bevy/crates/bevy_pbr/src/material_bind_groups.rs
Rob Parrett 770059c539
Fix clippy lints on Rust beta (#18361)
# Objective

Fixes #18360

## Solution

```
rustup toolchain install beta
rustup default beta
cargo run -p ci
```

Make suggested changes

## Testing

`cargo run -p ci`
2025-03-17 18:00:27 +00:00

2011 lines
76 KiB
Rust

//! Material bind group management for bindless resources.
//!
//! In bindless mode, Bevy's renderer groups materials into bind groups. This
//! allocator manages each bind group, assigning slots to materials as
//! appropriate.
use core::{iter, marker::PhantomData, mem};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
resource::Resource,
world::{FromWorld, World},
};
use bevy_platform_support::collections::{HashMap, HashSet};
use bevy_reflect::{prelude::ReflectDefault, Reflect};
use bevy_render::{
render_resource::{
BindGroup, BindGroupEntry, BindGroupLayout, BindingNumber, BindingResource,
BindingResources, BindlessDescriptor, BindlessIndex, BindlessResourceType, Buffer,
BufferBinding, BufferDescriptor, BufferId, BufferInitDescriptor, BufferUsages,
CompareFunction, FilterMode, OwnedBindingResource, PreparedBindGroup, RawBufferVec,
Sampler, SamplerDescriptor, SamplerId, TextureView, TextureViewDimension, TextureViewId,
UnpreparedBindGroup, WgpuSampler, WgpuTextureView,
},
renderer::{RenderDevice, RenderQueue},
settings::WgpuFeatures,
texture::FallbackImage,
};
use bevy_utils::default;
use bytemuck::Pod;
use tracing::{error, trace};
use crate::Material;
/// A resource that places materials into bind groups and tracks their
/// resources.
///
/// Internally, Bevy has separate allocators for bindless and non-bindless
/// materials. This resource provides a common interface to the specific
/// allocator in use.
#[derive(Resource)]
pub enum MaterialBindGroupAllocator<M>
where
M: Material,
{
/// The allocator used when the material is bindless.
Bindless(Box<MaterialBindGroupBindlessAllocator<M>>),
/// The allocator used when the material is non-bindless.
NonBindless(Box<MaterialBindGroupNonBindlessAllocator<M>>),
}
/// The allocator that places bindless materials into bind groups and tracks
/// their resources.
pub struct MaterialBindGroupBindlessAllocator<M>
where
M: Material,
{
/// The slabs, each of which contains a bind group.
slabs: Vec<MaterialBindlessSlab<M>>,
/// The layout of the bind groups that we produce.
bind_group_layout: BindGroupLayout,
/// Information about the bindless resources in the material.
///
/// We use this information to create and maintain bind groups.
bindless_descriptor: BindlessDescriptor,
/// Dummy buffers that we use to fill empty slots in buffer binding arrays.
///
/// There's one fallback buffer for each buffer in the bind group, each
/// appropriately sized. Each buffer contains one uninitialized element of
/// the applicable type.
fallback_buffers: HashMap<BindlessIndex, Buffer>,
/// The maximum number of resources that can be stored in a slab.
///
/// This corresponds to `SLAB_CAPACITY` in the `#[bindless(SLAB_CAPACITY)]`
/// attribute, when deriving `AsBindGroup`.
slab_capacity: u32,
}
/// A single bind group and the bookkeeping necessary to allocate into it.
pub struct MaterialBindlessSlab<M>
where
M: Material,
{
/// The current bind group, if it's up to date.
///
/// If this is `None`, then the bind group is dirty and needs to be
/// regenerated.
bind_group: Option<BindGroup>,
/// A GPU-accessible buffer that holds the mapping from binding index to
/// bindless slot.
///
/// This is conventionally assigned to bind group binding 0.
bindless_index_table: MaterialBindlessIndexTable<M>,
/// The binding arrays containing samplers.
samplers: HashMap<BindlessResourceType, MaterialBindlessBindingArray<Sampler>>,
/// The binding arrays containing textures.
textures: HashMap<BindlessResourceType, MaterialBindlessBindingArray<TextureView>>,
/// The binding arrays containing buffers.
buffers: HashMap<BindlessIndex, MaterialBindlessBindingArray<Buffer>>,
/// The buffers that contain plain old data (i.e. the structure-level
/// `#[data]` attribute of `AsBindGroup`).
data_buffers: HashMap<BindlessIndex, MaterialDataBuffer>,
/// Holds extra CPU-accessible data that the material provides.
///
/// Typically, this data is used for constructing the material key, for
/// pipeline specialization purposes.
extra_data: Vec<Option<M::Data>>,
/// A list of free slot IDs.
free_slots: Vec<MaterialBindGroupSlot>,
/// The total number of materials currently allocated in this slab.
live_allocation_count: u32,
/// The total number of resources currently allocated in the binding arrays.
allocated_resource_count: u32,
}
/// A GPU-accessible buffer that holds the mapping from binding index to
/// bindless slot.
///
/// This is conventionally assigned to bind group binding 0.
struct MaterialBindlessIndexTable<M>
where
M: Material,
{
/// The buffer containing the mappings.
buffer: RetainedRawBufferVec<u32>,
phantom: PhantomData<M>,
}
/// A single binding array for storing bindless resources and the bookkeeping
/// necessary to allocate into it.
struct MaterialBindlessBindingArray<R>
where
R: GetBindingResourceId,
{
/// The number of the binding that we attach this binding array to.
binding_number: BindingNumber,
/// A mapping from bindless slot index to the resource stored in that slot,
/// if any.
bindings: Vec<Option<MaterialBindlessBinding<R>>>,
/// The type of resource stored in this binding array.
resource_type: BindlessResourceType,
/// Maps a resource ID to the slot in which it's stored.
///
/// This is essentially the inverse mapping of [`Self::bindings`].
resource_to_slot: HashMap<BindingResourceId, u32>,
/// A list of free slots in [`Self::bindings`] that contain no binding.
free_slots: Vec<u32>,
/// The number of allocated objects in this binding array.
len: u32,
}
/// A single resource (sampler, texture, or buffer) in a binding array.
///
/// Resources hold a reference count, which specifies the number of materials
/// currently allocated within the slab that refer to this resource. When the
/// reference count drops to zero, the resource is freed.
struct MaterialBindlessBinding<R>
where
R: GetBindingResourceId,
{
/// The sampler, texture, or buffer.
resource: R,
/// The number of materials currently allocated within the containing slab
/// that use this resource.
ref_count: u32,
}
/// The allocator that stores bind groups for non-bindless materials.
pub struct MaterialBindGroupNonBindlessAllocator<M>
where
M: Material,
{
/// A mapping from [`MaterialBindGroupIndex`] to the bind group allocated in
/// each slot.
bind_groups: Vec<Option<MaterialNonBindlessAllocatedBindGroup<M>>>,
/// The bind groups that are dirty and need to be prepared.
///
/// To prepare the bind groups, call
/// [`MaterialBindGroupAllocator::prepare_bind_groups`].
to_prepare: HashSet<MaterialBindGroupIndex>,
/// A list of free bind group indices.
free_indices: Vec<MaterialBindGroupIndex>,
phantom: PhantomData<M>,
}
/// A single bind group that a [`MaterialBindGroupNonBindlessAllocator`] is
/// currently managing.
enum MaterialNonBindlessAllocatedBindGroup<M>
where
M: Material,
{
/// An unprepared bind group.
///
/// The allocator prepares all outstanding unprepared bind groups when
/// [`MaterialBindGroupNonBindlessAllocator::prepare_bind_groups`] is
/// called.
Unprepared {
/// The unprepared bind group, including extra data.
bind_group: UnpreparedBindGroup<M::Data>,
/// The layout of that bind group.
layout: BindGroupLayout,
},
/// A bind group that's already been prepared.
Prepared {
bind_group: PreparedBindGroup<M::Data>,
#[expect(dead_code, reason = "These buffers are only referenced by bind groups")]
uniform_buffers: Vec<Buffer>,
},
}
/// Dummy instances of various resources that we fill unused slots in binding
/// arrays with.
