Reduce branching in TrackedRenderPass (#7053)
# Objective Speed up the render phase for rendering. ## Solution - Follow up #6988 and make the internals of atomic IDs `NonZeroU32`. This niches the `Option`s of the IDs in draw state, which reduces the size and branching behavior when evaluating for equality. - Require `&RenderDevice` to get the device's `Limits` when initializing a `TrackedRenderPass` to preallocate the bind groups and vertex buffer state in `DrawState`, this removes the branch on needing to resize those `Vec`s. ## Performance This produces a similar speed up akin to that of #6885. This shows an approximate 6% speed up in `main_opaque_pass_3d` on `many_foxes` (408.79 us -> 388us). This should be orthogonal to the gains seen there.  --- ## Changelog Added: `RenderContext::begin_tracked_render_pass`. Changed: `TrackedRenderPass` now requires a `&RenderDevice` on construction. Removed: `bevy_render::render_phase::DrawState`. It was not usable in any form outside of `bevy_render`. ## Migration Guide TODO
This commit is contained in:
parent
d76b53bf4d
commit
bef9bc1844
@ -17,7 +17,6 @@ use bevy_render::{
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},
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prelude::Camera,
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render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotInfo, SlotType},
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render_phase::TrackedRenderPass,
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render_resource::*,
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renderer::{RenderContext, RenderDevice},
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texture::{CachedTexture, TextureCache},
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@ -232,17 +231,15 @@ impl Node for BloomNode {
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{
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let view = &BloomTextures::texture_view(&textures.texture_a, 0);
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let mut prefilter_pass =
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TrackedRenderPass::new(render_context.command_encoder.begin_render_pass(
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&RenderPassDescriptor {
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label: Some("bloom_prefilter_pass"),
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color_attachments: &[Some(RenderPassColorAttachment {
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view,
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resolve_target: None,
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ops: Operations::default(),
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})],
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depth_stencil_attachment: None,
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},
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));
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render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("bloom_prefilter_pass"),
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color_attachments: &[Some(RenderPassColorAttachment {
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view,
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resolve_target: None,
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ops: Operations::default(),
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})],
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depth_stencil_attachment: None,
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});
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prefilter_pass.set_render_pipeline(downsampling_prefilter_pipeline);
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prefilter_pass.set_bind_group(
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0,
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@ -258,17 +255,15 @@ impl Node for BloomNode {
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for mip in 1..textures.mip_count {
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let view = &BloomTextures::texture_view(&textures.texture_a, mip);
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let mut downsampling_pass =
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TrackedRenderPass::new(render_context.command_encoder.begin_render_pass(
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&RenderPassDescriptor {
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label: Some("bloom_downsampling_pass"),
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color_attachments: &[Some(RenderPassColorAttachment {
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view,
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resolve_target: None,
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ops: Operations::default(),
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})],
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depth_stencil_attachment: None,
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},
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));
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render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("bloom_downsampling_pass"),
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color_attachments: &[Some(RenderPassColorAttachment {
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view,
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resolve_target: None,
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ops: Operations::default(),
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})],
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depth_stencil_attachment: None,
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});
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downsampling_pass.set_render_pipeline(downsampling_pipeline);
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downsampling_pass.set_bind_group(
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0,
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@ -284,17 +279,15 @@ impl Node for BloomNode {
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for mip in (1..textures.mip_count).rev() {
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let view = &BloomTextures::texture_view(&textures.texture_b, mip - 1);
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let mut upsampling_pass =
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TrackedRenderPass::new(render_context.command_encoder.begin_render_pass(
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&RenderPassDescriptor {
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label: Some("bloom_upsampling_pass"),
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color_attachments: &[Some(RenderPassColorAttachment {
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view,
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resolve_target: None,
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ops: Operations::default(),
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})],
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depth_stencil_attachment: None,
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},
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));
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render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("bloom_upsampling_pass"),
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color_attachments: &[Some(RenderPassColorAttachment {
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view,
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resolve_target: None,
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ops: Operations::default(),
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})],
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depth_stencil_attachment: None,
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});
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upsampling_pass.set_render_pipeline(upsampling_pipeline);
