Remove unused push constants (#13076)

The shader code was removed in #11280, but we never cleaned up the rust
code.
This commit is contained in:
JMS55 2024-04-23 14:43:46 -07:00 committed by GitHub
parent 30b0931c8a
commit 17633c1f75
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GPG key ID: B5690EEEBB952194
4 changed files with 6 additions and 66 deletions

View file

@ -534,18 +534,6 @@ where
PREPASS_SHADER_HANDLE
};
let mut push_constant_ranges = Vec::with_capacity(1);
if cfg!(all(
feature = "webgl",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
push_constant_ranges.push(PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..4,
});
}
let mut descriptor = RenderPipelineDescriptor {
vertex: VertexState {
shader: vert_shader_handle,
@ -585,7 +573,7 @@ where
mask: !0,
alpha_to_coverage_enabled: false,
},
push_constant_ranges,
push_constant_ranges: vec![],
label: Some("prepass_pipeline".into()),
};

View file

@ -1467,18 +1467,6 @@ impl SpecializedMeshPipeline for MeshPipeline {
));
}
let mut push_constant_ranges = Vec::with_capacity(1);
if cfg!(all(
feature = "webgl",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
push_constant_ranges.push(PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..4,
});
}
Ok(RenderPipelineDescriptor {
vertex: VertexState {
shader: MESH_SHADER_HANDLE,
@ -1497,7 +1485,7 @@ impl SpecializedMeshPipeline for MeshPipeline {
})],
}),
layout: bind_group_layout,
push_constant_ranges,
push_constant_ranges: vec![],
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: Some(Face::Back),
@ -1794,12 +1782,6 @@ impl<P: PhaseItem> RenderCommand<P> for DrawMesh {
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
let batch_range = item.batch_range();
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
pass.set_push_constants(
ShaderStages::VERTEX,
0,
&(batch_range.start as i32).to_le_bytes(),
);
match &gpu_mesh.buffer_info {
GpuBufferInfo::Indexed {
buffer,

View file

@ -517,17 +517,6 @@ impl SpecializedMeshPipeline for Mesh2dPipeline {
true => ViewTarget::TEXTURE_FORMAT_HDR,
false => TextureFormat::bevy_default(),
};
let mut push_constant_ranges = Vec::with_capacity(1);
if cfg!(all(
feature = "webgl",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
push_constant_ranges.push(PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..4,
});
}
Ok(RenderPipelineDescriptor {
vertex: VertexState {
@ -547,7 +536,7 @@ impl SpecializedMeshPipeline for Mesh2dPipeline {
})],
}),
layout: vec![self.view_layout.clone(), self.mesh_layout.clone()],
push_constant_ranges,
push_constant_ranges: vec![],
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: None,
@ -699,12 +688,6 @@ impl<P: PhaseItem> RenderCommand<P> for DrawMesh2d {
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
let batch_range = item.batch_range();
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
pass.set_push_constants(
ShaderStages::VERTEX,
0,
&(batch_range.start as i32).to_le_bytes(),
);
match &gpu_mesh.buffer_info {
GpuBufferInfo::Indexed {
buffer,

View file

@ -17,9 +17,8 @@ use bevy::{
render_resource::{
BlendState, ColorTargetState, ColorWrites, Face, FragmentState, FrontFace,
MultisampleState, PipelineCache, PolygonMode, PrimitiveState, PrimitiveTopology,
PushConstantRange, RenderPipelineDescriptor, ShaderStages, SpecializedRenderPipeline,
SpecializedRenderPipelines, TextureFormat, VertexBufferLayout, VertexFormat,
VertexState, VertexStepMode,
RenderPipelineDescriptor, SpecializedRenderPipeline, SpecializedRenderPipelines,
TextureFormat, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
},
texture::BevyDefault,
view::{ExtractedView, ViewTarget, VisibleEntities},
@ -158,18 +157,6 @@ impl SpecializedRenderPipeline for ColoredMesh2dPipeline {
false => TextureFormat::bevy_default(),
};
let mut push_constant_ranges = Vec::with_capacity(1);
if cfg!(all(
feature = "webgl2",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
push_constant_ranges.push(PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..4,
});
}
RenderPipelineDescriptor {
vertex: VertexState {
// Use our custom shader
@ -197,7 +184,7 @@ impl SpecializedRenderPipeline for ColoredMesh2dPipeline {
// Bind group 1 is the mesh uniform
self.mesh2d_pipeline.mesh_layout.clone(),
],
push_constant_ranges,
push_constant_ranges: vec![],
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: Some(Face::Back),