bevy/crates/bevy_pbr/src/meshlet/pipelines.rs
andriyDev 09ccedd244
Clean up several miscellaneous uses of weak_handle. (#19408)
# Objective

- Related to #19024.

## Solution

- This is a mix of several ways to get rid of weak handles. The primary
strategy is putting strong asset handles in resources that the rendering
code clones into its pipelines (or whatever).
- This does not handle every remaining case, but we are slowly clearing
them out.

## Testing

- `anti_aliasing` example still works.
- `fog_volumes` example still works.
2025-07-08 06:45:40 +00:00

581 lines
27 KiB
Rust

use super::resource_manager::ResourceManager;
use bevy_asset::{load_embedded_asset, Handle};
use bevy_core_pipeline::{
core_3d::CORE_3D_DEPTH_FORMAT, experimental::mip_generation::DownsampleDepthShader,
FullscreenShader,
};
use bevy_ecs::{
resource::Resource,
world::{FromWorld, World},
};
use bevy_render::render_resource::*;
use bevy_utils::default;
#[derive(Resource)]
pub struct MeshletPipelines {
clear_visibility_buffer: CachedComputePipelineId,
clear_visibility_buffer_shadow_view: CachedComputePipelineId,
first_instance_cull: CachedComputePipelineId,
second_instance_cull: CachedComputePipelineId,
first_bvh_cull: CachedComputePipelineId,
second_bvh_cull: CachedComputePipelineId,
first_meshlet_cull: CachedComputePipelineId,
second_meshlet_cull: CachedComputePipelineId,
downsample_depth_first: CachedComputePipelineId,
downsample_depth_second: CachedComputePipelineId,
downsample_depth_first_shadow_view: CachedComputePipelineId,
downsample_depth_second_shadow_view: CachedComputePipelineId,
visibility_buffer_software_raster: CachedComputePipelineId,
visibility_buffer_software_raster_shadow_view: CachedComputePipelineId,
visibility_buffer_hardware_raster: CachedRenderPipelineId,
visibility_buffer_hardware_raster_shadow_view: CachedRenderPipelineId,
visibility_buffer_hardware_raster_shadow_view_unclipped: CachedRenderPipelineId,
resolve_depth: CachedRenderPipelineId,
resolve_depth_shadow_view: CachedRenderPipelineId,
resolve_material_depth: CachedRenderPipelineId,
remap_1d_to_2d_dispatch: Option<CachedComputePipelineId>,
fill_counts: CachedComputePipelineId,
pub(crate) meshlet_mesh_material: Handle<Shader>,
}
impl FromWorld for MeshletPipelines {
fn from_world(world: &mut World) -> Self {
let resource_manager = world.resource::<ResourceManager>();
let clear_visibility_buffer_bind_group_layout = resource_manager
.clear_visibility_buffer_bind_group_layout
.clone();
let clear_visibility_buffer_shadow_view_bind_group_layout = resource_manager
.clear_visibility_buffer_shadow_view_bind_group_layout
.clone();
let first_instance_cull_bind_group_layout = resource_manager
.first_instance_cull_bind_group_layout
.clone();
let second_instance_cull_bind_group_layout = resource_manager
.second_instance_cull_bind_group_layout
.clone();
let first_bvh_cull_bind_group_layout =
resource_manager.first_bvh_cull_bind_group_layout.clone();
let second_bvh_cull_bind_group_layout =
resource_manager.second_bvh_cull_bind_group_layout.clone();
let first_meshlet_cull_bind_group_layout = resource_manager
.first_meshlet_cull_bind_group_layout
.clone();
let second_meshlet_cull_bind_group_layout = resource_manager
.second_meshlet_cull_bind_group_layout
.clone();
let downsample_depth_layout = resource_manager.downsample_depth_bind_group_layout.clone();
let downsample_depth_shadow_view_layout = resource_manager
.downsample_depth_shadow_view_bind_group_layout
.clone();
let visibility_buffer_raster_layout = resource_manager
.visibility_buffer_raster_bind_group_layout
.clone();
let visibility_buffer_raster_shadow_view_layout = resource_manager
.visibility_buffer_raster_shadow_view_bind_group_layout
.clone();
let resolve_depth_layout = resource_manager.resolve_depth_bind_group_layout.clone();
let resolve_depth_shadow_view_layout = resource_manager
.resolve_depth_shadow_view_bind_group_layout
.clone();
let resolve_material_depth_layout = resource_manager
.resolve_material_depth_bind_group_layout
.clone();
let remap_1d_to_2d_dispatch_layout = resource_manager
.remap_1d_to_2d_dispatch_bind_group_layout
.clone();
let downsample_depth_shader = (*world.resource::<DownsampleDepthShader>()).clone();
let vertex_state = world.resource::<FullscreenShader>().to_vertex_state();
let fill_counts_layout = resource_manager.fill_counts_bind_group_layout.clone();
let clear_visibility_buffer = load_embedded_asset!(world, "clear_visibility_buffer.wgsl");