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upsampling_pass.set_bind_group(
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0,
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@ -309,18 +302,16 @@ impl Node for BloomNode {
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{
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let mut upsampling_final_pass =
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TrackedRenderPass::new(render_context.command_encoder.begin_render_pass(
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&RenderPassDescriptor {
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label: Some("bloom_upsampling_final_pass"),
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color_attachments: &[Some(view_target.get_unsampled_color_attachment(
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Operations {
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load: LoadOp::Load,
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store: true,
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},
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))],
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depth_stencil_attachment: None,
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},
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));
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render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("bloom_upsampling_final_pass"),
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color_attachments: &[Some(view_target.get_unsampled_color_attachment(
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Operations {
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load: LoadOp::Load,
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store: true,
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},
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))],
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depth_stencil_attachment: None,
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});
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upsampling_final_pass.set_render_pipeline(upsampling_final_pipeline);
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upsampling_final_pass.set_bind_group(
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0,
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@ -3,7 +3,6 @@ use crate::{
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core_2d::{camera_2d::Camera2d, Transparent2d},
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};
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use bevy_ecs::prelude::*;
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use bevy_render::render_phase::TrackedRenderPass;
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use bevy_render::{
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camera::ExtractedCamera,
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render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
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@ -63,7 +62,8 @@ impl Node for MainPass2dNode {
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{
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#[cfg(feature = "trace")]
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let _main_pass_2d = info_span!("main_pass_2d").entered();
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let pass_descriptor = RenderPassDescriptor {
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let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("main_pass_2d"),
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color_attachments: &[Some(target.get_color_attachment(Operations {
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load: match camera_2d.clear_color {
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@ -76,12 +76,7 @@ impl Node for MainPass2dNode {
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store: true,
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}))],
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depth_stencil_attachment: None,
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};
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let render_pass = render_context
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.command_encoder
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.begin_render_pass(&pass_descriptor);
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let mut render_pass = TrackedRenderPass::new(render_pass);
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});
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if let Some(viewport) = camera.viewport.as_ref() {
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render_pass.set_camera_viewport(viewport);
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@ -3,7 +3,6 @@ use crate::{
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core_3d::{AlphaMask3d, Camera3d, Opaque3d, Transparent3d},
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};
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use bevy_ecs::prelude::*;
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use bevy_render::render_phase::TrackedRenderPass;
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use bevy_render::{
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camera::ExtractedCamera,
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render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
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@ -70,7 +69,8 @@ impl Node for MainPass3dNode {
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// NOTE: Scoped to drop the mutable borrow of render_context
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#[cfg(feature = "trace")]
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let _main_opaque_pass_3d_span = info_span!("main_opaque_pass_3d").entered();
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let pass_descriptor = RenderPassDescriptor {
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let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("main_opaque_pass_3d"),
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// NOTE: The opaque pass loads the color
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// buffer as well as writing to it.
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@ -94,12 +94,7 @@ impl Node for MainPass3dNode {
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}),
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stencil_ops: None,
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}),
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};
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let render_pass = render_context
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.command_encoder
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.begin_render_pass(&pass_descriptor);
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let mut render_pass = TrackedRenderPass::new(render_pass);
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});
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if let Some(viewport) = camera.viewport.as_ref() {
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render_pass.set_camera_viewport(viewport);
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@ -113,7 +108,8 @@ impl Node for MainPass3dNode {
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// NOTE: Scoped to drop the mutable borrow of render_context
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#[cfg(feature = "trace")]
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let _main_alpha_mask_pass_3d_span = info_span!("main_alpha_mask_pass_3d").entered();
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let pass_descriptor = RenderPassDescriptor {
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let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("main_alpha_mask_pass_3d"),
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// NOTE: The alpha_mask pass loads the color buffer as well as overwriting it where appropriate.
