mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
Apply codebase changes in preparation for StandardMaterial
transmission (#8704)
# Objective - Make #8015 easier to review; ## Solution - This commit contains changes not directly related to transmission required by #8015, in easier-to-review, one-change-per-commit form. --- ## Changelog ### Fixed - Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA artifacts on transparent objects against the background; ### Added - The `E` mathematical constant is now available for use in shaders, exposed under `bevy_pbr::utils`; - A new `TAA` shader def is now available, for conditionally enabling shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering texture samples) - A new `FallbackImageZero` resource is introduced, for when a fallback image filled with zeroes is required; - A new `RenderPhase<I>::render_range()` method is introduced, for render phases that need to render their items in multiple parceled out “steps”; ### Changed - The `MainTargetTextures` struct now holds both `Texture` and `TextureViews` for the main textures; - The fog shader functions under `bevy_pbr::fog` now take the a `Fog` structure as their first argument, instead of relying on the global `fog` uniform; - The main textures can now be used as copy sources; ## Migration Guide - `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()` now return `&Texture` instead of `&TextureView`. If you were relying on these methods, replace your usage with `ViewTarget::main_texture_view()`and `ViewTarget::main_texture_other_view()`, respectively; - `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>` instead of a `Option<&TextureView>`. If you were relying on this method, replace your usage with `ViewTarget::sampled_main_texture_view()`; - The `apply_fog()`, `linear_fog()`, `exponential_fog()`, `exponential_squared_fog()` and `atmospheric_fog()` functions now take a configurable `Fog` struct. If you were relying on them, update your usage by adding the global `fog` uniform as their first argument;
This commit is contained in:
parent
c8deedb0e1
commit
292e069bb5
13 changed files with 207 additions and 91 deletions
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@ -177,7 +177,9 @@ impl ViewNode for BloomNode {
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BindGroupEntry {
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binding: 0,
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// Read from main texture directly
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resource: BindingResource::TextureView(view_target.main_texture()),
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resource: BindingResource::TextureView(
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view_target.main_texture_view(),
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),
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},
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BindGroupEntry {
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binding: 1,
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@ -67,9 +67,10 @@ impl ViewNode for PrepassNode {
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view: &view_motion_vectors_texture.default_view,
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resolve_target: None,
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ops: Operations {
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// Blue channel doesn't matter, but set to 1.0 for possible faster clear
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// Red and Green channels are X and Y components of the motion vectors
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// Blue channel doesn't matter, but set to 0.0 for possible faster clear
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// https://gpuopen.com/performance/#clears
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load: LoadOp::Clear(Color::rgb_linear(1.0, 1.0, 1.0).into()),
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load: LoadOp::Clear(Color::rgb_linear(0.0, 0.0, 0.0).into()),
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store: true,
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},
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},
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@ -47,7 +47,7 @@ impl ViewNode for UpscalingNode {
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LoadOp::Clear(Default::default())
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};
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let upscaled_texture = target.main_texture();
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let upscaled_texture = target.main_texture_view();
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let mut cached_bind_group = self.cached_texture_bind_group.lock().unwrap();
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let bind_group = match &mut *cached_bind_group {
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@ -7,6 +7,7 @@ use bevy_app::{App, Plugin};
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use bevy_asset::{AddAsset, AssetEvent, AssetServer, Assets, Handle};
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use bevy_core_pipeline::{
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core_3d::{AlphaMask3d, Opaque3d, Transparent3d},
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experimental::taa::TemporalAntiAliasSettings,
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prepass::NormalPrepass,
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tonemapping::{DebandDither, Tonemapping},
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};
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@ -387,6 +388,7 @@ pub fn queue_material_meshes<M: Material>(
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Option<&DebandDither>,
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Option<&EnvironmentMapLight>,
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Option<&NormalPrepass>,
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Option<&TemporalAntiAliasSettings>,
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&mut RenderPhase<Opaque3d>,
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&mut RenderPhase<AlphaMask3d>,
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&mut RenderPhase<Transparent3d>,
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@ -401,6 +403,7 @@ pub fn queue_material_meshes<M: Material>(
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dither,
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environment_map,
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normal_prepass,
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taa_settings,
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mut opaque_phase,
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mut alpha_mask_phase,
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mut transparent_phase,
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@ -417,6 +420,10 @@ pub fn queue_material_meshes<M: Material>(
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view_key |= MeshPipelineKey::NORMAL_PREPASS;
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}
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if taa_settings.is_some() {
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view_key |= MeshPipelineKey::TAA;
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}
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let environment_map_loaded = match environment_map {
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Some(environment_map) => environment_map.is_loaded(&images),
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None => false,
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@ -6,61 +6,66 @@
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// https://iquilezles.org/articles/fog/ (Atmospheric Fog and Scattering)
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fn scattering_adjusted_fog_color(
