bevy_render/render_resource/bindless.rs
1//! Types and functions relating to bindless resources.
2
3use alloc::borrow::Cow;
4use core::{
5 num::{NonZeroU32, NonZeroU64},
6 ops::Range,
7};
8
9use bevy_derive::{Deref, DerefMut};
10use wgpu::{
11 BindGroupLayoutEntry, SamplerBindingType, ShaderStages, TextureSampleType, TextureViewDimension,
12};
13
14use bevy_material::bind_group_layout_entries::binding_types::{
15 sampler, storage_buffer_read_only_sized, texture_1d, texture_2d, texture_2d_array, texture_3d,
16 texture_cube, texture_cube_array,
17};
18
19/// The default value for the number of resources that can be stored in a slab
20/// on this platform.
21///
22/// See the documentation for [`BindlessSlabResourceLimit`] for more
23/// information.
24#[cfg(any(target_os = "macos", target_os = "ios"))]
25pub const AUTO_BINDLESS_SLAB_RESOURCE_LIMIT: u32 = 64;
26/// The default value for the number of resources that can be stored in a slab
27/// on this platform.
28///
29/// See the documentation for [`BindlessSlabResourceLimit`] for more
30/// information.
31#[cfg(not(any(target_os = "macos", target_os = "ios")))]
32pub const AUTO_BINDLESS_SLAB_RESOURCE_LIMIT: u32 = 2048;
33
34/// The binding numbers for the built-in binding arrays of each bindless
35/// resource type.
36///
37/// In the case of materials, the material allocator manages these binding
38/// arrays.
39///
40/// `bindless.wesl` contains declarations of these arrays for use in your
41/// shaders. If you change these, make sure to update that file as well.
42pub static BINDING_NUMBERS: [(BindlessResourceType, BindingNumber); 9] = [
43 (BindlessResourceType::SamplerFiltering, BindingNumber(1)),
44 (BindlessResourceType::SamplerNonFiltering, BindingNumber(2)),
45 (BindlessResourceType::SamplerComparison, BindingNumber(3)),
46 (BindlessResourceType::Texture1d, BindingNumber(4)),
47 (BindlessResourceType::Texture2d, BindingNumber(5)),
48 (BindlessResourceType::Texture2dArray, BindingNumber(6)),
49 (BindlessResourceType::Texture3d, BindingNumber(7)),
50 (BindlessResourceType::TextureCube, BindingNumber(8)),
51 (BindlessResourceType::TextureCubeArray, BindingNumber(9)),
52];
53
54/// The maximum number of resources that can be stored in a slab.
55///
56/// This limit primarily exists in order to work around `wgpu` performance
57/// problems involving large numbers of bindless resources. Also, some
58/// platforms, such as Metal, currently enforce limits on the number of
59/// resources in use.
60///
61/// This corresponds to `LIMIT` in the `#[bindless(LIMIT)]` attribute when
62/// deriving [`crate::render_resource::AsBindGroup`].
63#[derive(Clone, Copy, Default, PartialEq, Debug)]
64pub enum BindlessSlabResourceLimit {
65 /// Allows the renderer to choose a reasonable value for the resource limit
66 /// based on the platform.
67 ///
68 /// This value has been tuned, so you should default to this value unless
69 /// you have special platform-specific considerations that prevent you from
70 /// using it.
71 #[default]
72 Auto,
73
74 /// A custom value for the resource limit.
75 ///
76 /// Bevy will allocate no more than this number of resources in a slab,
77 /// unless exceeding this value is necessary in order to allocate at all
78 /// (i.e. unless the number of bindless resources in your bind group exceeds
79 /// this value), in which case Bevy can exceed it.
80 Custom(u32),
81}
82
83/// Information about the bindless resources in this object.
84///
85/// The material bind group allocator uses this descriptor in order to create
86/// and maintain bind groups. The fields within this bindless descriptor are
87/// [`Cow`]s in order to support both the common case in which the fields are
88/// simply `static` constants and the more unusual case in which the fields are
89/// dynamically generated efficiently. An example of the latter case is
90/// `ExtendedMaterial`, which needs to assemble a bindless descriptor from those
91/// of the base material and the material extension at runtime.
