bevy_render/render_resource/bind_group.rs
1use crate::{
2 define_atomic_id,
3 render_asset::RenderAssets,
4 render_resource::{resource_macros::*, BindGroupLayout, Buffer, Sampler, TextureView},
5 renderer::RenderDevice,
6 texture::{FallbackImage, GpuImage},
7};
8pub use bevy_render_macros::AsBindGroup;
9use encase::ShaderType;
10use std::ops::Deref;
11use thiserror::Error;
12use wgpu::{BindGroupEntry, BindGroupLayoutEntry, BindingResource};
13
14define_atomic_id!(BindGroupId);
15render_resource_wrapper!(ErasedBindGroup, wgpu::BindGroup);
16
17/// Bind groups are responsible for binding render resources (e.g. buffers, textures, samplers)
18/// to a [`TrackedRenderPass`](crate::render_phase::TrackedRenderPass).
19/// This makes them accessible in the pipeline (shaders) as uniforms.
20///
21/// May be converted from and dereferences to a wgpu [`BindGroup`](wgpu::BindGroup).
22/// Can be created via [`RenderDevice::create_bind_group`](RenderDevice::create_bind_group).
23#[derive(Clone, Debug)]
24pub struct BindGroup {
25 id: BindGroupId,
26 value: ErasedBindGroup,
27}
28
29impl BindGroup {
30 /// Returns the [`BindGroupId`].
31 #[inline]
32 pub fn id(&self) -> BindGroupId {
33 self.id
34 }
35}
36
37impl From<wgpu::BindGroup> for BindGroup {
38 fn from(value: wgpu::BindGroup) -> Self {
39 BindGroup {
40 id: BindGroupId::new(),
41 value: ErasedBindGroup::new(value),
42 }
43 }
44}
45
46impl Deref for BindGroup {
47 type Target = wgpu::BindGroup;
48
49 #[inline]
50 fn deref(&self) -> &Self::Target {
51 &self.value
52 }
53}
54
55/// Converts a value to a [`BindGroup`] with a given [`BindGroupLayout`], which can then be used in Bevy shaders.
56/// This trait can be derived (and generally should be). Read on for details and examples.
57///
58/// This is an opinionated trait that is intended to make it easy to generically
59/// convert a type into a [`BindGroup`]. It provides access to specific render resources,
60/// such as [`RenderAssets<GpuImage>`] and [`FallbackImage`]. If a type has a [`Handle<Image>`](bevy_asset::Handle),
61/// these can be used to retrieve the corresponding [`Texture`](crate::render_resource::Texture) resource.
62///
63/// [`AsBindGroup::as_bind_group`] is intended to be called once, then the result cached somewhere. It is generally
64/// ok to do "expensive" work here, such as creating a [`Buffer`] for a uniform.
65///
66/// If for some reason a [`BindGroup`] cannot be created yet (for example, the [`Texture`](crate::render_resource::Texture)
67/// for an [`Image`](crate::texture::Image) hasn't loaded yet), just return [`AsBindGroupError::RetryNextUpdate`], which signals that the caller
68/// should retry again later.
69///
70/// # Deriving
71///
72/// This trait can be derived. Field attributes like `uniform` and `texture` are used to define which fields should be bindings,
73/// what their binding type is, and what index they should be bound at:
74///
75/// ```
76/// # use bevy_render::{render_resource::*, texture::Image};
77/// # use bevy_color::LinearRgba;
78/// # use bevy_asset::Handle;
79/// #[derive(AsBindGroup)]
80/// struct CoolMaterial {
81/// #[uniform(0)]
82/// color: LinearRgba,
83/// #[texture(1)]
84/// #[sampler(2)]
85/// color_texture: Handle<Image>,
86/// #[storage(3, read_only)]
87/// values: Vec<f32>,
88/// #[storage(4, read_only, buffer)]
89/// buffer: Buffer,
90/// #[storage_texture(5)]
91/// storage_texture: Handle<Image>,
92/// }
93/// ```
94///
95/// In WGSL shaders, the binding would look like this:
96///
97/// ```wgsl
98/// @group(2) @binding(0) var<uniform> color: vec4<f32>;
99/// @group(2) @binding(1) var color_texture: texture_2d<f32>;
100/// @group(2) @binding(2) var color_sampler: sampler;
101/// @group(2) @binding(3) var<storage> values: array<f32>;
102/// @group(2) @binding(5) var storage_texture: texture_storage_2d<rgba8unorm, read_write>;
103/// ```
104/// Note that the "group" index is determined by the usage context. It is not defined in [`AsBindGroup`]. For example, in Bevy material bind groups
105/// are generally bound to group 2.
