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[Merged by Bors] - Use prepass shaders for shadows #7784
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I think you need this too: diff --git a/crates/bevy_pbr/src/prepass/mod.rs b/crates/bevy_pbr/src/prepass/mod.rs
index f4f75f7a0..87b471721 100644
--- a/crates/bevy_pbr/src/prepass/mod.rs
+++ b/crates/bevy_pbr/src/prepass/mod.rs
@@ -214,6 +214,9 @@ where
"MAX_CASCADES_PER_LIGHT".to_string(),
MAX_CASCADES_PER_LIGHT as i32,
));
+ if key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO) {
+ shader_defs.push("DEPTH_CLAMP_ORTHO".into());
+ }
if layout.contains(Mesh::ATTRIBUTE_UV_0) {
shader_defs.push("VERTEX_UVS".into()); Without it, if you run the |
Thank you for catching that! Fixed it. |
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Does this work correctly in webgl?
Also, does it handle the case where someone hasn't enabled the DepthPrepass on their camera? I didn't see any code checking for this or enabling it by default.
Oh sorry, I misunderstood, you reused the prepass pipeline/shaders, not the textures generated by the prepass
Until we get support for transparent shadow maps, would it be reasonable to treat Materials with AlphaMode::Blend as if they had AlphaMode::Mask(0.5) in the context of shadow mapping? I have noticed, that many third party 3d assets generally tend to use alpha blending over alpha masking for things like foliage, even if they don't really make good use of it (maybe because alpha blending can anti-alias the edges). It's cumbersome having to modify these assets, so assuming AlphaMode::Mask(0.5) for shadows would be a decent approximation. |
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@pkupper Based on the observation that for |
# Objective While working on #7784, I noticed that a `#define VAR` in a `.wgsl` file is always effective, even if it its scope is not accepting lines. Example: ```c #define A #ifndef A #define B #endif ``` Currently, `B` will be defined although it shouldn't. This PR fixes that. ## Solution Move the branch responsible for `#define` lines into the last else branch, which is only evaluated if the current scope is accepting lines.
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the code looks good. i wonder how a custom material would specify that it wants material bindings for the shadow fragment stage? it looks like currently it uses the mesh key alpha mode to decide; maybe that's fair but maybe we should have a custom key bit so that users can set it specifically. |
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let mut key = | ||
ShadowPipelineKey::from_primitive_topology(mesh.primitive_topology); | ||
if let Ok((mesh_handle, material_handle)) = casting_meshes.get(entity) { | ||
if let (Some(mesh), Some(material)) = ( |
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Not for this PR, but now that we read the material
here, perhaps we could also have a per-material flag to disable casting shadows?
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Oh, that's a pretty neat idea, I guess it would be less ECS friendly though, since now you'd need to query all material instead of just querying for NotShadowCaster.
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I'm not super familiar with the shadow rendering code, but code looks good to me.
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This looks good to me and I’d like to merge it if @robtfm is satisfied too, but you’ve committed changes recently so I’d like to check that you think the PR is ready to merge or if you’re still making changes.
Yes, I think the PR is ready to merge. |
bors r+ |
# Objective - Fixes #4372. ## Solution - Use the prepass shaders for the shadow passes. - Move `DEPTH_CLAMP_ORTHO` from `ShadowPipelineKey` to `MeshPipelineKey` and the associated clamp operation from `depth.wgsl` to `prepass.wgsl`. - Remove `depth.wgsl` . - Replace `ShadowPipeline` with `ShadowSamplers`. Instead of running the custom `ShadowPipeline` we run the `PrepassPipeline` with the `DEPTH_PREPASS` flag and additionally the `DEPTH_CLAMP_ORTHO` flag for directional lights as well as the `ALPHA_MASK` flag for materials that use `AlphaMode::Mask(_)`.
Pull request successfully merged into main. Build succeeded:
|
# 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 - 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 - @mockersf identified a performance regression of about 25% longer frame times introduced by #7784 in a complex scene with the Amazon Lumberyard bistro scene with both exterior and interior variants and a number of point lights with shadow mapping enabled - The additional time seemed to be spent in the `ShadowPassNode` - `ShadowPassNode` encodes the draw commands for the shadow phase. Roughly the same numbers of entities were having draw commands encoded, so something about the way they were being encoded had changed. - One thing that definitely changed was that the pipeline used will be different depending on the alpha mode, and the scene has lots entities with opaque and blend materials. This suggested that maybe the pipeline was changing a lot so I tried a quick hack to see if it was the problem. ## Solution - Sort the shadow phase items by their pipeline id - This groups phase items by their pipeline id, which significantly reduces pipeline rebinding required to the point that the performance regression was gone.
