diff --git a/examples/simple.rs b/examples/simple.rs index 6eb25476e8..8a6a1c3f22 100644 --- a/examples/simple.rs +++ b/examples/simple.rs @@ -183,15 +183,15 @@ fn main() { // scheduler.add_system(ApplicationStage::Update, build_spawner_system(&mut world)); scheduler.add_system(ApplicationStage::Update, build_print_status_system()); - world.insert((), vec![ - // plane - ( - Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)), - plane_handle.clone(), - LocalToWorld::identity(), - Translation::new(0.0, 0.0, 0.0) - ), - ]); + // world.insert((), vec![ + // // plane + // ( + // Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)), + // plane_handle.clone(), + // LocalToWorld::identity(), + // Translation::new(0.0, 0.0, 0.0) + // ), + // ]); let x = *world.insert((), vec![ // lights @@ -263,7 +263,7 @@ fn main() { ]); let mut rng = StdRng::from_entropy(); - for _ in 0 .. 1000 { + for _ in 0 .. 70000 { create_person(&mut world, _cube_handle.clone(), Translation::new(rng.gen_range(-50.0, 50.0), 0.0, rng.gen_range(-50.0, 50.0))); } diff --git a/src/application.rs b/src/application.rs index 6bf1d7ab33..40aedde53c 100644 --- a/src/application.rs +++ b/src/application.rs @@ -37,8 +37,8 @@ impl Application { let depth_format = wgpu::TextureFormat::Depth32Float; self.render_graph.set_pass("forward", Box::new(ForwardPass::new(depth_format))); - self.render_graph.set_pipeline("forward", Box::new(ForwardPipelineNew::new())); - self.render_graph.set_pipeline("forward_instanced", Box::new(ForwardInstancedPipeline::new(depth_format))); + self.render_graph.set_pipeline("forward", "forward", Box::new(ForwardPipelineNew::new())); + self.render_graph.set_pipeline("forward", "forward_instanced", Box::new(ForwardInstancedPipeline::new(depth_format))); } fn update(&mut self) { diff --git a/src/render/forward/mod.rs b/src/render/forward/mod.rs index 4fa84f886e..72cb75a65d 100644 --- a/src/render/forward/mod.rs +++ b/src/render/forward/mod.rs @@ -52,9 +52,9 @@ impl Pass for ForwardPass { let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor); render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture); } - fn begin<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> wgpu::RenderPass<'a> { + fn begin<'a>(&mut self, render_graph: &mut RenderGraphData, world: &mut World, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> Option> { let depth_texture = render_graph.get_texture(DEPTH_TEXTURE_NAME); - encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + Some(encoder.begin_render_pass(&wgpu::RenderPassDescriptor { color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor { attachment: &frame.view, resolve_target: None, @@ -76,12 +76,17 @@ impl Pass for ForwardPass { clear_depth: 1.0, clear_stencil: 0, }), - }) + })) } + fn resize(&self, render_graph: &mut RenderGraphData) { let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor); render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture); } + + fn should_repeat(&self) -> bool { + false + } } impl ForwardPipelineNew { diff --git a/src/render/forward_shadow/mod.rs b/src/render/forward_shadow/mod.rs index 36451d3121..4a79f12bc7 100644 --- a/src/render/forward_shadow/mod.rs +++ b/src/render/forward_shadow/mod.rs @@ -71,7 +71,7 @@ impl Pipeline for ForwardShadowPass { impl ForwardShadowPass { pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; - pub fn new(device: &Device, world: &World, render_resources: &RenderResources, shadow_pass: &shadow::ShadowPass, vertex_buffer_descriptor: VertexBufferDescriptor, swap_chain_descriptor: &SwapChainDescriptor) -> Self { + pub fn new(device: &Device, world: &World, render_resources: &RenderResources, shadow_pass: &shadow::ShadowPassOld, vertex_buffer_descriptor: VertexBufferDescriptor, swap_chain_descriptor: &SwapChainDescriptor) -> Self { let vs_bytes = shader::load_glsl( include_str!