bevy/crates/bevy_pbr/src/render/mesh_view_bindings.rs
Greeble 09ff7ce9f6
Partially fix panics when setting WGPU_SETTINGS_PRIO=webgl2 (#18113)
# Overview

Fixes https://github.com/bevyengine/bevy/issues/17869.

# Summary

`WGPU_SETTINGS_PRIO` changes various limits on `RenderDevice`. This is
useful to simulate platforms with lower limits.

However, some plugins only check the limits on `RenderAdapter` (the
actual GPU) - these limits are not affected by `WGPU_SETTINGS_PRIO`. So
the plugins try to use features that are unavailable and wgpu says "oh
no". See https://github.com/bevyengine/bevy/issues/17869 for details.

The PR adds various checks on `RenderDevice` limits. This is enough to
get most examples working, but some are not fixed (see below).

# Testing

- Tested native, with and without "WGPU_SETTINGS=webgl2".
Win10/Vulkan/Nvidia".
- Also WebGL. Win10/Chrome/Nvidia.

```
$env:WGPU_SETTINGS_PRIO = "webgl2"
cargo run --example testbed_3d
cargo run --example testbed_2d
cargo run --example testbed_ui
cargo run --example deferred_rendering
cargo run --example many_lights
cargo run --example order_independent_transparency # Still broken, see below.
cargo run --example occlusion_culling # Still broken, see below.
```

# Not Fixed

While testing I found a few other cases of limits being broken. 

"Compatibility" settings (WebGPU minimums) breaks native in various
examples.

```
$env:WGPU_SETTINGS_PRIO = "compatibility"
cargo run --example testbed_3d

  In Device::create_bind_group_layout, label = 'build mesh uniforms GPU early occlusion culling bind group layout'
    Too many bindings of type StorageBuffers in Stage ShaderStages(COMPUTE), limit is 8, count was 9. Check the limit `max_storage_buffers_per_shader_stage` passed to `Adapter::request_device`
```

`occlusion_culling` breaks fake webgl.
```
$env:WGPU_SETTINGS_PRIO = "webgl2"
cargo run --example occlusion_culling

thread '<unnamed>' panicked at C:\Projects\bevy\crates\bevy_render\src\render_resource\pipeline_cache.rs:555:28:
index out of bounds: the len is 0 but the index is 2
Encountered a panic in system `bevy_render::renderer::render_system`!
```

`occlusion_culling` breaks real webgl.

```
cargo run --example occlusion_culling --target wasm32-unknown-unknown

ERROR app: panicked at C:\Users\T\.cargo\registry\src\index.crates.io-1949cf8c6b5b557f\glow-0.16.0\src\web_sys.rs:4223:9:
Tex storage 2D multisample is not supported
```

OIT breaks fake webgl.

```
$env:WGPU_SETTINGS_PRIO = "webgl2"
cargo run --example order_independent_transparency

  In Device::create_bind_group, label = 'mesh_view_bind_group'
    Number of bindings in bind group descriptor (28) does not match the number of bindings defined in the bind group layout (25)

```

OIT breaks real webgl

```
cargo run --example order_independent_transparency --target wasm32-unknown-unknown

  In Device::create_render_pipeline, label = 'pbr_oit_mesh_pipeline'
    Error matching ShaderStages(FRAGMENT) shader requirements against the pipeline
      Shader global ResourceBinding { group: 0, binding: 34 } is not available in the pipeline layout
        Binding is missing from the pipeline layout
```
2025-03-09 20:14:27 +00:00

