bevy/crates/bevy_pbr/src/meshlet/clear_visibility_buffer.wgsl
JMS55 2fd4cc4937
Meshlet texture atomics (#17765)
* Use texture atomics rather than buffer atomics for the visbuffer
(haven't tested perf on a raster-heavy scene yet)
* Unfortunately to clear the visbuffer we now need a compute pass to
clear it. Using wgpu's clear_texture function internally uses a buffer
-> image copy that's insanely expensive. Ideally it should be using
vkCmdClearColorImage, which I've opened an issue for
https://github.com/gfx-rs/wgpu/issues/7090. For now we'll have to stick
with a custom compute pass and all the extra code that brings.
* Faster resolve depth pass by discarding 0 depth pixels instead of
redundantly writing zero (2x faster for big depth textures like shadow
views)
2025-02-12 18:15:43 +00:00

19 lines
660 B
WebGPU Shading Language

#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
@group(0) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r64uint, write>;
#else
@group(0) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r32uint, write>;
#endif
var<push_constant> view_size: vec2<u32>;
@compute
@workgroup_size(16, 16, 1)
fn clear_visibility_buffer(@builtin(global_invocation_id) global_id: vec3<u32>) {
if any(global_id.xy >= view_size) { return; }
#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
textureStore(meshlet_visibility_buffer, global_id.xy, vec4(0lu));
#else
textureStore(meshlet_visibility_buffer, global_id.xy, vec4(0u));
#endif
}