bevy_render/render_resource/bindless.rs
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//! Types and functions relating to bindless resources.
use alloc::borrow::Cow;
use core::{
num::{NonZeroU32, NonZeroU64},
ops::Range,
};
use bevy_derive::{Deref, DerefMut};
use wgpu::{
BindGroupLayoutEntry, SamplerBindingType, ShaderStages, TextureSampleType, TextureViewDimension,
};
use crate::render_resource::binding_types::storage_buffer_read_only_sized;
use super::binding_types::{
sampler, texture_1d, texture_2d, texture_2d_array, texture_3d, texture_cube, texture_cube_array,
};
/// The default value for the number of resources that can be stored in a slab
/// on this platform.
///
/// See the documentation for [`BindlessSlabResourceLimit`] for more
/// information.
#[cfg(any(target_os = "macos", target_os = "ios"))]
pub const AUTO_BINDLESS_SLAB_RESOURCE_LIMIT: u32 = 64;
/// The default value for the number of resources that can be stored in a slab
/// on this platform.
///
/// See the documentation for [`BindlessSlabResourceLimit`] for more
/// information.
#[cfg(not(any(target_os = "macos", target_os = "ios")))]
pub const AUTO_BINDLESS_SLAB_RESOURCE_LIMIT: u32 = 2048;
/// The binding numbers for the built-in binding arrays of each bindless
/// resource type.
///
/// In the case of materials, the material allocator manages these binding
/// arrays.
///
/// `bindless.wgsl` contains declarations of these arrays for use in your
/// shaders. If you change these, make sure to update that file as well.
pub static BINDING_NUMBERS: [(BindlessResourceType, BindingNumber); 9] = [
(BindlessResourceType::SamplerFiltering, BindingNumber(1)),
(BindlessResourceType::SamplerNonFiltering, BindingNumber(2)),
(BindlessResourceType::SamplerComparison, BindingNumber(3)),
(BindlessResourceType::Texture1d, BindingNumber(4)),
(BindlessResourceType::Texture2d, BindingNumber(5)),
(BindlessResourceType::Texture2dArray, BindingNumber(6)),
(BindlessResourceType::Texture3d, BindingNumber(7)),
(BindlessResourceType::TextureCube, BindingNumber(8)),
(BindlessResourceType::TextureCubeArray, BindingNumber(9)),
];
/// The maximum number of resources that can be stored in a slab.
///
/// This limit primarily exists in order to work around `wgpu` performance
/// problems involving large numbers of bindless resources. Also, some
/// platforms, such as Metal, currently enforce limits on the number of
/// resources in use.
///
/// This corresponds to `LIMIT` in the `#[bindless(LIMIT)]` attribute when
/// deriving [`crate::render_resource::AsBindGroup`].
#[derive(Clone, Copy, Default, PartialEq, Debug)]
pub enum BindlessSlabResourceLimit {
/// Allows the renderer to choose a reasonable value for the resource limit
/// based on the platform.
///
/// This value has been tuned, so you should default to this value unless
/// you have special platform-specific considerations that prevent you from
/// using it.
#[default]
Auto,
/// A custom value for the resource limit.
///
/// Bevy will allocate no more than this number of resources in a slab,
/// unless exceeding this value is necessary in order to allocate at all
/// (i.e. unless the number of bindless resources in your bind group exceeds
/// this value), in which case Bevy can exceed it.
Custom(u32),
}
/// Information about the bindless resources in this object.
///
/// The material bind group allocator uses this descriptor in order to create
/// and maintain bind groups. The fields within this bindless descriptor are
/// [`Cow`]s in order to support both the common case in which the fields are
/// simply `static` constants and the more unusual case in which the fields are
/// dynamically generated efficiently. An example of the latter case is
/// `ExtendedMaterial`, which needs to assemble a bindless descriptor from those
/// of the base material and the material extension at runtime.
///
/// This structure will only be present if this object is bindless.
pub struct BindlessDescriptor {
/// The bindless resource types that this object uses, in order of bindless
/// index.
///
/// The resource assigned to binding index 0 will be at index 0, the
/// resource assigned to binding index will be at index 1 in this array, and
/// so on. Unused binding indices are set to [`BindlessResourceType::None`].
pub resources: Cow<'static, [BindlessResourceType]>,
/// The [`BindlessBufferDescriptor`] for each bindless buffer that this
/// object uses.
///
/// The order of this array is irrelevant.
pub buffers: Cow<'static, [BindlessBufferDescriptor]>,
/// The [`BindlessIndexTableDescriptor`]s describing each bindless index
/// table.