#[derive(Resource)]
pub struct FallbackBindlessResources {
/// A dummy filtering sampler.
filtering_sampler: Sampler,
/// A dummy non-filtering sampler.
non_filtering_sampler: Sampler,
/// A dummy comparison sampler.
comparison_sampler: Sampler,
}
/// The `wgpu` ID of a single bindless or non-bindless resource.
#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
enum BindingResourceId {
/// A buffer.
Buffer(BufferId),
/// A texture view, with the given dimension.
TextureView(TextureViewDimension, TextureViewId),
/// A sampler.
Sampler(SamplerId),
/// A buffer containing plain old data.
///
/// This corresponds to the `#[data]` structure-level attribute on
/// `AsBindGroup`.
DataBuffer,
}
/// A temporary list of references to `wgpu` bindless resources.
///
/// We need this because the `wgpu` bindless API takes a slice of references.
/// Thus we need to create intermediate vectors of bindless resources in order
/// to satisfy `wgpu`'s lifetime requirements.
enum BindingResourceArray<'a> {
/// A list of bindings.
Buffers(Vec<BufferBinding<'a>>),
/// A list of texture views.
TextureViews(Vec<&'a WgpuTextureView>),
/// A list of samplers.
Samplers(Vec<&'a WgpuSampler>),
}
/// The location of a material (either bindless or non-bindless) within the
/// slabs.
#[derive(Clone, Copy, Debug, Default, Reflect)]
pub struct MaterialBindingId {
/// The index of the bind group (slab) where the GPU data is located.
pub group: MaterialBindGroupIndex,
/// The slot within that bind group.
///
/// Non-bindless materials will always have a slot of 0.
pub slot: MaterialBindGroupSlot,
}
/// The index of each material bind group.
///
/// In bindless mode, each bind group contains multiple materials. In
/// non-bindless mode, each bind group contains only one material.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash, Reflect, Deref, DerefMut)]
#[reflect(Default)]
pub struct MaterialBindGroupIndex(pub u32);
impl From<u32> for MaterialBindGroupIndex {
fn from(value: u32) -> Self {
MaterialBindGroupIndex(value)
}
}
/// The index of the slot containing material data within each material bind
/// group.
///
/// In bindless mode, this slot is needed to locate the material data in each
/// bind group, since multiple materials are packed into a single slab. In
/// non-bindless mode, this slot is always 0.
#[derive(Clone, Copy, Debug, Default, PartialEq, Reflect, Deref, DerefMut)]
#[reflect(Default)]
pub struct MaterialBindGroupSlot(pub u32);
/// The CPU/GPU synchronization state of a buffer that we maintain.
///
/// Currently, the only buffer that we maintain is the
/// [`MaterialBindlessIndexTable`].
enum BufferDirtyState {
/// The buffer is currently synchronized between the CPU and GPU.
Clean,
/// The buffer hasn't been created yet.
NeedsReserve,
/// The buffer exists on both CPU and GPU, but the GPU data is out of date.
NeedsUpload,
}
/// Information that describes a potential allocation of an
/// [`UnpreparedBindGroup`] into a slab.
struct BindlessAllocationCandidate {
/// A map that, for every resource in the [`UnpreparedBindGroup`] that
/// already existed in this slab, maps bindless index of that resource to
/// its slot in the appropriate binding array.
pre_existing_resources: HashMap<BindlessIndex, u32>,
/// Stores the number of free slots that are needed to satisfy this
/// allocation.
needed_free_slots: u32,
}
/// A trait that allows fetching the [`BindingResourceId`] from a
/// [`BindlessResourceType`].
///
/// This is used when freeing bindless resources, in order to locate the IDs
/// assigned to each resource so that they can be removed from the appropriate
/// maps.
trait GetBindingResourceId {
/// Returns the [`BindingResourceId`] for this resource.
///
/// `resource_type` specifies this resource's type. This is used for
/// textures, as a `wgpu` [`TextureView`] doesn't store enough information
/// itself to determine its dimension.
fn binding_resource_id(&self, resource_type: BindlessResourceType) -> BindingResourceId;
}
/// The public interface to a slab, which represents a single bind group.
pub struct MaterialSlab<'a, M>(MaterialSlabImpl<'a, M>)
where
M: Material;
/// The actual implementation of a material slab.
///
/// This has bindless and non-bindless variants.
enum MaterialSlabImpl<'a, M>
where
M: Material,
{
/// The implementation of the slab interface we use when the slab
/// is bindless.
Bindless(&'a MaterialBindlessSlab<M>),
/// The implementation of the slab interface we use when the slab
/// is non-bindless.
NonBindless(MaterialNonBindlessSlab<'a, M>),
}
/// A single bind group that the [`MaterialBindGroupNonBindlessAllocator`]
/// manages.
enum MaterialNonBindlessSlab<'a, M>
where
M: Material,
{
/// A slab that has a bind group.
Prepared(&'a PreparedBindGroup<M::Data>),
/// A slab that doesn't yet have a bind group.
Unprepared(&'a UnpreparedBindGroup<M::Data>),
}
/// Manages an array of untyped plain old data on GPU and allocates individual
/// slots within that array.
///
/// This supports the `#[data]` attribute of `AsBindGroup`.
struct MaterialDataBuffer {
/// The number of the binding that we attach this storage buffer to.
binding_number: BindingNumber,
/// The actual data.
///
/// Note that this is untyped (`u8`); the actual aligned size of each
/// element is given by [`Self::aligned_element_size`];
buffer: RetainedRawBufferVec<u8>,
/// The size of each element in the buffer, including padding and alignment
/// if any.
aligned_element_size: u32,
/// A list of free slots within the buffer.
free_slots: Vec<u32>,
/// The actual number of slots that have been allocated.
len: u32,
}
/// A buffer containing plain old data, already packed into the appropriate GPU
/// format, and that can be updated incrementally.
///
/// This structure exists in order to encapsulate the lazy update
/// ([`BufferDirtyState`]) logic in a single place.
#[derive(Deref, DerefMut)]
struct RetainedRawBufferVec<T>
where
T: Pod,
{
/// The contents of the buffer.
#[deref]
buffer: RawBufferVec<T>,
/// Whether the contents of the buffer have been uploaded to the GPU.
dirty: BufferDirtyState,
}
/// The size of the buffer that we assign to unused buffer slots, in bytes.
///
/// This is essentially arbitrary, as it doesn't seem to matter to `wgpu` what
/// the size is.
const DEFAULT_BINDLESS_FALLBACK_BUFFER_SIZE: u64 = 16;
impl From<u32> for MaterialBindGroupSlot {
fn from(value: u32) -> Self {
MaterialBindGroupSlot(value)
}
}
impl From<MaterialBindGroupSlot> for u32 {
fn from(value: MaterialBindGroupSlot) -> Self {
value.0
}
}
impl<'a> From<&'a OwnedBindingResource> for BindingResourceId {
fn from(value: &'a OwnedBindingResource) -> Self {
match *value {
OwnedBindingResource::Buffer(ref buffer) => BindingResourceId::Buffer(buffer.id()),
OwnedBindingResource::Data(_) => BindingResourceId::DataBuffer,
OwnedBindingResource::TextureView(ref texture_view_dimension, ref texture_view) => {
BindingResourceId::TextureView(*texture_view_dimension, texture_view.id())
}
OwnedBindingResource::Sampler(_, ref sampler) => {
BindingResourceId::Sampler(sampler.id())
}
}
}
}
impl GetBindingResourceId for Buffer {
fn binding_resource_id(&self, _: BindlessResourceType) -> BindingResourceId {
BindingResourceId::Buffer(self.id())
}
}
impl GetBindingResourceId for Sampler {
fn binding_resource_id(&self, _: BindlessResourceType) -> BindingResourceId {
BindingResourceId::Sampler(self.id())
}
}
impl GetBindingResourceId for TextureView {
fn binding_resource_id(&self, resource_type: BindlessResourceType) -> BindingResourceId {
let texture_view_dimension = match resource_type {
BindlessResourceType::Texture1d => TextureViewDimension::D1,
BindlessResourceType::Texture2d => TextureViewDimension::D2,
BindlessResourceType::Texture2dArray => TextureViewDimension::D2Array,
BindlessResourceType::Texture3d => TextureViewDimension::D3,
BindlessResourceType::TextureCube => TextureViewDimension::Cube,
BindlessResourceType::TextureCubeArray => TextureViewDimension::CubeArray,
_ => panic!("Resource type is not a texture"),
};
BindingResourceId::TextureView(texture_view_dimension, self.id())
}
}
impl<M> MaterialBindGroupAllocator<M>
where
M: Material,
{
/// Creates a new [`MaterialBindGroupAllocator`] managing the data for a
/// single material.
