
# Objective - Related to #19024. ## Solution - Remove the `FULLSCREEN_SHADER_HANDLE` `weak_handle` with a resource holding the shader handle. - This also changes us from using `load_internal_asset` to `embedded_asset`/`load_embedded_asset`. - All uses have been migrated to clone the `FullscreenShader` resource and use its `to_vertex_state` method. ## Testing - `anti_aliasing` example still works. - `bloom_3d` example still works. --------- Co-authored-by: charlotte 🌸 <charlotte.c.mcelwain@gmail.com>
546 lines
26 KiB
Rust
546 lines
26 KiB
Rust
use super::resource_manager::ResourceManager;
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use bevy_asset::{weak_handle, Handle};
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use bevy_core_pipeline::{
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core_3d::CORE_3D_DEPTH_FORMAT, experimental::mip_generation::DOWNSAMPLE_DEPTH_SHADER_HANDLE,
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FullscreenShader,
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};
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use bevy_ecs::{
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resource::Resource,
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world::{FromWorld, World},
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};
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use bevy_render::render_resource::*;
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pub const MESHLET_CLEAR_VISIBILITY_BUFFER_SHADER_HANDLE: Handle<Shader> =
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weak_handle!("a4bf48e4-5605-4d1c-987e-29c7b1ec95dc");
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pub const MESHLET_FILL_CLUSTER_BUFFERS_SHADER_HANDLE: Handle<Shader> =
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weak_handle!("80ccea4a-8234-4ee0-af74-77b3cad503cf");
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pub const MESHLET_CULLING_SHADER_HANDLE: Handle<Shader> =
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weak_handle!("d71c5879-97fa-49d1-943e-ed9162fe8adb");
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pub const MESHLET_VISIBILITY_BUFFER_SOFTWARE_RASTER_SHADER_HANDLE: Handle<Shader> =
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weak_handle!("68cc6826-8321-43d1-93d5-4f61f0456c13");
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pub const MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE: Handle<Shader> =
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weak_handle!("4b4e3020-748f-4baf-b011-87d9d2a12796");
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pub const MESHLET_RESOLVE_RENDER_TARGETS_SHADER_HANDLE: Handle<Shader> =
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weak_handle!("c218ce17-cf59-4268-8898-13ecf384f133");
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pub const MESHLET_REMAP_1D_TO_2D_DISPATCH_SHADER_HANDLE: Handle<Shader> =
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weak_handle!("f5b7edfc-2eac-4407-8f5c-1265d4d795c2");
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#[derive(Resource)]
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pub struct MeshletPipelines {
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fill_cluster_buffers: CachedComputePipelineId,
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clear_visibility_buffer: CachedComputePipelineId,
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clear_visibility_buffer_shadow_view: CachedComputePipelineId,
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cull_first: CachedComputePipelineId,
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cull_second: CachedComputePipelineId,
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downsample_depth_first: CachedComputePipelineId,
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downsample_depth_second: CachedComputePipelineId,
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downsample_depth_first_shadow_view: CachedComputePipelineId,
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downsample_depth_second_shadow_view: CachedComputePipelineId,
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visibility_buffer_software_raster: CachedComputePipelineId,
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visibility_buffer_software_raster_shadow_view: CachedComputePipelineId,
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visibility_buffer_hardware_raster: CachedRenderPipelineId,
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visibility_buffer_hardware_raster_shadow_view: CachedRenderPipelineId,
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visibility_buffer_hardware_raster_shadow_view_unclipped: CachedRenderPipelineId,
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resolve_depth: CachedRenderPipelineId,
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resolve_depth_shadow_view: CachedRenderPipelineId,
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resolve_material_depth: CachedRenderPipelineId,
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remap_1d_to_2d_dispatch: Option<CachedComputePipelineId>,
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}
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impl FromWorld for MeshletPipelines {
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fn from_world(world: &mut World) -> Self {
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let resource_manager = world.resource::<ResourceManager>();
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let fill_cluster_buffers_bind_group_layout = resource_manager
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.fill_cluster_buffers_bind_group_layout
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.clone();
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let clear_visibility_buffer_bind_group_layout = resource_manager
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.clear_visibility_buffer_bind_group_layout
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.clone();
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let clear_visibility_buffer_shadow_view_bind_group_layout = resource_manager
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.clear_visibility_buffer_shadow_view_bind_group_layout
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.clone();
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let cull_layout = resource_manager.culling_bind_group_layout.clone();
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let downsample_depth_layout = resource_manager.downsample_depth_bind_group_layout.clone();
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let downsample_depth_shadow_view_layout = resource_manager
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.downsample_depth_shadow_view_bind_group_layout
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.clone();
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let visibility_buffer_raster_layout = resource_manager
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.visibility_buffer_raster_bind_group_layout
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.clone();
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let visibility_buffer_raster_shadow_view_layout = resource_manager
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.visibility_buffer_raster_shadow_view_bind_group_layout
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.clone();
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let resolve_depth_layout = resource_manager.resolve_depth_bind_group_layout.clone();
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let resolve_depth_shadow_view_layout = resource_manager
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.resolve_depth_shadow_view_bind_group_layout
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.clone();
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let resolve_material_depth_layout = resource_manager
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.resolve_material_depth_bind_group_layout
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.clone();
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let remap_1d_to_2d_dispatch_layout = resource_manager
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.remap_1d_to_2d_dispatch_bind_group_layout
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.clone();
