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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/crates/bevy_render/src/render_resource/bind_group.rs
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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, WgpuWrapper},
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texture::GpuImage,
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};
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use bevy_derive::{Deref, DerefMut};
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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::{
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BindGroupEntry, BindGroupLayoutEntry, BindingResource, SamplerBindingType, TextureViewDimension,
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};
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use super::{BindlessDescriptor, BindlessSlabResourceLimit};
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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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/// This is a lightweight thread-safe wrapper around wgpu's own [`BindGroup`](wgpu::BindGroup),
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/// which can be cloned as needed to workaround lifetime management issues. It may be converted
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/// from and dereferences to wgpu's [`BindGroup`](wgpu::BindGroup).
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///
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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: WgpuWrapper<wgpu::BindGroup>,
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}
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impl BindGroup {
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/// Returns the [`BindGroupId`] representing the unique ID of the bind group.
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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 PartialEq for BindGroup {
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fn eq(&self, other: &Self) -> bool {
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self.id == other.id
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}
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}
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impl Eq for BindGroup {}
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impl core::hash::Hash for BindGroup {
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fn hash<H: core::hash::Hasher>(&self, state: &mut H) {
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self.id.0.hash(state);
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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: WgpuWrapper::new(value),
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}
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}
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}
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impl<'a> From<&'a BindGroup> for Option<&'a wgpu::BindGroup> {
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fn from(value: &'a BindGroup) -> Self {
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Some(value.deref())
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}
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}
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impl<'a> From<&'a mut BindGroup> for Option<&'a wgpu::BindGroup> {
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fn from(value: &'a mut BindGroup) -> Self {
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Some(&*value)
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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`](bevy_image::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::*;
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/// # use bevy_image::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(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> color: vec4<f32>;
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/// @group(#{MATERIAL_BIND_GROUP}) @binding(1) var color_texture: texture_2d<f32>;
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/// @group(#{MATERIAL_BIND_GROUP}) @binding(2) var color_sampler: sampler;
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/// @group(#{MATERIAL_BIND_GROUP}) @binding(3) var<storage> storage_buffer: array<f32>;
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/// @group(#{MATERIAL_BIND_GROUP}) @binding(4) var<storage> raw_buffer: array<f32>;
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/// @group(#{MATERIAL_BIND_GROUP}) @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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///
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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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///
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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`](bevy_image::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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///
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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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///
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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`](bevy_image::Image) is also required.
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///
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/// | Arguments | Values | Default |
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/// |------------------------|-------------------------------------------------------------------------|------------------------|
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/// | `sampler_type` = "..." | `"filtering"`, `"non_filtering"`, `"comparison"`. | `"filtering"` |
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/// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
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///
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/// ## `storage(BINDING_INDEX, arguments)`
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///
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/// * The field's [`Handle<Storage>`](bevy_asset::Handle) will be used to look
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/// up the matching [`Buffer`] GPU resource, which will be bound as a storage
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/// buffer in shaders. If the `storage` attribute is used, the field is expected
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/// a raw buffer, and the buffer will be bound as a storage buffer in shaders.
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/// In bindless mode, `binding_array()` argument that specifies the binding
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/// number of the resulting storage buffer binding array must be 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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/// | `binding_array(...)` | the binding number of the binding array, for bindless mode | bindless mode disabled |
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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_asset::Handle;
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/// # use bevy_color::LinearRgba;
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/// # use bevy_image::Image;
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/// # use bevy_render::render_resource::AsBindGroup;
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/// #[derive(AsBindGroup)]
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/// struct CoolMaterial {
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/// #[uniform(0)]
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/// color: 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(#{MATERIAL_BIND_GROUP}) @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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///
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/// * This also creates a [`Buffer`] using [`ShaderType`] and binds it as a
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/// uniform, much like the field-level `uniform` attribute. The difference is
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/// that the entire [`AsBindGroup`] value is converted to `ConvertedShaderType`,
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/// which must implement [`ShaderType`], instead of a specific field
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/// implementing [`ShaderType`]. This is useful if more complicated conversion
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/// logic is required, or when using bindless mode (see below). The conversion
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/// is done using the [`AsBindGroupShaderType<ConvertedShaderType>`] trait,
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/// which is automatically implemented if `&Self` implements
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/// [`Into<ConvertedShaderType>`]. Outside of bindless mode, only use
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/// [`AsBindGroupShaderType`] if access to resources like
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/// [`RenderAssets<GpuImage>`] is required.
