 6d0c11a28f
			
		
	
	
		6d0c11a28f
		
			
		
	
	
	
	
		
			
			# Objective
- Follow up to #9694
## Solution
- Same api as #9694 but adapted for `BindGroupLayoutEntry`
- Use the same `ShaderStages` visibilty for all entries by default
- Add `BindingType` helper function that mirror the wgsl equivalent and
that make writing layouts much simpler.
Before:
```rust
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
            binding: 0,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Texture {
                sample_type: TextureSampleType::Float { filterable: true },
                view_dimension: TextureViewDimension::D2,
                multisampled: false,
            },
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 1,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Sampler(SamplerBindingType::Filtering),
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 2,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Buffer {
                ty: bevy::render::render_resource::BufferBindingType::Uniform,
                has_dynamic_offset: false,
                min_binding_size: Some(PostProcessSettings::min_size()),
            },
            count: None,
        },
    ],
});
```
After:
```rust
let layout = render_device.create_bind_group_layout(
    "post_process_bind_group_layout"),
    &BindGroupLayoutEntries::sequential(
        ShaderStages::FRAGMENT,
        (
            texture_2d_f32(),
            sampler(SamplerBindingType::Filtering),
            uniform_buffer(false, Some(PostProcessSettings::min_size())),
        ),
    ),
);
```
Here's a more extreme example in bevy_solari:
86dab7f5da
---
## Changelog
- Added `BindGroupLayoutEntries` and all `BindingType` helper functions.
## Migration Guide
`RenderDevice::create_bind_group_layout()` doesn't take a
`BindGroupLayoutDescriptor` anymore. You need to provide the parameters
separately
```rust
// 0.12
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
});
// 0.13
let layout = render_device.create_bind_group_layout(
	"post_process_bind_group_layout",
    &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
);
```
## TODO
- [x] implement a `Dynamic` variant
- [x] update the `RenderDevice::create_bind_group_layout()` api to match
the one from `RenderDevice::creat_bind_group()`
- [x] docs
		
	
			
		
			
				
	
	
		
