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texture_binding_array.rs
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texture_binding_array.rs
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//! A shader that binds several textures onto one
//! `binding_array<texture<f32>>` shader binding slot and sample non-uniformly.
use bevy::{
ecs::system::{lifetimeless::SRes, SystemParamItem},
prelude::*,
reflect::TypePath,
render::{
render_asset::RenderAssets,
render_resource::{
binding_types::{sampler, texture_2d},
*,
},
renderer::RenderDevice,
texture::{FallbackImage, GpuImage},
RenderApp,
},
};
use std::{num::NonZero, process::exit};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/texture_binding_array.wgsl";
fn main() {
let mut app = App::new();
app.add_plugins((
DefaultPlugins.set(ImagePlugin::default_nearest()),
GpuFeatureSupportChecker,
MaterialPlugin::<BindlessMaterial>::default(),
))
.add_systems(Startup, setup)
.run();
}
const MAX_TEXTURE_COUNT: usize = 16;
const TILE_ID: [usize; 16] = [
19, 23, 4, 33, 12, 69, 30, 48, 10, 65, 40, 47, 57, 41, 44, 46,
];
struct GpuFeatureSupportChecker;
impl Plugin for GpuFeatureSupportChecker {
fn build(&self, _app: &mut App) {}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
let render_device = render_app.world().resource::<RenderDevice>();
// Check if the device support the required feature. If not, exit the example.
// In a real application, you should setup a fallback for the missing feature
if !render_device
.features()
.contains(WgpuFeatures::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING)
{
error!(
"Render device doesn't support feature \
SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING, \
which is required for texture binding arrays"
);
exit(1);
}
}
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<BindlessMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
));
// load 16 textures
let textures: Vec<_> = TILE_ID
.iter()
.map(|id| asset_server.load(format!("textures/rpg/tiles/generic-rpg-tile{id:0>2}.png")))
.collect();
// a cube with multiple textures
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(BindlessMaterial { textures })),
));
}
#[derive(Asset, TypePath, Debug, Clone)]
struct BindlessMaterial {
textures: Vec<Handle<Image>>,
}
impl AsBindGroup for BindlessMaterial {
type Data = ();
type Param = (SRes<RenderAssets<GpuImage>>, SRes<FallbackImage>);
fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
(image_assets, fallback_image): &mut SystemParamItem<'_, '_, Self::Param>,
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError> {
// retrieve the render resources from handles
let mut images = vec![];
for handle in self.textures.iter().take(MAX_TEXTURE_COUNT) {
match image_assets.get(handle) {
Some(image) => images.push(image),
None => return Err(AsBindGroupError::RetryNextUpdate),
}
}
let fallback_image = &fallback_image.d2;
let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT];
// convert bevy's resource types to WGPU's references
let mut textures: Vec<_> = textures.into_iter().map(|texture| &**texture).collect();
// fill in up to the first `MAX_TEXTURE_COUNT` textures and samplers to the arrays
for (id, image) in images.into_iter().enumerate() {
textures[id] = &*image.texture_view;
}
let bind_group = render_device.create_bind_group(
"bindless_material_bind_group",
layout,
&BindGroupEntries::sequential((&textures[..], &fallback_image.sampler)),
);
Ok(PreparedBindGroup {
bindings: vec![],
bind_group,
data: (),
})
}
fn unprepared_bind_group(
&self,
_layout: &BindGroupLayout,
_render_device: &RenderDevice,
_param: &mut SystemParamItem<'_, '_, Self::Param>,
) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError> {
// we implement as_bind_group directly because
panic!("bindless texture arrays can't be owned")
// or rather, they can be owned, but then you can't make a `&'a [&'a TextureView]` from a vec of them in get_binding().
}
fn bind_group_layout_entries(_: &RenderDevice) -> Vec<BindGroupLayoutEntry>
where
Self: Sized,
{
BindGroupLayoutEntries::with_indices(
// The layout entries will only be visible in the fragment stage
ShaderStages::FRAGMENT,
(
// Screen texture
//
// @group(2) @binding(0) var textures: binding_array<texture_2d<f32>>;
(
0,
texture_2d(TextureSampleType::Float { filterable: true })
.count(NonZero::<u32>::new(MAX_TEXTURE_COUNT as u32).unwrap()),
),
// Sampler
//
// @group(2) @binding(1) var nearest_sampler: sampler;
//
// Note: as with textures, multiple samplers can also be bound
// onto one binding slot:
//
// ```
// sampler(SamplerBindingType::Filtering)
// .count(NonZero::<u32>::new(MAX_TEXTURE_COUNT as u32).unwrap()),
// ```
//
// One may need to pay attention to the limit of sampler binding
// amount on some platforms.
(1, sampler(SamplerBindingType::Filtering)),
),
)
.to_vec()
}
}
impl Material for BindlessMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}