fn new(render_device: &RenderDevice) -> MaterialBindGroupAllocator<M> {
if material_uses_bindless_resources::<M>(render_device) {
MaterialBindGroupAllocator::Bindless(Box::new(MaterialBindGroupBindlessAllocator::new(
render_device,
)))
} else {
MaterialBindGroupAllocator::NonBindless(Box::new(
MaterialBindGroupNonBindlessAllocator::new(),
))
}
}
/// Returns the slab with the given index, if one exists.
pub fn get(&self, group: MaterialBindGroupIndex) -> Option<MaterialSlab<M>> {
match *self {
MaterialBindGroupAllocator::Bindless(ref bindless_allocator) => bindless_allocator
.get(group)
.map(|bindless_slab| MaterialSlab(MaterialSlabImpl::Bindless(bindless_slab))),
MaterialBindGroupAllocator::NonBindless(ref non_bindless_allocator) => {
non_bindless_allocator.get(group).map(|non_bindless_slab| {
MaterialSlab(MaterialSlabImpl::NonBindless(non_bindless_slab))
})
}
}
}
/// Allocates an [`UnpreparedBindGroup`] and returns the resulting binding ID.
///
/// This method should generally be preferred over
/// [`Self::allocate_prepared`], because this method supports both bindless
/// and non-bindless bind groups. Only use [`Self::allocate_prepared`] if
/// you need to prepare the bind group yourself.
pub fn allocate_unprepared(
&mut self,
unprepared_bind_group: UnpreparedBindGroup<M::Data>,
bind_group_layout: &BindGroupLayout,
) -> MaterialBindingId {
match *self {
MaterialBindGroupAllocator::Bindless(
ref mut material_bind_group_bindless_allocator,
) => material_bind_group_bindless_allocator.allocate_unprepared(unprepared_bind_group),
MaterialBindGroupAllocator::NonBindless(
ref mut material_bind_group_non_bindless_allocator,
) => material_bind_group_non_bindless_allocator
.allocate_unprepared(unprepared_bind_group, (*bind_group_layout).clone()),
}
}
/// Places a pre-prepared bind group into a slab.
///
/// For bindless materials, the allocator internally manages the bind
/// groups, so calling this method will panic if this is a bindless
/// allocator. Only non-bindless allocators support this method.
///
/// It's generally preferred to use [`Self::allocate_unprepared`], because
/// that method supports both bindless and non-bindless allocators. Only use
/// this method if you need to prepare the bind group yourself.
pub fn allocate_prepared(
&mut self,
prepared_bind_group: PreparedBindGroup<M::Data>,
) -> MaterialBindingId {
match *self {
MaterialBindGroupAllocator::Bindless(_) => {
panic!(
"Bindless resources are incompatible with implementing `as_bind_group` \
directly; implement `unprepared_bind_group` instead or disable bindless"
)
}
MaterialBindGroupAllocator::NonBindless(ref mut non_bindless_allocator) => {
non_bindless_allocator.allocate_prepared(prepared_bind_group)
}
}
}
/// Deallocates the material with the given binding ID.
///
/// Any resources that are no longer referenced are removed from the slab.
pub fn free(&mut self, material_binding_id: MaterialBindingId) {
match *self {
MaterialBindGroupAllocator::Bindless(
ref mut material_bind_group_bindless_allocator,
) => material_bind_group_bindless_allocator.free(material_binding_id),
MaterialBindGroupAllocator::NonBindless(
ref mut material_bind_group_non_bindless_allocator,
) => material_bind_group_non_bindless_allocator.free(material_binding_id),
}
}
/// Recreates any bind groups corresponding to slabs that have been modified
/// since last calling [`MaterialBindGroupAllocator::prepare_bind_groups`].
pub fn prepare_bind_groups(
&mut self,
render_device: &RenderDevice,
fallback_bindless_resources: &FallbackBindlessResources,
fallback_image: &FallbackImage,
) {
match *self {
MaterialBindGroupAllocator::Bindless(
ref mut material_bind_group_bindless_allocator,
) => material_bind_group_bindless_allocator.prepare_bind_groups(
render_device,
fallback_bindless_resources,
fallback_image,
),
MaterialBindGroupAllocator::NonBindless(
ref mut material_bind_group_non_bindless_allocator,
) => material_bind_group_non_bindless_allocator.prepare_bind_groups(render_device),
}
}
/// Uploads the contents of all buffers that this
/// [`MaterialBindGroupAllocator`] manages to the GPU.
///
/// Non-bindless allocators don't currently manage any buffers, so this
/// method only has an effect for bindless allocators.
pub fn write_buffers(&mut self, render_device: &RenderDevice, render_queue: &RenderQueue) {
match *self {
MaterialBindGroupAllocator::Bindless(
ref mut material_bind_group_bindless_allocator,
) => material_bind_group_bindless_allocator.write_buffers(render_device, render_queue),
MaterialBindGroupAllocator::NonBindless(_) => {
// Not applicable.
}
}
}
}
impl<M> MaterialBindlessIndexTable<M>
where
M: Material,
{
/// Creates a new [`MaterialBindlessIndexTable`] for a single slab.
fn new(bindless_descriptor: &BindlessDescriptor) -> MaterialBindlessIndexTable<M> {
// Preallocate space for one bindings table, so that there will always be a buffer.
let mut buffer = RetainedRawBufferVec::new(BufferUsages::STORAGE);
for _ in 0..bindless_descriptor.resources.len() {
buffer.push(0);
}
MaterialBindlessIndexTable {
buffer,
phantom: PhantomData,
}
}
/// Returns the binding index table for a single material.
///
/// Element *i* of the returned binding index table contains the slot of the
/// bindless resource with bindless index *i*.
fn get(&self, slot: MaterialBindGroupSlot, bindless_descriptor: &BindlessDescriptor) -> &[u32] {
let struct_size = bindless_descriptor.resources.len();
let start = struct_size * slot.0 as usize;
&self.buffer.values()[start..(start + struct_size)]
}
/// Updates the binding index table for a single material.
///
/// The `allocated_resource_slots` map contains a mapping from the
/// [`BindlessIndex`] of each resource that the material references to the
/// slot that that resource occupies in the appropriate binding array. This
/// method serializes that map into a binding index table that the shader
/// can read.
fn set(
&mut self,
slot: MaterialBindGroupSlot,
allocated_resource_slots: &HashMap<BindlessIndex, u32>,
bindless_descriptor: &BindlessDescriptor,
) {
let table_len = bindless_descriptor.resources.len();
let range = (slot.0 as usize * table_len)..((slot.0 as usize + 1) * table_len);
while self.buffer.len() < range.end {
self.buffer.push(0);
}
for (&bindless_index, &resource_slot) in allocated_resource_slots {
self.buffer
.set(*bindless_index + range.start as u32, resource_slot);
}
// Mark the buffer as needing to be recreated, in case we grew it.
self.buffer.dirty = BufferDirtyState::NeedsReserve;
}
}
impl<T> RetainedRawBufferVec<T>
where
T: Pod,
{
/// Creates a new empty [`RetainedRawBufferVec`] supporting the given
/// [`BufferUsages`].
fn new(buffer_usages: BufferUsages) -> RetainedRawBufferVec<T> {
RetainedRawBufferVec {
buffer: RawBufferVec::new(buffer_usages),
dirty: BufferDirtyState::NeedsUpload,
}
}
/// Recreates the GPU backing buffer if needed.
