bevy/crates/bevy_pbr/src/meshlet/resource_manager.rs
Vic f57c7a43c4
reexport entity set collections in entity module (#18413)
# Objective

Unlike for their helper typers, the import paths for
`unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`,
`unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`,
`hash_map::EntityHashMap`, `index_set::EntityIndexSet`,
`index_map::EntityIndexMap` are quite redundant.

When looking at the structure of `hashbrown`, we can also see that while
both `HashSet` and `HashMap` have their own modules, the main types
themselves are re-exported to the crate level.

## Solution

Re-export the types in their shared `entity` parent module, and simplify
the imports where they're used.
2025-03-30 03:51:14 +00:00

863 lines
37 KiB
Rust

use super::{instance_manager::InstanceManager, meshlet_mesh_manager::MeshletMeshManager};
use crate::ShadowView;
use alloc::sync::Arc;
use bevy_core_pipeline::{
core_3d::Camera3d,
experimental::mip_generation::{self, ViewDepthPyramid},
prepass::{PreviousViewData, PreviousViewUniforms},
};
use bevy_ecs::{
component::Component,
entity::{Entity, EntityHashMap},
query::AnyOf,
resource::Resource,
system::{Commands, Query, Res, ResMut},
};
use bevy_math::{UVec2, Vec4Swizzles};
use bevy_render::{
render_resource::*,
renderer::{RenderDevice, RenderQueue},
texture::{CachedTexture, TextureCache},
view::{ExtractedView, RenderLayers, ViewUniform, ViewUniforms},
};
use binding_types::*;
use core::{iter, sync::atomic::AtomicBool};
use encase::internal::WriteInto;
/// Manages per-view and per-cluster GPU resources for [`super::MeshletPlugin`].
#[derive(Resource)]
pub struct ResourceManager {
/// Intermediate buffer of cluster IDs for use with rasterizing the visibility buffer
visibility_buffer_raster_clusters: Buffer,
/// Intermediate buffer of count of clusters to software rasterize
software_raster_cluster_count: Buffer,
/// Rightmost slot index of [`Self::visibility_buffer_raster_clusters`]
raster_cluster_rightmost_slot: u32,
/// Per-cluster instance ID
cluster_instance_ids: Option<Buffer>,
/// Per-cluster meshlet ID
cluster_meshlet_ids: Option<Buffer>,
/// Per-cluster bitmask of whether or not it's a candidate for the second raster pass
second_pass_candidates_buffer: Option<Buffer>,
/// Sampler for a depth pyramid
depth_pyramid_sampler: Sampler,
/// Dummy texture view for binding depth pyramids with less than the maximum amount of mips
depth_pyramid_dummy_texture: TextureView,
// TODO
previous_depth_pyramids: EntityHashMap<TextureView>,
// Bind group layouts
pub fill_cluster_buffers_bind_group_layout: BindGroupLayout,
pub clear_visibility_buffer_bind_group_layout: BindGroupLayout,
pub clear_visibility_buffer_shadow_view_bind_group_layout: BindGroupLayout,
pub culling_bind_group_layout: BindGroupLayout,
pub visibility_buffer_raster_bind_group_layout: BindGroupLayout,
pub visibility_buffer_raster_shadow_view_bind_group_layout: BindGroupLayout,
pub downsample_depth_bind_group_layout: BindGroupLayout,
pub downsample_depth_shadow_view_bind_group_layout: BindGroupLayout,
pub resolve_depth_bind_group_layout: BindGroupLayout,
pub resolve_depth_shadow_view_bind_group_layout: BindGroupLayout,
pub resolve_material_depth_bind_group_layout: BindGroupLayout,
pub material_shade_bind_group_layout: BindGroupLayout,
pub remap_1d_to_2d_dispatch_bind_group_layout: Option<BindGroupLayout>,
}
impl ResourceManager {
pub fn new(cluster_buffer_slots: u32, render_device: &RenderDevice) -> Self {
let needs_dispatch_remap =
cluster_buffer_slots > render_device.limits().max_compute_workgroups_per_dimension;
Self {
visibility_buffer_raster_clusters: render_device.create_buffer(&BufferDescriptor {
label: Some("meshlet_visibility_buffer_raster_clusters"),
