38 lines
1.8 KiB
WebGPU Shading Language
38 lines
1.8 KiB
WebGPU Shading Language
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// Defines the common arrays used to access bindless resources.
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//
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// This need to be kept up to date with the `BINDING_NUMBERS` table in
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// `bindless.rs`.
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//
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// You access these by indexing into the bindless index table, and from there
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// indexing into the appropriate binding array. For example, to access the base
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// color texture of a `StandardMaterial` in bindless mode, write
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// `bindless_textures_2d[materials[slot].base_color_texture]`, where
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// `materials` is the bindless index table and `slot` is the index into that
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// table (which can be found in the `Mesh`).
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#define_import_path bevy_render::bindless
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#ifdef BINDLESS
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// Binding 0 is the bindless index table.
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// Filtering samplers.
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@group(#{MATERIAL_BIND_GROUP}) @binding(1) var bindless_samplers_filtering: binding_array<sampler>;
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// Non-filtering samplers (nearest neighbor).
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@group(#{MATERIAL_BIND_GROUP}) @binding(2) var bindless_samplers_non_filtering: binding_array<sampler>;
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// Comparison samplers (typically for shadow mapping).
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@group(#{MATERIAL_BIND_GROUP}) @binding(3) var bindless_samplers_comparison: binding_array<sampler>;
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// 1D textures.
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@group(#{MATERIAL_BIND_GROUP}) @binding(4) var bindless_textures_1d: binding_array<texture_1d<f32>>;
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// 2D textures.
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@group(#{MATERIAL_BIND_GROUP}) @binding(5) var bindless_textures_2d: binding_array<texture_2d<f32>>;
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// 2D array textures.
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@group(#{MATERIAL_BIND_GROUP}) @binding(6) var bindless_textures_2d_array: binding_array<texture_2d_array<f32>>;
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// 3D textures.
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@group(#{MATERIAL_BIND_GROUP}) @binding(7) var bindless_textures_3d: binding_array<texture_3d<f32>>;
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// Cubemap textures.
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@group(#{MATERIAL_BIND_GROUP}) @binding(8) var bindless_textures_cube: binding_array<texture_cube<f32>>;
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// Cubemap array textures.
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@group(#{MATERIAL_BIND_GROUP}) @binding(9) var bindless_textures_cube_array: binding_array<texture_cube_array<f32>>;
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#endif // BINDLESS
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