766 lines
28 KiB
Rust

use alloc::sync::Arc;
use bevy_core_pipeline::{
core_3d::ViewTransmissionTexture,
oit::{resolve::is_oit_supported, OitBuffers, OrderIndependentTransparencySettings},
prepass::ViewPrepassTextures,
tonemapping::{
get_lut_bind_group_layout_entries, get_lut_bindings, Tonemapping, TonemappingLuts,
},
};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
component::Component,
entity::Entity,
query::Has,
resource::Resource,
system::{Commands, Query, Res},
world::{FromWorld, World},
};
use bevy_image::BevyDefault as _;
use bevy_math::Vec4;
use bevy_render::{
globals::{GlobalsBuffer, GlobalsUniform},
render_asset::RenderAssets,
render_resource::{binding_types::*, *},
renderer::{RenderAdapter, RenderDevice},
texture::{FallbackImage, FallbackImageMsaa, FallbackImageZero, GpuImage},
view::{
Msaa, RenderVisibilityRanges, ViewUniform, ViewUniforms,
VISIBILITY_RANGES_STORAGE_BUFFER_COUNT,
},
};
use core::{array, num::NonZero};
use environment_map::EnvironmentMapLight;
use crate::{
decal::{
self,
clustered::{
DecalsBuffer, RenderClusteredDecals, RenderViewClusteredDecalBindGroupEntries,
},
},
environment_map::{self, RenderViewEnvironmentMapBindGroupEntries},
irradiance_volume::{
self, IrradianceVolume, RenderViewIrradianceVolumeBindGroupEntries,
IRRADIANCE_VOLUMES_ARE_USABLE,
},
prepass, EnvironmentMapUniformBuffer, FogMeta, GlobalClusterableObjectMeta,
GpuClusterableObjects, GpuFog, GpuLights, LightMeta, LightProbesBuffer, LightProbesUniform,
MeshPipeline, MeshPipelineKey, RenderViewLightProbes, ScreenSpaceAmbientOcclusionResources,
ScreenSpaceReflectionsBuffer, ScreenSpaceReflectionsUniform, ShadowSamplers,
ViewClusterBindings, ViewShadowBindings, CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT,
};
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
use bevy_render::render_resource::binding_types::texture_cube;
#[cfg(debug_assertions)]
use {crate::MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES, bevy_utils::once, tracing::warn};
#[derive(Clone)]
pub struct MeshPipelineViewLayout {
pub bind_group_layout: BindGroupLayout,
#[cfg(debug_assertions)]
pub texture_count: usize,
}
bitflags::bitflags! {
/// A key that uniquely identifies a [`MeshPipelineViewLayout`].
///
/// Used to generate all possible layouts for the mesh pipeline in [`generate_view_layouts`],
/// so special care must be taken to not add too many flags, as the number of possible layouts
/// will grow exponentially.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[repr(transparent)]
pub struct MeshPipelineViewLayoutKey: u32 {
const MULTISAMPLED = 1 << 0;
const DEPTH_PREPASS = 1 << 1;
const NORMAL_PREPASS = 1 << 2;
const MOTION_VECTOR_PREPASS = 1 << 3;
const DEFERRED_PREPASS = 1 << 4;
const OIT_ENABLED = 1 << 5;
}
}
impl MeshPipelineViewLayoutKey {
// The number of possible layouts
pub const COUNT: usize = Self::all().bits() as usize + 1;
/// Builds a unique label for each layout based on the flags
pub fn label(&self) -> String {
use MeshPipelineViewLayoutKey as Key;
format!(
"mesh_view_layout{}{}{}{}{}{}",
self.contains(Key::MULTISAMPLED)
.then_some("_multisampled")
.unwrap_or_default(),
self.contains(Key::DEPTH_PREPASS)
.then_some("_depth")
.unwrap_or_default(),
self.contains(Key::NORMAL_PREPASS)
.then_some("_normal")
.unwrap_or_default(),
self.contains(Key::MOTION_VECTOR_PREPASS)
.then_some("_motion")
.unwrap_or_default(),
self.contains(Key::DEFERRED_PREPASS)
.then_some("_deferred")
.unwrap_or_default(),
