like the `texture` attribute, but sets the Image's sampler binding instead of the texture. Note that fields without field-level binding attributes will be ignored. ```rust #[derive(AsBindGroup)] struct CoolMaterial { #[uniform(0)] color: Color, this_field_is_ignored: String, } ``` As mentioned above, `Option<Handle<Image>>` is also supported: ```rust #[derive(AsBindGroup)] struct CoolMaterial { #[uniform(0)] color: Color, #[texture(1)] #[sampler(2)] color_texture: Option<Handle<Image>>, } ``` This is useful if you want a texture to be optional. When the value is `None`, the `FallbackImage` will be used for the binding instead, which defaults to "pure white". Field uniforms with the same binding index will be combined into a single binding: ```rust #[derive(AsBindGroup)] struct CoolMaterial { #[uniform(0)] color: Color, #[uniform(0)] roughness: f32, } ``` In WGSL shaders, the binding would look like this: ```wgsl struct CoolMaterial { color: vec4<f32>; roughness: f32; }; [[group(1), binding(0)]] var<uniform> material: CoolMaterial; ``` Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes: * `uniform(BINDING_INDEX, ConvertedShaderType)` * Similar to the field-level `uniform` attribute, but instead the entire `AsBindGroup` value is converted to `ConvertedShaderType`, which must implement `ShaderType`. This is useful if more complicated conversion logic is required. * `bind_group_data(DataType)` * The `AsBindGroup` type will be converted to some `DataType` using `Into<DataType>` and stored as `AsBindGroup::Data` as part of the `AsBindGroup::as_bind_group` call. This is useful if data needs to be stored alongside the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute is "shader pipeline specialization". The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can also be equivalently represented with a single struct-level uniform attribute: ```rust #[derive(AsBindGroup)] #[uniform(0, CoolMaterialUniform)] struct CoolMaterial { color: Color, roughness: f32, } #[derive(ShaderType)] struct CoolMaterialUniform { color: Color, roughness: f32, } impl From<&CoolMaterial> for CoolMaterialUniform { fn from(material: &CoolMaterial) -> CoolMaterialUniform { CoolMaterialUniform { color: material.color, roughness: material.roughness, } } } ``` ### Material Specialization Material shader specialization is now _much_ simpler: ```rust #[derive(AsBindGroup, TypeUuid, Debug, Clone)] #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] #[bind_group_data(CoolMaterialKey)] struct CoolMaterial { #[uniform(0)] color: Color, is_red: bool, } #[derive(Copy, Clone, Hash, Eq, PartialEq)] struct CoolMaterialKey { is_red: bool, } impl From<&CoolMaterial> for CoolMaterialKey { fn from(material: &CoolMaterial) -> CoolMaterialKey { CoolMaterialKey { is_red: material.is_red, } } } impl Material for CoolMaterial { fn fragment_shader() -> ShaderRef { "cool_material.wgsl".into() } fn specialize( pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayout, key: MaterialPipelineKey<Self>, ) -> Result<(), SpecializedMeshPipelineError> { if key.bind_group_data.is_red { let fragment = descriptor.fragment.as_mut().unwrap(); fragment.shader_defs.push("IS_RED".to_string()); } Ok(()) } } ``` Setting `bind_group_data` is not required for specialization (it defaults to `()`). Scenarios like "custom vertex attributes" also benefit from this system: ```rust impl Material for CustomMaterial { fn vertex_shader() -> ShaderRef { "custom_material.wgsl".into() } fn fragment_shader() -> ShaderRef { "custom_material.wgsl".into() } fn specialize( pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayout, key: MaterialPipelineKey<Self>, ) -> Result<(), SpecializedMeshPipelineError> { let vertex_layout = layout.get_layout(&[ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), ATTRIBUTE_BLEND_COLOR.at_shader_location(1), ])?; descriptor.vertex.buffers = vec![vertex_layout]; Ok(()) } } ``` ### Ported `StandardMaterial` to the new `Material` system Bevy's built-in PBR material uses the new Material system (including the AsBindGroup derive): ```rust #[derive(AsBindGroup, Debug, Clone, TypeUuid)] #[uuid = "7494888b-c082-457b-aacf-517228cc0c22"] #[bind_group_data(StandardMaterialKey)] #[uniform(0, StandardMaterialUniform)] pub struct StandardMaterial { pub base_color: Color, #[texture(1)] #[sampler(2)] pub base_color_texture: Option<Handle<Image>>, /* other fields omitted for brevity */ ``` ### Ported Bevy examples to the new `Material` system The overall complexity of Bevy's "custom shader examples" has gone down significantly. Take a look at the diffs if you want a dopamine spike. Please note that while this PR has a net increase in "lines of code", most of those extra lines come from added documentation. There is