fn prepare(&mut self, render_device: &RenderDevice) {
match self.dirty {
BufferDirtyState::Clean | BufferDirtyState::NeedsUpload => {}
BufferDirtyState::NeedsReserve => {
let capacity = self.buffer.len();
self.buffer.reserve(capacity, render_device);
self.dirty = BufferDirtyState::NeedsUpload;
}
}
}
/// Writes the current contents of the buffer to the GPU if necessary.
fn write(&mut self, render_device: &RenderDevice, render_queue: &RenderQueue) {
match self.dirty {
BufferDirtyState::Clean => {}
BufferDirtyState::NeedsReserve | BufferDirtyState::NeedsUpload => {
self.buffer.write_buffer(render_device, render_queue);
self.dirty = BufferDirtyState::Clean;
}
}
}
}
impl<M> MaterialBindGroupBindlessAllocator<M>
where
M: Material,
{
/// Creates a new [`MaterialBindGroupBindlessAllocator`] managing the data
/// for a single bindless material.
fn new(render_device: &RenderDevice) -> MaterialBindGroupBindlessAllocator<M> {
let bindless_descriptor = M::bindless_descriptor()
.expect("Non-bindless materials should use the non-bindless allocator");
let fallback_buffers = bindless_descriptor
.buffers
.iter()
.map(|bindless_buffer_descriptor| {
(
bindless_buffer_descriptor.bindless_index,
render_device.create_buffer(&BufferDescriptor {
label: Some("bindless fallback buffer"),
size: match bindless_buffer_descriptor.size {
Some(size) => size as u64,
None => DEFAULT_BINDLESS_FALLBACK_BUFFER_SIZE,
},
usage: BufferUsages::STORAGE,
mapped_at_creation: false,
}),
)
})
.collect();
MaterialBindGroupBindlessAllocator {
slabs: vec![],
bind_group_layout: M::bind_group_layout(render_device),
bindless_descriptor,
fallback_buffers,
slab_capacity: M::bindless_slot_count()
.expect("Non-bindless materials should use the non-bindless allocator")
.resolve(),
}
}
/// Allocates the resources for a single material into a slab and returns
/// the resulting ID.
///
/// The returned [`MaterialBindingId`] can later be used to fetch the slab
/// that was used.
///
/// This function can't fail. If all slabs are full, then a new slab is
/// created, and the material is allocated into it.
fn allocate_unprepared(
&mut self,
mut unprepared_bind_group: UnpreparedBindGroup<M::Data>,
) -> MaterialBindingId {
for (slab_index, slab) in self.slabs.iter_mut().enumerate() {
trace!("Trying to allocate in slab {}", slab_index);
match slab.try_allocate(
unprepared_bind_group,
&self.bindless_descriptor,
self.slab_capacity,
) {
Ok(slot) => {
return MaterialBindingId {
group: MaterialBindGroupIndex(slab_index as u32),
slot,
};
}
Err(bind_group) => unprepared_bind_group = bind_group,
}
}
let group = MaterialBindGroupIndex(self.slabs.len() as u32);
self.slabs
.push(MaterialBindlessSlab::new(&self.bindless_descriptor));
// Allocate into the newly-pushed slab.
let Ok(slot) = self
.slabs
.last_mut()
.expect("We just pushed a slab")
.try_allocate(
unprepared_bind_group,
&self.bindless_descriptor,
self.slab_capacity,
)
else {
panic!("An allocation into an empty slab should always succeed")
};
MaterialBindingId { group, slot }
}
/// Deallocates the material with the given binding ID.
///
/// Any resources that are no longer referenced are removed from the slab.
fn free(&mut self, material_binding_id: MaterialBindingId) {
self.slabs
.get_mut(material_binding_id.group.0 as usize)
.expect("Slab should exist")
.free(material_binding_id.slot, &self.bindless_descriptor);
}
/// Returns the slab with the given bind group index.
///
/// A [`MaterialBindGroupIndex`] can be fetched from a
/// [`MaterialBindingId`].
fn get(&self, group: MaterialBindGroupIndex) -> Option<&MaterialBindlessSlab<M>> {
self.slabs.get(group.0 as usize)
}
/// Recreates any bind groups corresponding to slabs that have been modified
/// since last calling
/// [`MaterialBindGroupBindlessAllocator::prepare_bind_groups`].
fn prepare_bind_groups(
&mut self,
render_device: &RenderDevice,
fallback_bindless_resources: &FallbackBindlessResources,
fallback_image: &FallbackImage,
) {
for slab in &mut self.slabs {
slab.prepare(
render_device,
&self.bind_group_layout,
fallback_bindless_resources,
&self.fallback_buffers,
fallback_image,
&self.bindless_descriptor,
self.slab_capacity,
);
}
}
/// Writes any buffers that we're managing to the GPU.
///
/// Currently, this only consists of the bindless index tables.
fn write_buffers(&mut self, render_device: &RenderDevice, render_queue: &RenderQueue) {
for slab in &mut self.slabs {
slab.write_buffer(render_device, render_queue);
}
}
}
impl<M> FromWorld for MaterialBindGroupAllocator<M>
where
M: Material,
{
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
MaterialBindGroupAllocator::new(render_device)
}
}
impl<M> MaterialBindlessSlab<M>
where
M: Material,
{
/// Attempts to allocate the given unprepared bind group in this slab.
///
/// If the allocation succeeds, this method returns the slot that the
/// allocation was placed in. If the allocation fails because the slab was
/// full, this method returns the unprepared bind group back to the caller
/// so that it can try to allocate again.
fn try_allocate(
&mut self,
unprepared_bind_group: UnpreparedBindGroup<M::Data>,
bindless_descriptor: &BindlessDescriptor,
slot_capacity: u32,
) -> Result<MaterialBindGroupSlot, UnpreparedBindGroup<M::Data>> {
// Locate pre-existing resources, and determine how many free slots we need.
let Some(allocation_candidate) = self.check_allocation(&unprepared_bind_group) else {
return Err(unprepared_bind_group);
};
// Check to see if we have enough free space.
//
// As a special case, note that if *nothing* is allocated in this slab,
// then we always allow a material to be placed in it, regardless of the
// number of bindings the material has. This is so that, if the
// platform's maximum bindless count is set too low to hold even a
// single material, we can still place each material into a separate
// slab instead of failing outright.
if self.allocated_resource_count > 0
&& self.allocated_resource_count + allocation_candidate.needed_free_slots
> slot_capacity
{
trace!("Slab is full, can't allocate");
return Err(unprepared_bind_group);
}
// OK, we can allocate in this slab. Assign a slot ID.
let slot = self
.free_slots
.pop()
.unwrap_or(MaterialBindGroupSlot(self.live_allocation_count));
// Bump the live allocation count.
self.live_allocation_count += 1;
// Insert the resources into the binding arrays.
let allocated_resource_slots =
self.insert_resources(unprepared_bind_group.bindings, allocation_candidate);
// Serialize the allocated resource slots.
self.bindless_index_table
.set(slot, &allocated_resource_slots, bindless_descriptor);
// Insert extra data.
if self.extra_data.len() < (*slot as usize + 1) {
self.extra_data.resize_with(*slot as usize + 1, || None);
}
self.extra_data[*slot as usize] = Some(unprepared_bind_group.data);
// Invalidate the cached bind group.
self.bind_group = None;
Ok(slot)
}
/// Gathers the information needed to determine whether the given unprepared
/// bind group can be allocated in this slab.
fn check_allocation(
&self,
unprepared_bind_group: &UnpreparedBindGroup<M::Data>,
) -> Option<BindlessAllocationCandidate> {
let mut allocation_candidate = BindlessAllocationCandidate {
pre_existing_resources: HashMap::default(),
needed_free_slots: 0,
};
for &(bindless_index, ref owned_binding_resource) in unprepared_bind_group.bindings.iter() {
let bindless_index = BindlessIndex(bindless_index);
match *owned_binding_resource {
OwnedBindingResource::Buffer(ref buffer) => {
let Some(binding_array) = self.buffers.get(&bindless_index) else {
error!(
"Binding array wasn't present for buffer at index {:?}",
bindless_index
);
return None;
};
match binding_array.find(BindingResourceId::Buffer(buffer.id())) {
Some(slot) => {
allocation_candidate
.pre_existing_resources
.insert(bindless_index, slot);
}
None => allocation_candidate.needed_free_slots += 1,
}
}
OwnedBindingResource::Data(_) => {
// The size of a data buffer is unlimited.