92///
93/// This structure will only be present if this object is bindless.
94pub struct BindlessDescriptor {
95 /// The bindless resource types that this object uses, in order of bindless
96 /// index.
97 ///
98 /// The resource assigned to binding index 0 will be at index 0, the
99 /// resource assigned to binding index will be at index 1 in this array, and
100 /// so on. Unused binding indices are set to [`BindlessResourceType::None`].
101 pub resources: Cow<'static, [BindlessResourceType]>,
102 /// The [`BindlessBufferDescriptor`] for each bindless buffer that this
103 /// object uses.
104 ///
105 /// The order of this array is irrelevant.
106 pub buffers: Cow<'static, [BindlessBufferDescriptor]>,
107 /// The [`BindlessIndexTableDescriptor`]s describing each bindless index
108 /// table.
109 ///
110 /// This list must be sorted by the first bindless index.
111 pub index_tables: Cow<'static, [BindlessIndexTableDescriptor]>,
112}
113
114/// The type of potentially-bindless resource.
115#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Debug)]
116pub enum BindlessResourceType {
117 /// No bindless resource.
118 ///
119 /// This is used as a placeholder to fill holes in the
120 /// [`BindlessDescriptor::resources`] list.
121 None,
122 /// A storage buffer.
123 Buffer,
124 /// A handle to a [`ShaderBuffer`](bevy_render::storage::ShaderBuffer).
125 ShaderBuffer,
126 /// A filtering sampler.
127 SamplerFiltering,
128 /// A non-filtering sampler (nearest neighbor).
129 SamplerNonFiltering,
130 /// A comparison sampler (typically used for shadow maps).
131 SamplerComparison,
132 /// A 1D texture.
133 Texture1d,
134 /// A 2D texture.
135 Texture2d,
136 /// A 2D texture array.
137 ///
138 /// Note that this differs from a binding array. 2D texture arrays must all
139 /// have the same size and format.
140 Texture2dArray,
141 /// A 3D texture.
142 Texture3d,
143 /// A cubemap texture.
144 TextureCube,
145 /// A cubemap texture array.
146 ///
147 /// Note that this differs from a binding array. Cubemap texture arrays must
148 /// all have the same size and format.
149 TextureCubeArray,
150 /// Multiple instances of plain old data concatenated into a single buffer.
151 ///
152 /// This corresponds to the `#[data]` declaration in
153 /// [`crate::render_resource::AsBindGroup`].
154 ///
155 /// Note that this resource doesn't itself map to a GPU-level binding
156 /// resource and instead depends on the `MaterialBindGroupAllocator` to
157 /// create a binding resource for it.
158 DataBuffer,
159}
160
161/// Describes a bindless buffer.
162///
163/// Unlike samplers and textures, each buffer in a bind group gets its own
164/// unique bind group entry. That is, there isn't any `bindless_buffers` binding
165/// array to go along with `bindless_textures_2d`,
166/// `bindless_samplers_filtering`, etc. Therefore, this descriptor contains two
167/// indices: the *binding number* and the *bindless index*. The binding number
168/// is the `@binding` number used in the shader, while the bindless index is the
169/// index of the buffer in the bindless index table (which is itself
170/// conventionally bound to binding number 0).
171///
172/// When declaring the buffer in a derived implementation
173/// [`crate::render_resource::AsBindGroup`] with syntax like
174/// `#[uniform(BINDLESS_INDEX, StandardMaterialUniform,
175/// bindless(BINDING_NUMBER)]`, the bindless index is `BINDLESS_INDEX`, and the
176/// binding number is `BINDING_NUMBER`. Note the order.
177#[derive(Clone, Copy, Debug)]
178pub struct BindlessBufferDescriptor {
179 /// The actual binding number of the buffer.