a significant reduction in the overall complexity of the code (even accounting for the new derive logic). --- ## Changelog ### Added * `AsBindGroup` trait and derive, which make it much easier to transfer data to the gpu and generate bind groups for a given type. ### Changed * The old `Material` and `SpecializedMaterial` traits have been replaced by a consolidated (much simpler) `Material` trait. Materials no longer implement `RenderAsset`. * `StandardMaterial` was ported to the new material system. There are no user-facing api changes to the `StandardMaterial` struct api, but it now implements `AsBindGroup` and `Material` instead of `RenderAsset` and `SpecializedMaterial`. ## Migration Guide The Material system has been reworked to be much simpler. We've removed a lot of boilerplate with the new `AsBindGroup` derive and the `Material` trait is simpler as well! ### Bevy 0.7 (old) ```rust #[derive(Debug, Clone, TypeUuid)] #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] pub struct CustomMaterial { color: Color, color_texture: Handle<Image>, } #[derive(Clone)] pub struct GpuCustomMaterial { _buffer: Buffer, bind_group: BindGroup, } impl RenderAsset for CustomMaterial { type ExtractedAsset = CustomMaterial; type PreparedAsset = GpuCustomMaterial; type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>); fn extract_asset(&self) -> Self::ExtractedAsset { self.clone() } fn prepare_asset( extracted_asset: Self::ExtractedAsset, (render_device, material_pipeline): &mut SystemParamItem<Self::Param>, ) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> { let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32()); let byte_buffer = [0u8; Vec4::SIZE.get() as usize]; let mut buffer = encase::UniformBuffer::new(byte_buffer); buffer.write(&color).unwrap(); let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor { contents: buffer.as_ref(), label: None, usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST, }); let (texture_view, texture_sampler) = if let Some(result) = material_pipeline .mesh_pipeline .get_image_texture(gpu_images, &Some(extracted_asset.color_texture.clone())) { result } else { return Err(PrepareAssetError::RetryNextUpdate(extracted_asset)); }; let bind_group = render_device.create_bind_group(&BindGroupDescriptor { entries: &[ BindGroupEntry { binding: 0, resource: buffer.as_entire_binding(), }, BindGroupEntry { binding: 0, resource: BindingResource::TextureView(texture_view), }, BindGroupEntry { binding: 1, resource: BindingResource::Sampler(texture_sampler), }, ], label: None, layout: &material_pipeline.material_layout, }); Ok(GpuCustomMaterial { _buffer: buffer, bind_group, }) } } impl Material for CustomMaterial { fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> { Some(asset_server.load("custom_material.wgsl")) } fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup { &render_asset.bind_group } fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout { render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(Vec4::min_size()), }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { multisampled: false, sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2Array, }, count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, ], label: None, }) } } ``` ### Bevy 0.8 (new) ```rust impl Material for CustomMaterial { fn fragment_shader() -> ShaderRef { "custom_material.wgsl".into() } } #[derive(AsBindGroup, TypeUuid, Debug, Clone)] #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] pub struct CustomMaterial { #[uniform(0)] color: Color, #[texture(1)] #[sampler(2)] color_texture: Handle<Image>, } ``` ## Future Work * Add support for more binding types (cubemaps, buffers, etc). This PR intentionally includes a bare minimum number of binding types to keep "reviewability" in check. * Consider optionally eliding binding indices using binding names. `AsBindGroup` could pass in (optional?) reflection info as a "hint". * This would make it possible for the derive to do this: ```rust #[derive(AsBindGroup)] pub struct CustomMaterial { #[uniform] color: Color, #[texture] #[sampler] color_texture: Option<Handle<Image>>, alpha_mode: AlphaMode, } ``` * Or this ```rust #[derive(AsBindGroup)] pub struct CustomMaterial { #[binding] color: Color, #[binding] color_texture: Option<Handle<Image>>, alpha_mode: AlphaMode, } ``` * Or even this (if we flip to "include bindings by default") ```rust #[derive(AsBindGroup)] pub struct CustomMaterial { color: Color, color_texture: Option<Handle<Image>>, #[binding(ignore)] alpha_mode: AlphaMode, } ``` * If we add the option to define custom draw functions for materials (which could be done in a type-erased way), I think that would be enough to support extra non-material bindings. Worth considering!