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///
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/// * In bindless mode (see `bindless(COUNT)`), this attribute becomes
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/// `uniform(BINDLESS_INDEX, ConvertedShaderType,
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/// binding_array(BINDING_INDEX))`. The resulting uniform buffers will be
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/// available in the shader as a binding array at the given `BINDING_INDEX`. The
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/// `BINDLESS_INDEX` specifies the offset of the buffer in the bindless index
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/// table.
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///
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/// For example, suppose that the material slot is stored in a variable named
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/// `slot`, the bindless index table is named `material_indices`, and that the
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/// first field (index 0) of the bindless index table type is named
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/// `material`. Then specifying `#[uniform(0, StandardMaterialUniform,
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/// binding_array(10)]` will create a binding array buffer declared in the
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/// shader as `var<storage> material_array:
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/// binding_array<StandardMaterialUniform>` and accessible as
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/// `material_array[material_indices[slot].material]`.
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///
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/// ## `data(BINDING_INDEX, ConvertedShaderType, binding_array(BINDING_INDEX))`
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///
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/// * This is very similar to `uniform(BINDING_INDEX, ConvertedShaderType,
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/// binding_array(BINDING_INDEX)` and in fact is identical if bindless mode
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/// isn't being used. The difference is that, in bindless mode, the `data`
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/// attribute produces a single buffer containing an array, not an array of
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/// buffers. For example, suppose you had the following declaration:
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///
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/// ```ignore
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/// #[uniform(0, StandardMaterialUniform, binding_array(10))]
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/// struct StandardMaterial { ... }
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/// ```
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///
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/// In bindless mode, this will produce a binding matching the following WGSL
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/// declaration:
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///
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/// ```wgsl
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/// @group(#{MATERIAL_BIND_GROUP}) @binding(10) var<storage> material_array: binding_array<StandardMaterial>;
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/// ```
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///
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/// On the other hand, if you write this declaration:
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///
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/// ```ignore
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/// #[data(0, StandardMaterialUniform, binding_array(10))]
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/// struct StandardMaterial { ... }
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/// ```
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///
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/// Then Bevy produces a binding that matches this WGSL declaration instead:
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///
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/// ```wgsl
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/// @group(#{MATERIAL_BIND_GROUP}) @binding(10) var<storage> material_array: array<StandardMaterial>;
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/// ```
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///
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/// * Just as with the structure-level `uniform` attribute, Bevy converts the
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/// entire [`AsBindGroup`] to `ConvertedShaderType`, using the
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/// [`AsBindGroupShaderType<ConvertedShaderType>`] trait.
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///
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/// * In non-bindless mode, the structure-level `data` attribute is the same as
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/// the structure-level `uniform` attribute and produces a single uniform buffer
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/// in the shader. The above example would result in a binding that looks like
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/// this in WGSL in non-bindless mode:
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///
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/// ```wgsl
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/// @group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> material: StandardMaterial;
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/// ```
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///
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/// * For efficiency reasons, `data` is generally preferred over `uniform`
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/// unless you need to place your data in individual buffers.
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///
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/// ## `bind_group_data(DataType)`
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///
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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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/// ## `bindless`
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///
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/// * This switch enables *bindless resources*, which changes the way Bevy
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/// supplies resources (textures, and samplers) to the shader. When bindless
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/// resources are enabled, and the current platform supports them, Bevy will
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/// allocate textures, and samplers into *binding arrays*, separated based on
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/// type and will supply your shader with indices into those arrays.