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fog_params: Fog,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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if (fog.directional_light_color.a > 0.0) {
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if (fog_params.directional_light_color.a > 0.0) {
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return vec4<f32>(
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fog.base_color.rgb
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+ scattering * fog.directional_light_color.rgb * fog.directional_light_color.a,
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fog.base_color.a,
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fog_params.base_color.rgb
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+ scattering * fog_params.directional_light_color.rgb * fog_params.directional_light_color.a,
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fog_params.base_color.a,
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);
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} else {
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return fog.base_color;
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return fog_params.base_color;
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}
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}
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fn linear_fog(
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fog_params: Fog,
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input_color: vec4<f32>,
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distance: f32,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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var fog_color = scattering_adjusted_fog_color(scattering);
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let start = fog.be.x;
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let end = fog.be.y;
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var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
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let start = fog_params.be.x;
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let end = fog_params.be.y;
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fog_color.a *= 1.0 - clamp((end - distance) / (end - start), 0.0, 1.0);
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return vec4<f32>(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a);
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}
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fn exponential_fog(
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fog_params: Fog,
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input_color: vec4<f32>,
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distance: f32,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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var fog_color = scattering_adjusted_fog_color(scattering);
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let density = fog.be.x;
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var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
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let density = fog_params.be.x;
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fog_color.a *= 1.0 - 1.0 / exp(distance * density);
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return vec4<f32>(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a);
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}
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fn exponential_squared_fog(
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fog_params: Fog,
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input_color: vec4<f32>,
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distance: f32,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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var fog_color = scattering_adjusted_fog_color(scattering);
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let distance_times_density = distance * fog.be.x;
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var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
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let distance_times_density = distance * fog_params.be.x;
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fog_color.a *= 1.0 - 1.0 / exp(distance_times_density * distance_times_density);
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return vec4<f32>(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a);
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}
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fn atmospheric_fog(
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fog_params: Fog,
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input_color: vec4<f32>,
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distance: f32,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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var fog_color = scattering_adjusted_fog_color(scattering);
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let extinction_factor = 1.0 - 1.0 / exp(distance * fog.be);
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let inscattering_factor = 1.0 - 1.0 / exp(distance * fog.bi);
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var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
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let extinction_factor = 1.0 - 1.0 / exp(distance * fog_params.be);
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let inscattering_factor = 1.0 - 1.0 / exp(distance * fog_params.bi);
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return vec4<f32>(
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input_color.rgb * (1.0 - extinction_factor * fog_color.a)
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+ fog_color.rgb * inscattering_factor * fog_color.a,
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@ -586,6 +586,7 @@ bitflags::bitflags! {
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// See: https://www.khronos.org/opengl/wiki/Early_Fragment_Test
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const ENVIRONMENT_MAP = (1 << 7);
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const DEPTH_CLAMP_ORTHO = (1 << 8);
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const TAA = (1 << 9);
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const BLEND_RESERVED_BITS = Self::BLEND_MASK_BITS << Self::BLEND_SHIFT_BITS; // ← Bitmask reserving bits for the blend state
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const BLEND_OPAQUE = (0 << Self::BLEND_SHIFT_BITS); // ← Values are just sequential within the mask, and can range from 0 to 3
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const BLEND_PREMULTIPLIED_ALPHA = (1 << Self::BLEND_SHIFT_BITS); //
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@ -804,6 +805,10 @@ impl SpecializedMeshPipeline for MeshPipeline {
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shader_defs.push("ENVIRONMENT_MAP".into());
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}
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if key.contains(MeshPipelineKey::TAA) {
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shader_defs.push("TAA".into());
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}
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let format = if key.contains(MeshPipelineKey::HDR) {
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ViewTarget::TEXTURE_FORMAT_HDR
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} else {
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@ -133,7 +133,7 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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// fog
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if (fog.mode != FOG_MODE_OFF && (material.flags & STANDARD_MATERIAL_FLAGS_FOG_ENABLED_BIT) != 0u) {