180 ///
181 /// This is declared with `@binding` in WGSL. When deriving
182 /// [`crate::render_resource::AsBindGroup`], this is the `BINDING_NUMBER` in
183 /// `#[uniform(BINDLESS_INDEX, StandardMaterialUniform,
184 /// bindless(BINDING_NUMBER)]`.
185 pub binding_number: BindingNumber,
186 /// The index of the buffer in the bindless index table.
187 ///
188 /// In the shader, this is the index into the table bound to binding 0. When
189 /// deriving [`crate::render_resource::AsBindGroup`], this is the
190 /// `BINDLESS_INDEX` in `#[uniform(BINDLESS_INDEX, StandardMaterialUniform,
191 /// bindless(BINDING_NUMBER)]`.
192 pub bindless_index: BindlessIndex,
193 /// The size of the buffer in bytes, if known.
194 pub size: Option<usize>,
195}
196
197/// Describes the layout of the bindless index table, which maps bindless
198/// indices to indices within the binding arrays.
199#[derive(Clone)]
200pub struct BindlessIndexTableDescriptor {
201 /// The range of bindless indices that this descriptor covers.
202 pub indices: Range<BindlessIndex>,
203 /// The binding at which the index table itself will be bound.
204 ///
205 /// By default, this is binding 0, but it can be changed with the
206 /// `#[bindless(index_table(binding(B)))]` attribute.
207 pub binding_number: BindingNumber,
208}
209
210/// The index of the actual binding in the bind group.
211///
212/// This is the value specified in WGSL as `@binding`.
213#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Deref, DerefMut)]
214pub struct BindingNumber(pub u32);
215
216/// The index in the bindless index table.
217///
218/// This table is conventionally bound to binding number 0.
219#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Hash, Debug, Deref, DerefMut)]
220pub struct BindlessIndex(pub u32);
221
222/// Creates the bind group layout entries common to all shaders that use
223/// bindless bind groups.
224///
225/// `used_resource_types` limits which binding arrays are created,
226/// reducing argument buffer slot usage on constrained platforms.
227pub fn create_bindless_bind_group_layout_entries(
228 bindless_index_table_length: u32,
229 bindless_slab_resource_limit: u32,
230 bindless_index_table_binding_number: BindingNumber,
231 used_resource_types: &[BindlessResourceType],
232) -> Vec<BindGroupLayoutEntry> {
233 let bindless_slab_resource_limit =
234 NonZeroU32::new(bindless_slab_resource_limit).expect("Bindless slot count must be nonzero");
235
236 let stages = ShaderStages::FRAGMENT | ShaderStages::VERTEX | ShaderStages::COMPUTE;
237
238 // Start the bindless index table; remaining entries are added
239 // below based on which resource types the material actually uses.
240
241 let mut entries = vec![
242 // Start with the bindless index table.
243 storage_buffer_read_only_sized(
244 false,
245 NonZeroU64::new(bindless_index_table_length as u64 * size_of::<u32>() as u64),
246 )
247 .build(*bindless_index_table_binding_number, stages),
248 ];
249
250 // Create binding arrays only for types that this material uses.
