
# Objective - Materials should be a more frequent rebind then meshes (due to being able to use a single vertex buffer, such as in #10164) and therefore should be in a higher bind group. --- ## Changelog - For 2d and 3d mesh/material setups (but not UI materials, or other rendering setups such as gizmos, sprites, or text), mesh data is now in bind group 1, and material data is now in bind group 2, which is swapped from how they were before. ## Migration Guide - Custom 2d and 3d mesh/material shaders should now use bind group 2 `@group(2) @binding(x)` for their bound resources, instead of bind group 1. - Many internal pieces of rendering code have changed so that mesh data is now in bind group 1, and material data is now in bind group 2. Semi-custom rendering setups (that don't use the Material or Material2d APIs) should adapt to these changes.
421 lines
17 KiB
Rust
421 lines
17 KiB
Rust
use crate::{
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define_atomic_id,
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prelude::Image,
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render_asset::RenderAssets,
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render_resource::{resource_macros::*, BindGroupLayout, Buffer, Sampler, TextureView},
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renderer::RenderDevice,
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texture::FallbackImage,
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};
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pub use bevy_render_macros::AsBindGroup;
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use bevy_utils::thiserror::Error;
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use encase::ShaderType;
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use std::ops::Deref;
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use wgpu::{BindGroupEntry, BindGroupLayoutEntry, BindingResource};
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define_atomic_id!(BindGroupId);
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render_resource_wrapper!(ErasedBindGroup, wgpu::BindGroup);
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/// Bind groups are responsible for binding render resources (e.g. buffers, textures, samplers)
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/// to a [`TrackedRenderPass`](crate::render_phase::TrackedRenderPass).
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/// This makes them accessible in the pipeline (shaders) as uniforms.
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///
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/// May be converted from and dereferences to a wgpu [`BindGroup`](wgpu::BindGroup).
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/// Can be created via [`RenderDevice::create_bind_group`](crate::renderer::RenderDevice::create_bind_group).
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#[derive(Clone, Debug)]
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pub struct BindGroup {
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id: BindGroupId,
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value: ErasedBindGroup,
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}
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impl BindGroup {
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/// Returns the [`BindGroupId`].
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#[inline]
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pub fn id(&self) -> BindGroupId {
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self.id
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}
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}
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impl From<wgpu::BindGroup> for BindGroup {
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fn from(value: wgpu::BindGroup) -> Self {
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BindGroup {
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id: BindGroupId::new(),
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value: ErasedBindGroup::new(value),
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}
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}
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}
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impl Deref for BindGroup {
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type Target = wgpu::BindGroup;
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#[inline]
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fn deref(&self) -> &Self::Target {
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&self.value
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}
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}
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/// Converts a value to a [`BindGroup`] with a given [`BindGroupLayout`], which can then be used in Bevy shaders.
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/// This trait can be derived (and generally should be). Read on for details and examples.
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///
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/// This is an opinionated trait that is intended to make it easy to generically
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/// convert a type into a [`BindGroup`]. It provides access to specific render resources,
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/// such as [`RenderAssets<Image>`] and [`FallbackImage`]. If a type has a [`Handle<Image>`](bevy_asset::Handle),
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/// these can be used to retrieve the corresponding [`Texture`](crate::render_resource::Texture) resource.
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///
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/// [`AsBindGroup::as_bind_group`] is intended to be called once, then the result cached somewhere. It is generally
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/// ok to do "expensive" work here, such as creating a [`Buffer`] for a uniform.
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///
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/// If for some reason a [`BindGroup`] cannot be created yet (for example, the [`Texture`](crate::render_resource::Texture)
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/// for an [`Image`] hasn't loaded yet), just return [`AsBindGroupError::RetryNextUpdate`], which signals that the caller
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/// should retry again later.
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///
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/// # Deriving
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///
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/// This trait can be derived. Field attributes like `uniform` and `texture` are used to define which fields should be bindings,
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/// what their binding type is, and what index they should be bound at:
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///
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/// ```
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/// # use bevy_render::{color::Color, render_resource::*, texture::Image};
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/// # use bevy_asset::Handle;
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/// #[derive(AsBindGroup)]
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/// struct CoolMaterial {
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/// #[uniform(0)]
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/// color: Color,
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/// #[texture(1)]
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/// #[sampler(2)]
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/// color_texture: Handle<Image>,
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/// #[storage(3, read_only)]
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/// values: Vec<f32>,
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/// #[storage(4, read_only, buffer)]
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/// buffer: Buffer,
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/// }
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/// ```
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///
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/// In WGSL shaders, the binding would look like this:
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///
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/// ```wgsl
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/// @group(2) @binding(0) var<uniform> color: vec4<f32>;
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/// @group(2) @binding(1) var color_texture: texture_2d<f32>;
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/// @group(2) @binding(2) var color_sampler: sampler;
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/// @group(2) @binding(3) var<storage> values: array<f32>;
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/// ```
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/// Note that the "group" index is determined by the usage context. It is not defined in [`AsBindGroup`]. For example, in Bevy material bind groups
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/// are generally bound to group 2.
