mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
fix ambiguities in render schedule (#7725)
# Objective - ambiguities bad ## Solution - solve ambiguities - by either ignoring (e.g. on `queue_mesh_view_bind_groups` since `LightMeta` access is different) - by introducing a dependency (`prepare_windows -> prepare_*` because the latter use the fallback Msaa) - make `prepare_assets` public so that we can do a proper `.after`
This commit is contained in:
parent
5ea5ec7518
commit
19368441f3
7 changed files with 29 additions and 10 deletions
|
@ -68,7 +68,11 @@ impl Plugin for Core3dPlugin {
|
|||
.init_resource::<DrawFunctions<AlphaMask3d>>()
|
||||
.init_resource::<DrawFunctions<Transparent3d>>()
|
||||
.add_system_to_schedule(ExtractSchedule, extract_core_3d_camera_phases)
|
||||
.add_system(prepare_core_3d_depth_textures.in_set(RenderSet::Prepare))
|
||||
.add_system(
|
||||
prepare_core_3d_depth_textures
|
||||
.in_set(RenderSet::Prepare)
|
||||
.after(bevy_render::view::prepare_windows),
|
||||
)
|
||||
.add_system(sort_phase_system::<Opaque3d>.in_set(RenderSet::PhaseSort))
|
||||
.add_system(sort_phase_system::<AlphaMask3d>.in_set(RenderSet::PhaseSort))
|
||||
.add_system(sort_phase_system::<Transparent3d>.in_set(RenderSet::PhaseSort));
|
||||
|
|
|
@ -98,7 +98,11 @@ where
|
|||
|
||||
render_app
|
||||
.add_system_to_schedule(ExtractSchedule, extract_camera_prepass_phase)
|
||||
.add_system(prepare_prepass_textures.in_set(RenderSet::Prepare))
|
||||
.add_system(
|
||||
prepare_prepass_textures
|
||||
.in_set(RenderSet::Prepare)
|
||||
.after(bevy_render::view::prepare_windows),
|
||||
)
|
||||
.add_system(queue_prepass_view_bind_group::<M>.in_set(RenderSet::Queue))
|
||||
.add_system(queue_prepass_material_meshes::<M>.in_set(RenderSet::Queue))
|
||||
.add_system(sort_phase_system::<Opaque3dPrepass>.in_set(RenderSet::PhaseSort))
|
||||
|
|
|
@ -1,8 +1,9 @@
|
|||
use crate::{
|
||||
environment_map, EnvironmentMapLight, FogMeta, GlobalLightMeta, GpuFog, GpuLights,
|
||||
GpuPointLights, LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline,
|
||||
ViewClusterBindings, ViewFogUniformOffset, ViewLightsUniformOffset, ViewShadowBindings,
|
||||
CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT, MAX_CASCADES_PER_LIGHT, MAX_DIRECTIONAL_LIGHTS,
|
||||
environment_map, queue_shadow_view_bind_group, EnvironmentMapLight, FogMeta, GlobalLightMeta,
|
||||
GpuFog, GpuLights, GpuPointLights, LightMeta, NotShadowCaster, NotShadowReceiver,
|
||||
ShadowPipeline, ViewClusterBindings, ViewFogUniformOffset, ViewLightsUniformOffset,
|
||||
ViewShadowBindings, CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT, MAX_CASCADES_PER_LIGHT,
|
||||
MAX_DIRECTIONAL_LIGHTS,
|
||||
};
|
||||
use bevy_app::Plugin;
|
||||
use bevy_asset::{load_internal_asset, Assets, Handle, HandleUntyped};
|
||||
|
@ -110,7 +111,11 @@ impl Plugin for MeshRenderPlugin {
|
|||
.add_systems_to_schedule(ExtractSchedule, (extract_meshes, extract_skinned_meshes))
|
||||
.add_system(prepare_skinned_meshes.in_set(RenderSet::Prepare))
|
||||
.add_system(queue_mesh_bind_group.in_set(RenderSet::Queue))
|
||||
.add_system(queue_mesh_view_bind_groups.in_set(RenderSet::Queue));
|
||||
.add_system(
|
||||
queue_mesh_view_bind_groups
|
||||
.in_set(RenderSet::Queue)
|
||||
.ambiguous_with(queue_shadow_view_bind_group), // queue_mesh_view_bind_groups does not read `shadow_view_bind_group`
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -176,7 +176,7 @@ impl<A: RenderAsset> Default for PrepareNextFrameAssets<A> {
|
|||
|
||||
/// This system prepares all assets of the corresponding [`RenderAsset`] type
|
||||
/// which where extracted this frame for the GPU.
|
||||
fn prepare_assets<R: RenderAsset>(
|
||||
pub fn prepare_assets<R: RenderAsset>(
|
||||
mut extracted_assets: ResMut<ExtractedAssets<R>>,
|
||||
mut render_assets: ResMut<RenderAssets<R>>,
|
||||
mut prepare_next_frame: ResMut<PrepareNextFrameAssets<R>>,
|
||||
|
|
|
@ -56,7 +56,8 @@ impl Plugin for ViewPlugin {
|
|||
.add_system(
|
||||
prepare_view_targets
|
||||
.after(WindowSystem::Prepare)
|
||||
.in_set(RenderSet::Prepare),
|
||||
.in_set(RenderSet::Prepare)
|
||||
.after(crate::render_asset::prepare_assets::<Image>),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -234,6 +234,7 @@ pub fn prepare_windows(
|
|||
// This is an ugly hack to work around drivers that don't support MSAA.
|
||||
// This should be removed once https://github.com/bevyengine/bevy/issues/7194 lands and we're doing proper
|
||||
// feature detection for MSAA.
|
||||
// When removed, we can also remove the `.after(prepare_windows)` of `prepare_core_3d_depth_textures` and `prepare_prepass_textures`
|
||||
let sample_flags = render_adapter
|
||||
.get_texture_format_features(surface_configuration.format)
|
||||
.flags;
|
||||
|
|
|
@ -77,7 +77,11 @@ impl Plugin for SpritePlugin {
|
|||
extract_sprite_events,
|
||||
),
|
||||
)
|
||||
.add_system(queue_sprites.in_set(RenderSet::Queue));
|
||||
.add_system(
|
||||
queue_sprites
|
||||
.in_set(RenderSet::Queue)
|
||||
.ambiguous_with(queue_material2d_meshes::<ColorMaterial>),
|
||||
);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue