
# Objective * Remove all uses of render_resource_wrapper. * Make it easier to share a `wgpu::Device` between Bevy and application code. ## Solution Removed the `render_resource_wrapper` macro. To improve the `RenderCreation:: Manual ` API, `ErasedRenderDevice` was replaced by `Arc`. Unfortunately I had to introduce one more usage of `WgpuWrapper` which seems like an unwanted constraint on the caller. ## Testing - Did you test these changes? If so, how? - Ran `cargo test`. - Ran a few examples. - Used `RenderCreation::Manual` in my own project - Exercised `RenderCreation::Automatic` through examples - Are there any parts that need more testing? - No - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Run examples - Use `RenderCreation::Manual` in their own project
452 lines
20 KiB
Rust
452 lines
20 KiB
Rust
use crate::renderer::WgpuWrapper;
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use crate::{
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define_atomic_id,
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render_asset::RenderAssets,
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render_resource::{BindGroupLayout, Buffer, Sampler, TextureView},
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renderer::RenderDevice,
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texture::GpuImage,
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};
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use alloc::sync::Arc;
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use bevy_ecs::system::{SystemParam, SystemParamItem};
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pub use bevy_render_macros::AsBindGroup;
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use core::ops::Deref;
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use encase::ShaderType;
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use thiserror::Error;
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use wgpu::{BindGroupEntry, BindGroupLayoutEntry, BindingResource};
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define_atomic_id!(BindGroupId);
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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`](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: Arc<WgpuWrapper<wgpu::BindGroup>>,
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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: Arc::new(WgpuWrapper::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<GpuImage>`] and [`crate::texture::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`](crate::texture::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::{render_resource::*, texture::Image};
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/// # use bevy_color::LinearRgba;
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/// # use bevy_asset::Handle;
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/// # use bevy_render::storage::ShaderStorageBuffer;
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///
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/// #[derive(AsBindGroup)]
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/// struct CoolMaterial {
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/// #[uniform(0)]
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/// color: LinearRgba,
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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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/// storage_buffer: Handle<ShaderStorageBuffer>,
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/// #[storage(4, read_only, buffer)]
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/// raw_buffer: Buffer,
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/// #[storage_texture(5)]
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/// storage_texture: Handle<Image>,
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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> storage_buffer: array<f32>;
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/// @group(2) @binding(4) var<storage> raw_buffer: array<f32>;
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/// @group(2) @binding(5) var storage_texture: texture_storage_2d<rgba8unorm, read_write>;
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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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/// [`LinearRgba`](bevy_color::LinearRgba). 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 [`crate::texture::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`](crate::texture::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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/// * `storage_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 storage 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 [`crate::texture::FallbackImage`] resource will be used instead.
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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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/// | `image_format` = ... | any member of [`TextureFormat`](crate::render_resource::TextureFormat) | `Rgba8Unorm` |
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/// | `access` = ... | any member of [`StorageTextureAccess`](crate::render_resource::StorageTextureAccess) | `ReadWrite` |
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/// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `compute` |
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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 [`crate::texture::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`](crate::texture::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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/// * `storage(BINDING_INDEX, arguments)`
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/// * The field's [`Handle<Storage>`](bevy_asset::Handle) will be used to look up the matching [`Buffer`] GPU resource, which
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/// will be bound as a storage buffer in shaders. If the `storage` attribute is used, the field is expected a raw
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/// buffer, and the buffer will be bound as a storage buffer in shaders.
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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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/// | `buffer` | if present then the field will be assumed to be a raw wgpu buffer | |
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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::{render_resource::AsBindGroup};
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/// # use bevy_color::LinearRgba;
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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: LinearRgba,
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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::{render_resource::AsBindGroup, texture::Image};
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/// # use bevy_color::LinearRgba;
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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: LinearRgba,
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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 [`crate::texture::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::{render_resource::AsBindGroup};
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/// # use bevy_color::LinearRgba;
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/// #[derive(AsBindGroup)]
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/// struct CoolMaterial {
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/// #[uniform(0)]
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/// color: LinearRgba,
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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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/// 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<GpuImage>`] 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::{render_resource::{AsBindGroup, ShaderType}};
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/// # use bevy_color::LinearRgba;
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/// #[derive(AsBindGroup)]
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/// #[uniform(0, CoolMaterialUniform)]
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/// struct CoolMaterial {
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/// color: LinearRgba,
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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: LinearRgba,
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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::{render_resource::AsBindGroup};
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/// # use bevy_color::LinearRgba;
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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: LinearRgba,
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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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type Param: SystemParam + 'static;
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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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param: &mut SystemParamItem<'_, '_, Self::Param>,
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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, param)?;
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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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param: &mut SystemParamItem<'_, '_, Self::Param>,
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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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#[error("At binding index{0}, the provided image sampler `{1}` does not match the required sampler type(s) `{2}`.")]
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InvalidSamplerType(u32, String, String),
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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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///
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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<GpuImage>) -> T;
|
|
}
|
|
|
|
impl<T, U: ShaderType> AsBindGroupShaderType<U> for T
|
|
where
|
|
for<'a> &'a T: Into<U>,
|
|
{
|
|
#[inline]
|
|
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U {
|
|
self.into()
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod test {
|
|
use super::*;
|
|
use crate::{self as bevy_render, prelude::Image};
|
|
use bevy_asset::Handle;
|
|
|
|
#[test]
|
|
fn texture_visibility() {
|
|
#[derive(AsBindGroup)]
|
|
pub struct TextureVisibilityTest {
|
|
#[texture(0, visibility(all))]
|
|
pub all: Handle<Image>,
|
|
#[texture(1, visibility(none))]
|
|
pub none: Handle<Image>,
|
|
#[texture(2, visibility(fragment))]
|
|
pub fragment: Handle<Image>,
|
|
#[texture(3, visibility(vertex))]
|
|
pub vertex: Handle<Image>,
|
|
#[texture(4, visibility(compute))]
|
|
pub compute: Handle<Image>,
|
|
#[texture(5, visibility(vertex, fragment))]
|
|
pub vertex_fragment: Handle<Image>,
|
|
#[texture(6, visibility(vertex, compute))]
|
|
pub vertex_compute: Handle<Image>,
|
|
#[texture(7, visibility(fragment, compute))]
|
|
pub fragment_compute: Handle<Image>,
|
|
#[texture(8, visibility(vertex, fragment, compute))]
|
|
pub vertex_fragment_compute: Handle<Image>,
|
|
}
|
|
}
|
|
}
|