let cull_instances = load_embedded_asset!(world, "cull_instances.wgsl");
let cull_bvh = load_embedded_asset!(world, "cull_bvh.wgsl");
let cull_clusters = load_embedded_asset!(world, "cull_clusters.wgsl");
let visibility_buffer_software_raster =
load_embedded_asset!(world, "visibility_buffer_software_raster.wgsl");
let visibility_buffer_hardware_raster =
load_embedded_asset!(world, "visibility_buffer_hardware_raster.wgsl");
let resolve_render_targets = load_embedded_asset!(world, "resolve_render_targets.wgsl");
let remap_1d_to_2d_dispatch = load_embedded_asset!(world, "remap_1d_to_2d_dispatch.wgsl");
let fill_counts = load_embedded_asset!(world, "fill_counts.wgsl");
let meshlet_mesh_material = load_embedded_asset!(world, "meshlet_mesh_material.wgsl");
let pipeline_cache = world.resource_mut::<PipelineCache>();
Self {
clear_visibility_buffer: pipeline_cache.queue_compute_pipeline(
ComputePipelineDescriptor {
label: Some("meshlet_clear_visibility_buffer_pipeline".into()),
layout: vec![clear_visibility_buffer_bind_group_layout],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..8,
}],
shader: clear_visibility_buffer.clone(),
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into()],
..default()
},
),
clear_visibility_buffer_shadow_view: pipeline_cache.queue_compute_pipeline(
ComputePipelineDescriptor {
label: Some("meshlet_clear_visibility_buffer_shadow_view_pipeline".into()),
layout: vec![clear_visibility_buffer_shadow_view_bind_group_layout],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..8,
}],
shader: clear_visibility_buffer,
..default()
},
),
first_instance_cull: pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("meshlet_first_instance_cull_pipeline".into()),
layout: vec![first_instance_cull_bind_group_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: cull_instances.clone(),
shader_defs: vec![
"MESHLET_INSTANCE_CULLING_PASS".into(),
"MESHLET_FIRST_CULLING_PASS".into(),
],
..default()
}),
second_instance_cull: pipeline_cache.queue_compute_pipeline(
ComputePipelineDescriptor {
label: Some("meshlet_second_instance_cull_pipeline".into()),
layout: vec![second_instance_cull_bind_group_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: cull_instances,
shader_defs: vec![
"MESHLET_INSTANCE_CULLING_PASS".into(),
"MESHLET_SECOND_CULLING_PASS".into(),
],
..default()
},
),
first_bvh_cull: pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("meshlet_first_bvh_cull_pipeline".into()),
layout: vec![first_bvh_cull_bind_group_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..8,
}],
shader: cull_bvh.clone(),
shader_defs: vec![
"MESHLET_BVH_CULLING_PASS".into(),
"MESHLET_FIRST_CULLING_PASS".into(),
],
..default()
}),
second_bvh_cull: pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("meshlet_second_bvh_cull_pipeline".into()),
layout: vec![second_bvh_cull_bind_group_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..8,
}],
shader: cull_bvh,
shader_defs: vec![
"MESHLET_BVH_CULLING_PASS".into(),
"MESHLET_SECOND_CULLING_PASS".into(),
],
..default()
}),
first_meshlet_cull: pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("meshlet_first_meshlet_cull_pipeline".into()),
layout: vec![first_meshlet_cull_bind_group_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: cull_clusters.clone(),
shader_defs: vec![
"MESHLET_CLUSTER_CULLING_PASS".into(),
"MESHLET_FIRST_CULLING_PASS".into(),
],
..default()
}),
second_meshlet_cull: pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("meshlet_second_meshlet_cull_pipeline".into()),
layout: vec![second_meshlet_cull_bind_group_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: cull_clusters,
shader_defs: vec![
"MESHLET_CLUSTER_CULLING_PASS".into(),
"MESHLET_SECOND_CULLING_PASS".into(),
],
..default()
}),
downsample_depth_first: pipeline_cache.queue_compute_pipeline(
ComputePipelineDescriptor {
label: Some("meshlet_downsample_depth_first_pipeline".into()),
layout: vec![downsample_depth_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: downsample_depth_shader.clone(),
shader_defs: vec![
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
"MESHLET".into(),
],
entry_point: Some("downsample_depth_first".into()),
..default()
},
),
downsample_depth_second: pipeline_cache.queue_compute_pipeline(
ComputePipelineDescriptor {
label: Some("meshlet_downsample_depth_second_pipeline".into()),
layout: vec![downsample_depth_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: downsample_depth_shader.clone(),
shader_defs: vec![
