delegate layout reflection to RenderResourceContext (#691)
* delegate layout reflection to RenderResourceContext Also: * auto-reflect DynamicBindings * use RenderPipeline::new, update dynamic_bindings linting. * add dynamic binding generation Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This commit is contained in:
parent
8607ccf669
commit
60fa2d5f93
@ -4,7 +4,7 @@ use bevy_ecs::Bundle;
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use bevy_render::{
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draw::Draw,
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mesh::Mesh,
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pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline, RenderPipelines},
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pipeline::{RenderPipeline, RenderPipelines},
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render_graph::base::MainPass,
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};
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use bevy_transform::prelude::{GlobalTransform, Transform};
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@ -24,23 +24,8 @@ pub struct PbrComponents {
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impl Default for PbrComponents {
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fn default() -> Self {
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Self {
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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FORWARD_PIPELINE_HANDLE,
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PipelineSpecialization {
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dynamic_bindings: vec![
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// Transform
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DynamicBinding {
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bind_group: 2,
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binding: 0,
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},
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// StandardMaterial_albedo
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DynamicBinding {
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bind_group: 3,
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binding: 0,
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},
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],
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..Default::default()
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},
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)]),
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mesh: Default::default(),
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material: Default::default(),
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@ -37,8 +37,8 @@ use camera::{
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ActiveCameras, Camera, OrthographicProjection, PerspectiveProjection, VisibleEntities,
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};
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use pipeline::{
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DynamicBinding, IndexFormat, PipelineCompiler, PipelineDescriptor, PipelineSpecialization,
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PrimitiveTopology, ShaderSpecialization,
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IndexFormat, PipelineCompiler, PipelineDescriptor, PipelineSpecialization, PrimitiveTopology,
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ShaderSpecialization,
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};
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use render_graph::{
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base::{self, BaseRenderGraphBuilder, BaseRenderGraphConfig},
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@ -66,7 +66,7 @@ pub mod stage {
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/// Adds core render types and systems to an App
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pub struct RenderPlugin {
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/// configures the "base render graph". If this is not `None`, the "base render graph" will be added
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/// configures the "base render graph". If this is not `None`, the "base render graph" will be added
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pub base_render_graph_config: Option<BaseRenderGraphConfig>,
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}
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@ -112,7 +112,6 @@ impl Plugin for RenderPlugin {
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.register_property::<Color>()
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.register_property::<Range<f32>>()
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.register_property::<ShaderSpecialization>()
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.register_property::<DynamicBinding>()
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.register_property::<PrimitiveTopology>()
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.register_property::<IndexFormat>()
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.register_properties::<PipelineSpecialization>()
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@ -4,13 +4,9 @@ use super::{
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CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace, IndexFormat,
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PrimitiveTopology, RasterizationStateDescriptor, StencilStateFaceDescriptor,
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},
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BindType, DynamicBinding, PipelineLayout, StencilStateDescriptor,
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PipelineLayout, StencilStateDescriptor,
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};
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use crate::{
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shader::{Shader, ShaderStages},
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texture::TextureFormat,
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};
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use bevy_asset::Assets;
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use crate::{shader::ShaderStages, texture::TextureFormat};
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use bevy_type_registry::TypeUuid;
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#[derive(Clone, Debug, TypeUuid)]
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@ -117,63 +113,4 @@ impl PipelineDescriptor {
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pub fn get_layout_mut(&mut self) -> Option<&mut PipelineLayout> {
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self.layout.as_mut()
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}
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/// Reflects the pipeline layout from its shaders.
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///
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/// If `bevy_conventions` is true, it will be assumed that the shader follows "bevy shader conventions". These allow
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/// richer reflection, such as inferred Vertex Buffer names and inferred instancing.
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///
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/// If `dynamic_bindings` has values, shader uniforms will be set to "dynamic" if there is a matching binding in the list
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///
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/// If `vertex_buffer_descriptors` is set, the pipeline's vertex buffers
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/// will inherit their layouts from global descriptors, otherwise the layout will be assumed to be complete / local.