("forward_shadow.vert"), shader::ShaderStage::Vertex, diff --git a/src/render/mod.rs b/src/render/mod.rs index a782a42228..67005ec0c8 100644 --- a/src/render/mod.rs +++ b/src/render/mod.rs @@ -14,7 +14,7 @@ mod material; pub use forward::{ForwardUniforms, ForwardPipelineNew, ForwardPass}; pub use forward_shadow::{ForwardShadowPass}; pub use forward_instanced::ForwardInstancedPipeline; -pub use shadow::ShadowPass; +pub use shadow::ShadowPassOld; pub use light::*; pub use shader::*; pub use pipeline::*; diff --git a/src/render/pass.rs b/src/render/pass.rs index 17d29b5efb..4ee5bcfc4e 100644 --- a/src/render/pass.rs +++ b/src/render/pass.rs @@ -4,7 +4,8 @@ use legion::world::World; pub trait Pass { fn initialize(&self, render_graph: &mut RenderGraphData); - fn begin<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> wgpu::RenderPass<'a>; + fn begin<'a>(&mut self, render_graph: &mut RenderGraphData, world: &mut World, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> Option>; + fn should_repeat(&self) -> bool; fn resize(&self, render_graph: &mut RenderGraphData); } @@ -18,6 +19,7 @@ pub struct RenderGraph { pub data: RenderGraphData, passes: HashMap>, pipelines: HashMap>, + pass_pipelines: HashMap>, render_resource_managers: Vec>, pub swap_chain: wgpu::SwapChain, // TODO: this is weird } @@ -75,6 +77,7 @@ impl RenderGraph { passes: HashMap::new(), pipelines: HashMap::new(), swap_chain, + pass_pipelines: HashMap::new(), render_resource_managers: Vec::new(), data: RenderGraphData::new(device, swap_chain_descriptor, queue, surface), } @@ -106,12 +109,23 @@ impl RenderGraph { render_resource_manager.update(&mut self.data, &mut encoder, world); } - for pass in self.passes.values_mut() { - let mut render_pass = pass.begin(&mut self.data, &mut encoder, &frame); - // TODO: assign pipelines to specific passes - for pipeline in self.pipelines.values_mut() { - render_pass.set_pipeline(pipeline.get_pipeline()); - pipeline.render(&mut self.data, &mut render_pass, &frame, world); + for (pass_name, pass) in self.passes.iter_mut() { + loop { + let render_pass = pass.begin(&mut self.data, world, &mut encoder, &frame); + if let Some(mut render_pass) = render_pass { + // TODO: assign pipelines to specific passes + if let Some(pipeline_names) = self.pass_pipelines.get(pass_name) { + for pipeline_name in pipeline_names.iter() { + let pipeline = self.pipelines.get_mut(pipeline_name).unwrap(); + render_pass.set_pipeline(pipeline.get_pipeline()); + pipeline.render(&mut self.data, &mut render_pass, &frame, world); + } + } + + if !pass.should_repeat() { + break; + } + } } } @@ -148,8 +162,16 @@ impl RenderGraph { self.render_resource_managers.push(render_resource_manager); } - pub fn set_pipeline(&mut self, name: &str, pipeline: Box) { - self.pipelines.insert(name.to_string(), pipeline); + pub fn set_pipeline(&mut self, pass_name: &str, pipeline_name: &str, pipeline: Box) { + self.pipelines.insert(pipeline_name.to_string(), pipeline); + if let None = self.pass_pipelines.get_mut(pass_name) { + let mut pipelines = Vec::new(); + self.pass_pipelines.insert(pass_name.to_string(), pipelines); + }; + + let current_pass_pipelines = self.pass_pipelines.get_mut(pass_name).unwrap(); + + current_pass_pipelines.push(pipeline_name.to_string()); } pub fn set_pass(&mut self, name: &str, pass: Box) { diff --git a/src/render/shadow/mod.rs b/src/render/shadow/mod.rs index 2755bdb8d4..0e1e8abff5 100644 --- a/src/render/shadow/mod.rs +++ b/src/render/shadow/mod.rs @@ -1,9 +1,11 @@ -use crate::{render::*, asset::*, LocalToWorld, Translation}; -use wgpu::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainOutput, SwapChainDescriptor}; +use