fix(renderer): merge IBL into group(3) to stay within max_bind_groups limit of 4

wgpu's default max_bind_groups is 4 (groups 0-3), but the PBR shader was
using group(4) for BRDF LUT bindings. This merges IBL bindings into the
shadow bind group (group 3) at binding slots 3-4, removes the standalone
IBL bind group layout/creation, and updates all examples accordingly.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-24 21:38:45 +09:00
parent 9202bfadef
commit 080ac92fbb
8 changed files with 39 additions and 76 deletions

View File

@@ -79,51 +79,4 @@ impl IblResources {
}
}
/// Bind group layout for group(4):
/// binding 0 — texture_2d<f32> (filterable)
/// binding 1 — sampler (filtering)
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("IblBindGroupLayout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
})
}
pub fn create_bind_group(
&self,
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("IblBindGroup"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.brdf_lut_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.brdf_lut_sampler),
},
],
})
}
}

View File

@@ -8,7 +8,6 @@ pub fn create_pbr_pipeline(
texture_layout: &wgpu::BindGroupLayout,
material_layout: &wgpu::BindGroupLayout,
shadow_layout: &wgpu::BindGroupLayout,
ibl_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("PBR Shader"),
@@ -17,7 +16,7 @@ pub fn create_pbr_pipeline(
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("PBR Pipeline Layout"),
bind_group_layouts: &[camera_light_layout, texture_layout, material_layout, shadow_layout, ibl_layout],
bind_group_layouts: &[camera_light_layout, texture_layout, material_layout, shadow_layout],
immediate_size: 0,
});

View File

@@ -48,9 +48,8 @@ struct ShadowUniform {
@group(3) @binding(0) var t_shadow: texture_depth_2d;
@group(3) @binding(1) var s_shadow: sampler_comparison;
@group(3) @binding(2) var<uniform> shadow: ShadowUniform;
@group(4) @binding(0) var t_brdf_lut: texture_2d<f32>;
@group(4) @binding(1) var s_brdf_lut: sampler;
@group(3) @binding(3) var t_brdf_lut: texture_2d<f32>;
@group(3) @binding(4) var s_brdf_lut: sampler;
struct VertexInput {
@location(0) position: vec3<f32>,

View File

@@ -78,6 +78,24 @@ impl ShadowMap {
},
count: None,
},
// binding 3: BRDF LUT texture
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
// binding 4: BRDF LUT sampler
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
})
}
@@ -87,6 +105,8 @@ impl ShadowMap {
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
shadow_uniform_buffer: &wgpu::Buffer,
brdf_lut_view: &wgpu::TextureView,
brdf_lut_sampler: &wgpu::Sampler,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Shadow Bind Group"),
@@ -104,6 +124,14 @@ impl ShadowMap {
binding: 2,
resource: shadow_uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(brdf_lut_view),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::Sampler(brdf_lut_sampler),
},
],
})
}

View File

@@ -41,7 +41,6 @@ struct AppState {
shadow_bind_group: wgpu::BindGroup,
_shadow_map: ShadowMap,
_ibl: IblResources,
ibl_bind_group: wgpu::BindGroup,
input: InputState,
timer: GameTimer,
cam_aligned_size: u32,
@@ -179,8 +178,6 @@ impl ApplicationHandler for IblDemoApp {
// IBL resources
let ibl = IblResources::new(&gpu.device, &gpu.queue);
let ibl_layout = IblResources::bind_group_layout(&gpu.device);
let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout);
// Material bind group
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
@@ -216,6 +213,8 @@ impl ApplicationHandler for IblDemoApp {
&gpu.device,
&shadow_layout,
&shadow_uniform_buffer,
&ibl.brdf_lut_view,
&ibl.brdf_lut_sampler,
);
// PBR pipeline
@@ -226,7 +225,6 @@ impl ApplicationHandler for IblDemoApp {
&pbr_tex_layout,
&mat_layout,
&shadow_layout,
&ibl_layout,
);
self.state = Some(AppState {
@@ -247,7 +245,6 @@ impl ApplicationHandler for IblDemoApp {
shadow_bind_group,
_shadow_map: shadow_map,
_ibl: ibl,
ibl_bind_group,
input: InputState::new(),
timer: GameTimer::new(60),
cam_aligned_size,
@@ -490,7 +487,6 @@ impl ApplicationHandler for IblDemoApp {
render_pass.set_pipeline(&state.pipeline);
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
render_pass.set_bind_group(4, &state.ibl_bind_group, &[]);
render_pass.set_vertex_buffer(0, state.mesh.vertex_buffer.slice(..));
render_pass.set_index_buffer(
state.mesh.index_buffer.slice(..),

