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delegate layout reflection to RenderResourceContext #691
delegate layout reflection to RenderResourceContext #691
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Moving reflect_pipeline_layout to RenderResourceContext seems reasonable, but I'm less a fan of requiring a name and the set/binding in DynamicBindings. Manually declaring DynamicBindings was meant to be a temporary measure anyway. I'd like to reflect them from the values on I know thats a big ask, but DynamicBindings are already a usability wart and I don't really want to make that worse. |
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I don't like these declarations as well. Maybe 4cf9624 is step in good direction? |
Yeah I think thats a better intermediate step while we sort out making it completely implicit. Your change both makes declarations consistent across backends and cuts down on boilerplate slightly. I think we should read dynamic bindings from RenderResourceBindings, then set the PipelineSpecialization according to those values. If thats easy, lets just do that instead (rather than break a public api twice). If its hard, im cool with tabling it. |
Ok, I'll try to go this way |
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It was easier than expected. No more manual dynamic bindings declarations! |
crates/bevy_pbr/src/entity.rs
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@@ -26,21 +26,7 @@ impl Default for PbrComponents { | |||
Self { | |||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized( |
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We can replace the specialized()
constructor with new()
now.
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done
@@ -18,7 +18,6 @@ use std::borrow::Cow; | |||
pub struct PipelineSpecialization { | |||
pub shader_specialization: ShaderSpecialization, | |||
pub primitive_topology: PrimitiveTopology, | |||
pub dynamic_bindings: Vec<DynamicBinding>, |
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Moving this out of PipelineSpecialization feels a bit wrong. I totally get that by directly consuming RenderResourceBindings, we can cut down on abstraction (and the extra Vec allocation), but having everything that "specializes" a pipeline in one place seems like a good design to keep. If in the future we want to do something like "hash pipeline specialization to identify a pipeline", we would need to undo the change you made here to ensure the dynamic bindings are accounted for.
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You are right, changed.
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I pushed a proposed change that accomplishes the following:
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Thanks, taking a look (I'll also check if this still works with bevy_webgl2). |
It looks much better now. I've also checked it works with bevy_webgl. Ship it! |
Awesome its a new lint that they just rolled out. You've gotta do |
Also: * auto-reflect DynamicBindings * use RenderPipeline::new, update dynamic_bindings linting.
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It is probably last but one PR required by current version of webgl2 backend.
The main thing here is to delegate pipeline layout reflection to
RenderResourceContext.reflect_pipeline_layout
method. This way webgl2 backend can easly replace layout reflection with custom implementation using webgl2 API itself - here is current implementation: https://github.com/mrk-its/bevy/blob/0ce1e2ab7885f9ee922713c10bfbb358d4ceaf79/crates/bevy_webgl2/src/renderer/webgl2_render_resource_context.rs#L122The other, but related, thing is introducing of
name
field in DynamicBinding structure. It allows for defining dynamic bindings by name, in addition to (binding_group_index, binding_index) pair. This is required because version "300 es" of GLSL doesn't support declaring theselayout(set = x, binding = y)
parameters for uniform blocks and webgl2 backend uses matching by name.(default implementation simply ignores this
name
field and still matches uniforms by (binding_group, binding) pair). Thisname
field is also good as human readable description of particular DynamicBinding definition (I removed comments there because they are not necessary now).