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pub fn reflect_layout(
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&mut self,
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shaders: &Assets<Shader>,
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bevy_conventions: bool,
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dynamic_bindings: &[DynamicBinding],
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) {
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let vertex_spirv = shaders.get(&self.shader_stages.vertex).unwrap();
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let fragment_spirv = self
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.shader_stages
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.fragment
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.as_ref()
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.map(|handle| shaders.get(handle).unwrap());
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let mut layouts = vec![vertex_spirv.reflect_layout(bevy_conventions).unwrap()];
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if let Some(ref fragment_spirv) = fragment_spirv {
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layouts.push(fragment_spirv.reflect_layout(bevy_conventions).unwrap());
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}
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let mut layout = PipelineLayout::from_shader_layouts(&mut layouts);
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if !dynamic_bindings.is_empty() {
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// set binding uniforms to dynamic if render resource bindings use dynamic
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for bind_group in layout.bind_groups.iter_mut() {
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let mut binding_changed = false;
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for binding in bind_group.bindings.iter_mut() {
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let current = DynamicBinding {
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bind_group: bind_group.index,
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binding: binding.index,
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};
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if dynamic_bindings.contains(¤t) {
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if let BindType::Uniform {
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ref mut dynamic, ..
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} = binding.bind_type
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{
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*dynamic = true;
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binding_changed = true;
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}
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}
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}
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if binding_changed {
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bind_group.update_id();
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}
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}
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}
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self.layout = Some(layout);
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}
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}
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@ -1,7 +1,7 @@
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use super::{state_descriptors::PrimitiveTopology, IndexFormat, PipelineDescriptor};
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use crate::{
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pipeline::{
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InputStepMode, VertexAttributeDescriptor, VertexBufferDescriptor, VertexFormat,
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BindType, InputStepMode, VertexAttributeDescriptor, VertexBufferDescriptor, VertexFormat,
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VERTEX_FALLBACK_LAYOUT_NAME,
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},
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renderer::RenderResourceContext,
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@ -18,7 +18,7 @@ use std::borrow::Cow;
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pub struct PipelineSpecialization {
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pub shader_specialization: ShaderSpecialization,
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pub primitive_topology: PrimitiveTopology,
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pub dynamic_bindings: Vec<DynamicBinding>,
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pub dynamic_bindings: Vec<String>,
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pub index_format: IndexFormat,
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pub vertex_buffer_descriptor: VertexBufferDescriptor,
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pub sample_count: u32,
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@ -61,12 +61,6 @@ struct SpecializedPipeline {
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specialization: PipelineSpecialization,
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}
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#[derive(Clone, Eq, PartialEq, Debug, Default, Serialize, Deserialize, Property)]
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pub struct DynamicBinding {
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pub bind_group: u32,
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pub binding: u32,
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}
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#[derive(Debug, Default)]
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pub struct PipelineCompiler {
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specialized_shaders: HashMap<Handle<Shader>, Vec<SpecializedShader>>,
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@ -163,12 +157,39 @@ impl PipelineCompiler {
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)
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});
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specialized_descriptor.reflect_layout(
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shaders,
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let mut layout = render_resource_context.reflect_pipeline_layout(
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&shaders,
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&specialized_descriptor.shader_stages,
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true,
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&pipeline_specialization.dynamic_bindings,
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);
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if !pipeline_specialization.dynamic_bindings.is_empty() {
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// set binding uniforms to dynamic if render resource bindings use dynamic
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for bind_group in layout.bind_groups.iter_mut() {
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let mut binding_changed = false;
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for binding in bind_group.bindings.iter_mut() {
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if pipeline_specialization
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.dynamic_bindings
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.iter()
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.any(|b| b == &binding.name)
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{
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if let BindType::Uniform {
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ref mut dynamic, ..
