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BindGroupEntries #2

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wants to merge 35 commits into from
Closed

BindGroupEntries #2

wants to merge 35 commits into from

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robtfm
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@robtfm robtfm commented Sep 4, 2023

Objective

Simplify bind group creation code. alternative to (and based on) bevyengine#9476

Solution

  • Add a BindGroupEntries struct that can transparently be used where &[BindGroupEntry<'b>] is required in BindGroupDescriptors.

Allows constructing the descriptor's entries as:

render_device.create_bind_group(
    Some("my_bind_group"),
    &my_layout,
    BindGroupEntries::with_indexes((
        (2, &my_sampler),
        (3, my_uniform),
    )).as_slice(),
);

instead of

render_device.create_bind_group(
    Some("my_bind_group"),
    &my_layout,
    &[
        BindGroupEntry {
            binding: 2,
            resource: BindingResource::Sampler(&my_sampler),
        },
        BindGroupEntry {
            binding: 3,
            resource: my_uniform,
        },
    ],
);

or

render_device.create_bind_group(
    Some("my_bind_group"),
    &my_layout,
    BindGroupEntries::sequential((
        &my_sampler,
        my_uniform,
    )).as_slice(),
);

instead of

render_device.create_bind_group(
    Some("my_bind_group"),
    &my_layout,
    &[
        BindGroupEntry {
            binding: 0,
            resource: BindingResource::Sampler(&my_sampler),
        },
        BindGroupEntry {
            binding: 1,
            resource: my_uniform,
        },
    ],
);

the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time.

  • Also adds a DynamicBindGroupEntries struct with a similar api that uses a Vec under the hood and allows extending the entries.
  • Modifies RenderDevice::create_bind_group to take separate arguments label, layout and entries instead of a BindGroupDescriptor struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself.
  • Modify the codebase to use the new api and the BindGroupEntries / DynamicBindGroupEntries structs where appropriate (whenever the entries slice contains more than 1 member).

Migration Guide

Calls to RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries }) must be amended to RenderDevice::create_bind_group(label, layout, entries).

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Welcome, new contributor!

Please make sure you've read our contributing guide and we look forward to reviewing your pull request shortly ✨

@robtfm robtfm closed this Sep 4, 2023
@robtfm robtfm reopened this Sep 5, 2023
@robtfm robtfm closed this Oct 21, 2023
robtfm pushed a commit that referenced this pull request Jul 29, 2024
…3906)

# Objective

- Second part of bevyengine#13900 
- based on bevyengine#13905 

## Solution

- check_dir_light_mesh_visibility defers setting the entity's
`ViewVisibility `so that Bevy can schedule it to run in parallel with
`check_point_light_mesh_visibility`.

- Reduce HashMap lookups for directional light checking as much as
possible

- Use `par_iter `to parallelize the checking process within each system.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
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