# Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
		
			
				
	
	
		
			179 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			179 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(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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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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