self.contains(Key::OIT_ENABLED)
.then_some("_oit")
.unwrap_or_default(),
)
}
}
impl From<MeshPipelineKey> for MeshPipelineViewLayoutKey {
fn from(value: MeshPipelineKey) -> Self {
let mut result = MeshPipelineViewLayoutKey::empty();
if value.msaa_samples() > 1 {
result |= MeshPipelineViewLayoutKey::MULTISAMPLED;
}
if value.contains(MeshPipelineKey::DEPTH_PREPASS) {
result |= MeshPipelineViewLayoutKey::DEPTH_PREPASS;
}
if value.contains(MeshPipelineKey::NORMAL_PREPASS) {
result |= MeshPipelineViewLayoutKey::NORMAL_PREPASS;
}
if value.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS) {
result |= MeshPipelineViewLayoutKey::MOTION_VECTOR_PREPASS;
}
if value.contains(MeshPipelineKey::DEFERRED_PREPASS) {
result |= MeshPipelineViewLayoutKey::DEFERRED_PREPASS;
}
if value.contains(MeshPipelineKey::OIT_ENABLED) {
result |= MeshPipelineViewLayoutKey::OIT_ENABLED;
}
result
}
}
impl From<Msaa> for MeshPipelineViewLayoutKey {
fn from(value: Msaa) -> Self {
let mut result = MeshPipelineViewLayoutKey::empty();
if value.samples() > 1 {
result |= MeshPipelineViewLayoutKey::MULTISAMPLED;
}
result
}
}
impl From<Option<&ViewPrepassTextures>> for MeshPipelineViewLayoutKey {
fn from(value: Option<&ViewPrepassTextures>) -> Self {
let mut result = MeshPipelineViewLayoutKey::empty();
if let Some(prepass_textures) = value {
if prepass_textures.depth.is_some() {
result |= MeshPipelineViewLayoutKey::DEPTH_PREPASS;
}
if prepass_textures.normal.is_some() {
result |= MeshPipelineViewLayoutKey::NORMAL_PREPASS;
}
if prepass_textures.motion_vectors.is_some() {
result |= MeshPipelineViewLayoutKey::MOTION_VECTOR_PREPASS;
}
if prepass_textures.deferred.is_some() {
result |= MeshPipelineViewLayoutKey::DEFERRED_PREPASS;
}
}
result
}
}
pub(crate) fn buffer_layout(
buffer_binding_type: BufferBindingType,
has_dynamic_offset: bool,
min_binding_size: Option<NonZero<u64>>,
) -> BindGroupLayoutEntryBuilder {
match buffer_binding_type {
BufferBindingType::Uniform => uniform_buffer_sized(has_dynamic_offset, min_binding_size),
BufferBindingType::Storage { read_only } => {
if read_only {
storage_buffer_read_only_sized(has_dynamic_offset, min_binding_size)
} else {
storage_buffer_sized(has_dynamic_offset, min_binding_size)
}
}
}
}
/// Returns the appropriate bind group layout vec based on the parameters
fn layout_entries(
clustered_forward_buffer_binding_type: BufferBindingType,
visibility_ranges_buffer_binding_type: BufferBindingType,
layout_key: MeshPipelineViewLayoutKey,
render_device: &RenderDevice,
render_adapter: &RenderAdapter,
) -> Vec<BindGroupLayoutEntry> {
let mut entries = DynamicBindGroupLayoutEntries::new_with_indices(
ShaderStages::FRAGMENT,
(
// View
(
0,
uniform_buffer::<ViewUniform>(true).visibility(ShaderStages::VERTEX_FRAGMENT),
),
// Lights
(1, uniform_buffer::<GpuLights>(true)),
// Point Shadow Texture Cube Array
(
2,
#[cfg(all(
not(target_abi = "sim"),
any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
)
))]
texture_cube_array(TextureSampleType::Depth),
#[cfg(any(
target_abi = "sim",
all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu"))
))]
texture_cube(TextureSampleType::Depth),
),
// Point Shadow Texture Array Comparison Sampler
(3, sampler(SamplerBindingType::Comparison)),
// Point Shadow Texture Array Linear Sampler
#[cfg(feature = "experimental_pbr_pcss")]
(4, sampler(SamplerBindingType::Filtering)),
// Directional Shadow Texture Array
(
5,
#[cfg(any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
))]