106///
107/// The following field-level attributes are supported:
108///
109/// * `uniform(BINDING_INDEX)`
110/// * The field will be converted to a shader-compatible type using the [`ShaderType`] trait, written to a [`Buffer`], and bound as a uniform.
111/// [`ShaderType`] is implemented for most math types already, such as [`f32`], [`Vec4`](bevy_math::Vec4), and
112/// [`LinearRgba`](bevy_color::LinearRgba). It can also be derived for custom structs.
113///
114/// * `texture(BINDING_INDEX, arguments)`
115/// * This field's [`Handle<Image>`](bevy_asset::Handle) will be used to look up the matching [`Texture`](crate::render_resource::Texture)
116/// GPU resource, which will be bound as a texture in shaders. The field will be assumed to implement [`Into<Option<Handle<Image>>>`]. In practice,
117/// most fields should be a [`Handle<Image>`](bevy_asset::Handle) or [`Option<Handle<Image>>`]. If the value of an [`Option<Handle<Image>>`] is
118/// [`None`], the [`FallbackImage`] resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute
119/// (with a different binding index) if a binding of the sampler for the [`Image`](crate::texture::Image) is also required.
120///
121/// | Arguments | Values | Default |
122/// |-----------------------|-------------------------------------------------------------------------|----------------------|
123/// | `dimension` = "..." | `"1d"`, `"2d"`, `"2d_array"`, `"3d"`, `"cube"`, `"cube_array"` | `"2d"` |
124/// | `sample_type` = "..." | `"float"`, `"depth"`, `"s_int"` or `"u_int"` | `"float"` |
125/// | `filterable` = ... | `true`, `false` | `true` |
126/// | `multisampled` = ... | `true`, `false` | `false` |
127/// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
128///
129/// * `storage_texture(BINDING_INDEX, arguments)`
130/// * This field's [`Handle<Image>`](bevy_asset::Handle) will be used to look up the matching [`Texture`](crate::render_resource::Texture)
131/// 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,
132/// most fields should be a [`Handle<Image>`](bevy_asset::Handle) or [`Option<Handle<Image>>`]. If the value of an [`Option<Handle<Image>>`] is
133/// [`None`], the [`FallbackImage`] resource will be used instead.
134///
135/// | Arguments | Values | Default |
136/// |------------------------|--------------------------------------------------------------------------------------------|---------------|
137/// | `dimension` = "..." | `"1d"`, `"2d"`, `"2d_array"`, `"3d"`, `"cube"`, `"cube_array"` | `"2d"` |
138/// | `image_format` = ... | any member of [`TextureFormat`](crate::render_resource::TextureFormat) | `Rgba8Unorm` |
139/// | `access` = ... | any member of [`StorageTextureAccess`](crate::render_resource::StorageTextureAccess) | `ReadWrite` |
140/// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `compute` |
141///
142/// * `sampler(BINDING_INDEX, arguments)`
143/// * This field's [`Handle<Image>`](bevy_asset::Handle) will be used to look up the matching [`Sampler`] GPU
144/// resource, which will be bound as a sampler in shaders. The field will be assumed to implement [`Into<Option<Handle<Image>>>`]. In practice,
145/// most fields should be a [`Handle<Image>`](bevy_asset::Handle) or [`Option<Handle<Image>>`]. If the value of an [`Option<Handle<Image>>`] is
146/// [`None`], the [`FallbackImage`] resource will be used instead. This attribute can be used in conjunction with a `texture` binding attribute
147/// (with a different binding index) if a binding of the texture for the [`Image`](crate::texture::Image) is also required.