size: cluster_buffer_slots as u64 * size_of::<u32>() as u64,
usage: BufferUsages::STORAGE,
mapped_at_creation: false,
}),
software_raster_cluster_count: render_device.create_buffer(&BufferDescriptor {
label: Some("meshlet_software_raster_cluster_count"),
size: size_of::<u32>() as u64,
usage: BufferUsages::STORAGE,
mapped_at_creation: false,
}),
raster_cluster_rightmost_slot: cluster_buffer_slots - 1,
cluster_instance_ids: None,
cluster_meshlet_ids: None,
second_pass_candidates_buffer: None,
depth_pyramid_sampler: render_device.create_sampler(&SamplerDescriptor {
label: Some("meshlet_depth_pyramid_sampler"),
..SamplerDescriptor::default()
}),
depth_pyramid_dummy_texture: mip_generation::create_depth_pyramid_dummy_texture(
render_device,
"meshlet_depth_pyramid_dummy_texture",
"meshlet_depth_pyramid_dummy_texture_view",
),
previous_depth_pyramids: EntityHashMap::default(),
// TODO: Buffer min sizes
fill_cluster_buffers_bind_group_layout: render_device.create_bind_group_layout(
"meshlet_fill_cluster_buffers_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::COMPUTE,
(
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_sized(false, None),
storage_buffer_sized(false, None),
storage_buffer_sized(false, None),
),
),
),
clear_visibility_buffer_bind_group_layout: render_device.create_bind_group_layout(
"meshlet_clear_visibility_buffer_bind_group_layout",
&BindGroupLayoutEntries::single(
ShaderStages::COMPUTE,
texture_storage_2d(TextureFormat::R64Uint, StorageTextureAccess::WriteOnly),
),
),
clear_visibility_buffer_shadow_view_bind_group_layout: render_device
.create_bind_group_layout(
"meshlet_clear_visibility_buffer_shadow_view_bind_group_layout",
&BindGroupLayoutEntries::single(
ShaderStages::COMPUTE,
texture_storage_2d(TextureFormat::R32Uint, StorageTextureAccess::WriteOnly),
),
),
culling_bind_group_layout: render_device.create_bind_group_layout(
"meshlet_culling_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::COMPUTE,
(
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_sized(false, None),
storage_buffer_sized(false, None),
storage_buffer_sized(false, None),
storage_buffer_sized(false, None),
texture_2d(TextureSampleType::Float { filterable: false }),
uniform_buffer::<ViewUniform>(true),
uniform_buffer::<PreviousViewData>(true),
),
),
),
downsample_depth_bind_group_layout: render_device.create_bind_group_layout(
"meshlet_downsample_depth_bind_group_layout",
&BindGroupLayoutEntries::sequential(ShaderStages::COMPUTE, {
let write_only_r32float = || {
texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::WriteOnly)
};
(
texture_storage_2d(TextureFormat::R64Uint, StorageTextureAccess::ReadOnly),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
texture_storage_2d(
TextureFormat::R32Float,
StorageTextureAccess::ReadWrite,
),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
sampler(SamplerBindingType::NonFiltering),
)
}),
),
downsample_depth_shadow_view_bind_group_layout: render_device.create_bind_group_layout(
"meshlet_downsample_depth_shadow_view_bind_group_layout",
&BindGroupLayoutEntries::sequential(ShaderStages::COMPUTE, {
let write_only_r32float = || {
texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::WriteOnly)
};
(
texture_storage_2d(TextureFormat::R32Uint, StorageTextureAccess::ReadOnly),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
texture_storage_2d(
TextureFormat::R32Float,
StorageTextureAccess::ReadWrite,
),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
write_only_r32float(),
sampler(SamplerBindingType::NonFiltering),
)
}),
),
visibility_buffer_raster_bind_group_layout: render_device.create_bind_group_layout(
"meshlet_visibility_buffer_raster_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::all(),
