mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 11:03:06 +00:00
d3241c4f8d
The bindless PR (#16368) broke some examples: * `specialized_mesh_pipeline` and `custom_shader_instancing` failed because they expect to be able to render a mesh with no material, by overriding enough of the render pipeline to be able to do so. This PR fixes the issue by restoring the old behavior in which we extract meshes even if they have no material. * `texture_binding_array` broke because it doesn't implement `AsBindGroup::unprepared_bind_group`. This was tricky to fix because there's a very good reason why `texture_binding_array` doesn't implement that method: there's no sensible way to do so with `wgpu`'s current bindless API, due to its multiple levels of borrowed references. To fix the example, I split `MaterialBindGroup` into `MaterialBindlessBindGroup` and `MaterialNonBindlessBindGroup`, and allow direct custom implementations of `AsBindGroup::as_bind_group` for the latter type of bind groups. To opt in to the new behavior, return the `AsBindGroupError::CreateBindGroupDirectly` error from your `AsBindGroup::unprepared_bind_group` implementation, and Bevy will call your custom `AsBindGroup::as_bind_group` method as before. ## Migration Guide * Bevy will now unconditionally call `AsBindGroup::unprepared_bind_group` for your materials, so you must no longer panic in that function. Instead, return the new `AsBindGroupError::CreateBindGroupDirectly` error, and Bevy will fall back to calling `AsBindGroup::as_bind_group` as before.
196 lines
6.3 KiB
Rust
196 lines
6.3 KiB
Rust
//! A shader that binds several textures onto one
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//! `binding_array<texture<f32>>` shader binding slot and sample non-uniformly.
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use bevy::{
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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prelude::*,
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reflect::TypePath,
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render::{
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render_asset::RenderAssets,
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render_resource::{
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binding_types::{sampler, texture_2d},
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*,
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},
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renderer::RenderDevice,
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texture::{FallbackImage, GpuImage},
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RenderApp,
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},
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};
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use std::{num::NonZero, process::exit};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/texture_binding_array.wgsl";
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fn main() {
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let mut app = App::new();
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app.add_plugins((
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DefaultPlugins.set(ImagePlugin::default_nearest()),
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GpuFeatureSupportChecker,
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MaterialPlugin::<BindlessMaterial>::default(),
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))
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.add_systems(Startup, setup)
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.run();
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}
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const MAX_TEXTURE_COUNT: usize = 16;
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const TILE_ID: [usize; 16] = [
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19, 23, 4, 33, 12, 69, 30, 48, 10, 65, 40, 47, 57, 41, 44, 46,
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];
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struct GpuFeatureSupportChecker;
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impl Plugin for GpuFeatureSupportChecker {
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fn build(&self, _app: &mut App) {}
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fn finish(&self, app: &mut App) {
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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let render_device = render_app.world().resource::<RenderDevice>();
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// Check if the device support the required feature. If not, exit the example.
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// In a real application, you should setup a fallback for the missing feature
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if !render_device
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.features()
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.contains(WgpuFeatures::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING)
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{
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error!(
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"Render device doesn't support feature \
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SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING, \
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which is required for texture binding arrays"
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);
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exit(1);
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}
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}
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<BindlessMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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));
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// load 16 textures
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let textures: Vec<_> = TILE_ID
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.iter()
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.map(|id| asset_server.load(format!("textures/rpg/tiles/generic-rpg-tile{id:0>2}.png")))
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.collect();
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// a cube with multiple textures
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(BindlessMaterial { textures })),
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));
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}
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#[derive(Asset, TypePath, Debug, Clone)]
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struct BindlessMaterial {
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textures: Vec<Handle<Image>>,
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}
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impl AsBindGroup for BindlessMaterial {
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type Data = ();
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type Param = (SRes<RenderAssets<GpuImage>>, SRes<FallbackImage>);
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fn as_bind_group(
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&self,
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layout: &BindGroupLayout,
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render_device: &RenderDevice,
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(image_assets, fallback_image): &mut SystemParamItem<'_, '_, Self::Param>,
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) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError> {
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// retrieve the render resources from handles
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let mut images = vec![];
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for handle in self.textures.iter().take(MAX_TEXTURE_COUNT) {
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match image_assets.get(handle) {
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Some(image) => images.push(image),
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None => return Err(AsBindGroupError::RetryNextUpdate),
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}
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}
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let fallback_image = &fallback_image.d2;
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let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT];
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// convert bevy's resource types to WGPU's references
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let mut textures: Vec<_> = textures.into_iter().map(|texture| &**texture).collect();
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// fill in up to the first `MAX_TEXTURE_COUNT` textures and samplers to the arrays
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for (id, image) in images.into_iter().enumerate() {
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textures[id] = &*image.texture_view;
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}
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let bind_group = render_device.create_bind_group(
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"bindless_material_bind_group",
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layout,
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&BindGroupEntries::sequential((&textures[..], &fallback_image.sampler)),
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);
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Ok(PreparedBindGroup {
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bindings: BindingResources(vec![]),
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bind_group,
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data: (),
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})
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}
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fn unprepared_bind_group(
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&self,
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_layout: &BindGroupLayout,
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_render_device: &RenderDevice,
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_param: &mut SystemParamItem<'_, '_, Self::Param>,
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) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError> {
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// We implement `as_bind_group`` directly because bindless texture
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// arrays can't be owned.
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// Or rather, they can be owned, but then you can't make a `&'a [&'a
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// TextureView]` from a vec of them in `get_binding()`.
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Err(AsBindGroupError::CreateBindGroupDirectly)
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}
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fn bind_group_layout_entries(_: &RenderDevice) -> Vec<BindGroupLayoutEntry>
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where
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Self: Sized,
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{
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BindGroupLayoutEntries::with_indices(
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// The layout entries will only be visible in the fragment stage
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ShaderStages::FRAGMENT,
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(
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// Screen texture
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//
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// @group(2) @binding(0) var textures: binding_array<texture_2d<f32>>;
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(
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0,
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texture_2d(TextureSampleType::Float { filterable: true })
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.count(NonZero::<u32>::new(MAX_TEXTURE_COUNT as u32).unwrap()),
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),
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// Sampler
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//
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// @group(2) @binding(1) var nearest_sampler: sampler;
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//
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// Note: as with textures, multiple samplers can also be bound
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// onto one binding slot:
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//
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// ```
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// sampler(SamplerBindingType::Filtering)
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// .count(NonZero::<u32>::new(MAX_TEXTURE_COUNT as u32).unwrap()),
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// ```
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//
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// One may need to pay attention to the limit of sampler binding
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// amount on some platforms.
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(1, sampler(SamplerBindingType::Filtering)),
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),
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)
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.to_vec()
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}
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}
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impl Material for BindlessMaterial {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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