6f2a5cb862
4 Commits
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6f2a5cb862
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Bind group entries (#9694)
# Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |
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9b80205acb
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Variable MeshPipeline View Bind Group Layout (#10156)
# Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods. |
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5733d2403e
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*_PREPASS Shader Def Cleanup (#10136)
# Objective - This PR aims to make the various `*_PREPASS` shader defs we have (`NORMAL_PREPASS`, `DEPTH_PREPASS`, `MOTION_VECTORS_PREPASS` AND `DEFERRED_PREPASS`) easier to use and understand: - So that their meaning is now consistent across all contexts; (“prepass X is enabled for the current view”) - So that they're also consistently set across all contexts. - It also aims to enable us to (with a follow up PR) to conditionally gate the `BindGroupEntry` and `BindGroupLayoutEntry` items associated with these prepasses, saving us up to 4 texture slots in WebGL (currently globally limited to 16 per shader, regardless of bind groups) ## Solution - We now consistently set these from `PrepassPipeline`, the `MeshPipeline` and the `DeferredLightingPipeline`, we also set their `MeshPipelineKey`s; - We introduce `PREPASS_PIPELINE`, `MESH_PIPELINE` and `DEFERRED_LIGHTING_PIPELINE` that can be used to detect where the code is running, without overloading the meanings of the prepass shader defs; - We also gate the WGSL functions in `bevy_pbr::prepass_utils` with `#ifdef`s for their respective shader defs, so that shader code can provide a fallback whenever they're not available. - This allows us to conditionally include the bindings for these prepass textures (My next PR, which will hopefully unblock #8015) - @robtfm mentioned [these were being used to prevent accessing the same binding as read/write in the prepass](https://discord.com/channels/691052431525675048/743663924229963868/1163270458393759814), however even after reversing the `#ifndef`s I had no issues running the code, so perhaps the compiler is already smart enough even without tree shaking to know they're not being used, thanks to `#ifdef PREPASS_PIPELINE`? ## Comparison ### Before | Shader Def | `PrepassPipeline` | `MeshPipeline` | `DeferredLightingPipeline` | | ------------------------ | ----------------- | -------------- | -------------------------- | | `NORMAL_PREPASS` | Yes | No | No | | `DEPTH_PREPASS` | Yes | No | No | | `MOTION_VECTORS_PREPASS` | Yes | No | No | | `DEFERRED_PREPASS` | Yes | No | No | | View Key | `PrepassPipeline` | `MeshPipeline` | `DeferredLightingPipeline` | | ------------------------ | ----------------- | -------------- | -------------------------- | | `NORMAL_PREPASS` | Yes | Yes | No | | `DEPTH_PREPASS` | Yes | No | No | | `MOTION_VECTORS_PREPASS` | Yes | No | No | | `DEFERRED_PREPASS` | Yes | Yes\* | No | \* Accidentally was being set twice, once with only `deferred_prepass.is_some()` as a condition, and once with `deferred_p repass.is_some() && !forward` as a condition. ### After | Shader Def | `PrepassPipeline` | `MeshPipeline` | `DeferredLightingPipeline` | | ---------------------------- | ----------------- | --------------- | -------------------------- | | `NORMAL_PREPASS` | Yes | Yes | Yes | | `DEPTH_PREPASS` | Yes | Yes | Yes | | `MOTION_VECTORS_PREPASS` | Yes | Yes | Yes | | `DEFERRED_PREPASS` | Yes | Yes | Unconditionally | | `PREPASS_PIPELINE` | Unconditionally | No | No | | `MESH_PIPELINE` | No | Unconditionally | No | | `DEFERRED_LIGHTING_PIPELINE` | No | No | Unconditionally | | View Key | `PrepassPipeline` | `MeshPipeline` | `DeferredLightingPipeline` | | ------------------------ | ----------------- | -------------- | -------------------------- | | `NORMAL_PREPASS` | Yes | Yes | Yes | | `DEPTH_PREPASS` | Yes | Yes | Yes | | `MOTION_VECTORS_PREPASS` | Yes | Yes | Yes | | `DEFERRED_PREPASS` | Yes | Yes | Unconditionally | --- ## Changelog - Cleaned up WGSL `*_PREPASS` shader defs so they're now consistently used everywhere; - Introduced `PREPASS_PIPELINE`, `MESH_PIPELINE` and `DEFERRED_LIGHTING_PIPELINE` WGSL shader defs for conditionally compiling logic based the current pipeline; - WGSL functions from `bevy_pbr::prepass_utils` are now guarded with `#ifdef` based on the currently enabled prepasses; ## Migration Guide - When using functions from `bevy_pbr::prepass_utils` (`prepass_depth()`, `prepass_normal()`, `prepass_motion_vector()`) in contexts where these prepasses might be disabled, you should now wrap your calls with the appropriate `#ifdef` guards, (`#ifdef DEPTH_PREPASS`, `#ifdef NORMAL_PREPASS`, `#ifdef MOTION_VECTOR_PREPASS`) providing fallback logic where applicable. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |
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a15d152635
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Deferred Renderer (#9258)
# Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer]( |