(
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
texture_storage_2d(TextureFormat::R64Uint, StorageTextureAccess::Atomic),
uniform_buffer::<ViewUniform>(true),
),
),
),
visibility_buffer_raster_shadow_view_bind_group_layout: render_device
.create_bind_group_layout(
"meshlet_visibility_buffer_raster_shadow_view_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::all(),
(
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
texture_storage_2d(
TextureFormat::R32Uint,
StorageTextureAccess::Atomic,
),
uniform_buffer::<ViewUniform>(true),
),
),
),
resolve_depth_bind_group_layout: render_device.create_bind_group_layout(
"meshlet_resolve_depth_bind_group_layout",
&BindGroupLayoutEntries::single(
ShaderStages::FRAGMENT,
texture_storage_2d(TextureFormat::R64Uint, StorageTextureAccess::ReadOnly),
),
),
resolve_depth_shadow_view_bind_group_layout: render_device.create_bind_group_layout(
"meshlet_resolve_depth_shadow_view_bind_group_layout",
&BindGroupLayoutEntries::single(
ShaderStages::FRAGMENT,
texture_storage_2d(TextureFormat::R32Uint, StorageTextureAccess::ReadOnly),
),
),
resolve_material_depth_bind_group_layout: render_device.create_bind_group_layout(
"meshlet_resolve_material_depth_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_storage_2d(TextureFormat::R64Uint, StorageTextureAccess::ReadOnly),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
),
),
),
material_shade_bind_group_layout: render_device.create_bind_group_layout(
"meshlet_mesh_material_shade_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_storage_2d(TextureFormat::R64Uint, StorageTextureAccess::ReadOnly),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
storage_buffer_read_only_sized(false, None),
),
),
),
remap_1d_to_2d_dispatch_bind_group_layout: needs_dispatch_remap.then(|| {
render_device.create_bind_group_layout(
"meshlet_remap_1d_to_2d_dispatch_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::COMPUTE,
(
storage_buffer_sized(false, None),
storage_buffer_sized(false, None),
),
),
)
}),
}
}
}
// ------------ TODO: Everything under here needs to be rewritten and cached ------------
#[derive(Component)]
pub struct MeshletViewResources {
pub scene_instance_count: u32,
pub scene_cluster_count: u32,
pub second_pass_candidates_buffer: Buffer,
instance_visibility: Buffer,
pub dummy_render_target: CachedTexture,
pub visibility_buffer: CachedTexture,
pub visibility_buffer_software_raster_indirect_args_first: Buffer,
pub visibility_buffer_software_raster_indirect_args_second: Buffer,
pub visibility_buffer_hardware_raster_indirect_args_first: Buffer,
pub visibility_buffer_hardware_raster_indirect_args_second: Buffer,
pub depth_pyramid: ViewDepthPyramid,
previous_depth_pyramid: TextureView,
pub material_depth: Option<CachedTexture>,
pub view_size: UVec2,
pub raster_cluster_rightmost_slot: u32,
not_shadow_view: bool,
}
#[derive(Component)]
pub struct MeshletViewBindGroups {
pub first_node: Arc<AtomicBool>,
pub fill_cluster_buffers: BindGroup,
pub clear_visibility_buffer: BindGroup,
pub culling_first: BindGroup,
pub culling_second: BindGroup,
pub downsample_depth: BindGroup,
pub visibility_buffer_raster: BindGroup,
pub resolve_depth: BindGroup,
pub resolve_material_depth: Option<BindGroup>,
pub material_shade: Option<BindGroup>,
pub remap_1d_to_2d_dispatch: Option<(BindGroup, BindGroup)>,
}
// TODO: Try using Queue::write_buffer_with() in queue_meshlet_mesh_upload() to reduce copies
fn upload_storage_buffer<T: ShaderSize + bytemuck::NoUninit>(
buffer: &mut StorageBuffer<Vec<T>>,
render_device: &RenderDevice,
render_queue: &RenderQueue,
) where
Vec<T>: WriteInto,
{
let inner = buffer.buffer();
let capacity = inner.map_or(0, |b| b.size());
let size = buffer.get().size().get() as BufferAddress;
