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Fix deferred lighting pass values not all working on M1 in WebGL2 (be…
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…vyengine#10304)

# Objective

- On MacOS M1 WebGL2 the deferred lighting ID depth comparison is
failing for some values (including 1, the default)
Note: this issue is just with WebGL2, native on MacOS M1 is working with
current bevy main.

## Solution

- Use Depth16Unorm for lighting pass id format.

This format is aliasing to the same value consistently (in
[copy_deferred_lighting_id](https://github.com/bevyengine/bevy/blob/main/crates/bevy_core_pipeline/src/deferred/copy_deferred_lighting_id.wgsl#L15)
and
[deferred_lighting](https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L39))
on MacOS M1 WebGL, and appears to be supported across WebGL2, WebGPU,
DX12, OpenGL 3.3, Vulkan.

Successfully tested all 256 ids on:

- MacOS M1 native and WebGL2
- Window RTX3060 Vulkan/DX12/WebGL2
- Windows Intel UHD Graphics 630 IGP DX12/WebGL2 
(bevy w/ Vulkan doesn't work on this IGP in general
bevyengine#8037)
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DGriffin91 authored and ameknite committed Nov 6, 2023
1 parent bc604ab commit 79bc9d0
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion crates/bevy_core_pipeline/src/deferred/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ use bevy_utils::{nonmax::NonMaxU32, FloatOrd};

pub const DEFERRED_PREPASS_FORMAT: TextureFormat = TextureFormat::Rgba32Uint;
pub const DEFERRED_LIGHTING_PASS_ID_FORMAT: TextureFormat = TextureFormat::R8Uint;
pub const DEFERRED_LIGHTING_PASS_ID_DEPTH_FORMAT: TextureFormat = TextureFormat::Depth32Float;
pub const DEFERRED_LIGHTING_PASS_ID_DEPTH_FORMAT: TextureFormat = TextureFormat::Depth16Unorm;

/// Opaque phase of the 3D Deferred pass.
///
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