///
/// This list must be sorted by the first bindless index.
pub index_tables: Cow<'static, [BindlessIndexTableDescriptor]>,
}
/// The type of potentially-bindless resource.
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Debug)]
pub enum BindlessResourceType {
/// No bindless resource.
///
/// This is used as a placeholder to fill holes in the
/// [`BindlessDescriptor::resources`] list.
None,
/// A storage buffer.
Buffer,
/// A filtering sampler.
SamplerFiltering,
/// A non-filtering sampler (nearest neighbor).
SamplerNonFiltering,
/// A comparison sampler (typically used for shadow maps).
SamplerComparison,
/// A 1D texture.
Texture1d,
/// A 2D texture.
Texture2d,
/// A 2D texture array.
///
/// Note that this differs from a binding array. 2D texture arrays must all
/// have the same size and format.
Texture2dArray,
/// A 3D texture.
Texture3d,
/// A cubemap texture.
TextureCube,
/// A cubemap texture array.
///
/// Note that this differs from a binding array. Cubemap texture arrays must
/// all have the same size and format.
TextureCubeArray,
/// Multiple instances of plain old data concatenated into a single buffer.
///
/// This corresponds to the `#[data]` declaration in
/// [`crate::render_resource::AsBindGroup`].
///
/// Note that this resource doesn't itself map to a GPU-level binding
/// resource and instead depends on the `MaterialBindGroupAllocator` to
/// create a binding resource for it.
DataBuffer,
}
/// Describes a bindless buffer.
///
/// Unlike samplers and textures, each buffer in a bind group gets its own
/// unique bind group entry. That is, there isn't any `bindless_buffers` binding
/// array to go along with `bindless_textures_2d`,
/// `bindless_samplers_filtering`, etc. Therefore, this descriptor contains two
/// indices: the *binding number* and the *bindless index*. The binding number
/// is the `@binding` number used in the shader, while the bindless index is the
/// index of the buffer in the bindless index table (which is itself
/// conventionally bound to binding number 0).
///
/// When declaring the buffer in a derived implementation
/// [`crate::render_resource::AsBindGroup`] with syntax like
/// `#[uniform(BINDLESS_INDEX, StandardMaterialUniform,
/// bindless(BINDING_NUMBER)]`, the bindless index is `BINDLESS_INDEX`, and the
/// binding number is `BINDING_NUMBER`. Note the order.
#[derive(Clone, Copy, Debug)]
pub struct BindlessBufferDescriptor {
/// The actual binding number of the buffer.
///
/// This is declared with `@binding` in WGSL. When deriving
/// [`crate::render_resource::AsBindGroup`], this is the `BINDING_NUMBER` in
/// `#[uniform(BINDLESS_INDEX, StandardMaterialUniform,
/// bindless(BINDING_NUMBER)]`.
pub binding_number: BindingNumber,
/// The index of the buffer in the bindless index table.
///
/// In the shader, this is the index into the table bound to binding 0. When
/// deriving [`crate::render_resource::AsBindGroup`], this is the
/// `BINDLESS_INDEX` in `#[uniform(BINDLESS_INDEX, StandardMaterialUniform,
/// bindless(BINDING_NUMBER)]`.
pub bindless_index: BindlessIndex,
/// The size of the buffer in bytes, if known.
pub size: Option<usize>,
}
/// Describes the layout of the bindless index table, which maps bindless
/// indices to indices within the binding arrays.
#[derive(Clone)]
pub struct BindlessIndexTableDescriptor {
/// The range of bindless indices that this descriptor covers.
pub indices: Range<BindlessIndex>,
/// The binding at which the index table itself will be bound.
///
/// By default, this is binding 0, but it can be changed with the
/// `#[bindless(index_table(binding(B)))]` attribute.
pub binding_number: BindingNumber,
}
/// The index of the actual binding in the bind group.
///
/// This is the value specified in WGSL as `@binding`.
#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Deref, DerefMut)]
pub struct BindingNumber(pub u32);
/// The index in the bindless index table.
///
/// This table is conventionally bound to binding number 0.
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Hash, Debug, Deref, DerefMut)]
pub struct BindlessIndex(pub u32);
/// Creates the bind group layout entries common to all shaders that use
/// bindless bind groups.
///
/// `bindless_resource_count` specifies the total number of bindless resources.
