render: easier msaa color attachments and fix multi-window example

This commit is contained in:
Carter Anderson 2020-07-30 13:20:27 -07:00
parent f85ec04a48
commit 54eaa2bdc6
3 changed files with 88 additions and 57 deletions

View File

@ -19,8 +19,29 @@ pub struct Msaa {
impl Default for Msaa { impl Default for Msaa {
fn default() -> Self { fn default() -> Self {
Self { Self { samples: 4 }
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 { 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 { 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 { depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
attachment: TextureAttachment::Input("depth".to_string()), attachment: TextureAttachment::Input("depth".to_string()),
depth_ops: Some(Operations { depth_ops: Some(Operations {

View File

@ -4,8 +4,8 @@ use bevy_ecs::Resources;
use bevy_render::{ use bevy_render::{
camera::ActiveCameras, camera::ActiveCameras,
pass::{ pass::{
LoadOp, Operations, PassDescriptor, RenderPassColorAttachmentDescriptor, LoadOp, Operations, PassDescriptor, RenderPassDepthStencilAttachmentDescriptor,
RenderPassDepthStencilAttachmentDescriptor, TextureAttachment, TextureAttachment,
}, },
pipeline::*, pipeline::*,
prelude::Msaa, prelude::Msaa,
@ -86,28 +86,15 @@ impl UiRenderGraphBuilder for RenderGraph {
let msaa = resources.get::<Msaa>().unwrap(); let msaa = resources.get::<Msaa>().unwrap();
pipelines.set(UI_PIPELINE_HANDLE, build_ui_pipeline(&mut shaders)); 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 { 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 { depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
attachment: TextureAttachment::Input("depth".to_string()), attachment: TextureAttachment::Input("depth".to_string()),
depth_ops: Some(Operations { depth_ops: Some(Operations {
@ -118,6 +105,7 @@ impl UiRenderGraphBuilder for RenderGraph {
}), }),
sample_count: msaa.samples, sample_count: msaa.samples,
}); });
ui_pass_node.add_camera(camera::UI_CAMERA); ui_pass_node.add_camera(camera::UI_CAMERA);
self.add_node(node::UI_PASS, ui_pass_node); self.add_node(node::UI_PASS, ui_pass_node);
@ -151,7 +139,6 @@ impl UiRenderGraphBuilder for RenderGraph {
.unwrap(); .unwrap();
} }
// ensure ui pass runs after main pass // ensure ui pass runs after main pass
self.add_node_edge(base::node::MAIN_PASS, node::UI_PASS) self.add_node_edge(base::node::MAIN_PASS, node::UI_PASS)
.unwrap(); .unwrap();

View File

@ -8,6 +8,7 @@ use bevy::{
}, },
window::{CreateWindow, WindowDescriptor, WindowId}, window::{CreateWindow, WindowDescriptor, WindowId},
}; };
use bevy_render::texture::{Extent3d, TextureDimension};
/// This example creates a second window and draws a mesh from two different cameras. /// This example creates a second window and draws a mesh from two different cameras.
fn main() { fn main() {
@ -24,6 +25,7 @@ fn setup(
mut render_graph: ResMut<RenderGraph>, mut render_graph: ResMut<RenderGraph>,
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>, asset_server: Res<AssetServer>,
msaa: Res<Msaa>,
) { ) {
let window_id = WindowId::new(); let window_id = WindowId::new();
@ -54,6 +56,7 @@ fn setup(
TextureDescriptor { TextureDescriptor {
format: TextureFormat::Depth32Float, format: TextureFormat::Depth32Float,
usage: TextureUsage::OUTPUT_ATTACHMENT, usage: TextureUsage::OUTPUT_ATTACHMENT,
sample_count: msaa.samples,
..Default::default() ..Default::default()
}, },
), ),
@ -62,16 +65,16 @@ fn setup(
// add a new camera node for our new window // add a new camera node for our new window
render_graph.add_system_node("secondary_camera", CameraNode::new("Secondary")); 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 { let mut second_window_pass = PassNode::<&MainPass>::new(PassDescriptor {
color_attachments: vec![RenderPassColorAttachmentDescriptor { color_attachments: vec![msaa.color_attachment_descriptor(
attachment: TextureAttachment::Input("color".to_string()), TextureAttachment::Input("color_attachment".to_string()),
resolve_target: None, TextureAttachment::Input("color_resolve_target".to_string()),
ops: Operations { Operations {
load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.1)), load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.3)),
store: true, store: true,
}, },
}], )],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor { depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
attachment: TextureAttachment::Input("depth".to_string()), attachment: TextureAttachment::Input("depth".to_string()),
depth_ops: Some(Operations { depth_ops: Some(Operations {
@ -80,7 +83,7 @@ fn setup(
}), }),
stencil_ops: None, stencil_ops: None,
}), }),
sample_count: 1, sample_count: msaa.samples,
}); });
second_window_pass.add_camera("Secondary"); second_window_pass.add_camera("Secondary");
@ -93,7 +96,11 @@ fn setup(
"second_window_swap_chain", "second_window_swap_chain",
WindowSwapChainNode::OUT_TEXTURE, WindowSwapChainNode::OUT_TEXTURE,
"second_window_pass", "second_window_pass",
"color", if msaa.samples > 1 {
"color_resolve_target"
} else {
"color_attachment"
},
) )
.unwrap(); .unwrap();
@ -110,6 +117,36 @@ fn setup(
.add_node_edge("secondary_camera", "second_window_pass") .add_node_edge("secondary_camera", "second_window_pass")
.unwrap(); .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 // SETUP SCENE
// load the mesh // load the mesh