texture_2d_array(TextureSampleType::Depth),
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
texture_2d(TextureSampleType::Depth),
),
// Directional Shadow Texture Array Comparison Sampler
(6, sampler(SamplerBindingType::Comparison)),
// Directional Shadow Texture Array Linear Sampler
#[cfg(feature = "experimental_pbr_pcss")]
(7, sampler(SamplerBindingType::Filtering)),
// PointLights
(
8,
buffer_layout(
clustered_forward_buffer_binding_type,
false,
Some(GpuClusterableObjects::min_size(
clustered_forward_buffer_binding_type,
)),
),
),
// ClusteredLightIndexLists
(
9,
buffer_layout(
clustered_forward_buffer_binding_type,
false,
Some(
ViewClusterBindings::min_size_clusterable_object_index_lists(
clustered_forward_buffer_binding_type,
),
),
),
),
// ClusterOffsetsAndCounts
(
10,
buffer_layout(
clustered_forward_buffer_binding_type,
false,
Some(ViewClusterBindings::min_size_cluster_offsets_and_counts(
clustered_forward_buffer_binding_type,
)),
),
),
// Globals
(
11,
uniform_buffer::<GlobalsUniform>(false).visibility(ShaderStages::VERTEX_FRAGMENT),
),
// Fog
(12, uniform_buffer::<GpuFog>(true)),
// Light probes
(13, uniform_buffer::<LightProbesUniform>(true)),
// Visibility ranges
(
14,
buffer_layout(
visibility_ranges_buffer_binding_type,
false,
Some(Vec4::min_size()),
)
.visibility(ShaderStages::VERTEX),
),
// Screen space reflection settings
(15, uniform_buffer::<ScreenSpaceReflectionsUniform>(true)),
// Screen space ambient occlusion texture
(
16,
texture_2d(TextureSampleType::Float { filterable: false }),
),
),
);
// EnvironmentMapLight
let environment_map_entries =
environment_map::get_bind_group_layout_entries(render_device, render_adapter);
entries = entries.extend_with_indices((
(17, environment_map_entries[0]),
(18, environment_map_entries[1]),
(19, environment_map_entries[2]),
(20, environment_map_entries[3]),
));
// Irradiance volumes
if IRRADIANCE_VOLUMES_ARE_USABLE {
let irradiance_volume_entries =
irradiance_volume::get_bind_group_layout_entries(render_device, render_adapter);
entries = entries.extend_with_indices((
(21, irradiance_volume_entries[0]),
(22, irradiance_volume_entries[1]),
));
}
// Clustered decals
if let Some(clustered_decal_entries) =
decal::clustered::get_bind_group_layout_entries(render_device, render_adapter)
{
entries = entries.extend_with_indices((
(23, clustered_decal_entries[0]),
(24, clustered_decal_entries[1]),
(25, clustered_decal_entries[2]),
));
}
// Tonemapping
let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
entries = entries.extend_with_indices((
(26, tonemapping_lut_entries[0]),
(27, tonemapping_lut_entries[1]),
));
// Prepass
if cfg!(any(not(feature = "webgl"), not(target_arch = "wasm32")))
|| (cfg!(all(feature = "webgl", target_arch = "wasm32"))
&& !layout_key.contains(MeshPipelineViewLayoutKey::MULTISAMPLED))
{
for (entry, binding) in prepass::get_bind_group_layout_entries(layout_key)
.iter()
.zip([28, 29, 30, 31])
{
if let Some(entry) = entry {
entries = entries.extend_with_indices(((binding as u32, *entry),));
}
}
}
// View Transmission Texture
entries = entries.extend_with_indices((
(
32,
texture_2d(TextureSampleType::Float { filterable: true }),
),
(33, sampler(SamplerBindingType::Filtering)),
));
// OIT
if layout_key.contains(MeshPipelineViewLayoutKey::OIT_ENABLED) {
// Check if we can use OIT. This is a hack to avoid errors on webgl --
// the OIT plugin will warn the user that OIT is not supported on their
// platform, so we don't need to do it here.
