render: easier msaa color attachments and fix multi-window example
This commit is contained in:
parent
f85ec04a48
commit
54eaa2bdc6
@ -19,8 +19,29 @@ pub struct Msaa {
|
||||
|
||||
impl Default for Msaa {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
samples: 4,
|
||||
Self { samples: 4 }
|
||||
}
|
||||
}
|
||||
|
||||
impl Msaa {
|
||||
pub fn color_attachment_descriptor(
|
||||
&self,
|
||||
attachment: TextureAttachment,
|
||||
resolve_target: TextureAttachment,
|
||||
ops: Operations<Color>,
|
||||
) -> RenderPassColorAttachmentDescriptor {
|
||||
if self.samples > 1 {
|
||||
RenderPassColorAttachmentDescriptor {
|
||||
attachment,
|
||||
resolve_target: Some(resolve_target),
|
||||
ops,
|
||||
}
|
||||
} else {
|
||||
RenderPassColorAttachmentDescriptor {
|
||||
attachment,
|
||||
resolve_target: None,
|
||||
ops,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -103,29 +124,15 @@ impl BaseRenderGraphBuilder for RenderGraph {
|
||||
}
|
||||
|
||||
if config.add_main_pass {
|
||||
let color_attachment = if msaa.samples > 1 {
|
||||
RenderPassColorAttachmentDescriptor {
|
||||
attachment: TextureAttachment::Input("color_attachment".to_string()),
|
||||
resolve_target: Some(TextureAttachment::Input(
|
||||
"color_resolve_target".to_string(),
|
||||
)),
|
||||
ops: Operations {
|
||||
load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.1)),
|
||||
store: true,
|
||||
},
|
||||
}
|
||||
} else {
|
||||
RenderPassColorAttachmentDescriptor {
|
||||
attachment: TextureAttachment::Input("color_attachment".to_string()),
|
||||
resolve_target: None,
|
||||
ops: Operations {
|
||||
load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.1)),
|
||||
store: true,
|
||||
},
|
||||
}
|
||||
};
|
||||
let mut main_pass_node = PassNode::<&MainPass>::new(PassDescriptor {
|
||||
color_attachments: vec![color_attachment],
|
||||
color_attachments: vec![msaa.color_attachment_descriptor(
|
||||
TextureAttachment::Input("color_attachment".to_string()),
|
||||
TextureAttachment::Input("color_resolve_target".to_string()),
|
||||
Operations {
|
||||
load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.1)),
|
||||
store: true,
|
||||
},
|
||||
)],
|
||||
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: TextureAttachment::Input("depth".to_string()),
|
||||
depth_ops: Some(Operations {
|
||||
|
@ -4,8 +4,8 @@ use bevy_ecs::Resources;
|
||||
use bevy_render::{
|
||||
camera::ActiveCameras,
|
||||
pass::{
|
||||
LoadOp, Operations, PassDescriptor, RenderPassColorAttachmentDescriptor,
|
||||
RenderPassDepthStencilAttachmentDescriptor, TextureAttachment,
|
||||
LoadOp, Operations, PassDescriptor, RenderPassDepthStencilAttachmentDescriptor,
|
||||
TextureAttachment,
|
||||
},
|
||||
pipeline::*,
|
||||
prelude::Msaa,
|
||||
@ -86,28 +86,15 @@ impl UiRenderGraphBuilder for RenderGraph {
|
||||
let msaa = resources.get::<Msaa>().unwrap();
|
||||
pipelines.set(UI_PIPELINE_HANDLE, build_ui_pipeline(&mut shaders));
|
||||
|
||||
let color_attachment = if msaa.samples > 1 {
|
||||
RenderPassColorAttachmentDescriptor {
|
||||
attachment: TextureAttachment::Input("color_attachment".to_string()),
|
||||
resolve_target: Some(TextureAttachment::Input("color_resolve_target".to_string())),
|
||||
ops: Operations {
|
||||
load: LoadOp::Load,
|
||||
store: true,
|
||||
},
|
||||
}
|
||||
} else {
|
||||
RenderPassColorAttachmentDescriptor {
|
||||
attachment: TextureAttachment::Input("color_attachment".to_string()),
|
||||
resolve_target: None,
|
||||
ops: Operations {
|
||||
load: LoadOp::Load,
|
||||
store: true,
|
||||
},
|
||||
}
|
||||
};
|
||||
|
||||
let mut ui_pass_node = PassNode::<&Node>::new(PassDescriptor {
|
||||
color_attachments: vec![color_attachment],
|
||||
color_attachments: vec![msaa.color_attachment_descriptor(
|
||||
TextureAttachment::Input("color_attachment".to_string()),
|
||||
TextureAttachment::Input("color_resolve_target".to_string()),
|
||||
Operations {
|
||||
load: LoadOp::Load,
|
||||
store: true,
|
||||
},
|
||||
)],
|
||||
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: TextureAttachment::Input("depth".to_string()),
|
||||
depth_ops: Some(Operations {
|
||||
@ -118,6 +105,7 @@ impl UiRenderGraphBuilder for RenderGraph {
|
||||
}),
|
||||
sample_count: msaa.samples,
|
||||
});
|
||||
|
||||
ui_pass_node.add_camera(camera::UI_CAMERA);
|
||||
self.add_node(node::UI_PASS, ui_pass_node);
|
||||
|
||||
@ -151,7 +139,6 @@ impl UiRenderGraphBuilder for RenderGraph {
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
|
||||
// ensure ui pass runs after main pass
|
||||
self.add_node_edge(base::node::MAIN_PASS, node::UI_PASS)
|
||||
.unwrap();
|
||||
|
@ -8,6 +8,7 @@ use bevy::{
|
||||
},
|
||||
window::{CreateWindow, WindowDescriptor, WindowId},
|
||||
};
|
||||
use bevy_render::texture::{Extent3d, TextureDimension};
|
||||
|
||||
/// This example creates a second window and draws a mesh from two different cameras.
