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https://github.com/bevyengine/bevy
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# Objective - Materials should be a more frequent rebind then meshes (due to being able to use a single vertex buffer, such as in #10164) and therefore should be in a higher bind group. --- ## Changelog - For 2d and 3d mesh/material setups (but not UI materials, or other rendering setups such as gizmos, sprites, or text), mesh data is now in bind group 1, and material data is now in bind group 2, which is swapped from how they were before. ## Migration Guide - Custom 2d and 3d mesh/material shaders should now use bind group 2 `@group(2) @binding(x)` for their bound resources, instead of bind group 1. - Many internal pieces of rendering code have changed so that mesh data is now in bind group 1, and material data is now in bind group 2. Semi-custom rendering setups (that don't use the Material or Material2d APIs) should adapt to these changes.
178 lines
5.8 KiB
Rust
178 lines
5.8 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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prelude::*,
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reflect::TypePath,
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render::{
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render_asset::RenderAssets, render_resource::*, renderer::RenderDevice,
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texture::FallbackImage, RenderApp,
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},
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};
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use std::{num::NonZeroU32, process::exit};
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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 Ok(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(Camera3dBundle {
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transform: 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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..Default::default()
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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(MaterialMeshBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(BindlessMaterial { textures }),
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..Default::default()
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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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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: &RenderAssets<Image>,
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fallback_image: &FallbackImage,
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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: 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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_: &BindGroupLayout,
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_: &RenderDevice,
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_: &RenderAssets<Image>,
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_: &FallbackImage,
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) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError> {
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// we implement as_bind_group directly because
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panic!("bindless texture arrays can't be owned")
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// or rather, they can be owned, but then you can't make a `&'a [&'a TextureView]` from a vec of them in get_binding().
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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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vec![
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// @group(2) @binding(0) var textures: binding_array<texture_2d<f32>>;
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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multisampled: false,
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},
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count: NonZeroU32::new(MAX_TEXTURE_COUNT as u32),
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},
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// @group(2) @binding(1) var nearest_sampler: sampler;
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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// Note: as textures, multiple samplers can also be bound onto one binding slot.
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// One may need to pay attention to the limit of sampler binding amount on some platforms.
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// count: NonZeroU32::new(MAX_TEXTURE_COUNT as u32),
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},
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]
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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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"shaders/texture_binding_array.wgsl".into()
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}
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}
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