bevy/crates/bevy_gizmos/src/pipeline_3d.rs
Marco Buono 9b80205acb
Variable MeshPipeline View Bind Group Layout (#10156)
# Objective

This PR aims to make it so that we don't accidentally go over
`MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or
`maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra
leeway to add more view bind group textures.

(This PR is extracted from—and unblocks—#8015)

## Solution

- We replace the existing `view_layout` and `view_layout_multisampled`
pair with an array of 32 bind group layouts, generated ahead of time;
- For now, these layouts cover all the possible combinations of:
`multisampled`, `depth_prepass`, `normal_prepass`,
`motion_vector_prepass` and `deferred_prepass`:
- In the future, as @JMS55 pointed out, we can likely take out
`motion_vector_prepass` and `deferred_prepass`, as these are not really
needed for the mesh pipeline and can use separate pipelines. This would
bring the possible combinations down to 8;
- We can also add more "optional" textures as they become needed,
allowing the engine to scale to a wider variety of use cases in lower
end/web environments (e.g. some apps might just want normal and depth
prepasses, others might only want light probes), while still keeping a
high ceiling for high end native environments where more textures are
supported.
- While preallocating bind group layouts is relatively cheap, the number
of combinations grows exponentially, so we should likely limit ourselves
to something like at most 256–1024 total layouts until we find a better
solution (like generating them lazily)
- To make this mechanism a little bit more explicit/discoverable, so
that compatibility with WebGPU/WebGL is not broken by accident, we add a
`MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever
the number of textures in the layout crosses it.
- The warning is gated by `#[cfg(debug_assertions)]` and not issued in
release builds;
- We're counting the actual textures in the bind group layout instead of
using some roundabout metric so it should be accurate;
- Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10
in order to leave 6 textures free for other groups;
- Currently there's no combination that would cause us to go over the
limit, but that will change once #8015 lands.

---

## Changelog

- `MeshPipeline` view bind group layouts now vary based on the current
multisampling and prepass states, saving a couple of texture binding
entries when prepasses are not in use.

## Migration Guide

- `MeshPipeline::view_layout` and
`MeshPipeline::view_layout_multisampled` have been replaced with a
private array to accomodate for variable view bind group layouts. To
obtain a view bind group layout for the current pipeline state, use the
new `MeshPipeline::get_view_layout()` or
`MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00

200 lines
6.1 KiB
Rust

use crate::{
line_gizmo_vertex_buffer_layouts, DrawLineGizmo, GizmoConfig, LineGizmo,
LineGizmoUniformBindgroupLayout, SetLineGizmoBindGroup, LINE_SHADER_HANDLE,
};
use bevy_app::{App, Plugin};
use bevy_asset::Handle;
use bevy_core_pipeline::core_3d::{Transparent3d, CORE_3D_DEPTH_FORMAT};
use bevy_ecs::{
prelude::Entity,
schedule::IntoSystemConfigs,
system::{Query, Res, ResMut, Resource},
world::{FromWorld, World},
};
use bevy_pbr::{MeshPipeline, MeshPipelineKey, SetMeshViewBindGroup};
use bevy_render::{
render_asset::{prepare_assets, RenderAssets},
render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
render_resource::*,
texture::BevyDefault,
view::{ExtractedView, Msaa, RenderLayers, ViewTarget},
Render, RenderApp, RenderSet,
};
pub struct LineGizmo3dPlugin;
impl Plugin for LineGizmo3dPlugin {
fn build(&self, app: &mut App) {
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.add_render_command::<Transparent3d, DrawLineGizmo3d>()
.init_resource::<SpecializedRenderPipelines<LineGizmoPipeline>>()
.add_systems(
Render,
queue_line_gizmos_3d
.in_set(RenderSet::Queue)
.after(prepare_assets::<LineGizmo>),
);
}
fn finish(&self, app: &mut App) {
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.init_resource::<LineGizmoPipeline>();
}
}
#[derive(Clone, Resource)]
struct LineGizmoPipeline {
mesh_pipeline: MeshPipeline,
uniform_layout: BindGroupLayout,
}
impl FromWorld for LineGizmoPipeline {
fn from_world(render_world: &mut World) -> Self {
LineGizmoPipeline {
mesh_pipeline: render_world.resource::<MeshPipeline>().clone(),
uniform_layout: render_world
.resource::<LineGizmoUniformBindgroupLayout>()
.layout
.clone(),
}
}
}
#[derive(PartialEq, Eq, Hash, Clone)]
struct LineGizmoPipelineKey {
mesh_key: MeshPipelineKey,
strip: bool,
perspective: bool,
}
impl SpecializedRenderPipeline for LineGizmoPipeline {
type Key = LineGizmoPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let mut shader_defs = vec![
#[cfg(feature = "webgl")]
"SIXTEEN_BYTE_ALIGNMENT".into(),
];
if key.perspective {
shader_defs.push("PERSPECTIVE".into());
}
let format = if key.mesh_key.contains(MeshPipelineKey::HDR) {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
};
let view_layout = self
.mesh_pipeline
.get_view_layout(key.mesh_key.into())
.clone();
let layout = vec![view_layout, self.uniform_layout.clone()];
RenderPipelineDescriptor {
vertex: VertexState {
shader: LINE_SHADER_HANDLE,
entry_point: "vertex".into(),
shader_defs: shader_defs.clone(),
buffers: line_gizmo_vertex_buffer_layouts(key.strip),
},
fragment: Some(FragmentState {
shader: LINE_SHADER_HANDLE,
shader_defs,
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
}),
layout,
primitive: PrimitiveState::default(),
depth_stencil: Some(DepthStencilState {
format: CORE_3D_DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::Greater,
stencil: StencilState::default(),
bias: DepthBiasState::default(),
}),
multisample: MultisampleState {
count: key.mesh_key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("LineGizmo Pipeline".into()),
push_constant_ranges: vec![],
}
}
}
type DrawLineGizmo3d = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetLineGizmoBindGroup<1>,
DrawLineGizmo,
);
#[allow(clippy::too_many_arguments)]
fn queue_line_gizmos_3d(
draw_functions: Res<DrawFunctions<Transparent3d>>,
pipeline: Res<LineGizmoPipeline>,
mut pipelines: ResMut<SpecializedRenderPipelines<LineGizmoPipeline>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
config: Res<GizmoConfig>,
line_gizmos: Query<(Entity, &Handle<LineGizmo>)>,
line_gizmo_assets: Res<RenderAssets<LineGizmo>>,
mut views: Query<(
&ExtractedView,
&mut RenderPhase<Transparent3d>,
Option<&RenderLayers>,
)>,
) {
let draw_function = draw_functions.read().get_id::<DrawLineGizmo3d>().unwrap();
for (view, mut transparent_phase, render_layers) in &mut views {
let render_layers = render_layers.copied().unwrap_or_default();
if !config.render_layers.intersects(&render_layers) {
continue;
}
let mesh_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
| MeshPipelineKey::from_hdr(view.hdr);
for (entity, handle) in &line_gizmos {
let Some(line_gizmo) = line_gizmo_assets.get(handle) else {
continue;
};
let pipeline = pipelines.specialize(
&pipeline_cache,
&pipeline,
LineGizmoPipelineKey {
mesh_key,
strip: line_gizmo.strip,
perspective: config.line_perspective,
},
);
transparent_phase.add(Transparent3d {
entity,
draw_function,
pipeline,
distance: 0.,
batch_range: 0..1,
dynamic_offset: None,
});
}
}
}