Commit Graph

5 Commits

Author SHA1 Message Date
atlv 3fc0ad026d Make BindGroupLayout label non-optional (#21573)
# Objective

- Always have labels on bindgroups

## Solution

- Make it not Option

## Testing

- ci
2025-10-17 16:31:21 +00:00
Daniel Skates adf8211f79 Add BindGroupLayout caching via descriptors (#21205)
# Objective

- Defer creating `BindGroupLayout` by using a
`BindGroupLayoutDescriptor` and cache the results
- Unblocks `bevy_material` (render-less material definitions)
- Blocked by https://github.com/bevyengine/bevy/pull/21533

## Solution

- Reviewers, look at first commit for mechanism, and following for usage

## Testing

- CI

---------

Co-authored-by: atlas <email@atlasdostal.com>
2025-10-17 00:53:35 +00:00
atlv 6eca318add Use bevy::shader in examples instead of bevy::render::shader re-export (#20492)
# Objective

- Prepare for removing re-exports
- Probably depends on #20491 merging first

## Solution

- title

## Testing

- cargo check --examples --all-features
2025-08-10 18:08:47 +00:00
atlv aa8a777bbc Update docs to use MATERIAL_BIND_GROUP (#20458)
# Objective

- Make the docs consistent with the shaders

## Solution

- Fix them

## Testing

- its docs
2025-08-09 01:16:15 +00:00
IceSentry 8a51d39bb9 Move advanced shader examples to separate category (#20415)
# Objective

- Some shader examples are much more complicated than others. It can be
confusing for new users that simple example and advanced examples are
next to each other

## Solution

- Introduce a new "shader_advanced" example category
- I'm open to other names, but I named it like that so both folders are
next to each other

## Testing

N/A

## Notes

We should maybe consider a different name than "shader" because some of
them aren't that much about shaders. It could be advanced_rendering or
something like that.

I'm opened to moving more example to this. I just picked the one that
felt the most advanced to me.

I didn't move the compute_game_of_life example because, while it is
complex, the complexity is unavoidable if you want to run a compute
shader right now. I also plan on simplifying it a bit and introduce a
plugin to make it much easier but as it is today I think it's okay to
stay there.
2025-08-05 18:51:45 +00:00