 adae877be2
			
		
	
	
		adae877be2
		
	
	
	
	
		
			
			# Objective Fixes #7373 ## Solution Use only one sampler instead of an array of samplers.
		
			
				
	
	
		
			166 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			5.5 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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| 
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| use bevy::{
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|     prelude::*,
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|     reflect::TypeUuid,
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|     render::{
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|         render_asset::RenderAssets,
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|         render_resource::{AsBindGroupError, PreparedBindGroup, *},
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|         renderer::RenderDevice,
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|         texture::FallbackImage,
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|     },
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| };
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| use std::num::NonZeroU32;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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|         .add_plugin(MaterialPlugin::<BindlessMaterial>::default())
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|         .add_startup_system(setup)
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|         .run();
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| }
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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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| 
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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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|     render_device: Res<RenderDevice>,
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| ) {
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|     // check if the device support the required 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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|         return;
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|     }
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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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| 
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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| {
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|             let path = format!("textures/rpg/tiles/generic-rpg-tile{id:0>2}.png");
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|             asset_server.load(path)
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|         })
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|         .collect();
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| 
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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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| 
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| #[derive(Debug, Clone, TypeUuid)]
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| #[uuid = "8dd2b424-45a2-4a53-ac29-7ce356b2d5fe"]
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| struct BindlessMaterial {
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|     textures: Vec<Handle<Image>>,
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| }
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| 
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| impl AsBindGroup for BindlessMaterial {
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|     type Data = ();
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| 
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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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| 
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|         let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT];
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| 
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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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| 
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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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| 
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|         let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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|             label: "bindless_material_bind_group".into(),
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|             layout,
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|             entries: &[
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|                 BindGroupEntry {
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|                     binding: 0,
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|                     resource: BindingResource::TextureViewArray(&textures[..]),
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|                 },
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|                 BindGroupEntry {
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|                     binding: 1,
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|                     resource: BindingResource::Sampler(&fallback_image.sampler),
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|                 },
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|             ],
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|         });
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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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| 
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|     fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
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|     where
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|         Self: Sized,
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|     {
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|         render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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|             label: "bindless_material_layout".into(),
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|             entries: &[
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|                 // @group(1) @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(1) @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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| }
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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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