/// `bindless_slab_resource_limit` specifies the resolved
/// [`BindlessSlabResourceLimit`] value.
pub fn create_bindless_bind_group_layout_entries(
bindless_index_table_length: u32,
bindless_slab_resource_limit: u32,
bindless_index_table_binding_number: BindingNumber,
) -> Vec<BindGroupLayoutEntry> {
let bindless_slab_resource_limit =
NonZeroU32::new(bindless_slab_resource_limit).expect("Bindless slot count must be nonzero");
// The maximum size of a binding array is the
// `bindless_slab_resource_limit`, which would occur if all of the bindless
// resources were of the same type. So we create our binding arrays with
// that size.
vec![
// Start with the bindless index table, bound to binding number 0.
storage_buffer_read_only_sized(
false,
NonZeroU64::new(bindless_index_table_length as u64 * size_of::<u32>() as u64),
)
.build(*bindless_index_table_binding_number, ShaderStages::all()),
// Continue with the common bindless resource arrays.
sampler(SamplerBindingType::Filtering)
.count(bindless_slab_resource_limit)
.build(1, ShaderStages::all()),
sampler(SamplerBindingType::NonFiltering)
.count(bindless_slab_resource_limit)
.build(2, ShaderStages::all()),
sampler(SamplerBindingType::Comparison)
.count(bindless_slab_resource_limit)
.build(3, ShaderStages::all()),
texture_1d(TextureSampleType::Float { filterable: true })
.count(bindless_slab_resource_limit)
.build(4, ShaderStages::all()),
texture_2d(TextureSampleType::Float { filterable: true })
.count(bindless_slab_resource_limit)
.build(5, ShaderStages::all()),
texture_2d_array(TextureSampleType::Float { filterable: true })
.count(bindless_slab_resource_limit)
.build(6, ShaderStages::all()),
texture_3d(TextureSampleType::Float { filterable: true })
.count(bindless_slab_resource_limit)
.build(7, ShaderStages::all()),
texture_cube(TextureSampleType::Float { filterable: true })
.count(bindless_slab_resource_limit)
.build(8, ShaderStages::all()),
texture_cube_array(TextureSampleType::Float { filterable: true })
.count(bindless_slab_resource_limit)
.build(9, ShaderStages::all()),
]
}
impl BindlessSlabResourceLimit {
/// Determines the actual bindless slab resource limit on this platform.
pub fn resolve(&self) -> u32 {
match *self {
BindlessSlabResourceLimit::Auto => AUTO_BINDLESS_SLAB_RESOURCE_LIMIT,
BindlessSlabResourceLimit::Custom(limit) => limit,
}
}
}
impl BindlessResourceType {
/// Returns the binding number for the common array of this resource type.
///
/// For example, if you pass `BindlessResourceType::Texture2d`, this will
/// return 5, in order to match the `@group(2) @binding(5) var
/// bindless_textures_2d: binding_array<texture_2d<f32>>` declaration in
/// `bindless.wgsl`.
///
/// Not all resource types have fixed binding numbers. If you call
/// [`Self::binding_number`] on such a resource type, it returns `None`.
///
/// Note that this returns a static reference to the binding number, not the
/// binding number itself. This is to conform to an idiosyncratic API in
/// `wgpu` whereby binding numbers for binding arrays are taken by `&u32`
/// *reference*, not by `u32` value.
pub fn binding_number(&self) -> Option<&'static BindingNumber> {
match BINDING_NUMBERS.binary_search_by_key(self, |(key, _)| *key) {
Ok(binding_number) => Some(&BINDING_NUMBERS[binding_number].1),
Err(_) => None,
}
}
}
impl From<TextureViewDimension> for BindlessResourceType {
fn from(texture_view_dimension: TextureViewDimension) -> Self {
match texture_view_dimension {
TextureViewDimension::D1 => BindlessResourceType::Texture1d,
TextureViewDimension::D2 => BindlessResourceType::Texture2d,
TextureViewDimension::D2Array => BindlessResourceType::Texture2dArray,
TextureViewDimension::Cube => BindlessResourceType::TextureCube,
TextureViewDimension::CubeArray => BindlessResourceType::TextureCubeArray,
TextureViewDimension::D3 => BindlessResourceType::Texture3d,
}
}
}
impl From<SamplerBindingType> for BindlessResourceType {
fn from(sampler_binding_type: SamplerBindingType) -> Self {
match sampler_binding_type {
SamplerBindingType::Filtering => BindlessResourceType::SamplerFiltering,
SamplerBindingType::NonFiltering => BindlessResourceType::SamplerNonFiltering,
SamplerBindingType::Comparison => BindlessResourceType::SamplerComparison,
}
}
}
impl From<u32> for BindlessIndex {
fn from(value: u32) -> Self {
Self(value)
}
}
impl From<u32> for BindingNumber {
fn from(value: u32) -> Self {
Self(value)
}
}