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/// * Bindless textures and samplers are placed into the appropriate global
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/// array defined in `bevy_render::bindless` (`bindless.wgsl`).
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/// * Bevy doesn't currently support bindless buffers, except for those created
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/// with the `uniform(BINDLESS_INDEX, ConvertedShaderType,
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/// binding_array(BINDING_INDEX))` attribute. If you need to include a buffer in
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/// your object, and you can't create the data in that buffer with the `uniform`
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/// attribute, consider a non-bindless object instead.
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/// * If bindless mode is enabled, the `BINDLESS` definition will be
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/// available. Because not all platforms support bindless resources, you
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/// should check for the presence of this definition via `#ifdef` and fall
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/// back to standard bindings if it isn't present.
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/// * By default, in bindless mode, binding 0 becomes the *bindless index
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/// table*, which is an array of structures, each of which contains as many
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/// fields of type `u32` as the highest binding number in the structure
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/// annotated with `#[derive(AsBindGroup)]`. Again by default, the *i*th field
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/// of the bindless index table contains the index of the resource with binding
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/// *i* within the appropriate binding array.
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/// * In the case of materials, the index of the applicable table within the
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/// bindless index table list corresponding to the mesh currently being drawn
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/// can be retrieved with
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/// `mesh[in.instance_index].material_and_lightmap_bind_group_slot & 0xffffu`.
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/// * You can limit the size of the bindless slabs to N resources with the
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/// `limit(N)` declaration. For example, `#[bindless(limit(16))]` ensures that
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/// each slab will have no more than 16 total resources in it. If you don't
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/// specify a limit, Bevy automatically picks a reasonable one for the current
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/// platform.
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/// * The `index_table(range(M..N), binding(B))` declaration allows you to
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/// customize the layout of the bindless index table. This is useful for
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/// materials that are composed of multiple bind groups, such as
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/// `ExtendedMaterial`. In such cases, there will be multiple bindless index
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/// tables, so they can't both be assigned to binding 0 or their bindings will
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/// conflict.
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/// - The `binding(B)` attribute of the `index_table` attribute allows you to
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/// customize the binding (`@binding(B)`, in the shader) at which the index
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/// table will be bound.
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/// - The `range(M, N)` attribute of the `index_table` attribute allows you to
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/// change the mapping from the field index in the bindless index table to the
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/// bindless index. Instead of the field at index $i$ being mapped to the
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/// bindless index $i$, with the `range(M, N)` attribute the field at index
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/// $i$ in the bindless index table is mapped to the bindless index $i$ + M.
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/// The size of the index table will be set to N - M. Note that this may
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/// result in the table being too small to contain all the bindless bindings.
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/// * The purpose of bindless mode is to improve performance by reducing
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/// state changes. By grouping resources together into binding arrays, Bevy
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/// doesn't have to modify GPU state as often, decreasing API and driver
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/// overhead.
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/// * See the `shaders/shader_material_bindless` example for an example of how
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/// to use bindless mode. See the `shaders/extended_material_bindless` example
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/// for a more exotic example of bindless mode that demonstrates the
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/// `index_table` attribute.