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
"MESHLET".into(),
],
entry_point: Some("downsample_depth_second".into()),
..default()
},
),
downsample_depth_first_shadow_view: pipeline_cache.queue_compute_pipeline(
ComputePipelineDescriptor {
label: Some("meshlet_downsample_depth_first_pipeline".into()),
layout: vec![downsample_depth_shadow_view_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: downsample_depth_shader.clone(),
shader_defs: vec!["MESHLET".into()],
entry_point: Some("downsample_depth_first".into()),
..default()
},
),
downsample_depth_second_shadow_view: pipeline_cache.queue_compute_pipeline(
ComputePipelineDescriptor {
label: Some("meshlet_downsample_depth_second_pipeline".into()),
layout: vec![downsample_depth_shadow_view_layout],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: downsample_depth_shader,
shader_defs: vec!["MESHLET".into()],
entry_point: Some("downsample_depth_second".into()),
zero_initialize_workgroup_memory: false,
},
),
visibility_buffer_software_raster: pipeline_cache.queue_compute_pipeline(
ComputePipelineDescriptor {
label: Some("meshlet_visibility_buffer_software_raster_pipeline".into()),
layout: vec![visibility_buffer_raster_layout.clone()],
push_constant_ranges: vec![],
shader: visibility_buffer_software_raster.clone(),
shader_defs: vec![
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
if remap_1d_to_2d_dispatch_layout.is_some() {
"MESHLET_2D_DISPATCH"
} else {
""
}
.into(),
],
..default()
},
),
visibility_buffer_software_raster_shadow_view: pipeline_cache.queue_compute_pipeline(
ComputePipelineDescriptor {
label: Some(
"meshlet_visibility_buffer_software_raster_shadow_view_pipeline".into(),
),
layout: vec![visibility_buffer_raster_shadow_view_layout.clone()],
push_constant_ranges: vec![],
shader: visibility_buffer_software_raster,
shader_defs: vec![
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
if remap_1d_to_2d_dispatch_layout.is_some() {
"MESHLET_2D_DISPATCH"
} else {
""
}
.into(),
],
..default()
},
),
visibility_buffer_hardware_raster: pipeline_cache.queue_render_pipeline(
RenderPipelineDescriptor {
label: Some("meshlet_visibility_buffer_hardware_raster_pipeline".into()),
layout: vec![visibility_buffer_raster_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..4,
}],
vertex: VertexState {
shader: visibility_buffer_hardware_raster.clone(),
shader_defs: vec![
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
],
..default()
},
fragment: Some(FragmentState {
shader: visibility_buffer_hardware_raster.clone(),
shader_defs: vec![
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
],
targets: vec![Some(ColorTargetState {
format: TextureFormat::R8Uint,
blend: None,
write_mask: ColorWrites::empty(),
})],
..default()
}),
..default()
},
),
visibility_buffer_hardware_raster_shadow_view: pipeline_cache.queue_render_pipeline(
RenderPipelineDescriptor {
label: Some(
"meshlet_visibility_buffer_hardware_raster_shadow_view_pipeline".into(),
),
layout: vec![visibility_buffer_raster_shadow_view_layout.clone()],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..4,
}],
vertex: VertexState {
shader: visibility_buffer_hardware_raster.clone(),
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
..default()
},
fragment: Some(FragmentState {
shader: visibility_buffer_hardware_raster.clone(),
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
targets: vec![Some(ColorTargetState {
format: TextureFormat::R8Uint,
blend: None,
write_mask: ColorWrites::empty(),
})],
..default()
}),
..default()
},
),
visibility_buffer_hardware_raster_shadow_view_unclipped: pipeline_cache
.queue_render_pipeline(RenderPipelineDescriptor {
label: Some(
"meshlet_visibility_buffer_hardware_raster_shadow_view_unclipped_pipeline"
.into(),
),
layout: vec![visibility_buffer_raster_shadow_view_layout],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..4,
}],
vertex: VertexState {
shader: visibility_buffer_hardware_raster.clone(),
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
..default()
},
fragment: Some(FragmentState {
shader: visibility_buffer_hardware_raster,
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
targets: vec![Some(ColorTargetState {
format: TextureFormat::R8Uint,
blend: None,
write_mask: ColorWrites::empty(),
})],
..default()
}),
..default()
}),
resolve_depth: pipeline_cache.queue_render_pipeline(RenderPipelineDescriptor {
label: Some("meshlet_resolve_depth_pipeline".into()),
layout: vec![resolve_depth_layout],