crate::{asset::*, render::*, LocalToWorld, Translation}; use legion::prelude::*; use std::mem; +use wgpu::{ + Buffer, CommandEncoder, Device, SwapChainDescriptor, SwapChainOutput, VertexBufferDescriptor, +}; -pub struct ShadowPass { +pub struct ShadowPassOld { pub pipeline: wgpu::RenderPipeline, pub bind_group: wgpu::BindGroup, pub uniform_buf: wgpu::Buffer, @@ -13,33 +15,299 @@ pub struct ShadowPass { pub lights_are_dirty: bool, } +pub struct ShadowPass { + pub shadow_size: wgpu::Extent3d, + light_index: isize, + shadow_texture: Option, + shadow_format: wgpu::TextureFormat, + pub max_lights: usize, +} + +impl ShadowPass { + pub fn new(shadow_size: wgpu::Extent3d, shadow_format: wgpu::TextureFormat, max_lights: usize) -> Self { + ShadowPass { + light_index: -1, + shadow_texture: None, + shadow_size, + shadow_format, + max_lights, + } + } +} + +impl Pass for ShadowPass { + fn initialize(&self, render_graph: &mut RenderGraphData) { + let shadow_texture = render_graph.device.create_texture(&wgpu::TextureDescriptor { + size: self.shadow_size, + array_layer_count: self.max_lights as u32, + mip_level_count: 1, + sample_count: 1, + dimension: wgpu::TextureDimension::D2, + format: self.shadow_format, + usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED, + }); + + let shadow_view = shadow_texture.create_default_view(); + } + + fn begin<'a>( + &mut self, + render_graph: &mut RenderGraphData, + world: &mut World, + encoder: &'a mut wgpu::CommandEncoder, + frame: &'a wgpu::SwapChainOutput, + ) -> Option> { + if self.light_index == -1 { + self.light_index = 0; + } + + let mut light_query = <(Write, Read, Read)>::query(); + let light_count = light_query.iter(world).count(); + for (i, (mut light, _, _)) in light_query.iter(world).enumerate() { + if i != self.light_index as usize { + continue; + } + + if let None = light.target_view { + light.target_view = Some(self.shadow_texture.as_ref().unwrap().create_view( + &wgpu::TextureViewDescriptor { + format: ShadowPassOld::SHADOW_FORMAT, + dimension: wgpu::TextureViewDimension::D2, + aspect: wgpu::TextureAspect::All, + base_mip_level: 0, + level_count: 1, + base_array_layer: i as u32, + array_layer_count: 1, + }, + )); + } + + // The light uniform buffer already has the projection, + // let's just copy it over to the shadow uniform buffer. + let light_uniform_buffer = render_graph.get_uniform_buffer(render_resources::LIGHT_UNIFORM_BUFFER_NAME).unwrap(); + let shadow_pipeline_uniform_buffer = render_graph.get_uniform_buffer(SHADOW_PIPELINE_UNIFORMS).unwrap(); + encoder.copy_buffer_to_buffer( + &light_uniform_buffer.buffer, + (i * mem::size_of::()) as wgpu::BufferAddress, + &shadow_pipeline_uniform_buffer.buffer, + 0, + 64, + ); + + self.light_index += 1; + if self.light_index as usize == light_count { + self.light_index = -1; + } + return Some(encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + color_attachments: &[], + depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor { + attachment: light.target_view.as_ref().unwrap(), + depth_load_op: wgpu::LoadOp::Clear, + depth_store_op: wgpu::StoreOp::Store, + stencil_load_op: wgpu::LoadOp::Clear, + stencil_store_op: wgpu::StoreOp::Store, + clear_depth: 1.0, + clear_stencil: 0, + }), + })); + } + + None + } + + fn resize(&self, render_graph: &mut RenderGraphData) {} + + fn should_repeat(&self) -> bool { + return self.light_index != -1; + } +} + +pub struct ShadowPipeline { + pub pipeline: Option, + pub bind_group: Option, + pub shadow_format: wgpu::TextureFormat, +} + +pub const SHADOW_PIPELINE_UNIFORMS: &str = "shadow_pipeline"; + +impl ShadowPipeline { + pub fn new(shadow_format: wgpu::TextureFormat, shadow_size: wgpu::Extent3d, max_lights: usize) -> Self { + ShadowPipeline { + bind_group: None, + pipeline: None, + shadow_format, + } + } +} + +impl PipelineNew for ShadowPipeline { + fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) { + let bind_group_layout = render_graph.