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/// * The following diagram illustrates how bindless mode works using a subset
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/// of `StandardMaterial`:
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///
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/// ```text
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/// Shader Bindings Sampler Binding Array
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/// +----+-----------------------------+ +-----------+-----------+-----+
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/// +---| 0 | material_indices | +->| sampler 0 | sampler 1 | ... |
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/// | +----+-----------------------------+ | +-----------+-----------+-----+
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/// | | 1 | bindless_samplers_filtering +--+ ^
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/// | +----+-----------------------------+ +-------------------------------+
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/// | | .. | ... | |
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/// | +----+-----------------------------+ Texture Binding Array |
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/// | | 5 | bindless_textures_2d +--+ +-----------+-----------+-----+ |
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/// | +----+-----------------------------+ +->| texture 0 | texture 1 | ... | |
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/// | | .. | ... | +-----------+-----------+-----+ |
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/// | +----+-----------------------------+ ^ |
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/// | + 10 | material_array +--+ +---------------------------+ |
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/// | +----+-----------------------------+ | | |
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/// | | Buffer Binding Array | |
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/// | | +----------+----------+-----+ | |
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/// | +->| buffer 0 | buffer 1 | ... | | |
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/// | Material Bindless Indices +----------+----------+-----+ | |
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/// | +----+-----------------------------+ ^ | |
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/// +-->| 0 | material +----------+ | |
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/// +----+-----------------------------+ | |
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/// | 1 | base_color_texture +---------------------------------------+ |
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/// +----+-----------------------------+ |
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/// | 2 | base_color_sampler +-------------------------------------------+
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/// +----+-----------------------------+
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/// | .. | ... |
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/// +----+-----------------------------+
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/// ```
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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}};
447
/// # use bevy_color::LinearRgba;
448
/// #[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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/// }
460
///
461
/// impl From<&CoolMaterial> for CoolMaterialUniform {
462
/// fn from(material: &CoolMaterial) -> CoolMaterialUniform {
463
/// CoolMaterialUniform {
464
/// color: material.color,
465
/// roughness: material.roughness,
466
/// }
467
/// }
468
/// }
469
/// ```
470
///
471
/// Setting `bind_group_data` looks like this:
472
/// ```
473
/// # use bevy_render::{render_resource::AsBindGroup};
474
/// # use bevy_color::LinearRgba;
475
/// #[derive(AsBindGroup)]
476
/// #[bind_group_data(CoolMaterialKey)]
477
/// struct CoolMaterial {
478
/// #[uniform(0)]
479
/// color: LinearRgba,
480
/// is_shaded: bool,
481
/// }
482
///
483
/// // Materials keys are intended to be small, cheap to hash, and
484
/// // uniquely identify a specific material permutation.
485
/// #[repr(C)]
486
/// #[derive(Copy, Clone, Hash, Eq, PartialEq)]
487
/// struct CoolMaterialKey {
488
/// is_shaded: bool,
489
/// }
490
///
491
/// impl From<&CoolMaterial> for CoolMaterialKey {
492
/// fn from(material: &CoolMaterial) -> CoolMaterialKey {
493
/// CoolMaterialKey {
494
/// is_shaded: material.is_shaded,
495
/// }
496
/// }
497
/// }
498
/// ```
499
pub trait AsBindGroup {
500
/// Data that will be stored alongside the "prepared" bind group.
501
type Data: Send + Sync;
502
503
type Param: SystemParam + 'static;
504
505
/// The number of slots per bind group, if bindless mode is enabled.
506
///
507
/// If this bind group doesn't use bindless, then this will be `None`.
508
///
509
/// Note that the *actual* slot count may be different from this value, due
510
/// to platform limitations. For example, if bindless resources aren't
511
/// supported on this platform, the actual slot count will be 1.
512
fn bindless_slot_count() -> Option<BindlessSlabResourceLimit> {
513
None
514
}
515
516
/// True if the hardware *actually* supports bindless textures for this
517
/// type, taking the device and driver capabilities into account.
518
///
519
/// If this type doesn't use bindless textures, then the return value from
520
/// this function is meaningless.
521
fn bindless_supported(_: &RenderDevice) -> bool {
522
true
523
}
524
525
/// label
526
fn label() -> Option<&'static str> {
527
None
528
}
529
530
/// Creates a bind group for `self` matching the layout defined in [`AsBindGroup::bind_group_layout`].