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///
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/// The following field-level attributes are supported:
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///
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/// * `uniform(BINDING_INDEX)`
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/// * The field will be converted to a shader-compatible type using the [`ShaderType`] trait, written to a [`Buffer`], and bound as a uniform.
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/// [`ShaderType`] is implemented for most math types already, such as [`f32`], [`Vec4`](bevy_math::Vec4), and
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/// [`Color`](crate::color::Color). It can also be derived for custom structs.
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///
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/// * `texture(BINDING_INDEX, arguments)`
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/// * This field's [`Handle<Image>`](bevy_asset::Handle) will be used to look up the matching [`Texture`](crate::render_resource::Texture)
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/// GPU resource, which will be bound as a texture in shaders. The field will be assumed to implement [`Into<Option<Handle<Image>>>`]. In practice,
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/// most fields should be a [`Handle<Image>`](bevy_asset::Handle) or [`Option<Handle<Image>>`]. If the value of an [`Option<Handle<Image>>`] is
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/// [`None`], the [`FallbackImage`] resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute
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/// (with a different binding index) if a binding of the sampler for the [`Image`] is also required.
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///
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/// | Arguments | Values | Default |
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/// |-----------------------|-------------------------------------------------------------------------|----------------------|
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/// | `dimension` = "..." | `"1d"`, `"2d"`, `"2d_array"`, `"3d"`, `"cube"`, `"cube_array"` | `"2d"` |
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/// | `sample_type` = "..." | `"float"`, `"depth"`, `"s_int"` or `"u_int"` | `"float"` |
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/// | `filterable` = ... | `true`, `false` | `true` |
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/// | `multisampled` = ... | `true`, `false` | `false` |
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/// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
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///
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/// * `sampler(BINDING_INDEX, arguments)`
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/// * This field's [`Handle<Image>`](bevy_asset::Handle) will be used to look up the matching [`Sampler`] GPU
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/// resource, which will be bound as a sampler in shaders. The field will be assumed to implement [`Into<Option<Handle<Image>>>`]. In practice,
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/// most fields should be a [`Handle<Image>`](bevy_asset::Handle) or [`Option<Handle<Image>>`]. If the value of an [`Option<Handle<Image>>`] is
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/// [`None`], the [`FallbackImage`] resource will be used instead. This attribute can be used in conjunction with a `texture` binding attribute
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/// (with a different binding index) if a binding of the texture for the [`Image`] is also required.
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///
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/// | Arguments | Values | Default |
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/// |------------------------|-------------------------------------------------------------------------|------------------------|
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/// | `sampler_type` = "..." | `"filtering"`, `"non_filtering"`, `"comparison"`. | `"filtering"` |
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/// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
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///
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/// * `storage(BINDING_INDEX, arguments)`
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/// * The field will be converted to a shader-compatible type using the [`ShaderType`] trait, written to a [`Buffer`], and bound as a storage buffer.
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/// * It supports and optional `read_only` parameter. Defaults to false if not present.
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///
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/// | Arguments | Values | Default |
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/// |------------------------|-------------------------------------------------------------------------|----------------------|
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/// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
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/// | `read_only` | if present then value is true, otherwise false | `false` |
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///
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/// Note that fields without field-level binding attributes will be ignored.
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/// ```
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/// # use bevy_render::{color::Color, render_resource::AsBindGroup};
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/// # use bevy_asset::Handle;
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/// #[derive(AsBindGroup)]
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/// struct CoolMaterial {
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/// #[uniform(0)]
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/// color: Color,
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/// this_field_is_ignored: String,
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/// }
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/// ```
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///
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/// As mentioned above, [`Option<Handle<Image>>`] is also supported:
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/// ```
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/// # use bevy_render::{color::Color, render_resource::AsBindGroup, texture::Image};
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/// # use bevy_asset::Handle;
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/// #[derive(AsBindGroup)]
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/// struct CoolMaterial {
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/// #[uniform(0)]
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/// color: Color,
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/// #[texture(1)]
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/// #[sampler(2)]
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/// color_texture: Option<Handle<Image>>,
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/// }
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/// ```
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/// 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
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/// to "pure white".