if is_oit_supported(render_adapter, render_device, false) {
entries = entries.extend_with_indices((
// oit_layers
(34, storage_buffer_sized(false, None)),
// oit_layer_ids,
(35, storage_buffer_sized(false, None)),
// oit_layer_count
(
36,
uniform_buffer::<OrderIndependentTransparencySettings>(true),
),
));
}
}
entries.to_vec()
}
/// Stores the view layouts for every combination of pipeline keys.
///
/// This is wrapped in an [`Arc`] so that it can be efficiently cloned and
/// placed inside specializable pipeline types.
#[derive(Resource, Clone, Deref, DerefMut)]
pub struct MeshPipelineViewLayouts(
pub Arc<[MeshPipelineViewLayout; MeshPipelineViewLayoutKey::COUNT]>,
);
impl FromWorld for MeshPipelineViewLayouts {
fn from_world(world: &mut World) -> Self {
// Generates all possible view layouts for the mesh pipeline, based on all combinations of
// [`MeshPipelineViewLayoutKey`] flags.
let render_device = world.resource::<RenderDevice>();
let render_adapter = world.resource::<RenderAdapter>();
let clustered_forward_buffer_binding_type = render_device
.get_supported_read_only_binding_type(CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT);
let visibility_ranges_buffer_binding_type = render_device
.get_supported_read_only_binding_type(VISIBILITY_RANGES_STORAGE_BUFFER_COUNT);
Self(Arc::new(array::from_fn(|i| {
let key = MeshPipelineViewLayoutKey::from_bits_truncate(i as u32);
let entries = layout_entries(
clustered_forward_buffer_binding_type,
visibility_ranges_buffer_binding_type,
key,
render_device,
render_adapter,
);
#[cfg(debug_assertions)]
let texture_count: usize = entries
.iter()
.filter(|entry| matches!(entry.ty, BindingType::Texture { .. }))
.count();
MeshPipelineViewLayout {
bind_group_layout: render_device
.create_bind_group_layout(key.label().as_str(), &entries),
#[cfg(debug_assertions)]
texture_count,
}
})))
}
}
impl MeshPipelineViewLayouts {
pub fn get_view_layout(&self, layout_key: MeshPipelineViewLayoutKey) -> &BindGroupLayout {
let index = layout_key.bits() as usize;
let layout = &self[index];
#[cfg(debug_assertions)]
if layout.texture_count > MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES {
// Issue our own warning here because Naga's error message is a bit cryptic in this situation
once!(warn!("Too many textures in mesh pipeline view layout, this might cause us to hit `wgpu::Limits::max_sampled_textures_per_shader_stage` in some environments."));
}
&layout.bind_group_layout
}
}
/// Generates all possible view layouts for the mesh pipeline, based on all combinations of
/// [`MeshPipelineViewLayoutKey`] flags.
pub fn generate_view_layouts(
render_device: &RenderDevice,
render_adapter: &RenderAdapter,
clustered_forward_buffer_binding_type: BufferBindingType,
visibility_ranges_buffer_binding_type: BufferBindingType,
) -> [MeshPipelineViewLayout; MeshPipelineViewLayoutKey::COUNT] {
array::from_fn(|i| {
let key = MeshPipelineViewLayoutKey::from_bits_truncate(i as u32);
let entries = layout_entries(
clustered_forward_buffer_binding_type,
visibility_ranges_buffer_binding_type,
key,
render_device,
render_adapter,
);
#[cfg(debug_assertions)]
let texture_count: usize = entries
.iter()
.filter(|entry| matches!(entry.ty, BindingType::Texture { .. }))
.count();
MeshPipelineViewLayout {
bind_group_layout: render_device
.create_bind_group_layout(key.label().as_str(), &entries),
#[cfg(debug_assertions)]
texture_count,
}
})
}
#[derive(Component)]
pub struct MeshViewBindGroup {
pub value: BindGroup,
}
