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Variable MeshPipeline View Bind Group Layout #10156

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Oct 21, 2023
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2 changes: 1 addition & 1 deletion clippy.toml
Original file line number Diff line number Diff line change
@@ -1 +1 @@
doc-valid-idents = ["sRGB", "NaN", "iOS", "glTF", "GitHub", "WebGPU", "GilRs"]
doc-valid-idents = ["sRGB", "NaN", "iOS", "glTF", "GitHub", "WebGL", "WebGPU", "GilRs"]
9 changes: 4 additions & 5 deletions crates/bevy_gizmos/src/pipeline_3d.rs
Original file line number Diff line number Diff line change
Expand Up @@ -93,11 +93,10 @@ impl SpecializedRenderPipeline for LineGizmoPipeline {
TextureFormat::bevy_default()
};

let view_layout = if key.mesh_key.msaa_samples() == 1 {
self.mesh_pipeline.view_layout.clone()
} else {
self.mesh_pipeline.view_layout_multisampled.clone()
};
let view_layout = self
.mesh_pipeline
.get_view_layout(key.mesh_key.into())
.clone();

let layout = vec![view_layout, self.uniform_layout.clone()];

Expand Down
6 changes: 3 additions & 3 deletions crates/bevy_pbr/src/deferred/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -243,7 +243,7 @@ impl ViewNode for DeferredOpaquePass3dPbrLightingNode {

#[derive(Resource)]
pub struct DeferredLightingLayout {
bind_group_layout_0: BindGroupLayout,
mesh_pipeline: MeshPipeline,
bind_group_layout_1: BindGroupLayout,
}

Expand Down Expand Up @@ -332,7 +332,7 @@ impl SpecializedRenderPipeline for DeferredLightingLayout {
RenderPipelineDescriptor {
label: Some("deferred_lighting_pipeline".into()),
layout: vec![
self.bind_group_layout_0.clone(),
self.mesh_pipeline.get_view_layout(key.into()).clone(),
self.bind_group_layout_1.clone(),
],
vertex: VertexState {
Expand Down Expand Up @@ -395,7 +395,7 @@ impl FromWorld for DeferredLightingLayout {
}],
});
Self {
bind_group_layout_0: world.resource::<MeshPipeline>().view_layout.clone(),
mesh_pipeline: world.resource::<MeshPipeline>().clone(),
bind_group_layout_1: layout,
}
}
Expand Down
231 changes: 127 additions & 104 deletions crates/bevy_pbr/src/prepass/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -37,11 +37,10 @@ use bevy_render::{
FragmentState, FrontFace, MultisampleState, PipelineCache, PolygonMode, PrimitiveState,
PushConstantRange, RenderPipelineDescriptor, Shader, ShaderRef, ShaderStages, ShaderType,
SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines,
StencilFaceState, StencilState, TextureAspect, TextureFormat, TextureSampleType,
TextureView, TextureViewDescriptor, TextureViewDimension, VertexState,
StencilFaceState, StencilState, TextureAspect, TextureSampleType, TextureView,
TextureViewDescriptor, TextureViewDimension, VertexState,
},
renderer::{RenderDevice, RenderQueue},
texture::{BevyDefault, FallbackImageMsaa},
view::{ExtractedView, Msaa, ViewUniform, ViewUniformOffset, ViewUniforms, VisibleEntities},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
Expand All @@ -52,8 +51,8 @@ use bevy_utils::tracing::error;
use crate::{
prepare_materials, setup_morph_and_skinning_defs, AlphaMode, DrawMesh, Material,
MaterialPipeline, MaterialPipelineKey, MeshLayouts, MeshPipeline, MeshPipelineKey,
OpaqueRendererMethod, RenderMaterialInstances, RenderMaterials, RenderMeshInstances,
SetMaterialBindGroup, SetMeshBindGroup,
MeshPipelineViewLayoutKey, OpaqueRendererMethod, RenderMaterialInstances, RenderMaterials,
RenderMeshInstances, SetMaterialBindGroup, SetMeshBindGroup,
};

use std::{hash::Hash, marker::PhantomData};
Expand Down Expand Up @@ -636,127 +635,151 @@ where

pub fn get_bind_group_layout_entries(
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Could the bind group creation code be moved to its own file? I think we should avoid large files like render/mesh.rs. And it would neatly reflect mesh_bindings.rs.

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Extracted it. Also moved the mesh.rs view binding creation code to the newly created mesh_view_bindings.rs.

bindings: [u32; 4],
multisampled: bool,
) -> [BindGroupLayoutEntry; 4] {
[
// Depth texture
BindGroupLayoutEntry {
binding: bindings[0],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled,
sample_type: TextureSampleType::Depth,
view_dimension: TextureViewDimension::D2,
layout_key: MeshPipelineViewLayoutKey,
) -> Vec<BindGroupLayoutEntry> {
let mut result = vec![];
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Not a big deal considering this is run only once, but we should use an ArrayVec here.

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Looks like we don't depend on that crate, probably not worth it to add it just for this?

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I'm pretty sure we have a small array crate somewhere in tree, maybe not in bevy_pbr though but if it's already in tree in another crate it's probably fine to add it.