vertex: vertex_state.clone(),
depth_stencil: Some(DepthStencilState {
format: CORE_3D_DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::Always,
stencil: StencilState::default(),
bias: DepthBiasState::default(),
}),
fragment: Some(FragmentState {
shader: resolve_render_targets.clone(),
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into()],
entry_point: Some("resolve_depth".into()),
..default()
}),
..default()
}),
resolve_depth_shadow_view: pipeline_cache.queue_render_pipeline(
RenderPipelineDescriptor {
label: Some("meshlet_resolve_depth_pipeline".into()),
layout: vec![resolve_depth_shadow_view_layout],
vertex: vertex_state.clone(),
depth_stencil: Some(DepthStencilState {
format: CORE_3D_DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::Always,
stencil: StencilState::default(),
bias: DepthBiasState::default(),
}),
fragment: Some(FragmentState {
shader: resolve_render_targets.clone(),
entry_point: Some("resolve_depth".into()),
..default()
}),
..default()
},
),
resolve_material_depth: pipeline_cache.queue_render_pipeline(
RenderPipelineDescriptor {
label: Some("meshlet_resolve_material_depth_pipeline".into()),
layout: vec![resolve_material_depth_layout],
vertex: vertex_state,
primitive: PrimitiveState::default(),
depth_stencil: Some(DepthStencilState {
format: TextureFormat::Depth16Unorm,
depth_write_enabled: true,
depth_compare: CompareFunction::Always,
stencil: StencilState::default(),
bias: DepthBiasState::default(),
}),
fragment: Some(FragmentState {
shader: resolve_render_targets,
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into()],
entry_point: Some("resolve_material_depth".into()),
targets: vec![],
}),
..default()
},
),
fill_counts: pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("meshlet_fill_counts_pipeline".into()),
layout: vec![fill_counts_layout],
shader: fill_counts,
shader_defs: vec![if remap_1d_to_2d_dispatch_layout.is_some() {
"MESHLET_2D_DISPATCH"
} else {
""
}
.into()],
..default()
}),
remap_1d_to_2d_dispatch: remap_1d_to_2d_dispatch_layout.map(|layout| {
pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("meshlet_remap_1d_to_2d_dispatch_pipeline".into()),
layout: vec![layout],
push_constant_ranges: vec![PushConstantRange {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: remap_1d_to_2d_dispatch,
..default()
})
}),
meshlet_mesh_material,
}
}
}
impl MeshletPipelines {
pub fn get(
world: &World,
) -> Option<(
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&ComputePipeline,
&RenderPipeline,
&RenderPipeline,
&RenderPipeline,
&RenderPipeline,
&RenderPipeline,
&RenderPipeline,
Option<&ComputePipeline>,
&ComputePipeline,
)> {
let pipeline_cache = world.get_resource::<PipelineCache>()?;
let pipeline = world.get_resource::<Self>()?;
Some((
pipeline_cache.get_compute_pipeline(pipeline.clear_visibility_buffer)?,
pipeline_cache.get_compute_pipeline(pipeline.clear_visibility_buffer_shadow_view)?,
pipeline_cache.get_compute_pipeline(pipeline.first_instance_cull)?,
pipeline_cache.get_compute_pipeline(pipeline.second_instance_cull)?,
pipeline_cache.get_compute_pipeline(pipeline.first_bvh_cull)?,
pipeline_cache.get_compute_pipeline(pipeline.second_bvh_cull)?,
pipeline_cache.get_compute_pipeline(pipeline.first_meshlet_cull)?,
pipeline_cache.get_compute_pipeline(pipeline.second_meshlet_cull)?,
pipeline_cache.get_compute_pipeline(pipeline.downsample_depth_first)?,
pipeline_cache.get_compute_pipeline(pipeline.downsample_depth_second)?,
pipeline_cache.get_compute_pipeline(pipeline.downsample_depth_first_shadow_view)?,
pipeline_cache.get_compute_pipeline(pipeline.downsample_depth_second_shadow_view)?,
pipeline_cache.get_compute_pipeline(pipeline.visibility_buffer_software_raster)?,
pipeline_cache
.get_compute_pipeline(pipeline.visibility_buffer_software_raster_shadow_view)?,
pipeline_cache.get_render_pipeline(pipeline.visibility_buffer_hardware_raster)?,
pipeline_cache
.get_render_pipeline(pipeline.visibility_buffer_hardware_raster_shadow_view)?,
pipeline_cache.get_render_pipeline(
pipeline.visibility_buffer_hardware_raster_shadow_view_unclipped,
)?,
pipeline_cache.get_render_pipeline(pipeline.resolve_depth)?,
pipeline_cache.get_render_pipeline(pipeline.resolve_depth_shadow_view)?,
pipeline_cache.get_render_pipeline(pipeline.resolve_material_depth)?,
match pipeline.remap_1d_to_2d_dispatch {
Some(id) => Some(pipeline_cache.get_compute_pipeline(id)?),
None => None,
},
pipeline_cache.get_compute_pipeline(pipeline.fill_counts)?,
))
}
}