## How This Works For the Bevy 0.10 release blog post (and for the first time ever), I'm publicly opening the doors to other people writing blog post sections. Specifically, if you worked on a feature in a substantial way and are interested in presenting it, you can now ask to claim a section by leaving a comment in this PR. If you claim a section, submit a pull request to the `release-0.10.0` branch in this repo. For the next week, we will be filling in sections (the release target is Saturday March 4th). Please don't claim a section if you don't plan on completing it within that timeline. Also don't claim a section if you weren't an active participant in the design and implementation of the change (unless you are a Maintainer or SME). I will claim any unclaimed sections. Try to match the style of previous release blog posts as much as possible. 1. Show, don't tell. Don't bombard people with information. Avoid large walls of text _and_ large walls of code. Prefer the pattern "byte sized description of one thing" -> "example code/picture/video contextualizing that one thing" -> repeat. Take readers on a journey step by simple step. 2. Don't use up reader's "mental bandwidth" without good reason. We can't afford page-long descriptions of minor bug fixes. If it isn't a "headliner change", keep the description short and sweet. If a change is self describing, let it do that (ex: We now support this new mesh shape primitive ... this is what it looks like). If it is a "headliner change", still try to keep it reasonable. We always have a lot to cover. 3. In slight competition with point (2), don't omit interesting technical information when it is truly fun and engaging. A good chunk of our users are highly technical and enjoy learning how the sausage is made. Try to strike a balance between "terse and simple" and "nerdy details". 4. When relevant, briefly describe the problem being solved first, then describe the solution we chose. This contextualizes the change and gives the feature value and purpose. 5. When possible, provide visuals. They create interest / keep people hooked / break up the monotony. 6. Record images and videos at the default bevy resolution (1280x720) 7. Provide an accurate listing of authors that meaningfully contributed to the feature. Try to sort in order of "contribution scale". This is hard to define, but try to be fair. When in doubt, ask other contributors, SMEs, and/or maintainers. 8. Provide numbers and graphs where possible. If something is faster, use numbers to back it up. We don't (yet) have automated graph generation in blog post style, so send data / info to me (@cart) if you want a graph made. ## Headliners Headliners are our "big ticket high importance / high profile" changes. They are listed briefly at the beginning of the blog post, their entries are roughly sorted "to the top", and they are given priority when it comes to "space in the blog post". If you think we missed something (or didn't prioritize something appropriately), let us know. * ECS Schedule v3 (previously known as "stageless") * Partial Android Support * Depth and Normal Prepass * Environment Map Lighting * Cascaded Shadow Maps * Distance and Atmospheric Fog * Smooth Skeletal Animation Transitions * Enable Parallel Pipelined Rendering * Windows as Entities * Renderer Optimizations * ECS Optimizations ## Sections These are the sections we will cover in the blog post. If a section has been claimed, it will have `(claimed by X)` in the title. If it is unclaimed it will have `(unclaimed)` in the title. Let us know if we missed a section. We don't cover every feature, but we should cover pretty much everything that would be interesting to users. Note that what is interesting or challenging to implement is not necessarily something that is relevant to our blog post readers. And sometimes the reverse is true! If you believe a section should be split up or reorganized, just bring it up here and we can discuss it. ### ~~Schedule V3 (claimed by @alice-i-cecile)~~ * [Migrate engine to Schedule v3][7267] * [Add `bevy_ecs::schedule_v3` module][6587] * [Stageless: fix unapplied systems][7446] * [Stageless: move final apply outside of spawned executor][7445] * Sets * Base Sets * [Base Sets][7466] * Reporting * [Report sets][7756] * [beter cycle reporting][7463] * Run Conditions * [Add condition negation][7559] * [And/Or][7605] * [Add more common run conditions][7579] * States * [States derive macro][7535] * System Piping Flexibility * [Support piping exclusive systems][7023] * [Allow piping run conditions][7547] ### ~~Depth and Normal Prepass (claimed by @IceSentry)~~ * [Add depth and normal prepass][6284] * [Move prepass functions to prepass_utils][7354] ### ~~Distance and Atmospheric Fog (claimed by @coreh)~~ * [Add Distance and Atmospheric Fog support][6412] ### ~~Cascaded Shadow Maps (claimed by @cart)~~ * [Cascaded shadow maps.][7064] * [Better cascades config defaults + builder, tweak example configs][7456] ### ~~Environment Map Lighting (claimed by @cart)~~ * [EnvironmentMapLight, BRDF Improvements][7051] * [Webgl2 support][7737] ### ~~Tonemapping options (claimed by @cart)~~ * [Initial tonemapping options][7594] ### ~~Android support + unification (claimed by @mockersf)~~ * [IOS, Android... same thing][7493] ### ~~Windows as Entities (claimed by @Aceeri)~~ * [Windows as Entities][5589] * [break feedback loop when moving cursor][7298] * [Fix `Window` feedback loop between the OS and Bevy][7517] ### ~~Enable Parallel Pipelined Rendering (claimed by @james7132)~~ * [Pipelined Rendering][6503] * [Stageless: add a method to scope to always run a task on the scope thread][7415] * [Separate Extract from Sub App Schedule][7046] ### ~~Smooth Skeletal Animation Transitions (claimed by @james7132)~~ * [Smooth Transition between Animations][6922] ### ~~Spatial Audio (claimed by @harudagondi)~~ * [Spatial Audio][6028] ### ~~Shader Processor Features (claimed by @cart)~~ * [Shader defs can now have a value][5900] * [Shaders can now have #else ifdef chains][7431] * [Define shader defs in shader][7518] ### ~~Shader Flexibility Improvements (claimed by @cart)~~ * [add ambient lighting hook][5428] * [Refactor Globals and View structs into separate shaders][7512] ### ~~Renderer Optimizations (claimed by @james7132)~~ * [bevy_pbr: Avoid copying structs and using registers in shaders][7069] * [Flatten render commands][6885] * [Replace UUID based IDs with a atomic-counted ones][6988] * [improve compile time by type-erasing wgpu structs][5950] * [Shrink DrawFunctionId][6944] * [Shrink ComputedVisibility][6305] * [Reduce branching in TrackedRenderPass][7053] * [Make PipelineCache internally mutable.][7205] * [Improve `Color::hex` performance][6940] * [Support recording multiple CommandBuffers in RenderContext][7248] * [Parallelized transform propagation][4775] * [Introduce detailed_trace macro, use in TrackedRenderPass][7639] * [Optimize color computation in prepare_uinodes][7311] * [Directly extract joints into SkinnedMeshJoints][6833] * [Parallelize forward kinematics animation systems][6785] * [Move system_commands spans into apply_buffers][6900] * [Reduce the use of atomics in the render phase][7084] ### ~~ECS Optimizations (claimed by @james7132 )~~ * [Remove redundant table and sparse set component IDs from Archetype][4927] * [Immutable sparse sets for metadata storage][4928] * [Replace BlobVec's swap_scratch with a swap_nonoverlapping][4853] * [Use T::Storage::STORAGE_TYPE to optimize out unused branches][6800] * [Remove unnecessary branching from bundle insertion][6902] * [Split Component Ticks][6547] * [use bevy_utils::HashMap for better performance. TypeId is predefined …][7642] * [Extend EntityLocation with TableId and TableRow][6681] * [Basic adaptive batching for parallel quer- [Speed up `CommandQueue` by storing commands more densely][6391]y iteration][4777] ### ~~Reflect Improvements (claimed by @cart)~~ * [bevy_reflect: Add `ReflectFromReflect` (v2)][6245] * [Add reflection support for