531
fn as_bind_group(
532
&self,
533
layout: &BindGroupLayout,
534
render_device: &RenderDevice,
535
param: &mut SystemParamItem<'_, '_, Self::Param>,
536
) -> Result<PreparedBindGroup, AsBindGroupError> {
537
let UnpreparedBindGroup { bindings } =
538
Self::unprepared_bind_group(self, layout, render_device, param, false)?;
539
540
let entries = bindings
541
.iter()
542
.map(|(index, binding)| BindGroupEntry {
543
binding: *index,
544
resource: binding.get_binding(),
545
})
546
.collect::<Vec<_>>();
547
548
let bind_group = render_device.create_bind_group(Self::label(), layout, &entries);
549
550
Ok(PreparedBindGroup {
551
bindings,
552
bind_group,
553
})
554
}
555
556
fn bind_group_data(&self) -> Self::Data;
557
558
/// Returns a vec of (binding index, `OwnedBindingResource`).
559
///
560
/// In cases where `OwnedBindingResource` is not available (as for bindless
561
/// texture arrays currently), an implementor may return
562
/// `AsBindGroupError::CreateBindGroupDirectly` from this function and
563
/// instead define `as_bind_group` directly. This may prevent certain
564
/// features, such as bindless mode, from working correctly.
565
///
566
/// Set `force_no_bindless` to true to require that bindless textures *not*
567
/// be used. `ExtendedMaterial` uses this in order to ensure that the base
568
/// material doesn't use bindless mode if the extension doesn't.
569
fn unprepared_bind_group(
570
&self,
571
layout: &BindGroupLayout,
572
render_device: &RenderDevice,
573
param: &mut SystemParamItem<'_, '_, Self::Param>,
574
force_no_bindless: bool,
575
) -> Result<UnpreparedBindGroup, AsBindGroupError>;
576
577
/// Creates the bind group layout matching all bind groups returned by
578
/// [`AsBindGroup::as_bind_group`]
579
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
580
where
581
Self: Sized,
582
{
583
render_device.create_bind_group_layout(
584
Self::label(),
585
&Self::bind_group_layout_entries(render_device, false),
586
)
587
}
588
589
/// Returns a vec of bind group layout entries.
590
///
591
/// Set `force_no_bindless` to true to require that bindless textures *not*
592
/// be used. `ExtendedMaterial` uses this in order to ensure that the base
593
/// material doesn't use bindless mode if the extension doesn't.
594
fn bind_group_layout_entries(
595
render_device: &RenderDevice,
596
force_no_bindless: bool,
597
) -> Vec<BindGroupLayoutEntry>
598
where
599
Self: Sized;
600
601
fn bindless_descriptor() -> Option<BindlessDescriptor> {
602
None
603
}
604
}
605
606
/// An error that occurs during [`AsBindGroup::as_bind_group`] calls.
607
#[derive(Debug, Error)]
608
pub enum AsBindGroupError {
609
/// The bind group could not be generated. Try again next frame.
610
#[error("The bind group could not be generated")]
611
RetryNextUpdate,
612
#[error("Create the bind group via `as_bind_group()` instead")]
613
CreateBindGroupDirectly,
614
#[error("At binding index {0}, the provided image sampler `{1}` does not match the required sampler type(s) `{2}`.")]
615
InvalidSamplerType(u32, String, String),
616
}
617
618
/// A prepared bind group returned as a result of [`AsBindGroup::as_bind_group`].
619
pub struct PreparedBindGroup {
620
pub bindings: BindingResources,
621
pub bind_group: BindGroup,
622
}
623
624
/// a map containing `OwnedBindingResource`s, keyed by the target binding index
625
pub struct UnpreparedBindGroup {
626
pub bindings: BindingResources,
627
}
628
629
/// A pair of binding index and binding resource, used as part of
630
/// [`PreparedBindGroup`] and [`UnpreparedBindGroup`].
631
#[derive(Deref, DerefMut)]
632
pub struct BindingResources(pub Vec<(u32, OwnedBindingResource)>);
633
634
/// An owned binding resource of any type (ex: a [`Buffer`], [`TextureView`], etc).