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let vertex_state = world.resource::<FullscreenShader>().to_vertex_state();
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let pipeline_cache = world.resource_mut::<PipelineCache>();
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Self {
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fill_cluster_buffers: pipeline_cache.queue_compute_pipeline(
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ComputePipelineDescriptor {
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label: Some("meshlet_fill_cluster_buffers_pipeline".into()),
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layout: vec![fill_cluster_buffers_bind_group_layout],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::COMPUTE,
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range: 0..4,
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}],
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shader: MESHLET_FILL_CLUSTER_BUFFERS_SHADER_HANDLE,
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shader_defs: vec!["MESHLET_FILL_CLUSTER_BUFFERS_PASS".into()],
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entry_point: "fill_cluster_buffers".into(),
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zero_initialize_workgroup_memory: false,
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},
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),
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clear_visibility_buffer: pipeline_cache.queue_compute_pipeline(
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ComputePipelineDescriptor {
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label: Some("meshlet_clear_visibility_buffer_pipeline".into()),
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layout: vec![clear_visibility_buffer_bind_group_layout],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::COMPUTE,
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range: 0..8,
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}],
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shader: MESHLET_CLEAR_VISIBILITY_BUFFER_SHADER_HANDLE,
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shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into()],
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entry_point: "clear_visibility_buffer".into(),
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zero_initialize_workgroup_memory: false,
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},
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),
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clear_visibility_buffer_shadow_view: pipeline_cache.queue_compute_pipeline(
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ComputePipelineDescriptor {
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label: Some("meshlet_clear_visibility_buffer_shadow_view_pipeline".into()),
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layout: vec![clear_visibility_buffer_shadow_view_bind_group_layout],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::COMPUTE,
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range: 0..8,
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}],
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shader: MESHLET_CLEAR_VISIBILITY_BUFFER_SHADER_HANDLE,
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shader_defs: vec![],
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entry_point: "clear_visibility_buffer".into(),
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zero_initialize_workgroup_memory: false,
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},
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),
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cull_first: pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: Some("meshlet_culling_first_pipeline".into()),
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layout: vec![cull_layout.clone()],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::COMPUTE,
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range: 0..8,
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}],
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shader: MESHLET_CULLING_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_CULLING_PASS".into(),
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"MESHLET_FIRST_CULLING_PASS".into(),
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],
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entry_point: "cull_clusters".into(),
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zero_initialize_workgroup_memory: false,
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}),
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cull_second: pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: Some("meshlet_culling_second_pipeline".into()),
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layout: vec![cull_layout],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::COMPUTE,
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range: 0..8,
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}],
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shader: MESHLET_CULLING_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_CULLING_PASS".into(),
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"MESHLET_SECOND_CULLING_PASS".into(),
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],
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entry_point: "cull_clusters".into(),
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zero_initialize_workgroup_memory: false,
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}),
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downsample_depth_first: pipeline_cache.queue_compute_pipeline(
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ComputePipelineDescriptor {
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label: Some("meshlet_downsample_depth_first_pipeline".into()),
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layout: vec![downsample_depth_layout.clone()],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::COMPUTE,
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range: 0..4,
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}],
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shader: DOWNSAMPLE_DEPTH_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
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"MESHLET".into(),
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],
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entry_point: "downsample_depth_first".into(),
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zero_initialize_workgroup_memory: false,
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},
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),
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downsample_depth_second: pipeline_cache.queue_compute_pipeline(
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ComputePipelineDescriptor {
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label: Some("meshlet_downsample_depth_second_pipeline".into()),
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layout: vec![downsample_depth_layout.clone()],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::COMPUTE,
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range: 0..4,
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}],
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shader: DOWNSAMPLE_DEPTH_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
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"MESHLET".into(),
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],
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entry_point: "downsample_depth_second".into(),
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zero_initialize_workgroup_memory: false,
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},
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),
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downsample_depth_first_shadow_view: pipeline_cache.queue_compute_pipeline(
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ComputePipelineDescriptor {
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label: Some("meshlet_downsample_depth_first_pipeline".into()),
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layout: vec![downsample_depth_shadow_view_layout.clone()],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::COMPUTE,