}
OwnedBindingResource::TextureView(texture_view_dimension, ref texture_view) => {
let bindless_resource_type = BindlessResourceType::from(texture_view_dimension);
match self
.textures
.get(&bindless_resource_type)
.expect("Missing binding array for texture")
.find(BindingResourceId::TextureView(
texture_view_dimension,
texture_view.id(),
)) {
Some(slot) => {
allocation_candidate
.pre_existing_resources
.insert(bindless_index, slot);
}
None => {
allocation_candidate.needed_free_slots += 1;
}
}
}
OwnedBindingResource::Sampler(sampler_binding_type, ref sampler) => {
let bindless_resource_type = BindlessResourceType::from(sampler_binding_type);
match self
.samplers
.get(&bindless_resource_type)
.expect("Missing binding array for sampler")
.find(BindingResourceId::Sampler(sampler.id()))
{
Some(slot) => {
allocation_candidate
.pre_existing_resources
.insert(bindless_index, slot);
}
None => {
allocation_candidate.needed_free_slots += 1;
}
}
}
}
}
Some(allocation_candidate)
}
/// Inserts the given [`BindingResources`] into this slab.
///
/// Returns a table that maps the bindless index of each resource to its
/// slot in its binding array.
fn insert_resources(
&mut self,
mut binding_resources: BindingResources,
allocation_candidate: BindlessAllocationCandidate,
) -> HashMap<BindlessIndex, u32> {
let mut allocated_resource_slots = HashMap::default();
for (bindless_index, owned_binding_resource) in binding_resources.drain(..) {
let bindless_index = BindlessIndex(bindless_index);
// If this is an other reference to an object we've already
// allocated, just bump its reference count.
if let Some(pre_existing_resource_slot) = allocation_candidate
.pre_existing_resources
.get(&bindless_index)
{
allocated_resource_slots.insert(bindless_index, *pre_existing_resource_slot);
match owned_binding_resource {
OwnedBindingResource::Buffer(_) => {
self.buffers
.get_mut(&bindless_index)
.expect("Buffer binding array should exist")
.bindings
.get_mut(*pre_existing_resource_slot as usize)
.and_then(|binding| binding.as_mut())
.expect("Slot should exist")
.ref_count += 1;
}
OwnedBindingResource::Data(_) => {
panic!("Data buffers can't be deduplicated")
}
OwnedBindingResource::TextureView(texture_view_dimension, _) => {
let bindless_resource_type =
BindlessResourceType::from(texture_view_dimension);
self.textures
.get_mut(&bindless_resource_type)
.expect("Texture binding array should exist")
.bindings
.get_mut(*pre_existing_resource_slot as usize)
.and_then(|binding| binding.as_mut())
.expect("Slot should exist")
.ref_count += 1;
}
OwnedBindingResource::Sampler(sampler_binding_type, _) => {
let bindless_resource_type =
BindlessResourceType::from(sampler_binding_type);
self.samplers
.get_mut(&bindless_resource_type)
.expect("Sampler binding array should exist")
.bindings
.get_mut(*pre_existing_resource_slot as usize)
.and_then(|binding| binding.as_mut())
.expect("Slot should exist")
.ref_count += 1;
}
}
continue;
}
// Otherwise, we need to insert it anew.
let binding_resource_id = BindingResourceId::from(&owned_binding_resource);
match owned_binding_resource {
OwnedBindingResource::Buffer(buffer) => {
let slot = self
.buffers
.get_mut(&bindless_index)
.expect("Buffer binding array should exist")
.insert(binding_resource_id, buffer);
allocated_resource_slots.insert(bindless_index, slot);
}
OwnedBindingResource::Data(data) => {
let slot = self
.data_buffers
.get_mut(&bindless_index)
.expect("Data buffer binding array should exist")
.insert(&data);
allocated_resource_slots.insert(bindless_index, slot);
}
OwnedBindingResource::TextureView(texture_view_dimension, texture_view) => {
let bindless_resource_type = BindlessResourceType::from(texture_view_dimension);
let slot = self
.textures
.get_mut(&bindless_resource_type)
.expect("Texture array should exist")
.insert(binding_resource_id, texture_view);
allocated_resource_slots.insert(bindless_index, slot);
}
OwnedBindingResource::Sampler(sampler_binding_type, sampler) => {
let bindless_resource_type = BindlessResourceType::from(sampler_binding_type);
let slot = self
.samplers
.get_mut(&bindless_resource_type)
.expect("Sampler should exist")
.insert(binding_resource_id, sampler);
allocated_resource_slots.insert(bindless_index, slot);
}
}
// Bump the allocated resource count.
self.allocated_resource_count += 1;
}
allocated_resource_slots
}
/// Removes the material allocated in the given slot, with the given
/// descriptor, from this slab.
fn free(&mut self, slot: MaterialBindGroupSlot, bindless_descriptor: &BindlessDescriptor) {
// Loop through each binding.
for (bindless_index, (bindless_resource_type, &bindless_binding)) in bindless_descriptor
.resources
.iter()
.zip(self.bindless_index_table.get(slot, bindless_descriptor))
.enumerate()
{
let bindless_index = BindlessIndex::from(bindless_index as u32);
// Free the binding. If the resource in question was anything other
// than a data buffer, then it has a reference count and
// consequently we need to decrement it.
let decrement_allocated_resource_count = match *bindless_resource_type {
BindlessResourceType::None => false,
BindlessResourceType::Buffer => self
.buffers
.get_mut(&bindless_index)
.expect("Buffer should exist with that bindless index")
.remove(bindless_binding),
BindlessResourceType::DataBuffer => {
self.data_buffers
.get_mut(&bindless_index)
.expect("Data buffer should exist with that bindless index")
.remove(bindless_binding);
false
}
BindlessResourceType::SamplerFiltering
| BindlessResourceType::SamplerNonFiltering
| BindlessResourceType::SamplerComparison => self
.samplers
.get_mut(bindless_resource_type)
.expect("Sampler array should exist")
.remove(bindless_binding),
BindlessResourceType::Texture1d
| BindlessResourceType::Texture2d
| BindlessResourceType::Texture2dArray
| BindlessResourceType::Texture3d
| BindlessResourceType::TextureCube
| BindlessResourceType::TextureCubeArray => self
.textures
.get_mut(bindless_resource_type)
.expect("Texture array should exist")
.remove(bindless_binding),
};
// If the slot is now free, decrement the allocated resource
// count.
if decrement_allocated_resource_count {
self.allocated_resource_count -= 1;
}
}
// Clear out the extra data.
self.extra_data[slot.0 as usize] = None;
// Invalidate the cached bind group.
self.bind_group = None;
// Release the slot ID.
self.free_slots.push(slot);
self.live_allocation_count -= 1;
}
/// Recreates the bind group and bindless index table buffer if necessary.
fn prepare(
&mut self,
render_device: &RenderDevice,
bind_group_layout: &BindGroupLayout,
fallback_bindless_resources: &FallbackBindlessResources,
fallback_buffers: &HashMap<BindlessIndex, Buffer>,
fallback_image: &FallbackImage,
bindless_descriptor: &BindlessDescriptor,
slab_capacity: u32,
) {
// Create the bindless index table buffer if needed.
self.bindless_index_table.buffer.prepare(render_device);
// Create any data buffers we were managing if necessary.
for data_buffer in self.data_buffers.values_mut() {
data_buffer.buffer.prepare(render_device);
}
// Create the bind group if needed.
self.prepare_bind_group(
render_device,
bind_group_layout,
fallback_bindless_resources,
fallback_buffers,
fallback_image,
bindless_descriptor,
slab_capacity,
);
}
/// Recreates the bind group if this slab has been changed since the last
/// time we created it.