VecDeque][6831] * [reflect: add `insert` and `remove` methods to `List`][7063] * [Add `remove` method to `Map` reflection trait.][6564] * [bevy_reflect: Fix binary deserialization not working for unit structs][6722] * [Add `TypeRegistrationDeserializer` and remove `BorrowedStr`][7094] * [bevy_reflect: Add simple enum support to reflection paths][6560] * [Enable deriving Reflect on structs with generic types][7364] * [bevy_reflect: Support tuple reflection paths][7324] * [bevy_reflect: Pre-parsed paths][7321] * [bevy_ecs: ReflectComponentFns without World][7206] ### ~~AsBindGroup Improvements (claimed by @cart)~~ * [Support storage buffers in derive `AsBindGroup`][6129] * [Support raw buffers in AsBindGroup][7701] ### ~~Cylinder Shape (claimed by @cart)~~ * [Add cylinder shape][6809] ### ~~Subdividable Plane Shape (claimed by @cart)~~ * [added subdivisions to shape::Plane][7546] ### ~~StandardMaterial Blend Modes (claimed by @coreh)~~ * [Standard Material Blend Modes][6644] ### ~~Configurable Visibility Component (claimed by @cart)~~ * [enum `Visibility` component][6320] ### Task Improvements (claimed by @cart) * [Fix panicking on another scope][6524] * [Add thread create/destroy callbacks to TaskPool][6561] * [Thread executor for running tasks on specific threads.][7087] * [await tasks to cancel][6696] * [Stageless: move MainThreadExecutor to schedule_v3][7444] * [Stageless: close the finish channel so executor doesn't deadlock][7448] ### ~~Upgrade to wgpu 0.15 (claimed by @cart)~~ * [Wgpu 0.15][7356] ### ~~Expose Bindless / Non-uniform Indexing Support (claimed by @cart)~~ * [Request WGPU Capabilities for Non-uniform Indexing][6995] ### ~~Cubic Spline (claimed by @aevyrie)~~ * [Bezier][7653] ### ~~Revamp Bloom (claimed by @JMS55)~~ * [Revamp bloom](bevyengine/bevy#6677) ### ~~Use Prepass Shaders for Shadows (claimed by @superdump)~~ * [use prepass shaders for shadows](bevyengine/bevy#7784) ### ~~AccessKit (claimed by @alice-i-cecile)~~ * [accesskit](bevyengine/bevy#6874) ### ~~Camera Output Modes (claimed by @cart)~~ * [camera output modes](bevyengine/bevy#7671) ### ~~SystemParam Improvements (claimed by @JoJoJet)~~ * [Make the `SystemParam` derive macro more flexible][6694] * [Add a `SystemParam` primitive for deferred mutations; allow `#[derive]`ing more types of SystemParam][6817] ### ~~Gamepad Improvements (claimed by @cart)~~ * [Gamepad events refactor][6965] * [add `Axis::devices` to get all the input devices][5400] ### ~~Input Methods (claimed by @cart)~~ * [add Input Method Editor support][7325] ### ~~Color Improvements (claimed by @cart)~~ * [Add LCH(ab) color space to `bevy_render::color::Color`][7483] * [Add a more familiar hex color entry][7060] ### ~~Split Up CorePlugin (claimed by @cart)~~ * [Break `CorePlugin` into `TaskPoolPlugin`, `TypeRegistrationPlugin`, `FrameCountPlugin`.][7083] ### ~~ExtractComponent Derive (claimed by @cart)~~ * [Extract component derive][7399] ### ~~Added OpenGL and DX11 Backends By Default (claimed by @cart)~~ * [add OpenGL and DX11 backends][7481] ### ~~UnsafeWorldCell (claimed by @BoxyUwU)~~ * [Move all logic to `UnsafeWorldCell`][7381] * [Rename `UnsafeWorldCellEntityRef` to `UnsafeEntityCell`][7568] ### ~~Entity Commands (claimed by @cart)~~ * [Add a trait for commands that run for a given `Entity`][7015] * [Add an extension trait to `EntityCommands` to update hierarchy while preserving `GlobalTransform`][7024] * [Add ReplaceChildren and ClearChildren EntityCommands][6035] ### ~~Iterate EntityRef (claimed by @james7132)~~ * [Allow iterating over with EntityRef over the entire World][6843] ### ~~Ref Queries (@JoJoJet)~~ * [Added Ref to allow immutable access with change detection][7097] ### ~~Taffy Upgrade (claimed by @cart)~~ * [Upgrade to Taffy 0.2][6743] ### ~~Relative Cursor Position (claimed by @cart)~~ * [Relative cursor position][7199] ### ~~Const UI Config (claimed by @cart)~~ * [Add const to methods and const defaults to bevy_ui][5542] ### ~~Examples (claimed by @cart)~~ * [Add pixelated Bevy to