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1// Defines the common arrays used to access bindless resources.
2//
3// This need to be kept up to date with the `BINDING_NUMBERS` table in
4// `bindless.rs`.
5//
6// You access these by indexing into the bindless index table, and from there
7// indexing into the appropriate binding array. For example, to access the base
8// color texture of a `StandardMaterial` in bindless mode, write
9// `bindless_textures_2d[materials[slot].base_color_texture]`, where
10// `materials` is the bindless index table and `slot` is the index into that
11// table (which can be found in the `Mesh`).
13#define_import_path bevy_render::bindless
15#ifdef BINDLESS
17// Binding 0 is the bindless index table.
18// Filtering samplers.
19@group(2) @binding(1) var bindless_samplers_filtering: binding_array<sampler>;
20// Non-filtering samplers (nearest neighbor).
21@group(2) @binding(2) var bindless_samplers_non_filtering: binding_array<sampler>;
22// Comparison samplers (typically for shadow mapping).
23@group(2) @binding(3) var bindless_samplers_comparison: binding_array<sampler>;
24// 1D textures.
25@group(2) @binding(4) var bindless_textures_1d: binding_array<texture_1d<f32>>;
26// 2D textures.
27@group(2) @binding(5) var bindless_textures_2d: binding_array<texture_2d<f32>>;
28// 2D array textures.
29@group(2) @binding(6) var bindless_textures_2d_array: binding_array<texture_2d_array<f32>>;
30// 3D textures.
31@group(2) @binding(7) var bindless_textures_3d: binding_array<texture_3d<f32>>;
32// Cubemap textures.
33@group(2) @binding(8) var bindless_textures_cube: binding_array<texture_cube<f32>>;
34// Cubemap array textures.
35@group(2) @binding(9) var bindless_textures_cube_array: binding_array<texture_cube_array<f32>>;
37#endif // BINDLESS
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