if capacity >= size {
let inner = inner.unwrap();
let bytes = bytemuck::must_cast_slice(buffer.get().as_slice());
render_queue.write_buffer(inner, 0, bytes);
} else {
buffer.write_buffer(render_device, render_queue);
}
}
// TODO: Cache things per-view and skip running this system / optimize this system
pub fn prepare_meshlet_per_frame_resources(
mut resource_manager: ResMut<ResourceManager>,
mut instance_manager: ResMut<InstanceManager>,
views: Query<(
Entity,
&ExtractedView,
Option<&RenderLayers>,
AnyOf<(&Camera3d, &ShadowView)>,
)>,
mut texture_cache: ResMut<TextureCache>,
render_queue: Res<RenderQueue>,
render_device: Res<RenderDevice>,
mut commands: Commands,
) {
if instance_manager.scene_cluster_count == 0 {
return;
}
let instance_manager = instance_manager.as_mut();
// TODO: Move this and the submit to a separate system and remove pub from the fields
instance_manager
.instance_uniforms
.write_buffer(&render_device, &render_queue);
upload_storage_buffer(
&mut instance_manager.instance_material_ids,
&render_device,
&render_queue,
);
upload_storage_buffer(
&mut instance_manager.instance_meshlet_counts,
&render_device,
&render_queue,
);
upload_storage_buffer(
&mut instance_manager.instance_meshlet_slice_starts,
&render_device,
&render_queue,
);
let needed_buffer_size = 4 * instance_manager.scene_cluster_count as u64;
match &mut resource_manager.cluster_instance_ids {
Some(buffer) if buffer.size() >= needed_buffer_size => buffer.clone(),
slot => {
let buffer = render_device.create_buffer(&BufferDescriptor {
label: Some("meshlet_cluster_instance_ids"),
size: needed_buffer_size,
usage: BufferUsages::STORAGE,
mapped_at_creation: false,
});
*slot = Some(buffer.clone());
buffer
}
};
match &mut resource_manager.cluster_meshlet_ids {
Some(buffer) if buffer.size() >= needed_buffer_size => buffer.clone(),
slot => {
let buffer = render_device.create_buffer(&BufferDescriptor {
label: Some("meshlet_cluster_meshlet_ids"),
size: needed_buffer_size,
usage: BufferUsages::STORAGE,
mapped_at_creation: false,
});
*slot = Some(buffer.clone());
buffer
}
};
let needed_buffer_size =
instance_manager.scene_cluster_count.div_ceil(u32::BITS) as u64 * size_of::<u32>() as u64;
for (view_entity, view, render_layers, (_, shadow_view)) in &views {
let not_shadow_view = shadow_view.is_none();
let instance_visibility = instance_manager
.view_instance_visibility
.entry(view_entity)
.or_insert_with(|| {
let mut buffer = StorageBuffer::default();
buffer.set_label(Some("meshlet_view_instance_visibility"));
buffer
});
for (instance_index, (_, layers, not_shadow_caster)) in
instance_manager.instances.iter().enumerate()
{
// If either the layers don't match the view's layers or this is a shadow view
// and the instance is not a shadow caster, hide the instance for this view
if !render_layers
.unwrap_or(&RenderLayers::default())
.intersects(layers)
|| (shadow_view.is_some() && *not_shadow_caster)
{
let vec = instance_visibility.get_mut();
let index = instance_index / 32;
let bit = instance_index - index * 32;
if vec.len() <= index {
vec.extend(iter::repeat_n(0, index - vec.len() + 1));
}
vec[index] |= 1 << bit;
}
}
upload_storage_buffer(instance_visibility, &render_device, &render_queue);
let instance_visibility = instance_visibility.buffer().unwrap().clone();
let second_pass_candidates_buffer =
match &mut resource_manager.second_pass_candidates_buffer {
Some(buffer) if buffer.size() >= needed_buffer_size => buffer.clone(),
slot => {
let buffer = render_device.create_buffer(&BufferDescriptor {
label: Some("meshlet_second_pass_candidates"),
size: needed_buffer_size,
usage: BufferUsages::STORAGE | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
*slot = Some(buffer.clone());
buffer
}
};