fn prepare_bind_group(
&mut self,
render_device: &RenderDevice,
bind_group_layout: &BindGroupLayout,
fallback_bindless_resources: &FallbackBindlessResources,
fallback_buffers: &HashMap<BindlessIndex, Buffer>,
fallback_image: &FallbackImage,
bindless_descriptor: &BindlessDescriptor,
slab_capacity: u32,
) {
// If the bind group is clean, then do nothing.
if self.bind_group.is_some() {
return;
}
// Determine whether we need to pad out our binding arrays with dummy
// resources.
let required_binding_array_size = if render_device
.features()
.contains(WgpuFeatures::PARTIALLY_BOUND_BINDING_ARRAY)
{
None
} else {
Some(slab_capacity)
};
let binding_resource_arrays = self.create_binding_resource_arrays(
fallback_bindless_resources,
fallback_buffers,
fallback_image,
bindless_descriptor,
required_binding_array_size,
);
let mut bind_group_entries = vec![BindGroupEntry {
binding: 0,
resource: self
.bindless_index_table
.buffer
.buffer()
.expect("Bindings buffer must exist")
.as_entire_binding(),
}];
for &(&binding, ref binding_resource_array) in binding_resource_arrays.iter() {
bind_group_entries.push(BindGroupEntry {
binding,
resource: match *binding_resource_array {
BindingResourceArray::Buffers(ref buffer_bindings) => {
BindingResource::BufferArray(&buffer_bindings[..])
}
BindingResourceArray::TextureViews(ref texture_views) => {
BindingResource::TextureViewArray(&texture_views[..])
}
BindingResourceArray::Samplers(ref samplers) => {
BindingResource::SamplerArray(&samplers[..])
}
},
});
}
// Create bind group entries for any data buffers we're managing.
for data_buffer in self.data_buffers.values() {
bind_group_entries.push(BindGroupEntry {
binding: *data_buffer.binding_number,
resource: data_buffer
.buffer
.buffer()
.expect("Backing data buffer must have been uploaded by now")
.as_entire_binding(),
});
}
self.bind_group = Some(render_device.create_bind_group(
M::label(),
bind_group_layout,
&bind_group_entries,
));
}
/// Writes any buffers that we're managing to the GPU.
///
/// Currently, this consists of the bindless index table plus any data
/// buffers we're managing.
fn write_buffer(&mut self, render_device: &RenderDevice, render_queue: &RenderQueue) {
self.bindless_index_table
.buffer
.write(render_device, render_queue);
for data_buffer in self.data_buffers.values_mut() {
data_buffer.buffer.write(render_device, render_queue);
}
}
/// Converts our binding arrays into binding resource arrays suitable for
/// passing to `wgpu`.
fn create_binding_resource_arrays<'a>(
&'a self,
fallback_bindless_resources: &'a FallbackBindlessResources,
fallback_buffers: &'a HashMap<BindlessIndex, Buffer>,
fallback_image: &'a FallbackImage,
bindless_descriptor: &'a BindlessDescriptor,
required_binding_array_size: Option<u32>,
) -> Vec<(&'a u32, BindingResourceArray<'a>)> {
let mut binding_resource_arrays = vec![];
// Build sampler bindings.
self.create_sampler_binding_resource_arrays(
&mut binding_resource_arrays,
fallback_bindless_resources,
required_binding_array_size,
);
// Build texture bindings.
self.create_texture_binding_resource_arrays(
&mut binding_resource_arrays,
fallback_image,
required_binding_array_size,
);
// Build buffer bindings.
self.create_buffer_binding_resource_arrays(
&mut binding_resource_arrays,
fallback_buffers,
bindless_descriptor,
required_binding_array_size,
);
binding_resource_arrays
}
/// Accumulates sampler binding arrays into binding resource arrays suitable
/// for passing to `wgpu`.
fn create_sampler_binding_resource_arrays<'a, 'b>(
&'a self,
binding_resource_arrays: &'b mut Vec<(&'a u32, BindingResourceArray<'a>)>,
fallback_bindless_resources: &'a FallbackBindlessResources,
required_binding_array_size: Option<u32>,
) {
// We have one binding resource array per sampler type.
for (bindless_resource_type, fallback_sampler) in [
(
BindlessResourceType::SamplerFiltering,
&fallback_bindless_resources.filtering_sampler,
),
(
BindlessResourceType::SamplerNonFiltering,
&fallback_bindless_resources.non_filtering_sampler,
),
(
BindlessResourceType::SamplerComparison,
&fallback_bindless_resources.comparison_sampler,
),
] {
let mut sampler_bindings = vec![];
match self.samplers.get(&bindless_resource_type) {
Some(sampler_bindless_binding_array) => {
for maybe_bindless_binding in sampler_bindless_binding_array.bindings.iter() {
match *maybe_bindless_binding {
Some(ref bindless_binding) => {
sampler_bindings.push(&*bindless_binding.resource);
}
None => sampler_bindings.push(&**fallback_sampler),
}
}
}
None => {
// Fill with a single fallback sampler.
sampler_bindings.push(&**fallback_sampler);
}
}
if let Some(required_binding_array_size) = required_binding_array_size {
sampler_bindings.extend(iter::repeat_n(
&**fallback_sampler,
required_binding_array_size as usize - sampler_bindings.len(),
));
}
let binding_number = bindless_resource_type
.binding_number()
.expect("Sampler bindless resource type must have a binding number");
binding_resource_arrays.push((
&**binding_number,
BindingResourceArray::Samplers(sampler_bindings),
));
}
}
/// Accumulates texture binding arrays into binding resource arrays suitable
/// for passing to `wgpu`.
fn create_texture_binding_resource_arrays<'a, 'b>(
&'a self,
binding_resource_arrays: &'b mut Vec<(&'a u32, BindingResourceArray<'a>)>,
fallback_image: &'a FallbackImage,
required_binding_array_size: Option<u32>,
) {
for (bindless_resource_type, fallback_image) in [
(BindlessResourceType::Texture1d, &fallback_image.d1),
(BindlessResourceType::Texture2d, &fallback_image.d2),
(
BindlessResourceType::Texture2dArray,
&fallback_image.d2_array,
),
(BindlessResourceType::Texture3d, &fallback_image.d3),
(BindlessResourceType::TextureCube, &fallback_image.cube),
(
BindlessResourceType::TextureCubeArray,
&fallback_image.cube_array,
),
] {
let mut texture_bindings = vec![];
let binding_number = bindless_resource_type
.binding_number()
.expect("Texture bindless resource type must have a binding number");
match self.textures.get(&bindless_resource_type) {
Some(texture_bindless_binding_array) => {
for maybe_bindless_binding in texture_bindless_binding_array.bindings.iter() {
match *maybe_bindless_binding {
Some(ref bindless_binding) => {
texture_bindings.push(&*bindless_binding.resource);
}
None => texture_bindings.push(&*fallback_image.texture_view),
}
}
}
None => {
// Fill with a single fallback image.
texture_bindings.push(&*fallback_image.texture_view);
}
}
if let Some(required_binding_array_size) = required_binding_array_size {
texture_bindings.extend(iter::repeat_n(
&*fallback_image.texture_view,
required_binding_array_size as usize - texture_bindings.len(),
));
}
binding_resource_arrays.push((
binding_number,
BindingResourceArray::TextureViews(texture_bindings),
));
}
}
/// Accumulates buffer binding arrays into binding resource arrays suitable
/// for `wgpu`.
fn create_buffer_binding_resource_arrays<'a, 'b>(
&'a self,
binding_resource_arrays: &'b mut Vec<(&'a u32, BindingResourceArray<'a>)>,
fallback_buffers: &'a HashMap<BindlessIndex, Buffer>,
bindless_descriptor: &'a BindlessDescriptor,
required_binding_array_size: Option<u32>,
) {
for bindless_buffer_descriptor in bindless_descriptor.buffers.iter() {
let Some(buffer_bindless_binding_array) =
self.buffers.get(&bindless_buffer_descriptor.bindless_index)
else {
// This is OK, because index buffers are present in
// `BindlessDescriptor::buffers` but not in
// `BindlessDescriptor::resources`.