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range: 0..4,
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}],
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shader: DOWNSAMPLE_DEPTH_SHADER_HANDLE,
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shader_defs: vec!["MESHLET".into()],
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entry_point: "downsample_depth_first".into(),
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zero_initialize_workgroup_memory: false,
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},
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),
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downsample_depth_second_shadow_view: pipeline_cache.queue_compute_pipeline(
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ComputePipelineDescriptor {
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label: Some("meshlet_downsample_depth_second_pipeline".into()),
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layout: vec![downsample_depth_shadow_view_layout],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::COMPUTE,
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range: 0..4,
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}],
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shader: DOWNSAMPLE_DEPTH_SHADER_HANDLE,
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shader_defs: vec!["MESHLET".into()],
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entry_point: "downsample_depth_second".into(),
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zero_initialize_workgroup_memory: false,
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},
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),
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visibility_buffer_software_raster: pipeline_cache.queue_compute_pipeline(
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ComputePipelineDescriptor {
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label: Some("meshlet_visibility_buffer_software_raster_pipeline".into()),
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layout: vec![visibility_buffer_raster_layout.clone()],
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push_constant_ranges: vec![],
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shader: MESHLET_VISIBILITY_BUFFER_SOFTWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
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if remap_1d_to_2d_dispatch_layout.is_some() {
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"MESHLET_2D_DISPATCH"
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} else {
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""
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}
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.into(),
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],
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entry_point: "rasterize_cluster".into(),
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zero_initialize_workgroup_memory: false,
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},
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),
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visibility_buffer_software_raster_shadow_view: pipeline_cache.queue_compute_pipeline(
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ComputePipelineDescriptor {
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label: Some(
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"meshlet_visibility_buffer_software_raster_shadow_view_pipeline".into(),
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),
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layout: vec![visibility_buffer_raster_shadow_view_layout.clone()],
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push_constant_ranges: vec![],
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shader: MESHLET_VISIBILITY_BUFFER_SOFTWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
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if remap_1d_to_2d_dispatch_layout.is_some() {
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"MESHLET_2D_DISPATCH"
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} else {
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""
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}
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.into(),
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],
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entry_point: "rasterize_cluster".into(),
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zero_initialize_workgroup_memory: false,
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},
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),
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visibility_buffer_hardware_raster: pipeline_cache.queue_render_pipeline(
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RenderPipelineDescriptor {
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label: Some("meshlet_visibility_buffer_hardware_raster_pipeline".into()),
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layout: vec![visibility_buffer_raster_layout.clone()],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::VERTEX,
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range: 0..4,
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}],
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vertex: VertexState {
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shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
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],
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entry_point: "vertex".into(),
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buffers: vec![],
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},
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primitive: PrimitiveState {
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topology: PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: FrontFace::Ccw,
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cull_mode: Some(Face::Back),
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unclipped_depth: false,
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polygon_mode: PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: None,
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multisample: MultisampleState::default(),
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fragment: Some(FragmentState {
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shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
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],
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format: TextureFormat::R8Uint,
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blend: None,
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write_mask: ColorWrites::empty(),
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})],
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}),
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zero_initialize_workgroup_memory: false,
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},
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),
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visibility_buffer_hardware_raster_shadow_view: pipeline_cache.queue_render_pipeline(
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RenderPipelineDescriptor {
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label: Some(
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"meshlet_visibility_buffer_hardware_raster_shadow_view_pipeline".into(),
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),
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layout: vec![visibility_buffer_raster_shadow_view_layout.clone()],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::VERTEX,
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range: 0..4,
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}],
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vertex: VertexState {
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shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
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entry_point: "vertex".into(),
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buffers: vec![],
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},
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primitive: PrimitiveState {