// TODO: Remove this once wgpu allows render passes with no attachments
let dummy_render_target = texture_cache.get(
&render_device,
TextureDescriptor {
label: Some("meshlet_dummy_render_target"),
size: Extent3d {
width: view.viewport.z,
height: view.viewport.w,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::R8Uint,
usage: TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
);
let visibility_buffer = texture_cache.get(
&render_device,
TextureDescriptor {
label: Some("meshlet_visibility_buffer"),
size: Extent3d {
width: view.viewport.z,
height: view.viewport.w,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: if not_shadow_view {
TextureFormat::R64Uint
} else {
TextureFormat::R32Uint
},
usage: TextureUsages::STORAGE_ATOMIC | TextureUsages::STORAGE_BINDING,
view_formats: &[],
},
);
let visibility_buffer_software_raster_indirect_args_first = render_device
.create_buffer_with_data(&BufferInitDescriptor {
label: Some("meshlet_visibility_buffer_software_raster_indirect_args_first"),
contents: DispatchIndirectArgs { x: 0, y: 1, z: 1 }.as_bytes(),
usage: BufferUsages::STORAGE | BufferUsages::INDIRECT,
});
let visibility_buffer_software_raster_indirect_args_second = render_device
.create_buffer_with_data(&BufferInitDescriptor {
label: Some("visibility_buffer_software_raster_indirect_args_second"),
contents: DispatchIndirectArgs { x: 0, y: 1, z: 1 }.as_bytes(),
usage: BufferUsages::STORAGE | BufferUsages::INDIRECT,
});
let visibility_buffer_hardware_raster_indirect_args_first = render_device
.create_buffer_with_data(&BufferInitDescriptor {
label: Some("meshlet_visibility_buffer_hardware_raster_indirect_args_first"),
contents: DrawIndirectArgs {
vertex_count: 128 * 3,
instance_count: 0,
first_vertex: 0,
first_instance: 0,
}
.as_bytes(),
usage: BufferUsages::STORAGE | BufferUsages::INDIRECT,
});
let visibility_buffer_hardware_raster_indirect_args_second = render_device
.create_buffer_with_data(&BufferInitDescriptor {
label: Some("visibility_buffer_hardware_raster_indirect_args_second"),
contents: DrawIndirectArgs {
vertex_count: 128 * 3,
instance_count: 0,
first_vertex: 0,
first_instance: 0,
}
.as_bytes(),
usage: BufferUsages::STORAGE | BufferUsages::INDIRECT,
});
let depth_pyramid = ViewDepthPyramid::new(
&render_device,
&mut texture_cache,
&resource_manager.depth_pyramid_dummy_texture,
view.viewport.zw(),
"meshlet_depth_pyramid",
"meshlet_depth_pyramid_texture_view",
);
let previous_depth_pyramid =
match resource_manager.previous_depth_pyramids.get(&view_entity) {
Some(texture_view) => texture_view.clone(),
None => depth_pyramid.all_mips.clone(),
};
resource_manager
.previous_depth_pyramids
.insert(view_entity, depth_pyramid.all_mips.clone());
let material_depth = TextureDescriptor {
label: Some("meshlet_material_depth"),
size: Extent3d {
width: view.viewport.z,
height: view.viewport.w,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Depth16Unorm,
usage: TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
};
commands.entity(view_entity).insert(MeshletViewResources {
scene_instance_count: instance_manager.scene_instance_count,
scene_cluster_count: instance_manager.scene_cluster_count,
second_pass_candidates_buffer,
instance_visibility,
dummy_render_target,
visibility_buffer,
visibility_buffer_software_raster_indirect_args_first,
visibility_buffer_software_raster_indirect_args_second,
visibility_buffer_hardware_raster_indirect_args_first,
visibility_buffer_hardware_raster_indirect_args_second,
depth_pyramid,
previous_depth_pyramid,
material_depth: not_shadow_view
.then(|| texture_cache.get(&render_device, material_depth)),
view_size: view.viewport.zw(),
raster_cluster_rightmost_slot: resource_manager.raster_cluster_rightmost_slot,
not_shadow_view,
});
