use crate::{ define_atomic_id, prelude::Image, render_asset::RenderAssets, render_resource::{resource_macros::*, BindGroupLayout, Buffer, Sampler, TextureView}, renderer::RenderDevice, texture::FallbackImage, }; pub use bevy_render_macros::AsBindGroup; use bevy_utils::thiserror::Error; use encase::ShaderType; use std::ops::Deref; use wgpu::{BindGroupEntry, BindGroupLayoutEntry, BindingResource}; define_atomic_id!(BindGroupId); render_resource_wrapper!(ErasedBindGroup, wgpu::BindGroup); /// Bind groups are responsible for binding render resources (e.g. buffers, textures, samplers) /// to a [`TrackedRenderPass`](crate::render_phase::TrackedRenderPass). /// This makes them accessible in the pipeline (shaders) as uniforms. /// /// May be converted from and dereferences to a wgpu [`BindGroup`](wgpu::BindGroup). /// Can be created via [`RenderDevice::create_bind_group`](crate::renderer::RenderDevice::create_bind_group). #[derive(Clone, Debug)] pub struct BindGroup { id: BindGroupId, value: ErasedBindGroup, } impl BindGroup { /// Returns the [`BindGroupId`]. #[inline] pub fn id(&self) -> BindGroupId { self.id } } impl From for BindGroup { fn from(value: wgpu::BindGroup) -> Self { BindGroup { id: BindGroupId::new(), value: ErasedBindGroup::new(value), } } } impl Deref for BindGroup { type Target = wgpu::BindGroup; #[inline] fn deref(&self) -> &Self::Target { &self.value } } /// Converts a value to a [`BindGroup`] with a given [`BindGroupLayout`], which can then be used in Bevy shaders. /// This trait can be derived (and generally should be). Read on for details and examples. /// /// This is an opinionated trait that is intended to make it easy to generically /// convert a type into a [`BindGroup`]. It provides access to specific render resources, /// such as [`RenderAssets`] and [`FallbackImage`]. If a type has a [`Handle`](bevy_asset::Handle), /// these can be used to retrieve the corresponding [`Texture`](crate::render_resource::Texture) resource. /// /// [`AsBindGroup::as_bind_group`] is intended to be called once, then the result cached somewhere. It is generally /// ok to do "expensive" work here, such as creating a [`Buffer`] for a uniform. /// /// If for some reason a [`BindGroup`] cannot be created yet (for example, the [`Texture`](crate::render_resource::Texture) /// for an [`Image`] hasn't loaded yet), just return [`AsBindGroupError::RetryNextUpdate`], which signals that the caller /// should retry again later. /// /// # Deriving /// /// This trait can be derived. Field attributes like `uniform` and `texture` are used to define which fields should be bindings, /// what their binding type is, and what index they should be bound at: /// /// ``` /// # use bevy_render::{color::Color, render_resource::*, texture::Image}; /// # use bevy_asset::Handle; /// #[derive(AsBindGroup)] /// struct CoolMaterial { /// #[uniform(0)] /// color: Color, /// #[texture(1)] /// #[sampler(2)] /// color_texture: Handle, /// #[storage(3, read_only)] /// values: Vec, /// #[storage(4, read_only, buffer)] /// buffer: Buffer, /// } /// ``` /// /// In WGSL shaders, the binding would look like this: /// /// ```wgsl /// @group(2) @binding(0) var color: vec4; /// @group(2) @binding(1) var color_texture: texture_2d; /// @group(2) @binding(2) var color_sampler: sampler; /// @group(2) @binding(3) var values: array; /// ``` /// Note that the "group" index is determined by the usage context. It is not defined in [`AsBindGroup`]. For example, in Bevy material bind groups /// are generally bound to group 2. /// /// The following field-level attributes are supported: /// /// * `uniform(BINDING_INDEX)` /// * The field will be converted to a shader-compatible type using the [`ShaderType`] trait, written to a [`Buffer`], and bound as a uniform. /// [`ShaderType`] is implemented for most math types already, such as [`f32`], [`Vec4`](bevy_math::Vec4), and /// [`Color`](crate::color::Color). It can also be derived for custom structs. /// /// * `texture(BINDING_INDEX, arguments)` /// * This field's [`Handle`](bevy_asset::Handle) will be used to look up the matching [`Texture`](crate::render_resource::Texture) /// GPU resource, which will be bound as a texture in shaders. The field will be assumed to implement [`Into>>`]. In practice, /// most fields should be a [`Handle`](bevy_asset::Handle) or [`Option>`]. If the value of an [`Option>`] is /// [`None`], the [`FallbackImage`] resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute /// (with a different binding index) if a binding of the sampler for the [`Image`] is also required. /// /// | Arguments | Values | Default | /// |-----------------------|-------------------------------------------------------------------------|----------------------| /// | `dimension` = "..." | `"1d"`, `"2d"`, `"2d_array"`, `"3d"`, `"cube"`, `"cube_array"` | `"2d"` | /// | `sample_type` = "..." | `"float"`, `"depth"`, `"s_int"` or `"u_int"` | `"float"` | /// | `filterable` = ... | `true`, `false` | `true` | /// | `multisampled` = ... | `true`, `false` | `false` | /// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` | /// /// * `sampler(BINDING_INDEX, arguments)` /// * This field's [`Handle`](bevy_asset::Handle) will be used to look up the matching [`Sampler`] GPU /// resource, which will be bound as a sampler in shaders. The field will be assumed to implement [`Into>>`]. In practice, /// most fields should be a [`Handle`](bevy_asset::Handle) or [`Option>`]. If the value of an [`Option>`] is /// [`None`], the [`FallbackImage`] resource will be used instead. This attribute can be used in conjunction with a `texture` binding attribute /// (with a different binding index) if a binding of the texture for the [`Image`] is also required. /// /// | Arguments | Values | Default | /// |------------------------|-------------------------------------------------------------------------|------------------------| /// | `sampler_type` = "..." | `"filtering"`, `"non_filtering"`, `"comparison"`. | `"filtering"` | /// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` | /// /// * `storage(BINDING_INDEX, arguments)` /// * The field will be converted to a shader-compatible type using the [`ShaderType`] trait, written to a [`Buffer`], and bound as a storage buffer. /// * It supports and optional `read_only` parameter. Defaults to false if not present. /// /// | Arguments | Values | Default | /// |------------------------|-------------------------------------------------------------------------|----------------------| /// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` | /// | `read_only` | if present then value is true, otherwise false | `false` | /// /// Note that fields without field-level binding attributes will be ignored. /// ``` /// # use bevy_render::{color::Color, render_resource::AsBindGroup}; /// # use bevy_asset::Handle; /// #[derive(AsBindGroup)] /// struct CoolMaterial { /// #[uniform(0)] /// color: Color, /// this_field_is_ignored: String, /// } /// ``` /// /// As mentioned above, [`Option>`] is also supported: /// ``` /// # use bevy_render::{color::Color, render_resource::AsBindGroup, texture::Image}; /// # use bevy_asset::Handle; /// #[derive(AsBindGroup)] /// struct CoolMaterial { /// #[uniform(0)] /// color: Color, /// #[texture(1)] /// #[sampler(2)] /// color_texture: Option>, /// } /// ``` /// This is useful if you want a texture to be optional. When the value is [`None`], the [`FallbackImage`] will be used for the binding instead, which defaults /// to "pure white". /// /// Field uniforms with the same index will be combined into a single binding: /// ``` /// # use bevy_render::{color::Color, render_resource::AsBindGroup}; /// #[derive(AsBindGroup)] /// struct CoolMaterial { /// #[uniform(0)] /// color: Color, /// #[uniform(0)] /// roughness: f32, /// } /// ``` /// /// In WGSL shaders, the binding would look like this: /// ```wgsl /// struct CoolMaterial { /// color: vec4, /// roughness: f32, /// }; /// /// @group(2) @binding(0) var material: CoolMaterial; /// ``` /// /// Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes: /// * `uniform(BINDING_INDEX, ConvertedShaderType)` /// * This also creates a [`Buffer`] using [`ShaderType`] and binds it as a uniform, much /// much like the field-level `uniform` attribute. The difference is that the entire [`AsBindGroup`] value is converted to `ConvertedShaderType`, /// which must implement [`ShaderType`], instead of a specific field implementing [`ShaderType`]. This is useful if more complicated conversion /// logic is required. The conversion is done using the [`AsBindGroupShaderType`] trait, which is automatically implemented /// if `&Self` implements [`Into`]. Only use [`AsBindGroupShaderType`] if access to resources like [`RenderAssets`] is /// required. /// * `bind_group_data(DataType)` /// * The [`AsBindGroup`] type will be converted to some `DataType` using [`Into`] and stored /// as [`AsBindGroup::Data`] as part of the [`AsBindGroup::as_bind_group`] call. This is useful if data needs to be stored alongside /// the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute /// is "shader pipeline specialization". See [`SpecializedRenderPipeline`](crate::render_resource::SpecializedRenderPipeline). /// /// The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can /// also be equivalently represented with a single struct-level uniform attribute: /// ``` /// # use bevy_render::{color::Color, render_resource::{AsBindGroup, ShaderType}}; /// #[derive(AsBindGroup)] /// #[uniform(0, CoolMaterialUniform)] /// struct CoolMaterial { /// color: Color, /// roughness: f32, /// } /// /// #[derive(ShaderType)] /// struct CoolMaterialUniform { /// color: Color, /// roughness: f32, /// } /// /// impl From<&CoolMaterial> for CoolMaterialUniform { /// fn from(material: &CoolMaterial) -> CoolMaterialUniform { /// CoolMaterialUniform { /// color: material.color, /// roughness: material.roughness, /// } /// } /// } /// ``` /// /// Setting `bind_group_data` looks like this: /// ``` /// # use bevy_render::{color::Color, render_resource::AsBindGroup}; /// #[derive(AsBindGroup)] /// #[bind_group_data(CoolMaterialKey)] /// struct CoolMaterial { /// #[uniform(0)] /// color: Color, /// is_shaded: bool, /// } /// /// #[derive(Copy, Clone, Hash, Eq, PartialEq)] /// struct CoolMaterialKey { /// is_shaded: bool, /// } /// /// impl From<&CoolMaterial> for CoolMaterialKey { /// fn from(material: &CoolMaterial) -> CoolMaterialKey { /// CoolMaterialKey { /// is_shaded: material.is_shaded, /// } /// } /// } /// ``` pub trait AsBindGroup { /// Data that will be stored alongside the "prepared" bind group. type Data: Send + Sync; /// label fn label() -> Option<&'static str> { None } /// Creates a bind group for `self` matching the layout defined in [`AsBindGroup::bind_group_layout`]. fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets, fallback_image: &FallbackImage, ) -> Result, AsBindGroupError> { let UnpreparedBindGroup { bindings, data } = Self::unprepared_bind_group(self, layout, render_device, images, fallback_image)?; let entries = bindings .iter() .map(|(index, binding)| BindGroupEntry { binding: *index, resource: binding.get_binding(), }) .collect::>(); let bind_group = render_device.create_bind_group(Self::label(), layout, &entries); Ok(PreparedBindGroup { bindings, bind_group, data, }) } /// Returns a vec of (binding index, `OwnedBindingResource`). /// In cases where `OwnedBindingResource` is not available (as for bindless texture arrays currently), /// an implementor may define `as_bind_group` directly. This may prevent certain features /// from working correctly. fn unprepared_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets, fallback_image: &FallbackImage, ) -> Result, AsBindGroupError>; /// Creates the bind group layout matching all bind groups returned by [`AsBindGroup::as_bind_group`] fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout where Self: Sized, { render_device.create_bind_group_layout( Self::label(), &Self::bind_group_layout_entries(render_device), ) } /// Returns a vec of bind group layout entries fn bind_group_layout_entries(render_device: &RenderDevice) -> Vec where Self: Sized; } /// An error that occurs during [`AsBindGroup::as_bind_group`] calls. #[derive(Debug, Error)] pub enum AsBindGroupError { /// The bind group could not be generated. Try again next frame. #[error("The bind group could not be generated")] RetryNextUpdate, } /// A prepared bind group returned as a result of [`AsBindGroup::as_bind_group`]. pub struct PreparedBindGroup { pub bindings: Vec<(u32, OwnedBindingResource)>, pub bind_group: BindGroup, pub data: T, } /// a map containing `OwnedBindingResource`s, keyed by the target binding index pub struct UnpreparedBindGroup { pub bindings: Vec<(u32, OwnedBindingResource)>, pub data: T, } /// An owned binding resource of any type (ex: a [`Buffer`], [`TextureView`], etc). /// This is used by types like [`PreparedBindGroup`] to hold a single list of all /// render resources used by bindings. #[derive(Debug)] pub enum OwnedBindingResource { Buffer(Buffer), TextureView(TextureView), Sampler(Sampler), } impl OwnedBindingResource { pub fn get_binding(&self) -> BindingResource { match self { OwnedBindingResource::Buffer(buffer) => buffer.as_entire_binding(), OwnedBindingResource::TextureView(view) => BindingResource::TextureView(view), OwnedBindingResource::Sampler(sampler) => BindingResource::Sampler(sampler), } } } /// Converts a value to a [`ShaderType`] for use in a bind group. /// This is automatically implemented for references that implement [`Into`]. /// Generally normal [`Into`] / [`From`] impls should be preferred, but /// sometimes additional runtime metadata is required. /// This exists largely to make some [`AsBindGroup`] use cases easier. pub trait AsBindGroupShaderType { /// Return the `T` [`ShaderType`] for `self`. When used in [`AsBindGroup`] /// derives, it is safe to assume that all images in `self` exist. fn as_bind_group_shader_type(&self, images: &RenderAssets) -> T; } impl AsBindGroupShaderType for T where for<'a> &'a T: Into, { #[inline] fn as_bind_group_shader_type(&self, _images: &RenderAssets) -> U { self.into() } } #[cfg(test)] mod test { use super::*; use crate as bevy_render; use bevy_asset::Handle; #[test] fn texture_visibility() { #[derive(AsBindGroup)] pub struct TextureVisibilityTest { #[texture(0, visibility(all))] pub all: Handle, #[texture(1, visibility(none))] pub none: Handle, #[texture(2, visibility(fragment))] pub fragment: Handle, #[texture(3, visibility(vertex))] pub vertex: Handle, #[texture(4, visibility(compute))] pub compute: Handle, #[texture(5, visibility(vertex, fragment))] pub vertex_fragment: Handle, #[texture(6, visibility(vertex, compute))] pub vertex_compute: Handle, #[texture(7, visibility(fragment, compute))] pub fragment_compute: Handle, #[texture(8, visibility(vertex, fragment, compute))] pub vertex_fragment_compute: Handle, } } }