assets and an example][6408] * [Organized scene_viewer into plugins for reuse and organization][6936] ### ~~CI Improvements (claimed by @cart)~~ * [add rust-version for MSRV and CI job to check][6852] * [msrv: only send a message on failure during the actual msrv part][7532] * [Make CI friendlier][7398] * [Fix CI welcome message][7428] * [add an action to ask for a migration guide when one is missing][7507] ### ~~SMEs (@cart)~~ This was already covered in another blog post. Just briefly call out what they are and that this is the first release that used them. Link to the other blog post. * [Subject Matter Experts and new Bevy Org docs][7185] [4775]: bevyengine/bevy#4775 [4777]: bevyengine/bevy#4777 [4853]: bevyengine/bevy#4853 [4927]: bevyengine/bevy#4927 [4928]: bevyengine/bevy#4928 [5400]: bevyengine/bevy#5400 [5428]: bevyengine/bevy#5428 [5542]: bevyengine/bevy#5542 [5589]: bevyengine/bevy#5589 [5900]: bevyengine/bevy#5900 [5950]: bevyengine/bevy#5950 [6028]: bevyengine/bevy#6028 [6035]: bevyengine/bevy#6035 [6129]: bevyengine/bevy#6129 [6179]: bevyengine/bevy#6179 [6245]: bevyengine/bevy#6245 [6284]: bevyengine/bevy#6284 [6305]: bevyengine/bevy#6305 [6320]: bevyengine/bevy#6320 [6391]: bevyengine/bevy#6391 [6408]: bevyengine/bevy#6408 [6412]: bevyengine/bevy#6412 [6503]: bevyengine/bevy#6503 [6524]: bevyengine/bevy#6524 [6547]: bevyengine/bevy#6547 [6557]: bevyengine/bevy#6557 [6560]: bevyengine/bevy#6560 [6561]: bevyengine/bevy#6561 [6564]: bevyengine/bevy#6564 [6587]: bevyengine/bevy#6587 [6644]: bevyengine/bevy#6644 [6649]: bevyengine/bevy#6649 [6681]: bevyengine/bevy#6681 [6694]: bevyengine/bevy#6694 [6696]: bevyengine/bevy#6696 [6722]: bevyengine/bevy#6722 [6743]: bevyengine/bevy#6743 [6785]: bevyengine/bevy#6785 [6800]: bevyengine/bevy#6800 [6802]: bevyengine/bevy#6802 [6809]: bevyengine/bevy#6809 [6817]: bevyengine/bevy#6817 [6831]: bevyengine/bevy#6831 [6833]: bevyengine/bevy#6833 [6843]: bevyengine/bevy#6843 [6852]: bevyengine/bevy#6852 [6885]: bevyengine/bevy#6885 [6900]: bevyengine/bevy#6900 [6902]: bevyengine/bevy#6902 [6922]: bevyengine/bevy#6922 [6926]: bevyengine/bevy#6926 [6936]: bevyengine/bevy#6936 [6940]: bevyengine/bevy#6940 [6944]: bevyengine/bevy#6944 [6965]: bevyengine/bevy#6965 [6988]: bevyengine/bevy#6988 [6995]: bevyengine/bevy#6995 [7015]: bevyengine/bevy#7015 [7023]: bevyengine/bevy#7023 [7024]: bevyengine/bevy#7024 [7046]: bevyengine/bevy#7046 [7051]: bevyengine/bevy#7051 [7053]: bevyengine/bevy#7053 [7060]: bevyengine/bevy#7060 [7063]: bevyengine/bevy#7063 [7064]: bevyengine/bevy#7064 [7069]: bevyengine/bevy#7069 [7083]: bevyengine/bevy#7083 [7084]: bevyengine/bevy#7084 [7087]: bevyengine/bevy#7087 [7094]: bevyengine/bevy#7094 [7097]: bevyengine/bevy#7097 [7185]: bevyengine/bevy#7185 [7199]: bevyengine/bevy#7199 [7205]: bevyengine/bevy#7205 [7206]: bevyengine/bevy#7206 [7248]: bevyengine/bevy#7248 [7267]: bevyengine/bevy#7267 [7298]: bevyengine/bevy#7298 [7311]: bevyengine/bevy#7311 [7321]: bevyengine/bevy#7321 [7324]: bevyengine/bevy#7324 [7325]: bevyengine/bevy#7325 [7354]: bevyengine/bevy#7354 [7356]: bevyengine/bevy#7356 [7364]: bevyengine/bevy#7364 [7381]: bevyengine/bevy#7381 [7398]: bevyengine/bevy#7398 [7399]: bevyengine/bevy#7399 [7415]: bevyengine/bevy#7415 [7428]: bevyengine/bevy#7428 [7431]: bevyengine/bevy#7431 [7444]: bevyengine/bevy#7444 [7445]: bevyengine/bevy#7445 [7446]: bevyengine/bevy#7446 [7448]: bevyengine/bevy#7448 [7456]: bevyengine/bevy#7456 [7463]: bevyengine/bevy#7463 [7466]: bevyengine/bevy#7466 [7481]: bevyengine/bevy#7481 [7483]: bevyengine/bevy#7483 [7493]: bevyengine/bevy#7493 [7507]: bevyengine/bevy#7507 [7510]: bevyengine/bevy#7510 [7512]: bevyengine/bevy#7512 [7517]: bevyengine/bevy#7517 [7518]: bevyengine/bevy#7518 [7532]: bevyengine/bevy#7532 [7535]: bevyengine/bevy#7535 [7546]: bevyengine/bevy#7546 [7547]: bevyengine/bevy#7547 [7559]: bevyengine/bevy#7559 [7568]: bevyengine/bevy#7568 [7579]: bevyengine/bevy#7579 [7594]: bevyengine/bevy#7594 [7605]: bevyengine/bevy#7605 [7639]: bevyengine/bevy#7639 [7642]: bevyengine/bevy#7642 [7653]: bevyengine/bevy#7653 [7701]: bevyengine/bevy#7701 [7737]: bevyengine/bevy#7737 [7756]: bevyengine/bevy#7756 Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Boxy <supbscripter@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: James Liu <contact@jamessliu.