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} = binding.bind_type
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{
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*dynamic = true;
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binding_changed = true;
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}
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}
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}
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if binding_changed {
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bind_group.update_id();
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}
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}
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}
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specialized_descriptor.layout = Some(layout);
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// create a vertex layout that provides all attributes from either the specialized vertex buffers or a zero buffer
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let mut pipeline_layout = specialized_descriptor.layout.as_mut().unwrap();
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// the vertex buffer descriptor of the mesh
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@ -14,13 +14,16 @@ use bevy_property::Properties;
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pub struct RenderPipeline {
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pub pipeline: Handle<PipelineDescriptor>,
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pub specialization: PipelineSpecialization,
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/// used to track if PipelineSpecialization::dynamic_bindings is in sync with RenderResourceBindings
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pub dynamic_bindings_generation: usize,
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}
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impl RenderPipeline {
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pub fn new(pipeline: Handle<PipelineDescriptor>) -> Self {
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RenderPipeline {
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specialization: Default::default(),
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pipeline,
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..Default::default()
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dynamic_bindings_generation: std::usize::MAX,
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}
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}
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@ -31,6 +34,7 @@ impl RenderPipeline {
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RenderPipeline {
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pipeline,
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specialization,
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dynamic_bindings_generation: std::usize::MAX,
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}
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}
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}
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@ -100,10 +104,24 @@ pub fn draw_render_pipelines_system(
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let render_pipelines = &mut *render_pipelines;
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for pipeline in render_pipelines.pipelines.iter_mut() {
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pipeline.specialization.sample_count = msaa.samples;
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// TODO: move these to mesh.rs?
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if pipeline.dynamic_bindings_generation
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!= render_pipelines.bindings.dynamic_bindings_generation()
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{
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pipeline.specialization.dynamic_bindings = render_pipelines
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.bindings
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.iter_dynamic_bindings()
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.map(|name| name.to_string())
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.collect::<Vec<String>>();
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pipeline.dynamic_bindings_generation =
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render_pipelines.bindings.dynamic_bindings_generation();
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}
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}
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for render_pipeline in render_pipelines.pipelines.iter() {
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for render_pipeline in render_pipelines.pipelines.iter_mut() {
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let render_resource_bindings = &mut [
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&mut render_pipelines.bindings,
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&mut render_resource_bindings,
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];
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draw_context
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.set_pipeline(
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&mut draw,
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@ -112,13 +130,7 @@ pub fn draw_render_pipelines_system(
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)
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.unwrap();
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draw_context
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.set_bind_groups_from_bindings(
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&mut draw,
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&mut [
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&mut render_pipelines.bindings,
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&mut render_resource_bindings,
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],
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)
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.set_bind_groups_from_bindings(&mut draw, render_resource_bindings)
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.unwrap();
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draw_context
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.set_vertex_buffers_from_bindings(&mut draw, &[&render_pipelines.bindings])
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@ -35,6 +35,13 @@ impl RenderResourceBinding {
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}
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}
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pub fn is_dynamic_buffer(&self) -> bool {
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matches!(self, RenderResourceBinding::Buffer {
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dynamic_index: Some(_),
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..
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})
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}
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pub fn get_sampler(&self) -> Option<SamplerId> {
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if let RenderResourceBinding::Sampler(sampler) = self {
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Some(*sampler)
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@ -103,7 +110,7 @@ pub enum BindGroupStatus {
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// PERF: if the bindings are scoped to a specific pipeline layout, then names could be replaced with indices here for a perf boost
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#[derive(Eq, PartialEq, Debug, Default, Clone)]
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pub struct RenderResourceBindings {
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bindings: HashMap<String, RenderResourceBinding>,
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pub bindings: HashMap<String, RenderResourceBinding>,
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/// A Buffer that contains all attributes a mesh has defined
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pub vertex_attribute_buffer: Option<BufferId>,
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/// A Buffer that is filled with zeros that will be used for attributes required by the shader, but undefined by the mesh.