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output_color = apply_fog(output_color, in.world_position.xyz, view.world_position.xyz);
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output_color = apply_fog(fog, output_color, in.world_position.xyz, view.world_position.xyz);
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}
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#ifdef TONEMAP_IN_SHADER
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@ -275,7 +275,7 @@ fn pbr(
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#endif // PREPASS_FRAGMENT
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#ifndef PREPASS_FRAGMENT
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fn apply_fog(input_color: vec4<f32>, fragment_world_position: vec3<f32>, view_world_position: vec3<f32>) -> vec4<f32> {
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fn apply_fog(fog_params: Fog, input_color: vec4<f32>, fragment_world_position: vec3<f32>, view_world_position: vec3<f32>) -> vec4<f32> {
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let view_to_world = fragment_world_position.xyz - view_world_position.xyz;
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// `length()` is used here instead of just `view_to_world.z` since that produces more
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@ -285,7 +285,7 @@ fn apply_fog(input_color: vec4<f32>, fragment_world_position: vec3<f32>, view_wo
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let distance = length(view_to_world);
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var scattering = vec3<f32>(0.0);
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if fog.directional_light_color.a > 0.0 {
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if fog_params.directional_light_color.a > 0.0 {
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let view_to_world_normalized = view_to_world / distance;
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let n_directional_lights = lights.n_directional_lights;
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for (var i: u32 = 0u; i < n_directional_lights; i = i + 1u) {
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@ -295,19 +295,19 @@ fn apply_fog(input_color: vec4<f32>, fragment_world_position: vec3<f32>, view_wo
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dot(view_to_world_normalized, light.direction_to_light),
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0.0
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),
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fog.directional_light_exponent
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fog_params.directional_light_exponent
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) * light.color.rgb;
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}
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}
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if fog.mode == FOG_MODE_LINEAR {
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return linear_fog(input_color, distance, scattering);
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} else if fog.mode == FOG_MODE_EXPONENTIAL {
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return exponential_fog(input_color, distance, scattering);
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} else if fog.mode == FOG_MODE_EXPONENTIAL_SQUARED {
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return exponential_squared_fog(input_color, distance, scattering);
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} else if fog.mode == FOG_MODE_ATMOSPHERIC {
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return atmospheric_fog(input_color, distance, scattering);
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if fog_params.mode == FOG_MODE_LINEAR {
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return linear_fog(fog_params, input_color, distance, scattering);
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} else if fog_params.mode == FOG_MODE_EXPONENTIAL {
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return exponential_fog(fog_params, input_color, distance, scattering);
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} else if fog_params.mode == FOG_MODE_EXPONENTIAL_SQUARED {
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return exponential_squared_fog(fog_params, input_color, distance, scattering);
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} else if fog_params.mode == FOG_MODE_ATMOSPHERIC {
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return atmospheric_fog(fog_params, input_color, distance, scattering);
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} else {
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return input_color;
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}
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@ -1,6 +1,7 @@
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#define_import_path bevy_pbr::utils
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const PI: f32 = 3.141592653589793;
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const E: f32 = 2.718281828459045;
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fn hsv2rgb(hue: f32, saturation: f32, value: f32) -> vec3<f32> {
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let rgb = clamp(
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@ -89,6 +89,29 @@ impl<I: PhaseItem> RenderPhase<I> {
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draw_function.draw(world, render_pass, view, item);
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}
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}
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/// Renders all [`PhaseItem`]s in the provided `range` (based on their index in `self.items`) using their corresponding draw functions.
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pub fn render_range<'w>(
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&self,
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render_pass: &mut TrackedRenderPass<'w>,
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world: &'w World,
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view: Entity,
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range: Range<usize>,
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) {
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let draw_functions = world.resource::<DrawFunctions<I>>();
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let mut draw_functions = draw_functions.write();
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draw_functions.prepare(world);
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for item in self
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.items
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.get(range)
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.expect("`Range` provided to `render_range()` is out of bounds")
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.iter()
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{
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let draw_function = draw_functions.get_mut(item.draw_function()).unwrap();
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draw_function.draw(world, render_pass, view, item);
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}
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}
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}
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impl<I: BatchedPhaseItem> RenderPhase<I> {
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@ -17,10 +17,21 @@ use crate::{
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/// A [`RenderApp`](crate::RenderApp) resource that contains the default "fallback image",
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/// which can be used in situations where an image was not explicitly defined. The most common
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/// use case is [`AsBindGroup`] implementations (such as materials) that support optional textures.