			244 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			244 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A compute shader that simulates Conway's Game of Life.
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| //!
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| //! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
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| //! is rendered to the screen.
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| 
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| use bevy::{
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|     prelude::*,
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|     render::{
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|         extract_resource::{ExtractResource, ExtractResourcePlugin},
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|         render_asset::RenderAssets,
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|         render_graph::{self, RenderGraph},
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|         render_resource::{binding_types::texture_storage_2d, *},
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|         renderer::{RenderContext, RenderDevice},
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|         Render, RenderApp, RenderSet,
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|     },
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|     window::WindowPlugin,
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| };
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| use std::borrow::Cow;
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| 
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| const SIZE: (u32, u32) = (1280, 720);
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| const WORKGROUP_SIZE: u32 = 8;
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(ClearColor(Color::BLACK))
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|         .add_plugins((
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|             DefaultPlugins.set(WindowPlugin {
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|                 primary_window: Some(Window {
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|                     // uncomment for unthrottled FPS
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|                     // present_mode: bevy::window::PresentMode::AutoNoVsync,
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|                     ..default()
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|                 }),
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|                 ..default()
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|             }),
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|             GameOfLifeComputePlugin,
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|         ))
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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|     let mut image = Image::new_fill(
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|         Extent3d {
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|             width: SIZE.0,
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|             height: SIZE.1,
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|             depth_or_array_layers: 1,
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|         },
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|         TextureDimension::D2,
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|         &[0, 0, 0, 255],
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|         TextureFormat::Rgba8Unorm,
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|     );
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|     image.texture_descriptor.usage =
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|         TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
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|     let image = images.add(image);
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| 
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|     commands.spawn(SpriteBundle {
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|         sprite: Sprite {
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|             custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
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|             ..default()
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|         },
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|         texture: image.clone(),
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|         ..default()
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|     });
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|     commands.spawn(Camera2dBundle::default());
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| 
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|     commands.insert_resource(GameOfLifeImage(image));
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| }
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| 
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| pub struct GameOfLifeComputePlugin;
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| 
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| impl Plugin for GameOfLifeComputePlugin {
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|     fn build(&self, app: &mut App) {
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|         // Extract the game of life image resource from the main world into the render world
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|         // for operation on by the compute shader and display on the sprite.
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|         app.add_plugins(ExtractResourcePlugin::<GameOfLifeImage>::default());
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|         let render_app = app.sub_app_mut(RenderApp);
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|         render_app.add_systems(
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|             Render,
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|             prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
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|         );
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| 
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|         let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
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|         render_graph.add_node("game_of_life", GameOfLifeNode::default());
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|         render_graph.add_node_edge(
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|             "game_of_life",
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|             bevy::render::main_graph::node::CAMERA_DRIVER,
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|         );
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|     }
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| 
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|     fn finish(&self, app: &mut App) {
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|         let render_app = app.sub_app_mut(RenderApp);
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|         render_app.init_resource::<GameOfLifePipeline>();
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|     }
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| }
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| 
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| #[derive(Resource, Clone, Deref, ExtractResource)]
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| struct GameOfLifeImage(Handle<Image>);
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| 
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| #[derive(Resource)]
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| struct GameOfLifeImageBindGroup(BindGroup);
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| 
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| fn prepare_bind_group(
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|     mut commands: Commands,
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|     pipeline: Res<GameOfLifePipeline>,
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|     gpu_images: Res<RenderAssets<Image>>,
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|     game_of_life_image: Res<GameOfLifeImage>,
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|     render_device: Res<RenderDevice>,
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| ) {
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|     let view = gpu_images.get(&game_of_life_image.0).unwrap();
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|     let bind_group = render_device.create_bind_group(
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|         None,
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|         &pipeline.texture_bind_group_layout,
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|         &BindGroupEntries::single(&view.texture_view),
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|     );
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|     commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
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| }
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| 
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| #[derive(Resource)]
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| pub struct GameOfLifePipeline {
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|     texture_bind_group_layout: BindGroupLayout,
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|     init_pipeline: CachedComputePipelineId,
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|     update_pipeline: CachedComputePipelineId,
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| }
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| 
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| impl FromWorld for GameOfLifePipeline {
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|     fn from_world(world: &mut World) -> Self {
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|         let texture_bind_group_layout = world.resource::<RenderDevice>().create_bind_group_layout(
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|             None,
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|             &BindGroupLayoutEntries::single(
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|                 ShaderStages::COMPUTE,
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|                 texture_storage_2d(TextureFormat::Rgba8Unorm, StorageTextureAccess::ReadWrite),
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|             ),
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|         );
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|         let shader = world
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|             .resource::<AssetServer>()
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|             .load("shaders/game_of_life.wgsl");
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|         let pipeline_cache = world.resource::<PipelineCache>();
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|         let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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|             label: None,
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|             layout: vec![texture_bind_group_layout.clone()],
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|             push_constant_ranges: Vec::new(),
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|             shader: shader.clone(),
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|             shader_defs: vec![],
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|             entry_point: Cow::from("init"),
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|         });
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|         let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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|             label: None,
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|             layout: vec![texture_bind_group_layout.clone()],
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|             push_constant_ranges: Vec::new(),
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|             shader,
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|             shader_defs: vec![],
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|             entry_point: Cow::from("update"),
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|         });
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| 
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|         GameOfLifePipeline {
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|             texture_bind_group_layout,
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|             init_pipeline,
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|             update_pipeline,
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|         }
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|     }
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| }
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| 
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| enum GameOfLifeState {
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|     Loading,
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|     Init,
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|     Update,
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| }
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| 
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| struct GameOfLifeNode {
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|     state: GameOfLifeState,
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| }
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| 
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| impl Default for GameOfLifeNode {
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|     fn default() -> Self {
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|         Self {
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|             state: GameOfLifeState::Loading,
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|         }
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|     }
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| }
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| 
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| impl render_graph::Node for GameOfLifeNode {
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|     fn update(&mut self, world: &mut World) {
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|         let pipeline = world.resource::<GameOfLifePipeline>();
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|         let pipeline_cache = world.resource::<PipelineCache>();
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| 
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|         // if the corresponding pipeline has loaded, transition to the next stage
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|         match self.state {
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|             GameOfLifeState::Loading => {
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|                 if let CachedPipelineState::Ok(_) =
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|                     pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline)
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|                 {
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|                     self.state = GameOfLifeState::Init;
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|                 }
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|             }
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|             GameOfLifeState::Init => {
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|                 if let CachedPipelineState::Ok(_) =
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|                     pipeline_cache.get_compute_pipeline_state(pipeline.update_pipeline)
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|                 {
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|                     self.state = GameOfLifeState::Update;
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|                 }
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|             }
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|             GameOfLifeState::Update => {}
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|         }
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|     }
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| 
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|     fn run(
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|         &self,
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|         _graph: &mut render_graph::RenderGraphContext,
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|         render_context: &mut RenderContext,
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|         world: &World,
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|     ) -> Result<(), render_graph::NodeRunError> {
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|         let texture_bind_group = &world.resource::<GameOfLifeImageBindGroup>().0;
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|         let pipeline_cache = world.resource::<PipelineCache>();
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|         let pipeline = world.resource::<GameOfLifePipeline>();
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| 
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|         let mut pass = render_context
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|             .command_encoder()
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|             .begin_compute_pass(&ComputePassDescriptor::default());
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| 
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|         pass.set_bind_group(0, texture_bind_group, &[]);
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| 
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|         // select the pipeline based on the current state
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|         match self.state {
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|             GameOfLifeState::Loading => {}
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|             GameOfLifeState::Init => {
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|                 let init_pipeline = pipeline_cache
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|                     .get_compute_pipeline(pipeline.init_pipeline)
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|                     .unwrap();
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|                 pass.set_pipeline(init_pipeline);
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|                 pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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|             }
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|             GameOfLifeState::Update => {
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|                 let update_pipeline = pipeline_cache
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|                     .get_compute_pipeline(pipeline.update_pipeline)
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|                     .unwrap();
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|                 pass.set_pipeline(update_pipeline);
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|                 pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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|             }
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|         }
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| 
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|         Ok(())
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|     }
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| }
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