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///
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/// Field uniforms with the same index will be combined into a single binding:
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/// ```
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/// # use bevy_render::{color::Color, render_resource::AsBindGroup};
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/// #[derive(AsBindGroup)]
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/// struct CoolMaterial {
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/// #[uniform(0)]
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/// color: Color,
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/// #[uniform(0)]
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/// roughness: f32,
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/// }
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/// ```
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///
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/// In WGSL shaders, the binding would look like this:
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/// ```wgsl
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/// struct CoolMaterial {
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/// color: vec4<f32>,
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/// roughness: f32,
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/// };
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///
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/// @group(2) @binding(0) var<uniform> material: CoolMaterial;
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/// ```
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///
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/// Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes:
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/// * `uniform(BINDING_INDEX, ConvertedShaderType)`
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/// * This also creates a [`Buffer`] using [`ShaderType`] and binds it as a uniform, much
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/// much like the field-level `uniform` attribute. The difference is that the entire [`AsBindGroup`] value is converted to `ConvertedShaderType`,
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/// which must implement [`ShaderType`], instead of a specific field implementing [`ShaderType`]. This is useful if more complicated conversion
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/// logic is required. The conversion is done using the [`AsBindGroupShaderType<ConvertedShaderType>`] trait, which is automatically implemented
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/// if `&Self` implements [`Into<ConvertedShaderType>`]. Only use [`AsBindGroupShaderType`] if access to resources like [`RenderAssets<Image>`] is
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/// required.
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/// * `bind_group_data(DataType)`
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/// * The [`AsBindGroup`] type will be converted to some `DataType` using [`Into<DataType>`] and stored
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/// as [`AsBindGroup::Data`] as part of the [`AsBindGroup::as_bind_group`] call. This is useful if data needs to be stored alongside
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/// the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute
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/// is "shader pipeline specialization". See [`SpecializedRenderPipeline`](crate::render_resource::SpecializedRenderPipeline).
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///
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/// The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can
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/// also be equivalently represented with a single struct-level uniform attribute:
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/// ```
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/// # use bevy_render::{color::Color, render_resource::{AsBindGroup, ShaderType}};
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/// #[derive(AsBindGroup)]
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/// #[uniform(0, CoolMaterialUniform)]
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/// struct CoolMaterial {
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/// color: Color,
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/// roughness: f32,
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/// }
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///
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/// #[derive(ShaderType)]
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/// struct CoolMaterialUniform {
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/// color: Color,
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/// roughness: f32,
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/// }
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///
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/// impl From<&CoolMaterial> for CoolMaterialUniform {
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/// fn from(material: &CoolMaterial) -> CoolMaterialUniform {
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/// CoolMaterialUniform {
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/// color: material.color,
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/// roughness: material.roughness,
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/// }
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/// }
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/// }
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/// ```
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///
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/// Setting `bind_group_data` looks like this:
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/// ```
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/// # use bevy_render::{color::Color, render_resource::AsBindGroup};
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/// #[derive(AsBindGroup)]
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/// #[bind_group_data(CoolMaterialKey)]
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/// struct CoolMaterial {
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/// #[uniform(0)]
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/// color: Color,
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/// is_shaded: bool,
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/// }
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///
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/// #[derive(Copy, Clone, Hash, Eq, PartialEq)]
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/// struct CoolMaterialKey {
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/// is_shaded: bool,
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/// }
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///
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/// impl From<&CoolMaterial> for CoolMaterialKey {
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/// fn from(material: &CoolMaterial) -> CoolMaterialKey {
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/// CoolMaterialKey {
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/// is_shaded: material.is_shaded,
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/// }
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/// }
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/// }
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/// ```
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pub trait AsBindGroup {
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/// Data that will be stored alongside the "prepared" bind group.
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type Data: Send + Sync;
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/// label
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fn label() -> Option<&'static str> {
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None
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}
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/// Creates a bind group for `self` matching the layout defined in [`AsBindGroup::bind_group_layout`].
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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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images: &RenderAssets<Image>,
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fallback_image: &FallbackImage,
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) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError> {
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let UnpreparedBindGroup { bindings, data } =
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Self::unprepared_bind_group(self, layout, render_device, images, fallback_image)?;
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let entries = bindings
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.iter()
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.map(|(index, binding)| BindGroupEntry {
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binding: *index,
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resource: binding.get_binding(),
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})
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.collect::<Vec<_>>();
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let bind_group = render_device.create_bind_group(Self::label(), layout, &entries);
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Ok(PreparedBindGroup {
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bindings,
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bind_group,
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data,
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})
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}
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/// Returns a vec of (binding index, `OwnedBindingResource`).