View File

@@ -40,7 +40,6 @@ struct AppState {
shadow_bind_group: wgpu::BindGroup,
_shadow_map: ShadowMap,
_ibl: IblResources,
ibl_bind_group: wgpu::BindGroup,
input: InputState,
timer: GameTimer,
cam_aligned_size: u32,
@@ -190,8 +189,6 @@ impl ApplicationHandler for MultiLightApp {
// IBL resources
let ibl = IblResources::new(&gpu.device, &gpu.queue);
let ibl_layout = IblResources::bind_group_layout(&gpu.device);
let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout);
// Material bind group
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
@@ -227,6 +224,8 @@ impl ApplicationHandler for MultiLightApp {
&gpu.device,
&shadow_layout,
&shadow_uniform_buffer,
&ibl.brdf_lut_view,
&ibl.brdf_lut_sampler,
);
// PBR pipeline
@@ -237,7 +236,6 @@ impl ApplicationHandler for MultiLightApp {
&pbr_tex_layout,
&mat_layout,
&shadow_layout,
&ibl_layout,
);
self.state = Some(AppState {
@@ -259,7 +257,6 @@ impl ApplicationHandler for MultiLightApp {
shadow_bind_group,
_shadow_map: shadow_map,
_ibl: ibl,
ibl_bind_group,
input: InputState::new(),
timer: GameTimer::new(60),
cam_aligned_size,
@@ -545,7 +542,6 @@ impl ApplicationHandler for MultiLightApp {
render_pass.set_pipeline(&state.pipeline);
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
render_pass.set_bind_group(4, &state.ibl_bind_group, &[]);
// Draw 5 spheres (objects 0..4)
render_pass.set_vertex_buffer(0, state.sphere_mesh.vertex_buffer.slice(..));

View File

@@ -41,7 +41,6 @@ struct AppState {
shadow_bind_group: wgpu::BindGroup,
_shadow_map: ShadowMap,
_ibl: IblResources,
ibl_bind_group: wgpu::BindGroup,
input: InputState,
timer: GameTimer,
cam_aligned_size: u32,
@@ -175,8 +174,6 @@ impl ApplicationHandler for PbrDemoApp {
// IBL resources
let ibl = IblResources::new(&gpu.device, &gpu.queue);
let ibl_layout = IblResources::bind_group_layout(&gpu.device);
let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout);
// Material bind group
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
@@ -212,6 +209,8 @@ impl ApplicationHandler for PbrDemoApp {
&gpu.device,
&shadow_layout,
&shadow_uniform_buffer,
&ibl.brdf_lut_view,
&ibl.brdf_lut_sampler,
);
// PBR pipeline
@@ -222,7 +221,6 @@ impl ApplicationHandler for PbrDemoApp {
&pbr_tex_layout,
&mat_layout,
&shadow_layout,
&ibl_layout,
);
self.state = Some(AppState {
@@ -243,7 +241,6 @@ impl ApplicationHandler for PbrDemoApp {
shadow_bind_group,
_shadow_map: shadow_map,
_ibl: ibl,
ibl_bind_group,
input: InputState::new(),
timer: GameTimer::new(60),
cam_aligned_size,
@@ -481,7 +478,6 @@ impl ApplicationHandler for PbrDemoApp {
render_pass.set_pipeline(&state.pipeline);
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
render_pass.set_bind_group(4, &state.ibl_bind_group, &[]);
render_pass.set_vertex_buffer(0, state.mesh.vertex_buffer.slice(..));
render_pass.set_index_buffer(
state.mesh.index_buffer.slice(..),

View File

@@ -48,7 +48,6 @@ struct AppState {
shadow_pass_buffer: wgpu::Buffer,
shadow_pass_bind_group: wgpu::BindGroup,
_ibl: IblResources,
ibl_bind_group: wgpu::BindGroup,
// Misc
input: InputState,
timer: GameTimer,
@@ -227,8 +226,6 @@ impl ApplicationHandler for ShadowDemoApp {
// IBL resources
let ibl = IblResources::new(&gpu.device, &gpu.queue);
let ibl_layout = IblResources::bind_group_layout(&gpu.device);
let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout);
// Material bind group
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
@@ -263,6 +260,8 @@ impl ApplicationHandler for ShadowDemoApp {
&gpu.device,
&shadow_layout,
&shadow_uniform_buffer,
&ibl.brdf_lut_view,
&ibl.brdf_lut_sampler,
);
// Shadow pass dynamic UBO (one ShadowPassUniform per object)
@@ -295,7 +294,6 @@ impl ApplicationHandler for ShadowDemoApp {
&pbr_tex_layout,
&mat_layout,
&shadow_layout,
&ibl_layout,
);
self.state = Some(AppState {
@@ -321,7 +319,6 @@ impl ApplicationHandler for ShadowDemoApp {
shadow_pass_buffer,
shadow_pass_bind_group,
_ibl: ibl,
ibl_bind_group,
input: InputState::new(),
timer: GameTimer::new(60),
cam_aligned_size,
@@ -584,7 +581,6 @@ impl ApplicationHandler for ShadowDemoApp {
render_pass.set_pipeline(&state.pbr_pipeline);
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
render_pass.set_bind_group(4, &state.ibl_bind_group, &[]);
for i in 0..NUM_OBJECTS {
let cam_offset = (i as u32) * state.cam_aligned_size;