pub fn prepare_mesh_view_bind_groups(
mut commands: Commands,
(render_device, render_adapter): (Res<RenderDevice>, Res<RenderAdapter>),
mesh_pipeline: Res<MeshPipeline>,
shadow_samplers: Res<ShadowSamplers>,
(light_meta, global_light_meta): (Res<LightMeta>, Res<GlobalClusterableObjectMeta>),
fog_meta: Res<FogMeta>,
(view_uniforms, environment_map_uniform): (Res<ViewUniforms>, Res<EnvironmentMapUniformBuffer>),
views: Query<(
Entity,
&ViewShadowBindings,
&ViewClusterBindings,
&Msaa,
Option<&ScreenSpaceAmbientOcclusionResources>,
Option<&ViewPrepassTextures>,
Option<&ViewTransmissionTexture>,
&Tonemapping,
Option<&RenderViewLightProbes<EnvironmentMapLight>>,
Option<&RenderViewLightProbes<IrradianceVolume>>,
Has<OrderIndependentTransparencySettings>,
)>,
(images, mut fallback_images, fallback_image, fallback_image_zero): (
Res<RenderAssets<GpuImage>>,
FallbackImageMsaa,
Res<FallbackImage>,
Res<FallbackImageZero>,
),
globals_buffer: Res<GlobalsBuffer>,
tonemapping_luts: Res<TonemappingLuts>,
light_probes_buffer: Res<LightProbesBuffer>,
visibility_ranges: Res<RenderVisibilityRanges>,
ssr_buffer: Res<ScreenSpaceReflectionsBuffer>,
oit_buffers: Res<OitBuffers>,
(decals_buffer, render_decals): (Res<DecalsBuffer>, Res<RenderClusteredDecals>),
) {
if let (
Some(view_binding),
Some(light_binding),
Some(clusterable_objects_binding),
Some(globals),
Some(fog_binding),
Some(light_probes_binding),
Some(visibility_ranges_buffer),
Some(ssr_binding),
Some(environment_map_binding),
) = (
view_uniforms.uniforms.binding(),
light_meta.view_gpu_lights.binding(),
global_light_meta.gpu_clusterable_objects.binding(),
globals_buffer.buffer.binding(),
fog_meta.gpu_fogs.binding(),
light_probes_buffer.binding(),
visibility_ranges.buffer().buffer(),
ssr_buffer.binding(),
environment_map_uniform.binding(),
) {
for (
entity,
shadow_bindings,
cluster_bindings,
msaa,
ssao_resources,
prepass_textures,
transmission_texture,
tonemapping,
render_view_environment_maps,
render_view_irradiance_volumes,
has_oit,
) in &views
{
let fallback_ssao = fallback_images
.image_for_samplecount(1, TextureFormat::bevy_default())
.texture_view
.clone();
let ssao_view = ssao_resources
.map(|t| &t.screen_space_ambient_occlusion_texture.default_view)
.unwrap_or(&fallback_ssao);
let mut layout_key = MeshPipelineViewLayoutKey::from(*msaa)
| MeshPipelineViewLayoutKey::from(prepass_textures);
if has_oit {
layout_key |= MeshPipelineViewLayoutKey::OIT_ENABLED;
}
let layout = &mesh_pipeline.get_view_layout(layout_key);
let mut entries = DynamicBindGroupEntries::new_with_indices((
(0, view_binding.clone()),
(1, light_binding.clone()),
(2, &shadow_bindings.point_light_depth_texture_view),
(3, &shadow_samplers.point_light_comparison_sampler),
#[cfg(feature = "experimental_pbr_pcss")]
(4, &shadow_samplers.point_light_linear_sampler),
(5, &shadow_bindings.directional_light_depth_texture_view),
(6, &shadow_samplers.directional_light_comparison_sampler),
#[cfg(feature = "experimental_pbr_pcss")]
(7, &shadow_samplers.directional_light_linear_sampler),
(8, clusterable_objects_binding.clone()),
(
9,
cluster_bindings
.clusterable_object_index_lists_binding()
.unwrap(),
),
(10, cluster_bindings.offsets_and_counts_binding().unwrap()),
(11, globals.clone()),
(12, fog_binding.clone()),
(13, light_probes_binding.clone()),
(14, visibility_ranges_buffer.as_entire_binding()),
(15, ssr_binding.clone()),
(16, ssao_view),
));
let environment_map_bind_group_entries = RenderViewEnvironmentMapBindGroupEntries::get(