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/// In cases where `OwnedBindingResource` is not available (as for bindless texture arrays currently),
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/// an implementor may define `as_bind_group` directly. This may prevent certain features
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/// from working correctly.
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fn unprepared_bind_group(
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&self,
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layout: &BindGroupLayout,
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render_device: &RenderDevice,
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images: &RenderAssets<Image>,
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fallback_image: &FallbackImage,
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) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError>;
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/// Creates the bind group layout matching all bind groups returned by [`AsBindGroup::as_bind_group`]
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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(
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Self::label(),
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&Self::bind_group_layout_entries(render_device),
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)
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}
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/// Returns a vec of bind group layout entries
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fn bind_group_layout_entries(render_device: &RenderDevice) -> Vec<BindGroupLayoutEntry>
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where
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Self: Sized;
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}
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/// An error that occurs during [`AsBindGroup::as_bind_group`] calls.
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#[derive(Debug, Error)]
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pub enum AsBindGroupError {
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/// The bind group could not be generated. Try again next frame.
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#[error("The bind group could not be generated")]
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RetryNextUpdate,
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}
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/// A prepared bind group returned as a result of [`AsBindGroup::as_bind_group`].
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pub struct PreparedBindGroup<T> {
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pub bindings: Vec<(u32, OwnedBindingResource)>,
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pub bind_group: BindGroup,
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pub data: T,
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}
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/// a map containing `OwnedBindingResource`s, keyed by the target binding index
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pub struct UnpreparedBindGroup<T> {
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pub bindings: Vec<(u32, OwnedBindingResource)>,
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pub data: T,
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}
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/// An owned binding resource of any type (ex: a [`Buffer`], [`TextureView`], etc).
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/// This is used by types like [`PreparedBindGroup`] to hold a single list of all
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/// render resources used by bindings.
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#[derive(Debug)]
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pub enum OwnedBindingResource {
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Buffer(Buffer),
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TextureView(TextureView),
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Sampler(Sampler),
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}
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impl OwnedBindingResource {
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pub fn get_binding(&self) -> BindingResource {
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match self {
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OwnedBindingResource::Buffer(buffer) => buffer.as_entire_binding(),
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OwnedBindingResource::TextureView(view) => BindingResource::TextureView(view),
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OwnedBindingResource::Sampler(sampler) => BindingResource::Sampler(sampler),
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}
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}
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}
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/// Converts a value to a [`ShaderType`] for use in a bind group.
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/// This is automatically implemented for references that implement [`Into`].
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/// Generally normal [`Into`] / [`From`] impls should be preferred, but
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/// sometimes additional runtime metadata is required.
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/// This exists largely to make some [`AsBindGroup`] use cases easier.
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pub trait AsBindGroupShaderType<T: ShaderType> {
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/// Return the `T` [`ShaderType`] for `self`. When used in [`AsBindGroup`]
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/// derives, it is safe to assume that all images in `self` exist.
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fn as_bind_group_shader_type(&self, images: &RenderAssets<Image>) -> T;
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}
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impl<T, U: ShaderType> AsBindGroupShaderType<U> for T
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where
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for<'a> &'a T: Into<U>,
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{
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#[inline]
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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U {
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self.into()
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}
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}
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#[cfg(test)]
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mod test {
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use super::*;
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use crate as bevy_render;
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use bevy_asset::Handle;
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#[test]
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fn texture_visibility() {
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#[derive(AsBindGroup)]
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pub struct TextureVisibilityTest {
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#[texture(0, visibility(all))]
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pub all: Handle<Image>,
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#[texture(1, visibility(none))]
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pub none: Handle<Image>,
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#[texture(2, visibility(fragment))]
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pub fragment: Handle<Image>,
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#[texture(3, visibility(vertex))]
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pub vertex: Handle<Image>,
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#[texture(4, visibility(compute))]
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pub compute: Handle<Image>,
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#[texture(5, visibility(vertex, fragment))]
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pub vertex_fragment: Handle<Image>,
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#[texture(6, visibility(vertex, compute))]
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pub vertex_compute: Handle<Image>,
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#[texture(7, visibility(fragment, compute))]
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pub fragment_compute: Handle<Image>,
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#[texture(8, visibility(vertex, fragment, compute))]
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pub vertex_fragment_compute: Handle<Image>,
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}
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}
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}
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