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This patch adds the infrastructure necessary for Bevy to support *bindless resources*, by adding a new `#[bindless]` attribute to `AsBindGroup`. Classically, only a single texture (or sampler, or buffer) can be attached to each shader binding. This means that switching materials requires breaking a batch and issuing a new drawcall, even if the mesh is otherwise identical. This adds significant overhead not only in the driver but also in `wgpu`, as switching bind groups increases the amount of validation work that `wgpu` must do. *Bindless resources* are the typical solution to this problem. Instead of switching bindings between each texture, the renderer instead supplies a large *array* of all textures in the scene up front, and the material contains an index into that array. This pattern is repeated for buffers and samplers as well. The renderer now no longer needs to switch binding descriptor sets while drawing the scene. Unfortunately, as things currently stand, this approach won't quite work for Bevy. Two aspects of `wgpu` conspire to make this ideal approach unacceptably slow: 1. In the DX12 backend, all binding arrays (bindless resources) must have a constant size declared in the shader, and all textures in an array must be bound to actual textures. Changing the size requires a recompile. 2. Changing even one texture incurs revalidation of all textures, a process that takes time that's linear in the total size of the binding array. This means that declaring a large array of textures big enough to encompass the entire scene is presently unacceptably slow. For example, if you declare 4096 textures, then `wgpu` will have to revalidate all 4096 textures if even a single one changes. This process can take multiple frames. To work around this problem, this PR groups bindless resources into small *slabs* and maintains a free list for each. The size of each slab for the bindless arrays associated with a material is specified via the `#[bindless(N)]` attribute. For instance, consider the following declaration: ```rust #[derive(AsBindGroup)] #[bindless(16)] struct MyMaterial { #[buffer(0)] color: Vec4, #[texture(1)] #[sampler(2)] diffuse: Handle<Image>, } ``` The `#[bindless(N)]` attribute specifies that, if bindless arrays are supported on the current platform, each resource becomes a binding array of N instances of that resource. So, for `MyMaterial` above, the `color` attribute is exposed to the shader as `binding_array<vec4<f32>, 16>`, the `diffuse` texture is exposed to the shader as `binding_array<texture_2d<f32>, 16>`, and the `diffuse` sampler is exposed to the shader as `binding_array<sampler, 16>`. Inside the material's vertex and fragment shaders, the applicable index is available via the `material_bind_group_slot` field of the `Mesh` structure. So, for instance, you can access the current color like so: ```wgsl // `uniform` binding arrays are a non-sequitur, so `uniform` is automatically promoted // to `storage` in bindless mode. @group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>; ... @fragment fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { let color = material_color[mesh[in.instance_index].material_bind_group_slot]; ... } ``` Note that portable shader code can't guarantee that the current platform supports bindless textures. Indeed, bindless mode is only available in Vulkan and DX12. The `BINDLESS` shader definition is available for your use to determine whether you're on a bindless platform or not. Thus a portable version of the shader above would look like: ```wgsl #ifdef BINDLESS @group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>; #else // BINDLESS @group(2) @binding(0) var<uniform> material_color: Color; #endif // BINDLESS ... @fragment fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { #ifdef BINDLESS let color = material_color[mesh[in.instance_index].material_bind_group_slot]; #else // BINDLESS let color = material_color; #endif // BINDLESS ... } ``` Importantly, this PR *doesn't* update `StandardMaterial` to be bindless. So, for example, `scene_viewer` will currently not run any faster. I intend to update `StandardMaterial` to use bindless mode in a follow-up patch. A new example, `shaders/shader_material_bindless`, has been added to demonstrate how to use this new feature. Here's a Tracy profile of `submit_graph_commands` of this patch and an additional patch (not submitted yet) that makes `StandardMaterial` use bindless. Red is those patches; yellow is `main`. The scene was Bistro Exterior with a hack that forces all textures to opaque. You can see a 1.47x mean speedup. ![Screenshot 2024-11-12 161713](https://github.com/user-attachments/assets/4334b362-42c8-4d64-9cfb-6835f019b95c) ## Migration Guide * `RenderAssets::prepare_asset` now takes an `AssetId` parameter. * Bin keys now have Bevy-specific material bind group indices instead of `wgpu` material bind group IDs, as part of the bindless change. Use the new `MaterialBindGroupAllocator` to map from bind group index to bind group ID.
73 lines
2.1 KiB
Rust
73 lines
2.1 KiB
Rust
//! A material that uses bindless textures.
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use bevy::prelude::*;
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
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const SHADER_ASSET_PATH: &str = "shaders/bindless_material.wgsl";
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// `#[bindless(4)]` indicates that we want Bevy to group materials into bind
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// groups of at most 4 materials each.
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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#[bindless(4)]
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struct BindlessMaterial {
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// This will be exposed to the shader as a binding array of 4 *storage*
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// buffers (as bindless uniforms don't exist).
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#[uniform(0)]
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color: LinearRgba,
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// This will be exposed to the shader as a binding array of 4 textures and a
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// binding array of 4 samplers.
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#[texture(1)]
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#[sampler(2)]
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color_texture: Option<Handle<Image>>,
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}
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// The entry point.
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins,
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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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// Creates a simple scene.
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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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// Add a cube with a blue tinted texture.
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(BindlessMaterial {
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color: LinearRgba::BLUE,
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color_texture: Some(asset_server.load("branding/bevy_logo_dark.png")),
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})),
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Transform::from_xyz(-2.0, 0.5, 0.0),
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));
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// Add a cylinder with a red tinted texture.
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commands.spawn((
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Mesh3d(meshes.add(Cylinder::default())),
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MeshMaterial3d(materials.add(BindlessMaterial {
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color: LinearRgba::RED,
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color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
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})),
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Transform::from_xyz(2.0, 0.5, 0.0),
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));
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// Add a camera.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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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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