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: Aceeri <conmcclusk@gmail.com>
# Objective - @mockersf identified a performance regression of about 25% longer frame times introduced by bevyengine#7784 in a complex scene with the Amazon Lumberyard bistro scene with both exterior and interior variants and a number of point lights with shadow mapping enabled - The additional time seemed to be spent in the `ShadowPassNode` - `ShadowPassNode` encodes the draw commands for the shadow phase. Roughly the same numbers of entities were having draw commands encoded, so something about the way they were being encoded had changed. - One thing that definitely changed was that the pipeline used will be different depending on the alpha mode, and the scene has lots entities with opaque and blend materials. This suggested that maybe the pipeline was changing a lot so I tried a quick hack to see if it was the problem. ## Solution - Sort the shadow phase items by their pipeline id - This groups phase items by their pipeline id, which significantly reduces pipeline rebinding required to the point that the performance regression was gone.
…e#7798) # Objective While working on bevyengine#7784, I noticed that a `#define VAR` in a `.wgsl` file is always effective, even if it its scope is not accepting lines. Example: ```c #define A #ifndef A #define B #endif ``` Currently, `B` will be defined although it shouldn't. This PR fixes that. ## Solution Move the branch responsible for `#define` lines into the last else branch, which is only evaluated if the current scope is accepting lines.
# Objective - Fixes bevyengine#4372. ## Solution - Use the prepass shaders for the shadow passes. - Move `DEPTH_CLAMP_ORTHO` from `ShadowPipelineKey` to `MeshPipelineKey` and the associated clamp operation from `depth.wgsl` to `prepass.wgsl`. - Remove `depth.wgsl` . - Replace `ShadowPipeline` with `ShadowSamplers`. Instead of running the custom `ShadowPipeline` we run the `PrepassPipeline` with the `DEPTH_PREPASS` flag and additionally the `DEPTH_CLAMP_ORTHO` flag for directional lights as well as the `ALPHA_MASK` flag for materials that use `AlphaMode::Mask(_)`.
# 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 - @mockersf identified a performance regression of about 25% longer frame times introduced by bevyengine#7784 in a complex scene with the Amazon Lumberyard bistro scene with both exterior and interior variants and a number of point lights with shadow mapping enabled - The additional time seemed to be spent in the `ShadowPassNode` - `ShadowPassNode` encodes the draw commands for the shadow phase. Roughly the same numbers of entities were having draw commands encoded, so something about the way they were being encoded had changed. - One thing that definitely changed was that the pipeline used will be different depending on the alpha mode, and the scene has lots entities with opaque and blend materials. This suggested that maybe the pipeline was changing a lot so I tried a quick hack to see if it was the problem. ## Solution - Sort the shadow phase items by their pipeline id - This groups phase items by their pipeline id, which significantly reduces pipeline rebinding required to the point that the performance regression was gone.
Objective
Solution
DEPTH_CLAMP_ORTHO
fromShadowPipelineKey
toMeshPipelineKey
and the associated clamp operation fromdepth.wgsl
toprepass.wgsl
.depth.wgsl
.ShadowPipeline
withShadowSamplers
.Instead of running the custom
ShadowPipeline
we run thePrepassPipeline
with theDEPTH_PREPASS
flag and additionally theDEPTH_CLAMP_ORTHO
flag for directional lights as well as theALPHA_MASK
flag for materials that useAlphaMode::Mask(_)
.