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/// [`FallbackImage`] defaults to a 1x1 fully white texture, making blending colors with it a no-op.
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///
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/// Defaults to a 1x1 fully opaque white texture, (1.0, 1.0, 1.0, 1.0) which makes multiplying
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/// it with other colors a no-op.
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#[derive(Resource, Deref)]
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pub struct FallbackImage(GpuImage);
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/// A [`RenderApp`](crate::RenderApp) resource that contains a _zero-filled_ "fallback image",
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/// which can be used in place of [`FallbackImage`], when a fully transparent or black fallback
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/// is required instead of fully opaque white.
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///
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/// Defaults to a 1x1 fully transparent black texture, (0.0, 0.0, 0.0, 0.0) which makes adding
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/// or alpha-blending it to other colors a no-op.
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#[derive(Resource, Deref)]
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pub struct FallbackImageZero(GpuImage);
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/// A [`RenderApp`](crate::RenderApp) resource that contains a "cubemap fallback image",
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/// which can be used in situations where an image was not explicitly defined. The most common
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/// use case is [`AsBindGroup`] implementations (such as materials) that support optional textures.
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@ -34,9 +45,10 @@ fn fallback_image_new(
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format: TextureFormat,
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dimension: TextureViewDimension,
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samples: u32,
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value: u8,
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) -> GpuImage {
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// TODO make this configurable
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let data = vec![255; format.pixel_size()];
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// TODO make this configurable per channel
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let data = vec![value; format.pixel_size()];
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let extents = Extent3d {
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width: 1,
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@ -92,6 +104,24 @@ impl FromWorld for FallbackImage {
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TextureFormat::bevy_default(),
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TextureViewDimension::D2,
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1,
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255,
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))
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}
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}
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impl FromWorld for FallbackImageZero {
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fn from_world(world: &mut bevy_ecs::prelude::World) -> Self {
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let render_device = world.resource::<RenderDevice>();
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let render_queue = world.resource::<RenderQueue>();
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let default_sampler = world.resource::<DefaultImageSampler>();
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Self(fallback_image_new(
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render_device,
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render_queue,
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default_sampler,
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TextureFormat::bevy_default(),
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TextureViewDimension::D2,
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1,
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0,
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))
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}
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}
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|
@ -108,6 +138,7 @@ impl FromWorld for FallbackImageCubemap {
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TextureFormat::bevy_default(),
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TextureViewDimension::Cube,
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1,
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255,
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))
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}
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}
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@ -148,6 +179,7 @@ impl<'w> FallbackImagesMsaa<'w> {
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TextureFormat::bevy_default(),
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TextureViewDimension::D2,
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sample_count,
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255,
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)
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})
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}
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|
@ -171,6 +203,7 @@ impl<'w> FallbackImagesDepth<'w> {
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TextureFormat::Depth32Float,
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TextureViewDimension::D2,
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sample_count,
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255,
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)
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})
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}
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|
|
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@ -120,6 +120,7 @@ impl Plugin for ImagePlugin {
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render_app
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.insert_resource(DefaultImageSampler(default_sampler))
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.init_resource::<FallbackImage>()
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.init_resource::<FallbackImageZero>()
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.init_resource::<FallbackImageCubemap>()
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.init_resource::<FallbackImageMsaaCache>()
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.init_resource::<FallbackImageDepthCache>();
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|
|
|
@ -13,7 +13,7 @@ use crate::{
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render_phase::ViewRangefinder3d,
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render_resource::{DynamicUniformBuffer, ShaderType, Texture, TextureView},
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renderer::{RenderDevice, RenderQueue},
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texture::{BevyDefault, TextureCache},
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texture::{BevyDefault, CachedTexture, TextureCache},
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Render, RenderApp, RenderSet,
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};
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use bevy_app::{App, Plugin};
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|
@ -202,13 +202,16 @@ pub struct PostProcessWrite<'a> {
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impl ViewTarget {
|
||||
pub const TEXTURE_FORMAT_HDR: TextureFormat = TextureFormat::Rgba16Float;
|
||||
|
||||
/// Retrieve this target's color attachment. This will use [`Self::sampled_main_texture`] and resolve to [`Self::main_texture`] if
|
||||
/// Retrieve this target's color attachment. This will use [`Self::sampled_main_texture_view`] and resolve to [`Self::main_texture`] if
|
||||
/// the target has sampling enabled. Otherwise it will use [`Self::main_texture`] directly.