continue;
};
let fallback_buffer = fallback_buffers
.get(&bindless_buffer_descriptor.bindless_index)
.expect("Fallback buffer should exist");
let mut buffer_bindings: Vec<_> = buffer_bindless_binding_array
.bindings
.iter()
.map(|maybe_bindless_binding| {
let buffer = match *maybe_bindless_binding {
None => fallback_buffer,
Some(ref bindless_binding) => &bindless_binding.resource,
};
BufferBinding {
buffer,
offset: 0,
size: None,
}
})
.collect();
if let Some(required_binding_array_size) = required_binding_array_size {
buffer_bindings.extend(iter::repeat_n(
BufferBinding {
buffer: fallback_buffer,
offset: 0,
size: None,
},
required_binding_array_size as usize - buffer_bindings.len(),
));
}
binding_resource_arrays.push((
&*buffer_bindless_binding_array.binding_number,
BindingResourceArray::Buffers(buffer_bindings),
));
}
}
/// Returns the [`BindGroup`] corresponding to this slab, if it's been
/// prepared.
fn bind_group(&self) -> Option<&BindGroup> {
self.bind_group.as_ref()
}
/// Returns the extra data associated with this material.
fn get_extra_data(&self, slot: MaterialBindGroupSlot) -> &M::Data {
self.extra_data
.get(slot.0 as usize)
.and_then(|data| data.as_ref())
.expect("Extra data not present")
}
}
impl<R> MaterialBindlessBindingArray<R>
where
R: GetBindingResourceId,
{
/// Creates a new [`MaterialBindlessBindingArray`] with the given binding
/// number, managing resources of the given type.
fn new(
binding_number: BindingNumber,
resource_type: BindlessResourceType,
) -> MaterialBindlessBindingArray<R> {
MaterialBindlessBindingArray {
binding_number,
bindings: vec![],
resource_type,
resource_to_slot: HashMap::default(),
free_slots: vec![],
len: 0,
}
}
/// Returns the slot corresponding to the given resource, if that resource
/// is located in this binding array.
///
/// If the resource isn't in this binding array, this method returns `None`.
fn find(&self, binding_resource_id: BindingResourceId) -> Option<u32> {
self.resource_to_slot.get(&binding_resource_id).copied()
}
/// Inserts a bindless resource into a binding array and returns the index
/// of the slot it was inserted into.
fn insert(&mut self, binding_resource_id: BindingResourceId, resource: R) -> u32 {
let slot = self.free_slots.pop().unwrap_or(self.len);
self.resource_to_slot.insert(binding_resource_id, slot);
if self.bindings.len() < slot as usize + 1 {
self.bindings.resize_with(slot as usize + 1, || None);
}
self.bindings[slot as usize] = Some(MaterialBindlessBinding::new(resource));
self.len += 1;
slot
}
/// Removes a reference to an object from the slot.
///
/// If the reference count dropped to 0 and the object was freed, this
/// method returns true. If the object was still referenced after removing
/// it, returns false.
fn remove(&mut self, slot: u32) -> bool {
let maybe_binding = &mut self.bindings[slot as usize];
let binding = maybe_binding
.as_mut()
.expect("Attempted to free an already-freed binding");
binding.ref_count -= 1;
if binding.ref_count != 0 {
return false;
}
let binding_resource_id = binding.resource.binding_resource_id(self.resource_type);
self.resource_to_slot.remove(&binding_resource_id);
*maybe_binding = None;
self.free_slots.push(slot);
self.len -= 1;
true
}
}
impl<R> MaterialBindlessBinding<R>
where
R: GetBindingResourceId,
{
/// Creates a new [`MaterialBindlessBinding`] for a freshly-added resource.
///
/// The reference count is initialized to 1.
fn new(resource: R) -> MaterialBindlessBinding<R> {
MaterialBindlessBinding {
resource,
ref_count: 1,
}
}
}
/// Returns true if the material will *actually* use bindless resources or false
/// if it won't.
///
/// This takes the platform support (or lack thereof) for bindless resources
/// into account.
pub fn material_uses_bindless_resources<M>(render_device: &RenderDevice) -> bool
where
M: Material,
{
M::bindless_slot_count().is_some_and(|bindless_slot_count| {
M::bindless_supported(render_device) && bindless_slot_count.resolve() > 1
})
}
impl<M> MaterialBindlessSlab<M>
where
M: Material,
{
/// Creates a new [`MaterialBindlessSlab`] for a material with the given
/// bindless descriptor.
///
/// We use this when no existing slab could hold a material to be allocated.
fn new(bindless_descriptor: &BindlessDescriptor) -> MaterialBindlessSlab<M> {
let mut buffers = HashMap::default();
let mut samplers = HashMap::default();
let mut textures = HashMap::default();
let mut data_buffers = HashMap::default();
for (bindless_index, bindless_resource_type) in
bindless_descriptor.resources.iter().enumerate()
{
let bindless_index = BindlessIndex(bindless_index as u32);
match *bindless_resource_type {
BindlessResourceType::None => {}
BindlessResourceType::Buffer => {
let binding_number = bindless_descriptor
.buffers
.iter()
.find(|bindless_buffer_descriptor| {
bindless_buffer_descriptor.bindless_index == bindless_index
})
.expect(
"Bindless buffer descriptor matching that bindless index should be \
present",
)
.binding_number;
buffers.insert(
bindless_index,
MaterialBindlessBindingArray::new(binding_number, *bindless_resource_type),
);
}
BindlessResourceType::DataBuffer => {
// Copy the data in.
let buffer_descriptor = bindless_descriptor
.buffers
.iter()
.find(|bindless_buffer_descriptor| {
bindless_buffer_descriptor.bindless_index == bindless_index
})
.expect(
"Bindless buffer descriptor matching that bindless index should be \
present",
);
data_buffers.insert(
bindless_index,
MaterialDataBuffer::new(
buffer_descriptor.binding_number,
buffer_descriptor
.size
.expect("Data buffers should have a size")
as u32,
),
);
}
BindlessResourceType::SamplerFiltering
| BindlessResourceType::SamplerNonFiltering
| BindlessResourceType::SamplerComparison => {
samplers.insert(
*bindless_resource_type,
MaterialBindlessBindingArray::new(
*bindless_resource_type.binding_number().unwrap(),
*bindless_resource_type,
),
);
}
BindlessResourceType::Texture1d
| BindlessResourceType::Texture2d
| BindlessResourceType::Texture2dArray
| BindlessResourceType::Texture3d
| BindlessResourceType::TextureCube
| BindlessResourceType::TextureCubeArray => {
textures.insert(
*bindless_resource_type,
MaterialBindlessBindingArray::new(
*bindless_resource_type.binding_number().unwrap(),
*bindless_resource_type,
),
);
}
}
}
MaterialBindlessSlab {
bind_group: None,
bindless_index_table: MaterialBindlessIndexTable::new(bindless_descriptor),
samplers,
textures,
buffers,
data_buffers,
extra_data: vec![],
free_slots: vec![],
live_allocation_count: 0,
allocated_resource_count: 0,
}
}
}
impl FromWorld for FallbackBindlessResources {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
FallbackBindlessResources {
filtering_sampler: render_device.create_sampler(&SamplerDescriptor {
label: Some("fallback filtering sampler"),
..default()
}),
non_filtering_sampler: render_device.create_sampler(&SamplerDescriptor {
label: Some("fallback non-filtering sampler"),
mag_filter: FilterMode::Nearest,
min_filter: FilterMode::Nearest,
mipmap_filter: FilterMode::Nearest,
..default()
}),
comparison_sampler: render_device.create_sampler(&SamplerDescriptor {
label: Some("fallback comparison sampler"),
compare: Some(CompareFunction::Always),
..default()
}),
}
}
}
impl<M> MaterialBindGroupNonBindlessAllocator<M>
where
M: Material,
{
/// Creates a new [`MaterialBindGroupNonBindlessAllocator`] managing the
/// bind groups for a single non-bindless material.
fn new() -> MaterialBindGroupNonBindlessAllocator<M> {
MaterialBindGroupNonBindlessAllocator {
bind_groups: vec![],
to_prepare: HashSet::default(),
free_indices: vec![],
phantom: PhantomData,
}
}
/// Inserts a bind group, either unprepared or prepared, into this allocator
/// and returns a [`MaterialBindingId`].