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@ -112,6 +119,7 @@ pub struct RenderResourceBindings {
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bind_groups: HashMap<BindGroupId, BindGroup>,
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bind_group_descriptors: HashMap<BindGroupDescriptorId, Option<BindGroupId>>,
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dirty_bind_groups: HashSet<BindGroupId>,
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dynamic_bindings_generation: usize,
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}
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impl RenderResourceBindings {
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@ -124,9 +132,17 @@ impl RenderResourceBindings {
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self.bindings.insert(name.to_string(), binding);
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}
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/// The current "generation" of dynamic bindings. This number increments every time a dynamic binding changes
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pub fn dynamic_bindings_generation(&self) -> usize {
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self.dynamic_bindings_generation
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}
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fn try_set_dirty(&mut self, name: &str, binding: &RenderResourceBinding) {
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if let Some(current_binding) = self.bindings.get(name) {
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if current_binding != binding {
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if current_binding.is_dynamic_buffer() {
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self.dynamic_bindings_generation += 1;
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}
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// TODO: this is crude. we shouldn't need to invalidate all bind groups
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for id in self.bind_groups.keys() {
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self.dirty_bind_groups.insert(*id);
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@ -236,6 +252,18 @@ impl RenderResourceBindings {
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Some(bind_group_builder.finish())
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}
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pub fn iter_dynamic_bindings(&self) -> impl Iterator<Item = &str> {
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self.bindings
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.iter()
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.filter(|(_, binding)| {
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matches!(binding, RenderResourceBinding::Buffer {
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dynamic_index: Some(_),
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..
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})
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})
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.map(|(name, _)| name.as_str())
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}
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}
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#[derive(Debug, Default)]
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@ -1,7 +1,7 @@
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use crate::{
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pipeline::{BindGroupDescriptorId, PipelineDescriptor},
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pipeline::{BindGroupDescriptorId, PipelineDescriptor, PipelineLayout},
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renderer::{BindGroup, BufferId, BufferInfo, RenderResourceId, SamplerId, TextureId},
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shader::Shader,
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shader::{Shader, ShaderLayout, ShaderStages},
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texture::{SamplerDescriptor, TextureDescriptor},
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};
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use bevy_asset::{Asset, Assets, Handle, HandleUntyped};
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@ -60,6 +60,34 @@ pub trait RenderResourceContext: Downcast + Send + Sync + 'static {
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bind_group: &BindGroup,
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);
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fn clear_bind_groups(&self);
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/// Reflects the pipeline layout from its shaders.
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///
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/// If `bevy_conventions` is true, it will be assumed that the shader follows "bevy shader conventions". These allow
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/// richer reflection, such as inferred Vertex Buffer names and inferred instancing.
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///
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/// If `dynamic_bindings` has values, shader uniforms will be set to "dynamic" if there is a matching binding in the list
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///
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/// If `vertex_buffer_descriptors` is set, the pipeline's vertex buffers
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/// will inherit their layouts from global descriptors, otherwise the layout will be assumed to be complete / local.
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fn reflect_pipeline_layout(
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&self,
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shaders: &Assets<Shader>,
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shader_stages: &ShaderStages,
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enforce_bevy_conventions: bool,
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) -> PipelineLayout {
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// TODO: maybe move this default implementation to PipelineLayout?
