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use sequential bindings in bevy_sprite (#19830)
# Objective - Use the terser api ## Solution - Use the terser api ## Testing - run sprite example it works
1 parent 5fabb53 commit a256d33

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2 files changed

+15
-31
lines changed

2 files changed

+15
-31
lines changed

crates/bevy_sprite/src/mesh2d/mesh.rs

Lines changed: 10 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -293,19 +293,13 @@ impl FromWorld for Mesh2dPipeline {
293293
let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
294294
let view_layout = render_device.create_bind_group_layout(
295295
"mesh2d_view_layout",
296-
&BindGroupLayoutEntries::with_indices(
296+
&BindGroupLayoutEntries::sequential(
297297
ShaderStages::VERTEX_FRAGMENT,
298298
(
299-
(0, uniform_buffer::<ViewUniform>(true)),
300-
(1, uniform_buffer::<GlobalsUniform>(false)),
301-
(
302-
2,
303-
tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
304-
),
305-
(
306-
3,
307-
tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
308-
),
299+
uniform_buffer::<ViewUniform>(true),
300+
uniform_buffer::<GlobalsUniform>(false),
301+
tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
302+
tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
309303
),
310304
),
311305
);
@@ -755,11 +749,11 @@ pub fn prepare_mesh2d_view_bind_groups(
755749
let view_bind_group = render_device.create_bind_group(
756750
"mesh2d_view_bind_group",
757751
&mesh2d_pipeline.view_layout,
758-
&BindGroupEntries::with_indices((
759-
(0, view_binding.clone()),
760-
(1, globals.clone()),
761-
(2, lut_bindings.0),
762-
(3, lut_bindings.1),
752+
&BindGroupEntries::sequential((
753+
view_binding.clone(),
754+
globals.clone(),
755+
lut_bindings.0,
756+
lut_bindings.1,
763757
)),
764758
);
765759

crates/bevy_sprite/src/render/mod.rs

Lines changed: 5 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -63,18 +63,12 @@ impl FromWorld for SpritePipeline {
6363
let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
6464
let view_layout = render_device.create_bind_group_layout(
6565
"sprite_view_layout",
66-
&BindGroupLayoutEntries::with_indices(
66+
&BindGroupLayoutEntries::sequential(
6767
ShaderStages::VERTEX_FRAGMENT,
6868
(
69-
(0, uniform_buffer::<ViewUniform>(true)),
70-
(
71-
1,
72-
tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
73-
),
74-
(
75-
2,
76-
tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
77-
),
69+
uniform_buffer::<ViewUniform>(true),
70+
tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
71+
tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
7872
),
7973
),
8074
);
@@ -636,11 +630,7 @@ pub fn prepare_sprite_view_bind_groups(
636630
let view_bind_group = render_device.create_bind_group(
637631
"mesh2d_view_bind_group",
638632
&sprite_pipeline.view_layout,
639-
&BindGroupEntries::with_indices((
640-
(0, view_binding.clone()),
641-
(1, lut_bindings.0),
642-
(2, lut_bindings.1),
643-
)),
633+
&BindGroupEntries::sequential((view_binding.clone(), lut_bindings.0, lut_bindings.1)),
644634
);
645635

646636
commands.entity(entity).insert(SpriteViewBindGroup {

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