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color_attachments: &[Some(target.get_color_attachment(Operations {
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@ -129,12 +125,7 @@ impl Node for MainPass3dNode {
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}),
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stencil_ops: None,
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}),
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};
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let render_pass = render_context
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.command_encoder
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.begin_render_pass(&pass_descriptor);
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let mut render_pass = TrackedRenderPass::new(render_pass);
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});
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if let Some(viewport) = camera.viewport.as_ref() {
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render_pass.set_camera_viewport(viewport);
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@ -148,7 +139,8 @@ impl Node for MainPass3dNode {
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// NOTE: Scoped to drop the mutable borrow of render_context
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#[cfg(feature = "trace")]
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let _main_transparent_pass_3d_span = info_span!("main_transparent_pass_3d").entered();
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let pass_descriptor = RenderPassDescriptor {
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let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("main_transparent_pass_3d"),
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// NOTE: The transparent pass loads the color buffer as well as overwriting it where appropriate.
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color_attachments: &[Some(target.get_color_attachment(Operations {
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@ -169,12 +161,7 @@ impl Node for MainPass3dNode {
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}),
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stencil_ops: None,
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}),
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};
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let render_pass = render_context
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.command_encoder
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.begin_render_pass(&pass_descriptor);
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let mut render_pass = TrackedRenderPass::new(render_pass);
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});
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if let Some(viewport) = camera.viewport.as_ref() {
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render_pass.set_camera_viewport(viewport);
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@ -1770,23 +1770,19 @@ impl Node for ShadowPassNode {
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continue;
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}
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let pass_descriptor = RenderPassDescriptor {
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label: Some(&view_light.pass_name),
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color_attachments: &[],
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depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
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view: &view_light.depth_texture_view,
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depth_ops: Some(Operations {
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load: LoadOp::Clear(0.0),
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store: true,
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let mut render_pass =
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render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some(&view_light.pass_name),
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color_attachments: &[],
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depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
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view: &view_light.depth_texture_view,
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depth_ops: Some(Operations {
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load: LoadOp::Clear(0.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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stencil_ops: None,
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}),
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};
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let render_pass = render_context
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.command_encoder
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.begin_render_pass(&pass_descriptor);
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let mut render_pass = TrackedRenderPass::new(render_pass);
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});
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shadow_phase.render(&mut render_pass, world, view_light_entity);
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}
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@ -50,6 +50,7 @@ image = { version = "0.24", default-features = false }
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# misc
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wgpu = { version = "0.14.0", features = ["spirv"] }
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wgpu-hal = "0.14.1"
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codespan-reporting = "0.11.0"
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naga = { version = "0.10.0", features = ["glsl-in", "spv-in", "spv-out", "wgsl-in", "wgsl-out"] }
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serde = { version = "1", features = ["derive"] }
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@ -5,14 +5,16 @@ use crate::{
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BindGroup, BindGroupId, Buffer, BufferId, BufferSlice, RenderPipeline, RenderPipelineId,
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ShaderStages,
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},
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renderer::RenderDevice,
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};
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use bevy_utils::tracing::trace;
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use bevy_utils::{default, tracing::trace};
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use std::ops::Range;
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use wgpu::{IndexFormat, RenderPass};
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use wgpu_hal::{MAX_BIND_GROUPS, MAX_VERTEX_BUFFERS};
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/// Tracks the current [`TrackedRenderPass`] state to ensure draw calls are valid.
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#[derive(Debug, Default)]
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pub struct DrawState {
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struct DrawState {
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pipeline: Option<RenderPipelineId>,
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bind_groups: Vec<(Option<BindGroupId>, Vec<u32>)>,
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vertex_buffers: Vec<Option<(BufferId, u64)>>,
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@ -26,12 +28,10 @@ impl DrawState {
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bind_group: BindGroupId,
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dynamic_indices: &[u32],
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) {
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if index >= self.bind_groups.len() {
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self.bind_groups.resize(index + 1, (None, Vec::new()));
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}
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self.bind_groups[index].0 = Some(bind_group);
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self.bind_groups[index].1.clear();
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self.bind_groups[index].1.extend(dynamic_indices);
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let group = &mut self.bind_groups[index];
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group.0 = Some(bind_group);
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group.1.clear();
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group.1.extend(dynamic_indices);
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}
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pub fn is_bind_group_set(
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@ -48,9 +48,6 @@ impl DrawState {
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}
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pub fn set_vertex_buffer(&mut self, index: usize, buffer: BufferId, offset: u64) {
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if index >= self.vertex_buffers.len() {
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self.vertex_buffers.resize(index + 1, None);
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}
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self.vertex_buffers[index] = Some((buffer, offset));
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}
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@ -98,9 +95,16 @@ pub struct TrackedRenderPass<'a> {
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impl<'a> TrackedRenderPass<'a> {
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/// Tracks the supplied render pass.