}
}
pub fn prepare_meshlet_view_bind_groups(
meshlet_mesh_manager: Res<MeshletMeshManager>,
resource_manager: Res<ResourceManager>,
instance_manager: Res<InstanceManager>,
views: Query<(Entity, &MeshletViewResources)>,
view_uniforms: Res<ViewUniforms>,
previous_view_uniforms: Res<PreviousViewUniforms>,
render_device: Res<RenderDevice>,
mut commands: Commands,
) {
let (
Some(cluster_instance_ids),
Some(cluster_meshlet_ids),
Some(view_uniforms),
Some(previous_view_uniforms),
) = (
resource_manager.cluster_instance_ids.as_ref(),
resource_manager.cluster_meshlet_ids.as_ref(),
view_uniforms.uniforms.binding(),
previous_view_uniforms.uniforms.binding(),
)
else {
return;
};
let first_node = Arc::new(AtomicBool::new(true));
let fill_cluster_buffers_global_cluster_count =
render_device.create_buffer(&BufferDescriptor {
label: Some("meshlet_fill_cluster_buffers_global_cluster_count"),
size: 4,
usage: BufferUsages::STORAGE,
mapped_at_creation: false,
});
// TODO: Some of these bind groups can be reused across multiple views
for (view_entity, view_resources) in &views {
let entries = BindGroupEntries::sequential((
instance_manager.instance_meshlet_counts.binding().unwrap(),
instance_manager
.instance_meshlet_slice_starts
.binding()
.unwrap(),
cluster_instance_ids.as_entire_binding(),
cluster_meshlet_ids.as_entire_binding(),
fill_cluster_buffers_global_cluster_count.as_entire_binding(),
));
let fill_cluster_buffers = render_device.create_bind_group(
"meshlet_fill_cluster_buffers",
&resource_manager.fill_cluster_buffers_bind_group_layout,
&entries,
);
let clear_visibility_buffer = render_device.create_bind_group(
"meshlet_clear_visibility_buffer_bind_group",
if view_resources.not_shadow_view {
&resource_manager.clear_visibility_buffer_bind_group_layout
} else {
&resource_manager.clear_visibility_buffer_shadow_view_bind_group_layout
},
&BindGroupEntries::single(&view_resources.visibility_buffer.default_view),
);
let entries = BindGroupEntries::sequential((
cluster_meshlet_ids.as_entire_binding(),
meshlet_mesh_manager.meshlet_bounding_spheres.binding(),
meshlet_mesh_manager.meshlet_simplification_errors.binding(),
cluster_instance_ids.as_entire_binding(),
instance_manager.instance_uniforms.binding().unwrap(),
view_resources.instance_visibility.as_entire_binding(),
view_resources
.second_pass_candidates_buffer
.as_entire_binding(),
view_resources
.visibility_buffer_software_raster_indirect_args_first
.as_entire_binding(),
view_resources
.visibility_buffer_hardware_raster_indirect_args_first
.as_entire_binding(),
resource_manager
.visibility_buffer_raster_clusters
.as_entire_binding(),
&view_resources.previous_depth_pyramid,
view_uniforms.clone(),
previous_view_uniforms.clone(),
));
let culling_first = render_device.create_bind_group(
"meshlet_culling_first_bind_group",
&resource_manager.culling_bind_group_layout,
&entries,
);
let entries = BindGroupEntries::sequential((
cluster_meshlet_ids.as_entire_binding(),
meshlet_mesh_manager.meshlet_bounding_spheres.binding(),
meshlet_mesh_manager.meshlet_simplification_errors.binding(),
cluster_instance_ids.as_entire_binding(),
instance_manager.instance_uniforms.binding().unwrap(),
view_resources.instance_visibility.as_entire_binding(),
view_resources
.second_pass_candidates_buffer
.as_entire_binding(),
view_resources
.visibility_buffer_software_raster_indirect_args_second
.as_entire_binding(),
view_resources
.visibility_buffer_hardware_raster_indirect_args_second
.as_entire_binding(),
resource_manager
.visibility_buffer_raster_clusters
.as_entire_binding(),
&view_resources.depth_pyramid.all_mips,
view_uniforms.clone(),
previous_view_uniforms.clone(),
));
let culling_second = render_device.create_bind_group(
"meshlet_culling_second_bind_group",
