Use only one sampler in the array texture example. (#7405)

# Objective

Fixes #7373 

## Solution

Use only one sampler instead of an array of samplers.
This commit is contained in:
研究社交 2023-01-29 15:08:21 +00:00
parent 209f6f8e83
commit adae877be2
2 changed files with 10 additions and 8 deletions

View File

@ -1,7 +1,9 @@
@group(1) @binding(0) @group(1) @binding(0)
var textures: binding_array<texture_2d<f32>>; var textures: binding_array<texture_2d<f32>>;
@group(1) @binding(1) @group(1) @binding(1)
var samplers: binding_array<sampler>; var nearest_sampler: sampler;
// We can also have array of samplers
// var samplers: binding_array<sampler>;
@fragment @fragment
fn fragment( fn fragment(
@ -11,5 +13,5 @@ fn fragment(
let coords = clamp(vec2<u32>(uv * 4.0), vec2<u32>(0u), vec2<u32>(3u)); let coords = clamp(vec2<u32>(uv * 4.0), vec2<u32>(0u), vec2<u32>(3u));
let index = coords.y * 4u + coords.x; let index = coords.y * 4u + coords.x;
let inner_uv = fract(uv * 4.0); let inner_uv = fract(uv * 4.0);
return textureSample(textures[index], samplers[index], inner_uv); return textureSample(textures[index], nearest_sampler, inner_uv);
} }

View File

@ -94,16 +94,13 @@ impl AsBindGroup for BindlessMaterial {
} }
let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT]; let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT];
let samplers = vec![&fallback_image.sampler; MAX_TEXTURE_COUNT];
// convert bevy's resource types to WGPU's references // convert bevy's resource types to WGPU's references
let mut textures: Vec<_> = textures.into_iter().map(|texture| &**texture).collect(); let mut textures: Vec<_> = textures.into_iter().map(|texture| &**texture).collect();
let mut samplers: Vec<_> = samplers.into_iter().map(|sampler| &**sampler).collect();
// fill in up to the first `MAX_TEXTURE_COUNT` textures and samplers to the arrays // fill in up to the first `MAX_TEXTURE_COUNT` textures and samplers to the arrays
for (id, image) in images.into_iter().enumerate() { for (id, image) in images.into_iter().enumerate() {
textures[id] = &*image.texture_view; textures[id] = &*image.texture_view;
samplers[id] = &*image.sampler;
} }
let bind_group = render_device.create_bind_group(&BindGroupDescriptor { let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
@ -116,7 +113,7 @@ impl AsBindGroup for BindlessMaterial {
}, },
BindGroupEntry { BindGroupEntry {
binding: 1, binding: 1,
resource: BindingResource::SamplerArray(&samplers[..]), resource: BindingResource::Sampler(&fallback_image.sampler),
}, },
], ],
}); });
@ -146,12 +143,15 @@ impl AsBindGroup for BindlessMaterial {
}, },
count: NonZeroU32::new(MAX_TEXTURE_COUNT as u32), count: NonZeroU32::new(MAX_TEXTURE_COUNT as u32),
}, },
// @group(1) @binding(1) var samplers: binding_array<sampler>; // @group(1) @binding(1) var nearest_sampler: sampler;
BindGroupLayoutEntry { BindGroupLayoutEntry {
binding: 1, binding: 1,
visibility: ShaderStages::FRAGMENT, visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering), ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: NonZeroU32::new(MAX_TEXTURE_COUNT as u32), count: None,
// Note: as textures, multiple samplers can also be bound onto one binding slot.
// One may need to pay attention to the limit of sampler binding amount on some platforms.
// count: NonZeroU32::new(MAX_TEXTURE_COUNT as u32),
}, },
], ],
}) })