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topology: PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: FrontFace::Ccw,
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cull_mode: Some(Face::Back),
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unclipped_depth: false,
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polygon_mode: PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: None,
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multisample: MultisampleState::default(),
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fragment: Some(FragmentState {
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shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format: TextureFormat::R8Uint,
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blend: None,
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write_mask: ColorWrites::empty(),
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})],
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}),
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zero_initialize_workgroup_memory: false,
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},
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),
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visibility_buffer_hardware_raster_shadow_view_unclipped: pipeline_cache
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.queue_render_pipeline(RenderPipelineDescriptor {
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label: Some(
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"meshlet_visibility_buffer_hardware_raster_shadow_view_unclipped_pipeline"
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.into(),
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),
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layout: vec![visibility_buffer_raster_shadow_view_layout],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::VERTEX,
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range: 0..4,
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}],
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vertex: VertexState {
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shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
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entry_point: "vertex".into(),
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buffers: vec![],
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},
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primitive: PrimitiveState {
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topology: PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: FrontFace::Ccw,
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cull_mode: Some(Face::Back),
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unclipped_depth: true,
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polygon_mode: PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: None,
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multisample: MultisampleState::default(),
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fragment: Some(FragmentState {
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shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format: TextureFormat::R8Uint,
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blend: None,
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write_mask: ColorWrites::empty(),
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})],
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}),
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zero_initialize_workgroup_memory: false,
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}),
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resolve_depth: pipeline_cache.queue_render_pipeline(RenderPipelineDescriptor {
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label: Some("meshlet_resolve_depth_pipeline".into()),
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layout: vec![resolve_depth_layout],
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push_constant_ranges: vec![],
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vertex: vertex_state.clone(),
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primitive: PrimitiveState::default(),
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depth_stencil: Some(DepthStencilState {
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format: CORE_3D_DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: CompareFunction::Always,
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stencil: StencilState::default(),
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bias: DepthBiasState::default(),
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}),
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multisample: MultisampleState::default(),
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fragment: Some(FragmentState {
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shader: MESHLET_RESOLVE_RENDER_TARGETS_SHADER_HANDLE,
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shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into()],
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entry_point: "resolve_depth".into(),
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targets: vec![],
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}),
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zero_initialize_workgroup_memory: false,
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}),
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resolve_depth_shadow_view: pipeline_cache.queue_render_pipeline(
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RenderPipelineDescriptor {
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label: Some("meshlet_resolve_depth_pipeline".into()),
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layout: vec![resolve_depth_shadow_view_layout],
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push_constant_ranges: vec![],
|
|
vertex: vertex_state.clone(),
|
|
primitive: PrimitiveState::default(),
|
|
depth_stencil: Some(DepthStencilState {
|
|
format: CORE_3D_DEPTH_FORMAT,
|
|
depth_write_enabled: true,
|
|
depth_compare: CompareFunction::Always,
|
|
stencil: StencilState::default(),
|
|
bias: DepthBiasState::default(),
|
|
}),
|
|
multisample: MultisampleState::default(),
|
|
fragment: Some(FragmentState {
|
|
shader: MESHLET_RESOLVE_RENDER_TARGETS_SHADER_HANDLE,
|
|
shader_defs: vec![],
|
|
entry_point: "resolve_depth".into(),
|
|
targets: vec![],
|
|
}),
|
|
zero_initialize_workgroup_memory: false,
|
|
},
|
|
),
|
|
|
|
resolve_material_depth: pipeline_cache.queue_render_pipeline(
|
|
RenderPipelineDescriptor {
|
|
label: Some("meshlet_resolve_material_depth_pipeline".into()),
|
|
layout: vec![resolve_material_depth_layout],
|
|
push_constant_ranges: vec![],
|
|
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(),
|
|
}),
|
|
multisample: MultisampleState::default(),
|
|
fragment: Some(FragmentState {
|
|
shader: MESHLET_RESOLVE_RENDER_TARGETS_SHADER_HANDLE,
|
|
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into()],
|
|
entry_point: "resolve_material_depth".into(),
|
|
targets: vec![],
|
|
}),
|
|
zero_initialize_workgroup_memory: false,
|
|
},
|
|
),
|
|
|
|
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: MESHLET_REMAP_1D_TO_2D_DISPATCH_SHADER_HANDLE,
|
|
shader_defs: vec![],
|
|
entry_point: "remap_dispatch".into(),
|
|
zero_initialize_workgroup_memory: false,
|
|
})
|
|
}),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl MeshletPipelines {
|
|
pub fn get(
|
|
world: &World,
|
|
) -> Option<(
|
|
&ComputePipeline,
|
|
&ComputePipeline,
|
|
&ComputePipeline,
|
|
&ComputePipeline,
|
|
&ComputePipeline,
|
|
&ComputePipeline,
|
|
&ComputePipeline,
|
|
&ComputePipeline,
|
|
&ComputePipeline,
|
|
&ComputePipeline,
|
|
&ComputePipeline,
|
|
&RenderPipeline,
|
|
&RenderPipeline,
|
|
&RenderPipeline,
|
|
&RenderPipeline,
|
|
&RenderPipeline,
|
|
&RenderPipeline,
|
|
Option<&ComputePipeline>,
|
|
)> {
|
|
let pipeline_cache = world.get_resource::<PipelineCache>()?;
|
|
let pipeline = world.get_resource::<Self>()?;
|
|
Some((
|
|
pipeline_cache.get_compute_pipeline(pipeline.fill_cluster_buffers)?,
|
|
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.cull_first)?,
|
|
pipeline_cache.get_compute_pipeline(pipeline.cull_second)?,
|
|
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,
|
|
},
|
|
))
|
|
}
|
|
}
|