&resource_manager.culling_bind_group_layout,
&entries,
);
let downsample_depth = view_resources.depth_pyramid.create_bind_group(
&render_device,
"meshlet_downsample_depth_bind_group",
if view_resources.not_shadow_view {
&resource_manager.downsample_depth_bind_group_layout
} else {
&resource_manager.downsample_depth_shadow_view_bind_group_layout
},
&view_resources.visibility_buffer.default_view,
&resource_manager.depth_pyramid_sampler,
);
let entries = BindGroupEntries::sequential((
cluster_meshlet_ids.as_entire_binding(),
meshlet_mesh_manager.meshlets.binding(),
meshlet_mesh_manager.indices.binding(),
meshlet_mesh_manager.vertex_positions.binding(),
cluster_instance_ids.as_entire_binding(),
instance_manager.instance_uniforms.binding().unwrap(),
resource_manager
.visibility_buffer_raster_clusters
.as_entire_binding(),
resource_manager
.software_raster_cluster_count
.as_entire_binding(),
&view_resources.visibility_buffer.default_view,
view_uniforms.clone(),
));
let visibility_buffer_raster = render_device.create_bind_group(
"meshlet_visibility_raster_buffer_bind_group",
if view_resources.not_shadow_view {
&resource_manager.visibility_buffer_raster_bind_group_layout
} else {
&resource_manager.visibility_buffer_raster_shadow_view_bind_group_layout
},
&entries,
);
let resolve_depth = render_device.create_bind_group(
"meshlet_resolve_depth_bind_group",
if view_resources.not_shadow_view {
&resource_manager.resolve_depth_bind_group_layout
} else {
&resource_manager.resolve_depth_shadow_view_bind_group_layout
},
&BindGroupEntries::single(&view_resources.visibility_buffer.default_view),
);
let resolve_material_depth = view_resources.material_depth.as_ref().map(|_| {
let entries = BindGroupEntries::sequential((
&view_resources.visibility_buffer.default_view,
cluster_instance_ids.as_entire_binding(),
instance_manager.instance_material_ids.binding().unwrap(),
));
render_device.create_bind_group(
"meshlet_resolve_material_depth_bind_group",
&resource_manager.resolve_material_depth_bind_group_layout,
&entries,
)
});
let material_shade = view_resources.material_depth.as_ref().map(|_| {
let entries = BindGroupEntries::sequential((
&view_resources.visibility_buffer.default_view,
cluster_meshlet_ids.as_entire_binding(),
meshlet_mesh_manager.meshlets.binding(),
meshlet_mesh_manager.indices.binding(),
meshlet_mesh_manager.vertex_positions.binding(),
meshlet_mesh_manager.vertex_normals.binding(),
meshlet_mesh_manager.vertex_uvs.binding(),
cluster_instance_ids.as_entire_binding(),
instance_manager.instance_uniforms.binding().unwrap(),
));
render_device.create_bind_group(
"meshlet_mesh_material_shade_bind_group",
&resource_manager.material_shade_bind_group_layout,
&entries,
)
});
let remap_1d_to_2d_dispatch = resource_manager
.remap_1d_to_2d_dispatch_bind_group_layout
.as_ref()
.map(|layout| {
(
render_device.create_bind_group(
"meshlet_remap_1d_to_2d_dispatch_first_bind_group",
layout,
&BindGroupEntries::sequential((
view_resources
.visibility_buffer_software_raster_indirect_args_first
.as_entire_binding(),
resource_manager
.software_raster_cluster_count
.as_entire_binding(),
)),
),
render_device.create_bind_group(
"meshlet_remap_1d_to_2d_dispatch_second_bind_group",
layout,
&BindGroupEntries::sequential((
view_resources
.visibility_buffer_software_raster_indirect_args_second
.as_entire_binding(),
resource_manager
.software_raster_cluster_count
.as_entire_binding(),
)),
),
)
});
commands.entity(view_entity).insert(MeshletViewBindGroups {
first_node: Arc::clone(&first_node),
fill_cluster_buffers,
clear_visibility_buffer,
culling_first,
culling_second,
downsample_depth,
visibility_buffer_raster,
resolve_depth,
resolve_material_depth,
material_shade,
remap_1d_to_2d_dispatch,
});
}
}