Use shader_def for oit resolve layer count (#15747)
# Objective - Size is currently hardcoded in the shader which means it will break if a user uses anything higher than that. ## Solution - Use a shader_def to define the size ## Testing Tested with the OIT example
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@ -15,7 +15,7 @@ use bevy_render::{
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BindGroup, BindGroupEntries, BindGroupLayout, BindGroupLayoutEntries, BlendComponent,
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BlendState, CachedRenderPipelineId, ColorTargetState, ColorWrites, DownlevelFlags,
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FragmentState, MultisampleState, PipelineCache, PrimitiveState, RenderPipelineDescriptor,
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Shader, ShaderStages, TextureFormat,
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Shader, ShaderDefVal, ShaderStages, TextureFormat,
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},
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renderer::{RenderAdapter, RenderDevice},
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texture::BevyDefault,
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@ -121,6 +121,7 @@ pub struct OitResolvePipelineId(pub CachedRenderPipelineId);
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#[derive(Debug, PartialEq, Eq, Clone, Copy)]
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pub struct OitResolvePipelineKey {
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hdr: bool,
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layer_count: u8,
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}
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#[allow(clippy::too_many_arguments)]
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@ -128,15 +129,25 @@ pub fn queue_oit_resolve_pipeline(
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mut commands: Commands,
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pipeline_cache: Res<PipelineCache>,
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resolve_pipeline: Res<OitResolvePipeline>,
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views: Query<(Entity, &ExtractedView), With<OrderIndependentTransparencySettings>>,
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views: Query<
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(
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Entity,
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&ExtractedView,
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&OrderIndependentTransparencySettings,
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),
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With<OrderIndependentTransparencySettings>,
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>,
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// Store the key with the id to make the clean up logic easier.
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// This also means it will always replace the entry if the key changes so nothing to clean up.
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mut cached_pipeline_id: Local<EntityHashMap<(OitResolvePipelineKey, CachedRenderPipelineId)>>,
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) {
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let mut current_view_entities = EntityHashSet::default();
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for (e, view) in &views {
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for (e, view, oit_settings) in &views {
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current_view_entities.insert(e);
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let key = OitResolvePipelineKey { hdr: view.hdr };
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let key = OitResolvePipelineKey {
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hdr: view.hdr,
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layer_count: oit_settings.layer_count,
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};
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if let Some((cached_key, id)) = cached_pipeline_id.get(&e) {
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if *cached_key == key {
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@ -179,7 +190,10 @@ fn specialize_oit_resolve_pipeline(
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fragment: Some(FragmentState {
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entry_point: "fragment".into(),
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shader: OIT_RESOLVE_SHADER_HANDLE,
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shader_defs: vec![],
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shader_defs: vec![ShaderDefVal::UInt(
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"LAYER_COUNT".into(),
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key.layer_count as u32,
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)],
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targets: vec![Some(ColorTargetState {
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format,
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blend: Some(BlendState {
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@ -12,8 +12,7 @@ struct OitFragment {
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depth: f32,
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}
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// Contains all the colors and depth for this specific fragment
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// TODO don't hardcode size
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var<private> fragment_list: array<OitFragment, 32>;
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var<private> fragment_list: array<OitFragment, #{LAYER_COUNT}>;
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struct FullscreenVertexOutput {
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@builtin(position) position: vec4<f32>,
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