2022-06-30 23:48:46 +00:00
#ifdef IS_RED
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
#else
return material.color;
#endif
Pipeline Specialization, Shader Assets, and Shader Preprocessing (#3031) ## New Features This adds the following to the new renderer: * **Shader Assets** * Shaders are assets again! Users no longer need to call `include_str!` for their shaders * Shader hot-reloading * **Shader Defs / Shader Preprocessing** * Shaders now support `# ifdef NAME`, `# ifndef NAME`, and `# endif` preprocessor directives * **Bevy RenderPipelineDescriptor and RenderPipelineCache** * Bevy now provides its own `RenderPipelineDescriptor` and the wgpu version is now exported as `RawRenderPipelineDescriptor`. This allows users to define pipelines with `Handle<Shader>` instead of needing to manually compile and reference `ShaderModules`, enables passing in shader defs to configure the shader preprocessor, makes hot reloading possible (because the descriptor can be owned and used to create new pipelines when a shader changes), and opens the doors to pipeline specialization. * The `RenderPipelineCache` now handles compiling and re-compiling Bevy RenderPipelineDescriptors. It has internal PipelineLayout and ShaderModule caches. Users receive a `CachedPipelineId`, which can be used to look up the actual `&RenderPipeline` during rendering. * **Pipeline Specialization** * This enables defining per-entity-configurable pipelines that specialize on arbitrary custom keys. In practice this will involve specializing based on things like MSAA values, Shader Defs, Bind Group existence, and Vertex Layouts. * Adds a `SpecializedPipeline` trait and `SpecializedPipelines<MyPipeline>` resource. This is a simple layer that generates Bevy RenderPipelineDescriptors based on a custom key defined for the pipeline. * Specialized pipelines are also hot-reloadable. * This was the result of experimentation with two different approaches: 1. **"generic immediate mode multi-key hash pipeline specialization"** * breaks up the pipeline into multiple "identities" (the core pipeline definition, shader defs, mesh layout, bind group layout). each of these identities has its own key. looking up / compiling a specific version of a pipeline requires composing all of these keys together * the benefit of this approach is that it works for all pipelines / the pipeline is fully identified by the keys. the multiple keys allow pre-hashing parts of the pipeline identity where possible (ex: pre compute the mesh identity for all meshes) * the downside is that any per-entity data that informs the values of these keys could require expensive re-hashes. computing each key for each sprite tanked bevymark performance (sprites don't actually need this level of specialization yet ... but things like pbr and future sprite scenarios might). * this is the approach rafx used last time i checked 2. **"custom key specialization"** * Pipelines by default are not specialized * Pipelines that need specialization implement a SpecializedPipeline trait with a custom key associated type * This allows specialization keys to encode exactly the amount of information required (instead of needing to be a combined hash of the entire pipeline). Generally this should fit in a small number of bytes. Per-entity specialization barely registers anymore on things like bevymark. It also makes things like "shader defs" way cheaper to hash because we can use context specific bitflags instead of strings. * Despite the extra trait, it actually generally makes pipeline definitions + lookups simpler: managing multiple keys (and making the appropriate calls to manage these keys) was way more complicated. * I opted for custom key specialization. It performs better generally and in my opinion is better UX. Fortunately the way this is implemented also allows for custom caches as this all builds on a common abstraction: the RenderPipelineCache. The built in custom key trait is just a simple / pre-defined way to interact with the cache ## Callouts * The SpecializedPipeline trait makes it easy to inherit pipeline configuration in custom pipelines. The changes to `custom_shader_pipelined` and the new `shader_defs_pipelined` example illustrate how much simpler it is to define custom pipelines based on the PbrPipeline. * The shader preprocessor is currently pretty naive (it just uses regexes to process each line). Ultimately we might want to build a more custom parser for more performance + better error handling, but for now I'm happy to optimize for "easy to implement and understand". ## Next Steps * Port compute pipelines to the new system * Add more preprocessor directives (else, elif, import) * More flexible vertex attribute specialization / enable cheaply specializing on specific mesh vertex layouts
2021-10-28 19:07:47 +00:00
}