|
||||
pub fn get_color_attachment(&self, ops: Operations<Color>) -> RenderPassColorAttachment {
|
||||
match &self.main_textures.sampled {
|
||||
Some(sampled_texture) => RenderPassColorAttachment {
|
||||
view: sampled_texture,
|
||||
resolve_target: Some(self.main_texture()),
|
||||
Some(CachedTexture {
|
||||
default_view: sampled_texture_view,
|
||||
..
|
||||
}) => RenderPassColorAttachment {
|
||||
view: sampled_texture_view,
|
||||
resolve_target: Some(self.main_texture_view()),
|
||||
ops,
|
||||
},
|
||||
None => self.get_unsampled_color_attachment(ops),
|
||||
|
@ -221,18 +224,18 @@ impl ViewTarget {
|
|||
ops: Operations<Color>,
|
||||
) -> RenderPassColorAttachment {
|
||||
RenderPassColorAttachment {
|
||||
view: self.main_texture(),
|
||||
view: self.main_texture_view(),
|
||||
resolve_target: None,
|
||||
ops,
|
||||
}
|
||||
}
|
||||
|
||||
/// The "main" unsampled texture.
|
||||
pub fn main_texture(&self) -> &TextureView {
|
||||
pub fn main_texture(&self) -> &Texture {
|
||||
if self.main_texture.load(Ordering::SeqCst) == 0 {
|
||||
&self.main_textures.a
|
||||
&self.main_textures.a.texture
|
||||
} else {
|
||||
&self.main_textures.b
|
||||
&self.main_textures.b.texture
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -242,17 +245,51 @@ impl ViewTarget {
|
|||
///
|
||||
/// A use case for this is to be able to prepare a bind group for all main textures
|
||||
/// ahead of time.
|
||||
pub fn main_texture_other(&self) -> &TextureView {
|
||||
pub fn main_texture_other(&self) -> &Texture {
|
||||
if self.main_texture.load(Ordering::SeqCst) == 0 {
|
||||
&self.main_textures.b
|
||||
&self.main_textures.b.texture
|
||||
} else {
|
||||
&self.main_textures.a
|
||||
&self.main_textures.a.texture
|
||||
}
|
||||
}
|
||||
|
||||
/// The "main" unsampled texture.
|
||||
pub fn main_texture_view(&self) -> &TextureView {
|
||||
if self.main_texture.load(Ordering::SeqCst) == 0 {
|
||||
&self.main_textures.a.default_view
|
||||
} else {
|
||||
&self.main_textures.b.default_view
|
||||
}
|
||||
}
|
||||
|
||||
/// The _other_ "main" unsampled texture view.
|
||||
/// In most cases you should use [`Self::main_texture_view`] instead and never this.
|
||||
/// The textures will naturally be swapped when [`Self::post_process_write`] is called.
|
||||
///
|
||||
/// A use case for this is to be able to prepare a bind group for all main textures
|
||||
/// ahead of time.
|
||||
pub fn main_texture_other_view(&self) -> &TextureView {
|
||||
if self.main_texture.load(Ordering::SeqCst) == 0 {
|
||||
&self.main_textures.b.default_view
|
||||
} else {
|
||||
&self.main_textures.a.default_view
|
||||
}
|
||||
}
|
||||
|
||||
/// The "main" sampled texture.
|
||||
pub fn sampled_main_texture(&self) -> Option<&TextureView> {
|
||||
self.main_textures.sampled.as_ref()
|
||||
pub fn sampled_main_texture(&self) -> Option<&Texture> {
|
||||
self.main_textures
|
||||
.sampled
|
||||
.as_ref()
|
||||
.map(|sampled| &sampled.texture)
|
||||
}
|
||||
|
||||
/// The "main" sampled texture view.
