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.wgsl` 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 filtering sampler.
125 SamplerFiltering,
126 /// A non-filtering sampler (nearest neighbor).
127 SamplerNonFiltering,
128 /// A comparison sampler (typically used for shadow maps).
129 SamplerComparison,
130 /// A 1D texture.
131 Texture1d,
132 /// A 2D texture.
133 Texture2d,
134 /// A 2D texture array.
135 ///
136 /// Note that this differs from a binding array. 2D texture arrays must all
137 /// have the same size and format.
138 Texture2dArray,
139 /// A 3D texture.
140 Texture3d,
141 /// A cubemap texture.
142 TextureCube,
143 /// A cubemap texture array.
144 ///
145 /// Note that this differs from a binding array. Cubemap texture arrays must
146 /// all have the same size and format.
147 TextureCubeArray,
148 /// Multiple instances of plain old data concatenated into a single buffer.
149 ///
150 /// This corresponds to the `#[data]` declaration in
151 /// [`crate::render_resource::AsBindGroup`].
152 ///
153 /// Note that this resource doesn't itself map to a GPU-level binding
154 /// resource and instead depends on the `MaterialBindGroupAllocator` to
155 /// create a binding resource for it.
156 DataBuffer,
157}
158
159/// Describes a bindless buffer.
160///
161/// Unlike samplers and textures, each buffer in a bind group gets its own
162/// unique bind group entry. That is, there isn't any `bindless_buffers` binding
163/// array to go along with `bindless_textures_2d`,
164/// `bindless_samplers_filtering`, etc. Therefore, this descriptor contains two
165/// indices: the *binding number* and the *bindless index*. The binding number
166/// is the `@binding` number used in the shader, while the bindless index is the
167/// index of the buffer in the bindless index table (which is itself
168/// conventionally bound to binding number 0).
169///
170/// When declaring the buffer in a derived implementation
171/// [`crate::render_resource::AsBindGroup`] with syntax like
172/// `#[uniform(BINDLESS_INDEX, StandardMaterialUniform,
173/// bindless(BINDING_NUMBER)]`, the bindless index is `BINDLESS_INDEX`, and the
174/// binding number is `BINDING_NUMBER`. Note the order.
175#[derive(Clone, Copy, Debug)]
176pub struct BindlessBufferDescriptor {
177 /// The actual binding number of the buffer.
178 ///
179 /// This is declared with `@binding` in WGSL. When deriving
180 /// [`crate::render_resource::AsBindGroup`], this is the `BINDING_NUMBER` in
181 /// `#[uniform(BINDLESS_INDEX, StandardMaterialUniform,
182 /// bindless(BINDING_NUMBER)]`.
183 pub binding_number: BindingNumber,
184 /// The index of the buffer in the bindless index table.
185 ///
186 /// In the shader, this is the index into the table bound to binding 0. When
187 /// deriving [`crate::render_resource::AsBindGroup`], this is the
188 /// `BINDLESS_INDEX` in `#[uniform(BINDLESS_INDEX, StandardMaterialUniform,
189 /// bindless(BINDING_NUMBER)]`.
190 pub bindless_index: BindlessIndex,
191 /// The size of the buffer in bytes, if known.
192 pub size: Option<usize>,
193}
194
195/// Describes the layout of the bindless index table, which maps bindless
196/// indices to indices within the binding arrays.
197#[derive(Clone)]
198pub struct BindlessIndexTableDescriptor {
199 /// The range of bindless indices that this descriptor covers.
200 pub indices: Range<BindlessIndex>,
201 /// The binding at which the index table itself will be bound.
202 ///
203 /// By default, this is binding 0, but it can be changed with the
204 /// `#[bindless(index_table(binding(B)))]` attribute.
205 pub binding_number: BindingNumber,
206}
207
208/// The index of the actual binding in the bind group.
209///
210/// This is the value specified in WGSL as `@binding`.
211#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Deref, DerefMut)]
212pub struct BindingNumber(pub u32);
213
214/// The index in the bindless index table.
215///
216/// This table is conventionally bound to binding number 0.
217#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Hash, Debug, Deref, DerefMut)]
218pub struct BindlessIndex(pub u32);
219
220/// Creates the bind group layout entries common to all shaders that use
221/// bindless bind groups.
222///
223/// `used_resource_types` limits which binding arrays are created,
224/// reducing argument buffer slot usage on constrained platforms.
225pub fn create_bindless_bind_group_layout_entries(
226 bindless_index_table_length: u32,
227 bindless_slab_resource_limit: u32,
228 bindless_index_table_binding_number: BindingNumber,
229 used_resource_types: &[BindlessResourceType],
230) -> Vec<BindGroupLayoutEntry> {
231 let bindless_slab_resource_limit =
232 NonZeroU32::new(bindless_slab_resource_limit).expect("Bindless slot count must be nonzero");
233
234 let stages = ShaderStages::FRAGMENT | ShaderStages::VERTEX | ShaderStages::COMPUTE;
235
236 // Start the bindless index table; remaining entries are added
237 // below based on which resource types the material actually uses.
238
239 let mut entries = vec![
240 // Start with the bindless index table.