Although, if it's only for this place it's probably not necessary

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I use SmallVec in #9902, should be fine to use it here. It's pretty much identical to ArrayVec when we don't go over the set size.


let multisampled = layout_key.contains(MeshPipelineViewLayoutKey::MULTISAMPLED);

if layout_key.contains(MeshPipelineViewLayoutKey::DEPTH_PREPASS) {
result.push(
// Depth texture
BindGroupLayoutEntry {
binding: bindings[0],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled,
sample_type: TextureSampleType::Depth,
view_dimension: TextureViewDimension::D2,
},
count: None,
},
count: None,
},
// Normal texture
BindGroupLayoutEntry {
binding: bindings[1],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled,
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
);
}

if layout_key.contains(MeshPipelineViewLayoutKey::NORMAL_PREPASS) {
result.push(
// Normal texture
BindGroupLayoutEntry {
binding: bindings[1],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled,
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
count: None,
},
// Motion Vectors texture
BindGroupLayoutEntry {
binding: bindings[2],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled,
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
);
}

if layout_key.contains(MeshPipelineViewLayoutKey::MOTION_VECTOR_PREPASS) {
result.push(
// Motion Vectors texture
BindGroupLayoutEntry {
binding: bindings[2],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled,
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
count: None,
},
// Deferred texture
BindGroupLayoutEntry {
binding: bindings[3],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Uint,
view_dimension: TextureViewDimension::D2,
);
}

if layout_key.contains(MeshPipelineViewLayoutKey::DEFERRED_PREPASS) {
result.push(
// Deferred texture
BindGroupLayoutEntry {
binding: bindings[3],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Uint,
view_dimension: TextureViewDimension::D2,
},
count: None,
},
count: None,
},
]
);
}

result
}

// Needed so the texture views can live long enough.
pub struct PrepassBindingsSet([TextureView; 4]);
pub struct PrepassBindingsSet {
depth_view: Option<TextureView>,
normal_view: Option<TextureView>,
motion_vectors_view: Option<TextureView>,
deferred_view: Option<TextureView>,
}

impl PrepassBindingsSet {
pub fn get_entries(&self, bindings: [u32; 4]) -> [BindGroupEntry; 4] {
[
BindGroupEntry {
pub fn get_entries(&self, bindings: [u32; 4]) -> Vec<BindGroupEntry> {
let mut result: Vec<BindGroupEntry> = vec![];

if let Some(ref depth_view) = self.depth_view {
result.push(BindGroupEntry {
binding: bindings[0],
resource: BindingResource::TextureView(&self.0[0]),
},
BindGroupEntry {
resource: BindingResource::TextureView(depth_view),
});
}

if let Some(ref normal_view) = self.normal_view {
result.push(BindGroupEntry {
binding: bindings[1],
resource: BindingResource::TextureView(&self.0[1]),
},
BindGroupEntry {
resource: BindingResource::TextureView(normal_view),
});
}

if let Some(ref motion_vectors_view) = self.motion_vectors_view {
result.push(BindGroupEntry {
binding: bindings[2],
resource: BindingResource::TextureView(&self.0[2]),
},
BindGroupEntry {
resource: BindingResource::TextureView(motion_vectors_view),
});
}

if let Some(ref deferred_view) = self.deferred_view {
result.push(BindGroupEntry {
binding: bindings[3],
resource: BindingResource::TextureView(&self.0[3]),
},
]
resource: BindingResource::TextureView(deferred_view),
});
}

result
}
}

pub fn get_bindings(
prepass_textures: Option<&ViewPrepassTextures>,
fallback_images: &mut FallbackImageMsaa,
msaa: &Msaa,
) -> PrepassBindingsSet {
pub fn get_bindings(prepass_textures: Option<&ViewPrepassTextures>) -> PrepassBindingsSet {
let depth_desc = TextureViewDescriptor {
label: Some("prepass_depth"),
aspect: TextureAspect::DepthOnly,
..default()
};
let depth_view = match prepass_textures.and_then(|x| x.depth.as_ref()) {
Some(texture) => texture.texture.create_view(&depth_desc),
None => fallback_images
.image_for_samplecount(msaa.samples(), CORE_3D_DEPTH_FORMAT)
.texture
.create_view(&depth_desc),
};

let normal_motion_vectors_fallback = &fallback_images
.image_for_samplecount(msaa.samples(), TextureFormat::bevy_default())
.texture_view;

let normal_view = match prepass_textures.and_then(|x| x.normal.as_ref()) {
Some(texture) => &texture.default_view,
None => normal_motion_vectors_fallback,
let depth_view = prepass_textures
.and_then(|x| x.depth.as_ref())
.map(|texture| texture.texture.create_view(&depth_desc));

let normal_view = prepass_textures
.and_then(|x| x.normal.as_ref())
.map(|texture| texture.default_view.clone());

let motion_vectors_view = prepass_textures
.and_then(|x| x.motion_vectors.as_ref())
.map(|texture| texture.default_view.clone());

let deferred_view = prepass_textures
.and_then(|x| x.deferred.as_ref())
.map(|texture| texture.default_view.clone());

PrepassBindingsSet {
depth_view,
normal_view,
motion_vectors_view,
deferred_view,
}
.clone();

let motion_vectors_view = match prepass_textures.and_then(|x| x.motion_vectors.as_ref()) {
Some(texture) => &texture.default_view,
None => normal_motion_vectors_fallback,
}
.clone();

let deferred_fallback = &fallback_images
.image_for_samplecount(1, TextureFormat::Rgba32Uint)
.texture_view;

let deferred_view = match prepass_textures.and_then(|x| x.deferred.as_ref()) {
Some(texture) => &texture.default_view,
None => deferred_fallback,
}
.clone();

PrepassBindingsSet([depth_view, normal_view, motion_vectors_view, deferred_view])
}

// Extract the render phases for the prepass
Expand Down
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