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Custom GPU Resources

Anything one-off that needs the device before it can be built and isn’t a material/mesh/texture — a camera, a depth buffer — is built in a startup system (see The Asset Pipeline and Handles), constructed once WGPUBackend (or your own dependencies) exists, using the opaque builders covered elsewhere in this book. There’s no built-in pebble::wgpu camera type — a camera’s uniform layout is yours to define — so this page walks through building one by hand.

The depth texture

A depth buffer has no source data to upload — it’s not what Texture is for (that loads pixel data from a file/bytes). RenderTargetTextureBuilder is the builder for exactly this: an empty GPU-side texture, handed back as an opaque TextureView ready to use as a render target:

use pebble::wgpu::prelude::*;

struct DepthTexture {
    view: TextureView,
}

fn init_depth_texture(mut commands: Commands, backend: Res<WGPUBackend>) -> Option<()> {
    let view = RenderTargetTextureBuilder::new(
        backend.surface_width(),
        backend.surface_height(),
        TextureFormat::Depth16Unorm,
    )
    .with_label("depth")
    .with_usage(TextureUsages::RENDER_ATTACHMENT)
    .build(&backend);
    commands.insert_resource(DepthTexture { view });
    Some(())
}
.add_system(SystemStage::Startup, init_depth_texture)

The camera

A camera needs a uniform buffer (the view/projection matrices), a bind group layout describing that buffer, and a bind group binding the two together — all built once the device exists. wgpu::prelude (imported above, alongside WGPUBackend) is where the builders below live — BindGroupLayoutBuilder, BufferBuilder, BindGroupBuilder — reach for those over hand-writing a wgpu::BufferDescriptor/BindGroupLayoutDescriptor/BindGroupDescriptor by hand. Every value that comes back — BindGroupLayout, Buffer, BindGroup — is opaque, the same as everywhere else in pebble::wgpu: no wgpu::* type anywhere in Camera’s own definition.

struct Camera {
    buffer: Buffer,
    bind_group_layout: BindGroupLayout,
    bind_group: BindGroup,
}

fn init_camera(mut commands: Commands, backend: Res<WGPUBackend>) -> Option<()> {
    // Same BindGroupLayoutBuilder that Material/Compute use internally
    // (see Materials and Compute Pipelines) — a camera's layout isn't going
    // through build_material, but there's no reason to hand-write a
    // wgpu::BindGroupLayoutDescriptor when the same builder covers it.
    let bind_group_layout = BindGroupLayoutBuilder::new()
        .with_label("camera_layout")
        .with_entry("camera", 0, BindingKind::uniform_buffer(ShaderStages::VERTEX))
        .build(&backend);

    // Empty for now — there's no view/projection data yet; written every frame
    // via Buffer::write once the actual matrices are known (see below).
    let size = std::mem::size_of::<[[f32; 4]; 4]>() as u64 * 2; // view + projection
    let buffer = BufferBuilder::empty(size).with_label("camera").with_uniform().build(&backend);

    let bind_group = BindGroupBuilder::new(&bind_group_layout)
        .with_label("camera_bind_group")
        .with_buffer(&buffer)
        .build(&backend);

    commands.insert_resource(Camera { buffer, bind_group_layout, bind_group });
    Some(())
}
.add_system(SystemStage::Startup, init_camera)

Updating it every frame is an ordinary Update-stage system, writing fresh matrices via camera.buffer.write(&bytes) — nothing new relative to the buffer basics.

Wiring the camera into a material’s pipeline layout

A camera is exactly the kind of thing GlobalLayoutPool is for — shared across every material that needs it, rather than wired in by hand at each call site. Register it once, as soon as Camera exists:

fn register_camera_layout(camera: Res<Camera>, mut pool: ResMut<GlobalLayoutPool>) -> Option<()> {
    pool.register("camera", camera.bind_group_layout.clone());
    Some(())
}

Then any material reaches for it by name via GroupEntry::Global, at whatever position matches the shader’s @group(N):

use pebble::wgpu::layout::GroupEntry;

fn setup(
    mut materials: ResMut<Assets<Material>>,
    backend: Res<WGPUBackend>,
) -> Option<()> {
    let material = MaterialBuilder::new(SHADER)
        // ... with_label, with_vertex_layouts as usual ...
        .with_entries(vec![
            GroupEntry::Global("camera"),          // @group(0): resolved from the pool at upload time
            GroupEntry::Own(material_entries()),   // @group(1): albedo/sampler
        ])
        .with_depth(DepthStencilState {
            format: TextureFormat::Depth16Unorm,
            depth_write_enabled: Some(true),
            depth_compare: Some(CompareFunction::Less),
            stencil: StencilState::default(),
            bias: DepthBiasState::default(),
        })
        .build_asset("lit", &mut materials);
    Some(())
}

Notice setup doesn’t take Res<Camera> at all — GroupEntry::Global("camera") doesn’t resolve until the material actually uploads, by which point upload’s own Deps (Res<GlobalLayoutPool>, wired automatically) has whatever register_camera_layout has registered so far. If "camera" isn’t registered yet, upload returns None and retries next tick — the same “not ready” convention as every other dependency in this book — so register_camera_layout and setup can run in either order without setup needing to know anything about Camera at all. Position in .with_entries(...) still is the @group(N) index.

For a layout that isn’t going through the pool — a one-off not meant to be shared — GroupEntry::Layout(bind_group_layout) takes an already-built BindGroupLayout directly at whatever position you place it.

Rendering with a depth attachment

render_context is a shortcut for “one color attachment, no depth.” A depth pass uses begin_pass directly — see Recording a Render Pass:

use pebble::prelude::{ColorTarget, DepthTarget, Pass};

fn render(
    mut frame: ResMut<CurrentFrame<WGPUBackend>>,
    camera: Option<Res<Camera>>,
    depth: Option<Res<DepthTexture>>,
    // ... materials, meshes, instances as usual ...
) {
    let Some(camera) = camera else { return };
    let Some(depth) = depth else { return };
    let Some(mut active) = frame.active() else { return };
    let mut pass = active.begin_pass(Pass {
        colors: &[ColorTarget::default([0.2, 0.3, 0.3, 1.0])],
        depth: Some(DepthTarget::new(&depth.view, 1.0)),
    });

    pass.set_bind_group(0, &camera.bind_group, &[]); // group 0: shared across every draw

    for /* ... */ {
        pass.set_pipeline(&material.pipeline);
        pass.set_bind_group(1, &instance.bind_group, &[]); // group 1: per-instance
        // set_vertex_buffer / set_index_buffer / draw_indexed as usual
    }
}

DepthTarget::new(view, 1.0) clears the depth buffer to the far plane (1.0) at the start of the pass — a fragment only writes if its depth compares Less than what’s already there, so nearer geometry always wins regardless of draw order. Option<Res<Camera>> and Option<Res<DepthTexture>> are used above because the resources are inserted by startup systems — Option<Res<T>> returns None rather than panicking if the resource isn’t present yet (see Resources).

This same pattern — a startup system wrapping opaque builders, wired into a material via GroupEntry::Global/GlobalLayoutPool (or GroupEntry::Layout directly, for something not meant to be shared) — is how any one-off GPU resource gets built: a shadow-map pass’s own uniform buffer, a global lighting bind group, anything that’s “exactly one of, needs the device to exist first.”