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[Merged by Bors] - Remove dead code after #7784 #7875
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It looks like your PR is a breaking change, but you didn't provide a migration guide. Could you add some context on what users should update when this change get released in a new version of Bevy? |
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This looks good, I am sorry for missing that queue_shadow_view_bind_group
doesn't do anything anymore and for not removing SetShadowViewBindGroup
together with DrawShadowMesh
. There is also another issue with my changes, for which I am currently writing a PR see #7878.
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bors r+
# Objective - Remove dead code after #7784 # Changelog - Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group. # Migration Guide - Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group.
Timed out. |
bors retry |
# Objective - Remove dead code after #7784 # Changelog - Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group. # Migration Guide - Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group.
# Objective Unfortunately, there are three issues with my changes introduced by #7784. 1. The changes left some dead code. This is already taken care of here: #7875. 2. Disabling prepass causes failures because the shadow mapping relies on the `PrepassPlugin` now. 3. Custom materials use the `prepass.wgsl` shader, but this does not always define a fragment entry point. This PR fixes 2. and 3. and resolves #7879. ## Solution - Add a regression test with disabled prepass. - Split `PrepassPlugin` into two plugins: - `PrepassPipelinePlugin` contains the part that is required for the shadow mapping to work and is unconditionally added. - `PrepassPlugin` now only adds the systems and resources required for the "real" prepasses. - Add a noop fragment entry point to `prepass.wgsl`, used if `NORMAL_PASS` is not defined. Co-authored-by: Edgar Geier <geieredgar@gmail.com>
# Objective - Remove dead code after bevyengine#7784 # Changelog - Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group. # Migration Guide - Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group.
…yengine#7878) # Objective Unfortunately, there are three issues with my changes introduced by bevyengine#7784. 1. The changes left some dead code. This is already taken care of here: bevyengine#7875. 2. Disabling prepass causes failures because the shadow mapping relies on the `PrepassPlugin` now. 3. Custom materials use the `prepass.wgsl` shader, but this does not always define a fragment entry point. This PR fixes 2. and 3. and resolves bevyengine#7879. ## Solution - Add a regression test with disabled prepass. - Split `PrepassPlugin` into two plugins: - `PrepassPipelinePlugin` contains the part that is required for the shadow mapping to work and is unconditionally added. - `PrepassPlugin` now only adds the systems and resources required for the "real" prepasses. - Add a noop fragment entry point to `prepass.wgsl`, used if `NORMAL_PASS` is not defined. Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Objective
Changelog
SetShadowViewBindGroup
,queue_shadow_view_bind_group()
, andLightMeta::shadow_view_bind_group
in favor of reusing the prepass view bind group.Migration Guide
SetShadowViewBindGroup
,queue_shadow_view_bind_group()
, andLightMeta::shadow_view_bind_group
in favor of reusing the prepass view bind group.