|
||||
fn main() {
|
||||
@ -24,6 +25,7 @@ fn setup(
|
||||
mut render_graph: ResMut<RenderGraph>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
msaa: Res<Msaa>,
|
||||
) {
|
||||
let window_id = WindowId::new();
|
||||
|
||||
@ -54,6 +56,7 @@ fn setup(
|
||||
TextureDescriptor {
|
||||
format: TextureFormat::Depth32Float,
|
||||
usage: TextureUsage::OUTPUT_ATTACHMENT,
|
||||
sample_count: msaa.samples,
|
||||
..Default::default()
|
||||
},
|
||||
),
|
||||
@ -62,16 +65,16 @@ fn setup(
|
||||
// add a new camera node for our new window
|
||||
render_graph.add_system_node("secondary_camera", CameraNode::new("Secondary"));
|
||||
|
||||
// add a new render pass for our new camera
|
||||
// add a new render pass for our new window / camera
|
||||
let mut second_window_pass = PassNode::<&MainPass>::new(PassDescriptor {
|
||||
color_attachments: vec![RenderPassColorAttachmentDescriptor {
|
||||
attachment: TextureAttachment::Input("color".to_string()),
|
||||
resolve_target: None,
|
||||
ops: Operations {
|
||||
load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.1)),
|
||||
color_attachments: vec![msaa.color_attachment_descriptor(
|
||||
TextureAttachment::Input("color_attachment".to_string()),
|
||||
TextureAttachment::Input("color_resolve_target".to_string()),
|
||||
Operations {
|
||||
load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.3)),
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
)],
|
||||
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: TextureAttachment::Input("depth".to_string()),
|
||||
depth_ops: Some(Operations {
|
||||
@ -80,7 +83,7 @@ fn setup(
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
sample_count: 1,
|
||||
sample_count: msaa.samples,
|
||||
});
|
||||
|
||||
second_window_pass.add_camera("Secondary");
|
||||
@ -93,7 +96,11 @@ fn setup(
|
||||
"second_window_swap_chain",
|
||||
WindowSwapChainNode::OUT_TEXTURE,
|
||||
"second_window_pass",
|
||||
"color",
|
||||
if msaa.samples > 1 {
|
||||
"color_resolve_target"
|
||||
} else {
|
||||
"color_attachment"
|
||||
},
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
@ -110,6 +117,36 @@ fn setup(
|
||||
.add_node_edge("secondary_camera", "second_window_pass")
|
||||
.unwrap();
|
||||
|
||||
if msaa.samples > 1 {
|
||||
render_graph.add_node(
|
||||
"second_multi_sampled_color_attachment",
|
||||
WindowTextureNode::new(
|
||||
window_id,
|
||||
TextureDescriptor {
|
||||
size: Extent3d {
|
||||
depth: 1,
|
||||
width: 1,
|
||||
height: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: msaa.samples,
|
||||
dimension: TextureDimension::D2,
|
||||
format: TextureFormat::Bgra8UnormSrgb,
|
||||
usage: TextureUsage::OUTPUT_ATTACHMENT,
|
||||
},
|
||||
),
|
||||
);
|
||||
|
||||
render_graph
|
||||
.add_slot_edge(
|
||||
"second_multi_sampled_color_attachment",
|
||||
WindowSwapChainNode::OUT_TEXTURE,
|
||||
"second_window_pass",
|
||||
"color_attachment",
|
||||
)
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
// SETUP SCENE
|
||||
|
||||
// load the mesh
|
||||
|
Loading…
Reference in New Issue
Block a user