148///
149/// | Arguments | Values | Default |
150/// |------------------------|-------------------------------------------------------------------------|------------------------|
151/// | `sampler_type` = "..." | `"filtering"`, `"non_filtering"`, `"comparison"`. | `"filtering"` |
152/// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
153///
154/// * `storage(BINDING_INDEX, arguments)`
155/// * The field will be converted to a shader-compatible type using the [`ShaderType`] trait, written to a [`Buffer`], and bound as a storage buffer.
156/// * It supports and optional `read_only` parameter. Defaults to false if not present.
157///
158/// | Arguments | Values | Default |
159/// |------------------------|-------------------------------------------------------------------------|----------------------|
160/// | `visibility(...)` | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
161/// | `read_only` | if present then value is true, otherwise false | `false` |
162///
163/// Note that fields without field-level binding attributes will be ignored.
164/// ```
165/// # use bevy_render::{render_resource::AsBindGroup};
166/// # use bevy_color::LinearRgba;
167/// # use bevy_asset::Handle;
168/// #[derive(AsBindGroup)]
169/// struct CoolMaterial {
170/// #[uniform(0)]
171/// color: LinearRgba,
172/// this_field_is_ignored: String,
173/// }
174/// ```
175///
176/// As mentioned above, [`Option<Handle<Image>>`] is also supported:
177/// ```
178/// # use bevy_render::{render_resource::AsBindGroup, texture::Image};
179/// # use bevy_color::LinearRgba;
180/// # use bevy_asset::Handle;
181/// #[derive(AsBindGroup)]
182/// struct CoolMaterial {
183/// #[uniform(0)]
184/// color: LinearRgba,
185/// #[texture(1)]
186/// #[sampler(2)]
187/// color_texture: Option<Handle<Image>>,
188/// }
189/// ```
190/// This is useful if you want a texture to be optional. When the value is [`None`], the [`FallbackImage`] will be used for the binding instead, which defaults
191/// to "pure white".
192///
193/// Field uniforms with the same index will be combined into a single binding:
194/// ```
195/// # use bevy_render::{render_resource::AsBindGroup};
196/// # use bevy_color::LinearRgba;
197/// #[derive(AsBindGroup)]
198/// struct CoolMaterial {
199/// #[uniform(0)]
200/// color: LinearRgba,
201/// #[uniform(0)]
202/// roughness: f32,
203/// }
204/// ```
205///
206/// In WGSL shaders, the binding would look like this:
207/// ```wgsl
208/// struct CoolMaterial {
209/// color: vec4<f32>,
210/// roughness: f32,
211/// };
212///
213/// @group(2) @binding(0) var<uniform> material: CoolMaterial;
214/// ```
215///
216/// Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes:
217/// * `uniform(BINDING_INDEX, ConvertedShaderType)`
218/// * This also creates a [`Buffer`] using [`ShaderType`] and binds it as a uniform, much
219/// much like the field-level `uniform` attribute. The difference is that the entire [`AsBindGroup`] value is converted to `ConvertedShaderType`,
220/// which must implement [`ShaderType`], instead of a specific field implementing [`ShaderType`]. This is useful if more complicated conversion
221/// logic is required. The conversion is done using the [`AsBindGroupShaderType<ConvertedShaderType>`] trait, which is automatically implemented
222/// if `&Self` implements [`Into<ConvertedShaderType>`]. Only use [`AsBindGroupShaderType`] if access to resources like [`RenderAssets<GpuImage>`] is
223/// required.
224/// * `bind_group_data(DataType)`
225/// * The [`AsBindGroup`] type will be converted to some `DataType` using [`Into<DataType>`] and stored
226/// as [`AsBindGroup::Data`] as part of the [`AsBindGroup::as_bind_group`] call. This is useful if data needs to be stored alongside
227/// the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute
228/// is "shader pipeline specialization". See [`SpecializedRenderPipeline`](crate::render_resource::SpecializedRenderPipeline).