635
/// This is used by types like [`PreparedBindGroup`] to hold a single list of all
636
/// render resources used by bindings.
637
#[derive(Debug)]
638
pub enum OwnedBindingResource {
639
Buffer(Buffer),
640
TextureView(TextureViewDimension, TextureView),
641
Sampler(SamplerBindingType, Sampler),
642
Data(OwnedData),
643
}
644
645
/// Data that will be copied into a GPU buffer.
646
///
647
/// This corresponds to the `#[data]` attribute in `AsBindGroup`.
648
#[derive(Debug, Deref, DerefMut)]
649
pub struct OwnedData(pub Vec<u8>);
650
651
impl OwnedBindingResource {
652
/// Creates a [`BindingResource`] reference to this
653
/// [`OwnedBindingResource`].
654
///
655
/// Note that this operation panics if passed a
656
/// [`OwnedBindingResource::Data`], because [`OwnedData`] doesn't itself
657
/// correspond to any binding and instead requires the
658
/// `MaterialBindGroupAllocator` to pack it into a buffer.
659
pub fn get_binding(&self) -> BindingResource<'_> {
660
match self {
661
OwnedBindingResource::Buffer(buffer) => buffer.as_entire_binding(),
662
OwnedBindingResource::TextureView(_, view) => BindingResource::TextureView(view),
663
OwnedBindingResource::Sampler(_, sampler) => BindingResource::Sampler(sampler),
664
OwnedBindingResource::Data(_) => panic!("`OwnedData` has no binding resource"),
665
}
666
}
667
}
668
669
/// Converts a value to a [`ShaderType`] for use in a bind group.
670
///
671
/// This is automatically implemented for references that implement [`Into`].
672
/// Generally normal [`Into`] / [`From`] impls should be preferred, but
673
/// sometimes additional runtime metadata is required.
674
/// This exists largely to make some [`AsBindGroup`] use cases easier.
675
pub trait AsBindGroupShaderType<T: ShaderType> {
676
/// Return the `T` [`ShaderType`] for `self`. When used in [`AsBindGroup`]
677
/// derives, it is safe to assume that all images in `self` exist.
678
fn as_bind_group_shader_type(&self, images: &RenderAssets<GpuImage>) -> T;
679
}
680
681
impl<T, U: ShaderType> AsBindGroupShaderType<U> for T
682
where
683
for<'a> &'a T: Into<U>,
684
{
685
#[inline]
686
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U {
687
self.into()
688
}
689
}
690
691
#[cfg(test)]
692
mod test {
693
use super::*;
694
use bevy_asset::Handle;
695
use bevy_image::Image;
696
697
#[test]
698
fn texture_visibility() {
699
#[expect(
700
dead_code,
701
reason = "This is a derive macro compilation test. It will not be constructed."
702
)]
703
#[derive(AsBindGroup)]
704
pub struct TextureVisibilityTest {
705
#[texture(0, visibility(all))]
706
pub all: Handle<Image>,
707
#[texture(1, visibility(none))]
708
pub none: Handle<Image>,
709
#[texture(2, visibility(fragment))]
710
pub fragment: Handle<Image>,
711
#[texture(3, visibility(vertex))]
712
pub vertex: Handle<Image>,
713
#[texture(4, visibility(compute))]
714
pub compute: Handle<Image>,
715
#[texture(5, visibility(vertex, fragment))]
716
pub vertex_fragment: Handle<Image>,
717
#[texture(6, visibility(vertex, compute))]
718
pub vertex_compute: Handle<Image>,
719
#[texture(7, visibility(fragment, compute))]
720
pub fragment_compute: Handle<Image>,
721
#[texture(8, visibility(vertex, fragment, compute))]
722
pub vertex_fragment_compute: Handle<Image>,
723
}
724
}
725
}
726
727