251 // This is important for platforms like Metal where each binding array uses a buffer slot
252 // (limited to 31 per the Metal Feature Set Tables:
253 // https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf)
254 for &(resource_type, ref binding_number) in BINDING_NUMBERS.iter() {
255 if !used_resource_types.contains(&resource_type) {
256 continue;
257 }
258 let Some(binding_type) = (match resource_type {
259 BindlessResourceType::SamplerFiltering => Some(sampler(SamplerBindingType::Filtering)),
260 BindlessResourceType::SamplerNonFiltering => {
261 Some(sampler(SamplerBindingType::NonFiltering))
262 }
263 BindlessResourceType::SamplerComparison => {
264 Some(sampler(SamplerBindingType::Comparison))
265 }
266 BindlessResourceType::Texture1d => {
267 Some(texture_1d(TextureSampleType::Float { filterable: true }))
268 }
269 BindlessResourceType::Texture2d => {
270 Some(texture_2d(TextureSampleType::Float { filterable: true }))
271 }
272 BindlessResourceType::Texture2dArray => {
273 Some(texture_2d_array(TextureSampleType::Float {
274 filterable: true,
275 }))
276 }
277 BindlessResourceType::Texture3d => {
278 Some(texture_3d(TextureSampleType::Float { filterable: true }))
279 }
280 BindlessResourceType::TextureCube => {
281 Some(texture_cube(TextureSampleType::Float { filterable: true }))
282 }
283 BindlessResourceType::TextureCubeArray => {
284 Some(texture_cube_array(TextureSampleType::Float {
285 filterable: true,
286 }))
287 }
288 BindlessResourceType::None
289 | BindlessResourceType::Buffer
290 | BindlessResourceType::ShaderBuffer
291 | BindlessResourceType::DataBuffer => None,
292 }) else {
293 continue;
294 };
295 entries.push(
296 binding_type
297 .count(bindless_slab_resource_limit)
298 .build(**binding_number, stages),
299 );
300 }
301
302 entries
303}
304
305impl BindlessSlabResourceLimit {
306 /// Determines the actual bindless slab resource limit on this platform.
307 pub fn resolve(&self) -> u32 {
308 match *self {
309 BindlessSlabResourceLimit::Auto => AUTO_BINDLESS_SLAB_RESOURCE_LIMIT,
310 BindlessSlabResourceLimit::Custom(limit) => limit,
311 }
312 }
313}
314
315impl BindlessResourceType {
316 /// Returns the binding number for the common array of this resource type.
317 ///
318 /// For example, if you pass `BindlessResourceType::Texture2d`, this will
319 /// return 5, in order to match the `@group(2) @binding(5) var
320 /// bindless_textures_2d: binding_array<texture_2d<f32>>` declaration in
321 /// `bindless.wesl`.
322 ///
323 /// Not all resource types have fixed binding numbers. If you call
324 /// [`Self::binding_number`] on such a resource type, it returns `None`.
325 ///
326 /// Note that this returns a static reference to the binding number, not the
327 /// binding number itself. This is to conform to an idiosyncratic API in
328 /// `wgpu` whereby binding numbers for binding arrays are taken by `&u32`
329 /// *reference*, not by `u32` value.
330 pub fn binding_number(&self) -> Option<&'static BindingNumber> {
331 match BINDING_NUMBERS.binary_search_by_key(self, |(key, _)| *key) {
332 Ok(binding_number) => Some(&BINDING_NUMBERS[binding_number].1),
333 Err(_) => None,
334 }
335 }
336}
337
338impl From<TextureViewDimension> for BindlessResourceType {
339 fn from(texture_view_dimension: TextureViewDimension) -> Self {
340 match texture_view_dimension {
341 TextureViewDimension::D1 => BindlessResourceType::Texture1d,
342 TextureViewDimension::D2 => BindlessResourceType::Texture2d,
343 TextureViewDimension::D2Array => BindlessResourceType::Texture2dArray,
344 TextureViewDimension::Cube => BindlessResourceType::TextureCube,
345 TextureViewDimension::CubeArray => BindlessResourceType::TextureCubeArray,
346 TextureViewDimension::D3 => BindlessResourceType::Texture3d,
347 }
348 }
349}
350
351impl From<SamplerBindingType> for BindlessResourceType {
352 fn from(sampler_binding_type: SamplerBindingType) -> Self {
353 match sampler_binding_type {
354 SamplerBindingType::Filtering => BindlessResourceType::SamplerFiltering,
355 SamplerBindingType::NonFiltering => BindlessResourceType::SamplerNonFiltering,
356 SamplerBindingType::Comparison => BindlessResourceType::SamplerComparison,
357 }
358 }
359}
360
361impl From<u32> for BindlessIndex {
362 fn from(value: u32) -> Self {
363 Self(value)
364 }
365}
366
367impl From<u32> for BindingNumber {
368 fn from(value: u32) -> Self {
369 Self(value)
370 }
371}