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pub fn new(pass: RenderPass<'a>) -> Self {
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pub fn new(device: &RenderDevice, pass: RenderPass<'a>) -> Self {
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let limits = device.limits();
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let max_bind_groups = limits.max_bind_groups as usize;
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let max_vertex_buffers = limits.max_vertex_buffers as usize;
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Self {
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state: DrawState::default(),
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state: DrawState {
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bind_groups: vec![(None, Vec::new()); max_bind_groups.min(MAX_BIND_GROUPS)],
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vertex_buffers: vec![None; max_vertex_buffers.min(MAX_VERTEX_BUFFERS)],
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..default()
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},
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pass,
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}
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}
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@ -124,7 +124,7 @@ macro_rules! render_resource_wrapper {
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macro_rules! define_atomic_id {
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($atomic_id_type:ident) => {
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#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug)]
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pub struct $atomic_id_type(u32);
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pub struct $atomic_id_type(core::num::NonZeroU32);
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// We use new instead of default to indicate that each ID created will be unique.
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#[allow(clippy::new_without_default)]
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@ -134,15 +134,13 @@ macro_rules! define_atomic_id {
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static COUNTER: AtomicU32 = AtomicU32::new(1);
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match COUNTER.fetch_add(1, Ordering::Relaxed) {
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0 => {
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panic!(
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"The system ran out of unique `{}`s.",
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stringify!($atomic_id_type)
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);
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}
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id => Self(id),
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}
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let counter = COUNTER.fetch_add(1, Ordering::Relaxed);
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Self(core::num::NonZeroU32::new(counter).unwrap_or_else(|| {
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panic!(
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"The system ran out of unique `{}`s.",
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stringify!($atomic_id_type)
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);
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}))
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}
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}
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};
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@ -8,6 +8,8 @@ pub use render_device::*;
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use crate::{
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render_graph::RenderGraph,
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render_phase::TrackedRenderPass,
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render_resource::RenderPassDescriptor,
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settings::{WgpuSettings, WgpuSettingsPriority},
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view::{ExtractedWindows, ViewTarget},
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};
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@ -279,3 +281,17 @@ pub struct RenderContext {
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pub render_device: RenderDevice,
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pub command_encoder: CommandEncoder,
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}
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impl RenderContext {
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/// Creates a new [`TrackedRenderPass`] for the context,
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/// configured using the provided `descriptor`.
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pub fn begin_tracked_render_pass<'a>(
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&'a mut self,
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descriptor: RenderPassDescriptor<'a, '_>,
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) -> TrackedRenderPass<'a> {
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TrackedRenderPass::new(
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&self.render_device,
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self.command_encoder.begin_render_pass(&descriptor),
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)
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}
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}
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@ -76,19 +76,14 @@ impl Node for UiPassNode {
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} else {
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input_view_entity
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};
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let pass_descriptor = RenderPassDescriptor {
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let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("ui_pass"),
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color_attachments: &[Some(target.get_unsampled_color_attachment(Operations {
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load: LoadOp::Load,
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store: true,
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}))],
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depth_stencil_attachment: None,
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};
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let render_pass = render_context
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.command_encoder
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.begin_render_pass(&pass_descriptor);
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let mut render_pass = TrackedRenderPass::new(render_pass);
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});
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transparent_phase.render(&mut render_pass, world, view_entity);
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Block a user