add NO_STORAGE_BUFFERS_SUPPORT shaderdef when needed (#4949)

# Objective

- fix #4946 
- fix running 3d in wasm

## Solution

- since #4867, the imports are splitter differently, and this shader def was not always set correctly depending on the shader used
- add it when needed
This commit is contained in:
François 2022-06-06 20:00:30 +00:00
parent 25219a4d18
commit 193998b5d4

View file

@ -212,6 +212,7 @@ pub struct ShadowPipeline {
pub skinned_mesh_layout: BindGroupLayout,
pub point_light_sampler: Sampler,
pub directional_light_sampler: Sampler,
pub clustered_forward_buffer_binding_type: BufferBindingType,
}
// TODO: this pattern for initializing the shaders / pipeline isn't ideal. this should be handled by the asset system
@ -220,6 +221,9 @@ impl FromWorld for ShadowPipeline {
let world = world.cell();
let render_device = world.resource::<RenderDevice>();
let clustered_forward_buffer_binding_type = render_device
.get_supported_read_only_binding_type(CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT);
let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// View
@ -264,6 +268,7 @@ impl FromWorld for ShadowPipeline {
compare: Some(CompareFunction::GreaterEqual),
..Default::default()
}),
clustered_forward_buffer_binding_type,
}
}
}
@ -325,6 +330,13 @@ impl SpecializedMeshPipeline for ShadowPipeline {
bind_group_layout.push(self.mesh_layout.clone());
}
if !matches!(
self.clustered_forward_buffer_binding_type,
BufferBindingType::Storage { .. }
) {
shader_defs.push(String::from("NO_STORAGE_BUFFERS_SUPPORT"));
}
let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
Ok(RenderPipelineDescriptor {