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let mut shader_layouts: Vec<ShaderLayout> = shader_stages
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.iter()
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.map(|handle| {
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shaders
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.get(&handle)
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.unwrap()
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.reflect_layout(enforce_bevy_conventions)
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.unwrap()
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})
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.collect();
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PipelineLayout::from_shader_layouts(&mut shader_layouts)
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}
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}
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impl dyn RenderResourceContext {
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|
@ -6,7 +6,7 @@ use bevy_asset::Handle;
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use bevy_ecs::Bundle;
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use bevy_render::{
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mesh::Mesh,
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pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline, RenderPipelines},
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pipeline::{RenderPipeline, RenderPipelines},
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prelude::Draw,
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render_graph::base::MainPass,
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};
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@ -28,23 +28,8 @@ impl Default for SpriteComponents {
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fn default() -> Self {
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Self {
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mesh: QUAD_HANDLE,
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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SPRITE_PIPELINE_HANDLE,
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PipelineSpecialization {
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dynamic_bindings: vec![
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// Transform
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DynamicBinding {
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bind_group: 2,
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binding: 0,
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},
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// Sprite
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DynamicBinding {
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bind_group: 2,
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binding: 1,
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},
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],
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..Default::default()
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},
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)]),
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draw: Draw {
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is_transparent: true,
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@ -79,23 +64,8 @@ pub struct SpriteSheetComponents {
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impl Default for SpriteSheetComponents {
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fn default() -> Self {
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Self {
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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SPRITE_SHEET_PIPELINE_HANDLE,
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PipelineSpecialization {
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dynamic_bindings: vec![
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// Transform
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DynamicBinding {
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bind_group: 2,
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binding: 0,
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},
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// TextureAtlasSprite
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DynamicBinding {
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bind_group: 2,
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binding: 1,
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},
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],
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..Default::default()
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},
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)]),
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draw: Draw {
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is_transparent: true,
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|
@ -11,7 +11,7 @@ use bevy_render::{
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camera::{Camera, OrthographicProjection, VisibleEntities, WindowOrigin},
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draw::Draw,
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mesh::Mesh,
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pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline, RenderPipelines},
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pipeline::{RenderPipeline, RenderPipelines},
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};
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use bevy_sprite::{ColorMaterial, QUAD_HANDLE};
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use bevy_transform::prelude::{GlobalTransform, Transform};
|
||||
@ -32,23 +32,8 @@ impl Default for NodeComponents {
|
||||
fn default() -> Self {
|
||||
NodeComponents {
|
||||
mesh: QUAD_HANDLE,
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
|
||||
UI_PIPELINE_HANDLE,
|
||||
PipelineSpecialization {
|
||||
dynamic_bindings: vec![
|
||||
// Transform
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 0,
|
||||
},
|
||||
// Node_size
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 1,
|
||||
},
|
||||
],
|
||||
..Default::default()
|
||||
},
|
||||
)]),
|
||||
node: Default::default(),
|
||||
style: Default::default(),
|
||||
@ -78,23 +63,8 @@ impl Default for ImageComponents {
|
||||
fn default() -> Self {
|
||||
ImageComponents {
|
||||
mesh: QUAD_HANDLE,
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
|
||||
UI_PIPELINE_HANDLE,
|
||||
PipelineSpecialization {
|
||||
dynamic_bindings: vec![
|
||||
// Transform
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 0,
|
||||
},
|
||||
// Node_size
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 1,
|
||||
},
|
||||
],
|
||||
..Default::default()
|
||||
},
|
||||
)]),
|
||||
node: Default::default(),
|
||||
image: Default::default(),
|
||||
@ -158,23 +128,8 @@ impl Default for ButtonComponents {
|
||||
ButtonComponents {
|
||||
button: Button,
|
||||
mesh: QUAD_HANDLE,
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
|
||||
UI_PIPELINE_HANDLE,
|
||||
PipelineSpecialization {
|
||||
dynamic_bindings: vec![
|
||||
// Transform
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 0,
|
||||
},
|
||||
// Node_size
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 1,
|
||||
},
|
||||
],
|
||||
..Default::default()
|
||||
},
|
||||
)]),
|
||||
interaction: Default::default(),
|
||||
focus_policy: Default::default(),
|
||||
|
@ -2,7 +2,7 @@ use bevy::{
|
||||
prelude::*,
|
||||
render::{
|
||||
mesh::{shape, VertexAttributeValues},
|
||||
pipeline::{DynamicBinding, PipelineDescriptor, PipelineSpecialization, RenderPipeline},
|
||||
pipeline::{PipelineDescriptor, RenderPipeline},
|
||||
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
|
||||
renderer::RenderResources,
|
||||
shader::{ShaderStage, ShaderStages},
|
||||
@ -129,19 +129,8 @@ fn setup(
|
||||
// cube
|
||||
.spawn(MeshComponents {
|
||||
mesh: meshes.add(cube_with_vertex_colors), // use our cube with vertex colors
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
|
||||
pipeline_handle,
|
||||
// NOTE: in the future you wont need to manually declare dynamic bindings
|
||||
PipelineSpecialization {
|
||||
dynamic_bindings: vec![
|
||||
// Transform
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 0,
|
||||
},
|
||||
],
|
||||
..Default::default()
|
||||
},
|
||||
)]),
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
|
||||
..Default::default()
|
||||
|
@ -2,7 +2,7 @@ use bevy::{
|
||||
prelude::*,
|
||||
render::{
|
||||
mesh::shape,
|
||||
pipeline::{DynamicBinding, PipelineDescriptor, PipelineSpecialization, RenderPipeline},
|
||||
pipeline::{PipelineDescriptor, RenderPipeline},
|
||||
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
|
||||
renderer::RenderResources,
|
||||
shader::{ShaderStage, ShaderStages},
|
||||
@ -85,24 +85,8 @@ fn setup(
|
||||
// cube
|
||||
.spawn(MeshComponents {
|
||||
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
|
||||
pipeline_handle,
|
||||
// NOTE: in the future you wont need to manually declare dynamic bindings
|
||||
PipelineSpecialization {
|
||||
dynamic_bindings: vec![
|
||||
// Transform
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 0,
|
||||
},
|
||||
// MyMaterial_color
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 1,
|
||||
},
|
||||
],
|
||||
..Default::default()
|
||||
},
|
||||
)]),
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
|
||||
..Default::default()
|
||||
|
@ -2,7 +2,7 @@ use bevy::{
|
||||
prelude::*,
|
||||
render::{
|
||||
mesh::shape,
|
||||
pipeline::{DynamicBinding, PipelineDescriptor, PipelineSpecialization, RenderPipeline},
|
||||
pipeline::{PipelineDescriptor, RenderPipeline},
|
||||
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
|
||||
renderer::RenderResources,
|
||||
shader::{asset_shader_defs_system, ShaderDefs, ShaderStage, ShaderStages},
|
||||
@ -106,24 +106,8 @@ fn setup(
|
||||
// cube
|
||||
.spawn(MeshComponents {
|
||||
mesh: cube_handle.clone(),
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
|
||||
pipeline_handle.clone(),
|
||||
// NOTE: in the future you wont need to manually declare dynamic bindings
|
||||
PipelineSpecialization {
|
||||
dynamic_bindings: vec![
|
||||
// Transform
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 0,
|
||||
},
|
||||
// MyMaterial_color
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 1,
|
||||
},
|
||||
],
|
||||
..Default::default()
|
||||
},
|
||||
)]),
|
||||
transform: Transform::from_translation(Vec3::new(-2.0, 0.0, 0.0)),
|
||||
..Default::default()
|
||||
@ -132,24 +116,8 @@ fn setup(
|
||||
// cube
|
||||
.spawn(MeshComponents {
|
||||
mesh: cube_handle,
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
|
||||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
|
||||
pipeline_handle,
|
||||
// NOTE: in the future you wont need to manually declare dynamic bindings
|
||||
PipelineSpecialization {
|
||||
dynamic_bindings: vec![
|
||||
// Transform
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 0,
|
||||
},
|
||||
// MyMaterial_color
|
||||
DynamicBinding {
|
||||
bind_group: 1,
|
||||
binding: 1,
|
||||
},
|
||||
],
|
||||
..Default::default()
|
||||
},
|
||||
)]),
|
||||
transform: Transform::from_translation(Vec3::new(2.0, 0.0, 0.0)),
|
||||
..Default::default()
|
||||
|
Loading…
Reference in New Issue
Block a user