|
||||
pub fn sampled_main_texture_view(&self) -> Option<&TextureView> {
|
||||
self.main_textures
|
||||
.sampled
|
||||
.as_ref()
|
||||
.map(|sampled| &sampled.default_view)
|
||||
}
|
||||
|
||||
#[inline]
|
||||
|
@ -290,13 +327,13 @@ impl ViewTarget {
|
|||
// if the old main texture is a, then the post processing must write from a to b
|
||||
if old_is_a_main_texture == 0 {
|
||||
PostProcessWrite {
|
||||
source: &self.main_textures.a,
|
||||
destination: &self.main_textures.b,
|
||||
source: &self.main_textures.a.default_view,
|
||||
destination: &self.main_textures.b.default_view,
|
||||
}
|
||||
} else {
|
||||
PostProcessWrite {
|
||||
source: &self.main_textures.b,
|
||||
destination: &self.main_textures.a,
|
||||
source: &self.main_textures.b.default_view,
|
||||
destination: &self.main_textures.a.default_view,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -357,9 +394,9 @@ pub fn prepare_view_uniforms(
|
|||
|
||||
#[derive(Clone)]
|
||||
struct MainTargetTextures {
|
||||
a: TextureView,
|
||||
b: TextureView,
|
||||
sampled: Option<TextureView>,
|
||||
a: CachedTexture,
|
||||
b: CachedTexture,
|
||||
sampled: Option<CachedTexture>,
|
||||
/// 0 represents `main_textures.a`, 1 represents `main_textures.b`
|
||||
/// This is shared across view targets with the same render target
|
||||
main_texture: Arc<AtomicUsize>,
|
||||
|
@ -405,49 +442,50 @@ fn prepare_view_targets(
|
|||
dimension: TextureDimension::D2,
|
||||
format: main_texture_format,
|
||||
usage: TextureUsages::RENDER_ATTACHMENT
|
||||
| TextureUsages::TEXTURE_BINDING,
|
||||
| TextureUsages::TEXTURE_BINDING
|
||||
| TextureUsages::COPY_SRC,
|
||||
view_formats: match main_texture_format {
|
||||
TextureFormat::Bgra8Unorm => &[TextureFormat::Bgra8UnormSrgb],
|
||||
TextureFormat::Rgba8Unorm => &[TextureFormat::Rgba8UnormSrgb],
|
||||
_ => &[],
|
||||
},
|
||||
};
|
||||
let a = texture_cache.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("main_texture_a"),
|
||||
..descriptor
|
||||
},
|
||||
);
|
||||
let b = texture_cache.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("main_texture_b"),
|
||||
..descriptor
|
||||
},
|
||||
);
|
||||
let sampled = if msaa.samples() > 1 {
|
||||
let sampled = texture_cache.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("main_texture_sampled"),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: msaa.samples(),
|
||||
dimension: TextureDimension::D2,
|
||||
format: main_texture_format,
|
||||
usage: TextureUsages::RENDER_ATTACHMENT,
|
||||
view_formats: descriptor.view_formats,
|
||||
},
|
||||
);
|
||||
Some(sampled)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
MainTargetTextures {
|
||||
a: texture_cache
|
||||
.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("main_texture_a"),
|
||||
..descriptor
|
||||
},
|
||||
)
|
||||
.default_view,
|
||||
b: texture_cache
|
||||
.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("main_texture_b"),
|
||||
..descriptor
|
||||
},
|
||||
)
|
||||
.default_view,
|
||||
sampled: (msaa.samples() > 1).then(|| {
|
||||
texture_cache
|
||||
.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("main_texture_sampled"),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: msaa.samples(),
|
||||
dimension: TextureDimension::D2,
|
||||
format: main_texture_format,
|
||||
usage: TextureUsages::RENDER_ATTACHMENT,
|
||||
view_formats: descriptor.view_formats,
|
||||
},
|
||||
)
|
||||
.default_view
|
||||
}),
|
||||
a,
|
||||
b,
|
||||
sampled,
|
||||
main_texture: Arc::new(AtomicUsize::new(0)),
|
||||
}
|
||||
});
|
||||
|
|
Loading…
Reference in a new issue