229///
230/// The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can
231/// also be equivalently represented with a single struct-level uniform attribute:
232/// ```
233/// # use bevy_render::{render_resource::{AsBindGroup, ShaderType}};
234/// # use bevy_color::LinearRgba;
235/// #[derive(AsBindGroup)]
236/// #[uniform(0, CoolMaterialUniform)]
237/// struct CoolMaterial {
238/// color: LinearRgba,
239/// roughness: f32,
240/// }
241///
242/// #[derive(ShaderType)]
243/// struct CoolMaterialUniform {
244/// color: LinearRgba,
245/// roughness: f32,
246/// }
247///
248/// impl From<&CoolMaterial> for CoolMaterialUniform {
249/// fn from(material: &CoolMaterial) -> CoolMaterialUniform {
250/// CoolMaterialUniform {
251/// color: material.color,
252/// roughness: material.roughness,
253/// }
254/// }
255/// }
256/// ```
257///
258/// Setting `bind_group_data` looks like this:
259/// ```
260/// # use bevy_render::{render_resource::AsBindGroup};
261/// # use bevy_color::LinearRgba;
262/// #[derive(AsBindGroup)]
263/// #[bind_group_data(CoolMaterialKey)]
264/// struct CoolMaterial {
265/// #[uniform(0)]
266/// color: LinearRgba,
267/// is_shaded: bool,
268/// }
269///
270/// #[derive(Copy, Clone, Hash, Eq, PartialEq)]
271/// struct CoolMaterialKey {
272/// is_shaded: bool,
273/// }
274///
275/// impl From<&CoolMaterial> for CoolMaterialKey {
276/// fn from(material: &CoolMaterial) -> CoolMaterialKey {
277/// CoolMaterialKey {
278/// is_shaded: material.is_shaded,
279/// }
280/// }
281/// }
282/// ```
283pub trait AsBindGroup {
284 /// Data that will be stored alongside the "prepared" bind group.
285 type Data: Send + Sync;
286
287 /// label
288 fn label() -> Option<&'static str> {
289 None
290 }
291
292 /// Creates a bind group for `self` matching the layout defined in [`AsBindGroup::bind_group_layout`].
293 fn as_bind_group(
294 &self,
295 layout: &BindGroupLayout,
296 render_device: &RenderDevice,
297 images: &RenderAssets<GpuImage>,
298 fallback_image: &FallbackImage,
299 ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError> {
300 let UnpreparedBindGroup { bindings, data } =
301 Self::unprepared_bind_group(self, layout, render_device, images, fallback_image)?;
302
303 let entries = bindings
304 .iter()
305 .map(|(index, binding)| BindGroupEntry {
306 binding: *index,
307 resource: binding.get_binding(),
308 })
309 .collect::<Vec<_>>();
310
311 let bind_group = render_device.create_bind_group(Self::label(), layout, &entries);
312
313 Ok(PreparedBindGroup {
314 bindings,
315 bind_group,
316 data,
317 })
318 }
319
320 /// Returns a vec of (binding index, `OwnedBindingResource`).
321 /// In cases where `OwnedBindingResource` is not available (as for bindless texture arrays currently),
322 /// an implementor may define `as_bind_group` directly. This may prevent certain features
323 /// from working correctly.
324 fn unprepared_bind_group(
325 &self,
326 layout: &BindGroupLayout,
327 render_device: &RenderDevice,
328 images: &RenderAssets<GpuImage>,
329 fallback_image: &FallbackImage,
330 ) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError>;
331
332 /// Creates the bind group layout matching all bind groups returned by [`AsBindGroup::as_bind_group`]
333 fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
334 where
335 Self: Sized,
336 {
337 render_device.create_bind_group_layout(
338 Self::label(),
339 &Self::bind_group_layout_entries(render_device),
340 )
341 }
342
343 /// Returns a vec of bind group layout entries
344 fn bind_group_layout_entries(render_device: &RenderDevice) -> Vec<BindGroupLayoutEntry>
345 where
346 Self: Sized;
347}
348
349/// An error that occurs during [`AsBindGroup::as_bind_group`] calls.
