Fix deferred rendering (#15656)

# Objective

Fixes #15525

The deferred and mesh pipelines tonemapping LUT bindings were
accidentally out of sync, breaking deferred rendering.

As noted in the issue it's still broken on wasm due to hitting a texture
limit.

## Solution

Add constants for these instead of hardcoding them.

## Testing

Test with `cargo run --example deferred_rendering` and see it works, run
the same on main and see it crash.
This commit is contained in:
Kristoffer Søholm 2024-10-05 00:51:23 +02:00 committed by GitHub
parent 0094bcbc07
commit ddd4b4daf8
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
3 changed files with 9 additions and 5 deletions

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@ -2,7 +2,8 @@ use crate::{
graph::NodePbr, irradiance_volume::IrradianceVolume, prelude::EnvironmentMapLight, graph::NodePbr, irradiance_volume::IrradianceVolume, prelude::EnvironmentMapLight,
MeshPipeline, MeshViewBindGroup, RenderViewLightProbes, ScreenSpaceAmbientOcclusion, MeshPipeline, MeshViewBindGroup, RenderViewLightProbes, ScreenSpaceAmbientOcclusion,
ScreenSpaceReflectionsUniform, ViewEnvironmentMapUniformOffset, ViewLightProbesUniformOffset, ScreenSpaceReflectionsUniform, ViewEnvironmentMapUniformOffset, ViewLightProbesUniformOffset,
ViewScreenSpaceReflectionsUniformOffset, ViewScreenSpaceReflectionsUniformOffset, TONEMAPPING_LUT_SAMPLER_BINDING_INDEX,
TONEMAPPING_LUT_TEXTURE_BINDING_INDEX,
}; };
use bevy_app::prelude::*; use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, Handle}; use bevy_asset::{load_internal_asset, Handle};
@ -259,11 +260,11 @@ impl SpecializedRenderPipeline for DeferredLightingLayout {
shader_defs.push("TONEMAP_IN_SHADER".into()); shader_defs.push("TONEMAP_IN_SHADER".into());
shader_defs.push(ShaderDefVal::UInt( shader_defs.push(ShaderDefVal::UInt(
"TONEMAPPING_LUT_TEXTURE_BINDING_INDEX".into(), "TONEMAPPING_LUT_TEXTURE_BINDING_INDEX".into(),
22, TONEMAPPING_LUT_TEXTURE_BINDING_INDEX,
)); ));
shader_defs.push(ShaderDefVal::UInt( shader_defs.push(ShaderDefVal::UInt(
"TONEMAPPING_LUT_SAMPLER_BINDING_INDEX".into(), "TONEMAPPING_LUT_SAMPLER_BINDING_INDEX".into(),
23, TONEMAPPING_LUT_SAMPLER_BINDING_INDEX,
)); ));
let method = key.intersection(MeshPipelineKey::TONEMAP_METHOD_RESERVED_BITS); let method = key.intersection(MeshPipelineKey::TONEMAP_METHOD_RESERVED_BITS);

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@ -158,6 +158,9 @@ pub const RGB9E5_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(26590
const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> = const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(2325134235233421); Handle::weak_from_u128(2325134235233421);
const TONEMAPPING_LUT_TEXTURE_BINDING_INDEX: u32 = 23;
const TONEMAPPING_LUT_SAMPLER_BINDING_INDEX: u32 = 24;
/// Sets up the entire PBR infrastructure of bevy. /// Sets up the entire PBR infrastructure of bevy.
pub struct PbrPlugin { pub struct PbrPlugin {
/// Controls if the prepass is enabled for the [`StandardMaterial`]. /// Controls if the prepass is enabled for the [`StandardMaterial`].

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@ -1842,11 +1842,11 @@ impl SpecializedMeshPipeline for MeshPipeline {
shader_defs.push("TONEMAP_IN_SHADER".into()); shader_defs.push("TONEMAP_IN_SHADER".into());
shader_defs.push(ShaderDefVal::UInt( shader_defs.push(ShaderDefVal::UInt(
"TONEMAPPING_LUT_TEXTURE_BINDING_INDEX".into(), "TONEMAPPING_LUT_TEXTURE_BINDING_INDEX".into(),
23, TONEMAPPING_LUT_TEXTURE_BINDING_INDEX,
)); ));
shader_defs.push(ShaderDefVal::UInt( shader_defs.push(ShaderDefVal::UInt(
"TONEMAPPING_LUT_SAMPLER_BINDING_INDEX".into(), "TONEMAPPING_LUT_SAMPLER_BINDING_INDEX".into(),
24, TONEMAPPING_LUT_SAMPLER_BINDING_INDEX,
)); ));
let method = key.intersection(MeshPipelineKey::TONEMAP_METHOD_RESERVED_BITS); let method = key.intersection(MeshPipelineKey::TONEMAP_METHOD_RESERVED_BITS);