///
/// The returned [`MaterialBindingId`] can later be used to fetch the bind
/// group.
fn allocate(
&mut self,
bind_group: MaterialNonBindlessAllocatedBindGroup<M>,
) -> MaterialBindingId {
let group_id = self
.free_indices
.pop()
.unwrap_or(MaterialBindGroupIndex(self.bind_groups.len() as u32));
if self.bind_groups.len() < *group_id as usize + 1 {
self.bind_groups
.resize_with(*group_id as usize + 1, || None);
}
if matches!(
bind_group,
MaterialNonBindlessAllocatedBindGroup::Unprepared { .. }
) {
self.to_prepare.insert(group_id);
}
self.bind_groups[*group_id as usize] = Some(bind_group);
MaterialBindingId {
group: group_id,
slot: default(),
}
}
/// Inserts an unprepared bind group into this allocator and returns a
/// [`MaterialBindingId`].
fn allocate_unprepared(
&mut self,
unprepared_bind_group: UnpreparedBindGroup<M::Data>,
bind_group_layout: BindGroupLayout,
) -> MaterialBindingId {
self.allocate(MaterialNonBindlessAllocatedBindGroup::Unprepared {
bind_group: unprepared_bind_group,
layout: bind_group_layout,
})
}
/// Inserts an prepared bind group into this allocator and returns a
/// [`MaterialBindingId`].
fn allocate_prepared(
&mut self,
prepared_bind_group: PreparedBindGroup<M::Data>,
) -> MaterialBindingId {
self.allocate(MaterialNonBindlessAllocatedBindGroup::Prepared {
bind_group: prepared_bind_group,
uniform_buffers: vec![],
})
}
/// Deallocates the bind group with the given binding ID.
fn free(&mut self, binding_id: MaterialBindingId) {
debug_assert_eq!(binding_id.slot, MaterialBindGroupSlot(0));
debug_assert!(self.bind_groups[*binding_id.group as usize].is_some());
self.bind_groups[*binding_id.group as usize] = None;
self.to_prepare.remove(&binding_id.group);
self.free_indices.push(binding_id.group);
}
/// Returns a wrapper around the bind group with the given index.
fn get(&self, group: MaterialBindGroupIndex) -> Option<MaterialNonBindlessSlab<M>> {
self.bind_groups[group.0 as usize]
.as_ref()
.map(|bind_group| match bind_group {
MaterialNonBindlessAllocatedBindGroup::Prepared { bind_group, .. } => {
MaterialNonBindlessSlab::Prepared(bind_group)
}
MaterialNonBindlessAllocatedBindGroup::Unprepared { bind_group, .. } => {
MaterialNonBindlessSlab::Unprepared(bind_group)
}
})
}
/// Prepares any as-yet unprepared bind groups that this allocator is
/// managing.
///
/// Unprepared bind groups can be added to this allocator with
/// [`Self::allocate_unprepared`]. Such bind groups will defer being
/// prepared until the next time this method is called.
fn prepare_bind_groups(&mut self, render_device: &RenderDevice) {
for bind_group_index in mem::take(&mut self.to_prepare) {
let Some(MaterialNonBindlessAllocatedBindGroup::Unprepared {
bind_group: unprepared_bind_group,
layout: bind_group_layout,
}) = mem::take(&mut self.bind_groups[*bind_group_index as usize])
else {
panic!("Allocation didn't exist or was already prepared");
};
// Pack any `Data` into uniform buffers.
let mut uniform_buffers = vec![];
for (index, binding) in unprepared_bind_group.bindings.iter() {
let OwnedBindingResource::Data(ref owned_data) = *binding else {
continue;
};
let label = format!("material uniform data {}", *index);
let uniform_buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
label: Some(&label),
contents: &owned_data.0,
usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
});
uniform_buffers.push(uniform_buffer);
}
// Create bind group entries.
let mut bind_group_entries = vec![];
let mut uniform_buffers_iter = uniform_buffers.iter();
for (index, binding) in unprepared_bind_group.bindings.iter() {
match *binding {
OwnedBindingResource::Data(_) => {
bind_group_entries.push(BindGroupEntry {
binding: *index,
resource: uniform_buffers_iter
.next()
.expect("We should have created uniform buffers for each `Data`")
.as_entire_binding(),
});
}
_ => bind_group_entries.push(BindGroupEntry {
binding: *index,
resource: binding.get_binding(),
}),
}
}
// Create the bind group.
let bind_group = render_device.create_bind_group(
M::label(),
&bind_group_layout,
&bind_group_entries,
);
self.bind_groups[*bind_group_index as usize] =
Some(MaterialNonBindlessAllocatedBindGroup::Prepared {
bind_group: PreparedBindGroup {
bindings: unprepared_bind_group.bindings,
bind_group,
data: unprepared_bind_group.data,
},
uniform_buffers,
});
}
}
}
impl<'a, M> MaterialSlab<'a, M>
where
M: Material,
{
/// Returns the extra data associated with this material.
///
/// When deriving `AsBindGroup`, this data is given by the
/// `#[bind_group_data(DataType)]` attribute on the material structure.
pub fn get_extra_data(&self, slot: MaterialBindGroupSlot) -> &M::Data {
match self.0 {
MaterialSlabImpl::Bindless(material_bindless_slab) => {
material_bindless_slab.get_extra_data(slot)
}
MaterialSlabImpl::NonBindless(MaterialNonBindlessSlab::Prepared(
prepared_bind_group,
)) => &prepared_bind_group.data,
MaterialSlabImpl::NonBindless(MaterialNonBindlessSlab::Unprepared(
unprepared_bind_group,
)) => &unprepared_bind_group.data,
}
}
/// Returns the [`BindGroup`] corresponding to this slab, if it's been
/// prepared.
///
/// You can prepare bind groups by calling
/// [`MaterialBindGroupAllocator::prepare_bind_groups`]. If the bind group
/// isn't ready, this method returns `None`.
pub fn bind_group(&self) -> Option<&'a BindGroup> {
match self.0 {
MaterialSlabImpl::Bindless(material_bindless_slab) => {
material_bindless_slab.bind_group()
}
MaterialSlabImpl::NonBindless(MaterialNonBindlessSlab::Prepared(
prepared_bind_group,
)) => Some(&prepared_bind_group.bind_group),
MaterialSlabImpl::NonBindless(MaterialNonBindlessSlab::Unprepared(_)) => None,
}
}
}
impl MaterialDataBuffer {
/// Creates a new [`MaterialDataBuffer`] managing a buffer of elements of
/// size `aligned_element_size` that will be bound to the given binding
/// number.
fn new(binding_number: BindingNumber, aligned_element_size: u32) -> MaterialDataBuffer {
MaterialDataBuffer {
binding_number,
buffer: RetainedRawBufferVec::new(BufferUsages::STORAGE),
aligned_element_size,
free_slots: vec![],
len: 0,
}
}
/// Allocates a slot for a new piece of data, copies the data into that
/// slot, and returns the slot ID.
///
/// The size of the piece of data supplied to this method must equal the
/// [`Self::aligned_element_size`] provided to [`MaterialDataBuffer::new`].
fn insert(&mut self, data: &[u8]) -> u32 {
// Make the the data is of the right length.
debug_assert_eq!(data.len(), self.aligned_element_size as usize);
// Grab a slot.
let slot = self.free_slots.pop().unwrap_or(self.len);
// Calculate the range we're going to copy to.
let start = slot as usize * self.aligned_element_size as usize;
let end = (slot as usize + 1) * self.aligned_element_size as usize;
// Resize the buffer if necessary.
if self.buffer.len() < end {
self.buffer.reserve_internal(end);
}
while self.buffer.values().len() < end {
self.buffer.push(0);
}
// Copy in the data.
self.buffer.values_mut()[start..end].copy_from_slice(data);
// Mark the buffer dirty, and finish up.
self.len += 1;
self.buffer.dirty = BufferDirtyState::NeedsReserve;
slot
}
/// Marks the given slot as free.
fn remove(&mut self, slot: u32) {
self.free_slots.push(slot);
self.len -= 1;
}
}