bevy/crates/bevy_render
Emerson Coskey bdd3ef71b8
Composable Pipeline Specialization (#17373)
Currently, our specialization API works through a series of wrapper
structs and traits, which make things confusing to follow and difficult
to generalize.

This pr takes a different approach, where "specializers" (types that
implement `Specialize`) are composable, but "flat" rather than composed
of a series of wrappers. The key is that specializers don't *produce*
pipeline descriptors, but instead *modify* existing ones:

```rs
pub trait Specialize<T: Specializable> {
    type Key: SpecializeKey;
    
    fn specialize(
        &self, 
        key: Self::Key, 
        descriptor: &mut T::Descriptor
    ) -> Result<Canonical<Self::Key>, BevyError>;
}
```

This lets us use some derive magic to stick multiple specializers
together:

```rs
pub struct A;
pub struct B;

impl Specialize<RenderPipeline> for A { ... }
impl Specialize<RenderPipeline> for A { ... }

#[derive(Specialize)]
#[specialize(RenderPipeline)]
struct C {
    // specialization is applied in struct field order
    applied_first: A,
    applied_second: B,
}

type C::Key = (A::Key, B::Key);

```

This approach is much easier to understand, IMO, and also lets us
separate concerns better. Specializers can be placed in fully separate
crates/modules, and key computation can be shared as well.

The only real breaking change here is that since specializers only
modify descriptors, we need a "base" descriptor to work off of. This can
either be manually supplied when constructing a `Specializer` (the new
collection replacing `Specialized[Render/Compute]Pipelines`), or
supplied by implementing `HasBaseDescriptor` on a specializer. See
`examples/shader/custom_phase_item.rs` for an example implementation.

## Testing

- Did some simple manual testing of the derive macro, it seems robust.

---

## Showcase

```rs
#[derive(Specialize, HasBaseDescriptor)]
#[specialize(RenderPipeline)]
pub struct SpecializeMeshMaterial<M: Material> {
    // set mesh bind group layout and shader defs
    mesh: SpecializeMesh,
    // set view bind group layout and shader defs
    view: SpecializeView,
    // since type SpecializeMaterial::Key = (), 
    // we can hide it from the wrapper's external API
    #[key(default)]
    // defer to the GetBaseDescriptor impl of SpecializeMaterial, 
    // since it carries the vertex and fragment handles
    #[base_descriptor]
    // set material bind group layout, etc
    material: SpecializeMaterial<M>,
}

// implementation generated by the derive macro
impl <M: Material> Specialize<RenderPipeline> for SpecializeMeshMaterial<M> {
    type Key = (MeshKey, ViewKey);

    fn specialize(
        &self, 
        key: Self::Key, 
        descriptor: &mut RenderPipelineDescriptor
    ) -> Result<Canonical<Self::Key>, BevyError>  {
        let mesh_key = self.mesh.specialize(key.0, descriptor)?;
        let view_key = self.view.specialize(key.1, descriptor)?;
        let _ = self.material.specialize((), descriptor)?;
        Ok((mesh_key, view_key));
    }
}

impl <M: Material> HasBaseDescriptor<RenderPipeline> for SpecializeMeshMaterial<M> {
    fn base_descriptor(&self) -> RenderPipelineDescriptor {
        self.material.base_descriptor()
    }
}
```

---------

Co-authored-by: Tim Overbeek <158390905+Bleachfuel@users.noreply.github.com>
2025-07-01 01:32:44 +00:00
..
macros Composable Pipeline Specialization (#17373) 2025-07-01 01:32:44 +00:00
src Composable Pipeline Specialization (#17373) 2025-07-01 01:32:44 +00:00
Cargo.toml Ugrade to wgpu version 25.0 (#19563) 2025-06-26 19:41:47 +00:00
LICENSE-APACHE Cleanup publish process (#17728) 2025-02-09 17:46:19 +00:00
LICENSE-MIT Cleanup publish process (#17728) 2025-02-09 17:46:19 +00:00
README.md

Bevy Render

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