241 storage_buffer_read_only_sized(
242 false,
243 NonZeroU64::new(bindless_index_table_length as u64 * size_of::<u32>() as u64),
244 )
245 .build(*bindless_index_table_binding_number, stages),
246 ];
247
248 // Create binding arrays only for types that this material uses.
249 // This is important for platforms like Metal where each binding array uses a buffer slot
250 // (limited to 31 per the Metal Feature Set Tables:
251 // https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf)
252 for &(resource_type, ref binding_number) in BINDING_NUMBERS.iter() {
253 if !used_resource_types.contains(&resource_type) {
254 continue;
255 }
256 let Some(binding_type) = (match resource_type {
257 BindlessResourceType::SamplerFiltering => Some(sampler(SamplerBindingType::Filtering)),
258 BindlessResourceType::SamplerNonFiltering => {
259 Some(sampler(SamplerBindingType::NonFiltering))
260 }
261 BindlessResourceType::SamplerComparison => {
262 Some(sampler(SamplerBindingType::Comparison))
263 }
264 BindlessResourceType::Texture1d => {
265 Some(texture_1d(TextureSampleType::Float { filterable: true }))
266 }
267 BindlessResourceType::Texture2d => {
268 Some(texture_2d(TextureSampleType::Float { filterable: true }))
269 }
270 BindlessResourceType::Texture2dArray => {
271 Some(texture_2d_array(TextureSampleType::Float {
272 filterable: true,
273 }))
274 }
275 BindlessResourceType::Texture3d => {
276 Some(texture_3d(TextureSampleType::Float { filterable: true }))
277 }
278 BindlessResourceType::TextureCube => {
279 Some(texture_cube(TextureSampleType::Float { filterable: true }))
280 }
281 BindlessResourceType::TextureCubeArray => {
282 Some(texture_cube_array(TextureSampleType::Float {
283 filterable: true,
284 }))
285 }
286 BindlessResourceType::None
287 | BindlessResourceType::Buffer
288 | BindlessResourceType::DataBuffer => None,
289 }) else {
290 continue;
291 };
292 entries.push(
293 binding_type
294 .count(bindless_slab_resource_limit)
295 .build(**binding_number, stages),
296 );
297 }
298
299 entries
300}
301
302impl BindlessSlabResourceLimit {
303 /// Determines the actual bindless slab resource limit on this platform.
304 pub fn resolve(&self) -> u32 {
305 match *self {
306 BindlessSlabResourceLimit::Auto => AUTO_BINDLESS_SLAB_RESOURCE_LIMIT,
307 BindlessSlabResourceLimit::Custom(limit) => limit,
308 }
309 }
310}
311
312impl BindlessResourceType {
313 /// Returns the binding number for the common array of this resource type.
314 ///
315 /// For example, if you pass `BindlessResourceType::Texture2d`, this will
316 /// return 5, in order to match the `@group(2) @binding(5) var
317 /// bindless_textures_2d: binding_array<texture_2d<f32>>` declaration in
318 /// `bindless.wgsl`.
319 ///
320 /// Not all resource types have fixed binding numbers. If you call
321 /// [`Self::binding_number`] on such a resource type, it returns `None`.
322 ///
323 /// Note that this returns a static reference to the binding number, not the
324 /// binding number itself. This is to conform to an idiosyncratic API in
325 /// `wgpu` whereby binding numbers for binding arrays are taken by `&u32`
326 /// *reference*, not by `u32` value.
327 pub fn binding_number(&self) -> Option<&'static BindingNumber> {
328 match BINDING_NUMBERS.binary_search_by_key(self, |(key, _)| *key) {
329 Ok(binding_number) => Some(&BINDING_NUMBERS[binding_number].1),
330 Err(_) => None,
331 }
332 }
333}
334
335impl From<TextureViewDimension> for BindlessResourceType {
336 fn from(texture_view_dimension: TextureViewDimension) -> Self {
337 match texture_view_dimension {
338 TextureViewDimension::D1 => BindlessResourceType::Texture1d,
339 TextureViewDimension::D2 => BindlessResourceType::Texture2d,
340 TextureViewDimension::D2Array => BindlessResourceType::Texture2dArray,
341 TextureViewDimension::Cube => BindlessResourceType::TextureCube,
342 TextureViewDimension::CubeArray => BindlessResourceType::TextureCubeArray,
343 TextureViewDimension::D3 => BindlessResourceType::Texture3d,
344 }
345 }
346}
347
348impl From<SamplerBindingType> for BindlessResourceType {
349 fn from(sampler_binding_type: SamplerBindingType) -> Self {
350 match sampler_binding_type {
351 SamplerBindingType::Filtering => BindlessResourceType::SamplerFiltering,
352 SamplerBindingType::NonFiltering => BindlessResourceType::SamplerNonFiltering,
353 SamplerBindingType::Comparison => BindlessResourceType::SamplerComparison,
354 }
355 }
356}
357
358impl From<u32> for BindlessIndex {
359 fn from(value: u32) -> Self {
360 Self(value)
361 }
362}
363
364impl From<u32> for BindingNumber {
365 fn from(value: u32) -> Self {
366 Self(value)
367 }
368}