350#[derive(Debug, Error)]
351pub enum AsBindGroupError {
352 /// The bind group could not be generated. Try again next frame.
353 #[error("The bind group could not be generated")]
354 RetryNextUpdate,
355}
356
357/// A prepared bind group returned as a result of [`AsBindGroup::as_bind_group`].
358pub struct PreparedBindGroup<T> {
359 pub bindings: Vec<(u32, OwnedBindingResource)>,
360 pub bind_group: BindGroup,
361 pub data: T,
362}
363
364/// a map containing `OwnedBindingResource`s, keyed by the target binding index
365pub struct UnpreparedBindGroup<T> {
366 pub bindings: Vec<(u32, OwnedBindingResource)>,
367 pub data: T,
368}
369
370/// An owned binding resource of any type (ex: a [`Buffer`], [`TextureView`], etc).
371/// This is used by types like [`PreparedBindGroup`] to hold a single list of all
372/// render resources used by bindings.
373#[derive(Debug)]
374pub enum OwnedBindingResource {
375 Buffer(Buffer),
376 TextureView(TextureView),
377 Sampler(Sampler),
378}
379
380impl OwnedBindingResource {
381 pub fn get_binding(&self) -> BindingResource {
382 match self {
383 OwnedBindingResource::Buffer(buffer) => buffer.as_entire_binding(),
384 OwnedBindingResource::TextureView(view) => BindingResource::TextureView(view),
385 OwnedBindingResource::Sampler(sampler) => BindingResource::Sampler(sampler),
386 }
387 }
388}
389
390/// Converts a value to a [`ShaderType`] for use in a bind group.
391/// This is automatically implemented for references that implement [`Into`].
392/// Generally normal [`Into`] / [`From`] impls should be preferred, but
393/// sometimes additional runtime metadata is required.
394/// This exists largely to make some [`AsBindGroup`] use cases easier.
395pub trait AsBindGroupShaderType<T: ShaderType> {
396 /// Return the `T` [`ShaderType`] for `self`. When used in [`AsBindGroup`]
397 /// derives, it is safe to assume that all images in `self` exist.
398 fn as_bind_group_shader_type(&self, images: &RenderAssets<GpuImage>) -> T;
399}
400
401impl<T, U: ShaderType> AsBindGroupShaderType<U> for T
402where
403 for<'a> &'a T: Into<U>,
404{
405 #[inline]
406 fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U {
407 self.into()
408 }
409}
410
411#[cfg(test)]
412mod test {
413 use super::*;
414 use crate::{self as bevy_render, prelude::Image};
415 use bevy_asset::Handle;
416
417 #[test]
418 fn texture_visibility() {
419 #[derive(AsBindGroup)]
420 pub struct TextureVisibilityTest {
421 #[texture(0, visibility(all))]
422 pub all: Handle<Image>,
423 #[texture(1, visibility(none))]
424 pub none: Handle<Image>,
425 #[texture(2, visibility(fragment))]
426 pub fragment: Handle<Image>,
427 #[texture(3, visibility(vertex))]
428 pub vertex: Handle<Image>,
429 #[texture(4, visibility(compute))]
430 pub compute: Handle<Image>,
431 #[texture(5, visibility(vertex, fragment))]
432 pub vertex_fragment: Handle<Image>,
433 #[texture(6, visibility(vertex, compute))]
434 pub vertex_compute: Handle<Image>,
435 #[texture(7, visibility(fragment, compute))]
436 pub fragment_compute: Handle<Image>,
437 #[texture(8, visibility(vertex, fragment, compute))]
438 pub vertex_fragment_compute: Handle<Image>,
439 }
440 }
441}