render_view_environment_maps,
&images,
&fallback_image,
&render_device,
&render_adapter,
);
match environment_map_bind_group_entries {
RenderViewEnvironmentMapBindGroupEntries::Single {
diffuse_texture_view,
specular_texture_view,
sampler,
} => {
entries = entries.extend_with_indices((
(17, diffuse_texture_view),
(18, specular_texture_view),
(19, sampler),
(20, environment_map_binding.clone()),
));
}
RenderViewEnvironmentMapBindGroupEntries::Multiple {
ref diffuse_texture_views,
ref specular_texture_views,
sampler,
} => {
entries = entries.extend_with_indices((
(17, diffuse_texture_views.as_slice()),
(18, specular_texture_views.as_slice()),
(19, sampler),
(20, environment_map_binding.clone()),
));
}
}
let irradiance_volume_bind_group_entries = if IRRADIANCE_VOLUMES_ARE_USABLE {
Some(RenderViewIrradianceVolumeBindGroupEntries::get(
render_view_irradiance_volumes,
&images,
&fallback_image,
&render_device,
&render_adapter,
))
} else {
None
};
match irradiance_volume_bind_group_entries {
Some(RenderViewIrradianceVolumeBindGroupEntries::Single {
texture_view,
sampler,
}) => {
entries = entries.extend_with_indices(((21, texture_view), (22, sampler)));
}
Some(RenderViewIrradianceVolumeBindGroupEntries::Multiple {
ref texture_views,
sampler,
}) => {
entries = entries
.extend_with_indices(((21, texture_views.as_slice()), (22, sampler)));
}
None => {}
}
let decal_bind_group_entries = RenderViewClusteredDecalBindGroupEntries::get(
&render_decals,
&decals_buffer,
&images,
&fallback_image,
&render_device,
&render_adapter,
);
// Add the decal bind group entries.
if let Some(ref render_view_decal_bind_group_entries) = decal_bind_group_entries {
entries = entries.extend_with_indices((
// `clustered_decals`
(
23,
render_view_decal_bind_group_entries
.decals
.as_entire_binding(),
),
// `clustered_decal_textures`
(
24,
render_view_decal_bind_group_entries
.texture_views
.as_slice(),
),
// `clustered_decal_sampler`
(25, render_view_decal_bind_group_entries.sampler),
));
}
let lut_bindings =
get_lut_bindings(&images, &tonemapping_luts, tonemapping, &fallback_image);
entries = entries.extend_with_indices(((26, lut_bindings.0), (27, lut_bindings.1)));
// When using WebGL, we can't have a depth texture with multisampling
let prepass_bindings;
if cfg!(any(not(feature = "webgl"), not(target_arch = "wasm32"))) || msaa.samples() == 1
{
prepass_bindings = prepass::get_bindings(prepass_textures);
for (binding, index) in prepass_bindings
.iter()
.map(Option::as_ref)
.zip([28, 29, 30, 31])
.flat_map(|(b, i)| b.map(|b| (b, i)))
{
entries = entries.extend_with_indices(((index, binding),));
}
};
let transmission_view = transmission_texture
.map(|transmission| &transmission.view)
.unwrap_or(&fallback_image_zero.texture_view);
let transmission_sampler = transmission_texture
.map(|transmission| &transmission.sampler)
.unwrap_or(&fallback_image_zero.sampler);
entries =
entries.extend_with_indices(((32, transmission_view), (33, transmission_sampler)));
if has_oit {
if let (
Some(oit_layers_binding),
Some(oit_layer_ids_binding),
Some(oit_settings_binding),
) = (
oit_buffers.layers.binding(),
oit_buffers.layer_ids.binding(),
oit_buffers.settings.binding(),
) {
entries = entries.extend_with_indices((
(34, oit_layers_binding.clone()),
(35, oit_layer_ids_binding.clone()),
(36, oit_settings_binding.clone()),
));
}
}
commands.entity(entity).insert(MeshViewBindGroup {
value: render_device.create_bind_group("mesh_view_bind_group", layout, &entries),
});
}
}
}