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + bindings: &[wgpu::BindGroupLayoutBinding { + binding: 0, // global + visibility: wgpu::ShaderStage::VERTEX, + ty: wgpu::BindingType::UniformBuffer { dynamic: false }, + }], + }); + + // TODO: stop using "local" + let local_bind_group_layout = render_graph.get_bind_group_layout("local").unwrap(); + + let pipeline_layout = render_graph.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + bind_group_layouts: &[ + &bind_group_layout, + local_bind_group_layout, + ], + }); + + let uniform_size = mem::size_of::() as wgpu::BufferAddress; + let uniform_buf = render_graph.device.create_buffer(&wgpu::BufferDescriptor { + size: uniform_size, + usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST, + }); + + // Create bind group + self.bind_group = Some(render_graph.device.create_bind_group(&wgpu::BindGroupDescriptor { + layout: &bind_group_layout, + bindings: &[wgpu::Binding { + binding: 0, + resource: wgpu::BindingResource::Buffer { + buffer: &uniform_buf, + range: 0..uniform_size, + }, + }], + })); + + render_graph.set_uniform_buffer(SHADOW_PIPELINE_UNIFORMS, UniformBuffer { + buffer: uniform_buf, + size: uniform_size, + }); + + // Create other resources + let shadow_sampler = render_graph.device.create_sampler(&wgpu::SamplerDescriptor { + address_mode_u: wgpu::AddressMode::ClampToEdge, + address_mode_v: wgpu::AddressMode::ClampToEdge, + address_mode_w: wgpu::AddressMode::ClampToEdge, + mag_filter: wgpu::FilterMode::Linear, + min_filter: wgpu::FilterMode::Linear, + mipmap_filter: wgpu::FilterMode::Nearest, + lod_min_clamp: -100.0, + lod_max_clamp: 100.0, + compare_function: wgpu::CompareFunction::LessEqual, + }); + + let vertex_buffer_descriptor = get_vertex_buffer_descriptor(); + + // Create the render pipeline + let vs_bytes = shader::load_glsl(include_str!("shadow.vert"), shader::ShaderStage::Vertex); + let fs_bytes = + shader::load_glsl(include_str!("shadow.frag"), shader::ShaderStage::Fragment); + let vs_module = render_graph.device.create_shader_module(&vs_bytes); + let fs_module = render_graph.device.create_shader_module(&fs_bytes); + + self.pipeline = Some(render_graph.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { + layout: &pipeline_layout, + vertex_stage: wgpu::ProgrammableStageDescriptor { + module: &vs_module, + entry_point: "main", + }, + fragment_stage: Some(wgpu::ProgrammableStageDescriptor { + module: &fs_module, + entry_point: "main", + }), + rasterization_state: Some(wgpu::RasterizationStateDescriptor { + front_face: wgpu::FrontFace::Ccw, + cull_mode: wgpu::CullMode::Back, + depth_bias: 2, // corresponds to bilinear filtering + depth_bias_slope_scale: 2.0, + depth_bias_clamp: 0.0, + }), + primitive_topology: wgpu::PrimitiveTopology::TriangleList, + color_states: &[], + depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor { + format: self.shadow_format, + depth_write_enabled: true, + depth_compare: wgpu::CompareFunction::LessEqual, + stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE, + stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE, + stencil_read_mask: 0, + stencil_write_mask: 0, + }), + index_format: wgpu::IndexFormat::Uint16, + vertex_buffers: &[vertex_buffer_descriptor], + sample_count: 1, + sample_mask: !0, + alpha_to_coverage_enabled: false, + })); + } + + fn render( + &mut self, + render_graph: &RenderGraphData, + pass: &mut wgpu::RenderPass, + frame: &SwapChainOutput, + world: &mut World, + ) { + let mut mesh_query = + <(Read, Read>)>::query().filter(!component::()); + pass.set_bind_group(0, self.bind_group.as_ref().unwrap(), &[]); + + let mut mesh_storage = world + .resources + .get_mut::>() + .unwrap(); + for (entity, mesh) in mesh_query.iter_immutable(world) { + if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) { + mesh_asset.setup_buffers(&render_graph.device); + + pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]); + pass.set_index_buffer(&mesh_asset.index_buffer.as_ref().unwrap(), 0); + pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]); + pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1); + }; + } + } + + fn resize(&mut self, render_graph: &RenderGraphData) {} + + fn get_pipeline(&self) -> &wgpu::RenderPipeline { + self.pipeline.as_ref().unwrap() + } +} + #[repr(C)] pub struct ShadowUniforms { pub proj: [[f32; 4]; 4], } -impl Pipeline for ShadowPass { - fn render(&mut self, device: &Device, _: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, render_resources: &RenderResources) { +impl Pipeline for ShadowPassOld { + fn render( + &mut self, + device: &Device, + _: &SwapChainOutput, + encoder: &mut CommandEncoder, + world: &mut World, + render_resources: &RenderResources, + ) { let mut light_query = <(Read, Read, Read)>::query(); let mut mesh_query = - <(Read, Read>)>::query() - .filter(!component::()); - - for (i, (mut light, _)) in <(Write, Read)>::query().iter(world).enumerate() { - if let None = light.target_view { - light.target_view = Some(self.shadow_texture.create_view(&wgpu::TextureViewDescriptor { - format: ShadowPass::SHADOW_FORMAT, - dimension: wgpu::TextureViewDimension::D2, - aspect: wgpu::TextureAspect::All, - base_mip_level: 0, - level_count: 1, - base_array_layer: i as u32, - array_layer_count: 1, - })); - } - } + <(Read, Read>)>::query().filter(!component::()); for (i, (light, _, _)) in light_query.iter_immutable(world).enumerate() { + // if let None = light.target_view { + // light.target_view = Some(self.shadow_texture.create_view( + // &wgpu::TextureViewDescriptor { + // format: ShadowPassOld::SHADOW_FORMAT, + // dimension: wgpu::TextureViewDimension::D2, + // aspect: wgpu::TextureAspect::All, + // base_mip_level: 0, + // level_count: 1, + // base_array_layer: i as u32, + // array_layer_count: 1, + // }, + // )); + // } + // The light uniform buffer already has the projection, // let's just copy it over to the shadow uniform buffer. encoder.copy_buffer_to_buffer( @@ -65,7 +333,10 @@ impl Pipeline for ShadowPass { pass.set_pipeline(&self.pipeline); pass.set_bind_group(0, &self.bind_group, &[]); - let mut mesh_storage = world.resources.get_mut::>().unwrap(); + let mut mesh_storage = world + .resources + .get_mut::>() + .unwrap(); for (entity, mesh) in mesh_query.iter_immutable(world) { if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) { mesh_asset.setup_buffers(device); @@ -73,18 +344,19 @@ impl Pipeline for ShadowPass { pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]); pass.set_index_buffer(&mesh_asset.index_buffer.as_ref().unwrap(), 0); pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]); - pass.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. 1); - + pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1); }; } } } - fn resize(&mut self, _: &Device, _: &SwapChainDescriptor) { } - fn get_camera_uniform_buffer(&self) -> Option<&Buffer> { None } + fn resize(&mut self, _: &Device, _: &SwapChainDescriptor) {} + fn get_camera_uniform_buffer(&self) -> Option<&Buffer> { + None + } } -impl ShadowPass { +impl ShadowPassOld { pub const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; pub const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d { width: 512, @@ -92,18 +364,25 @@ impl ShadowPass { depth: 1, }; - pub fn new(device: &Device, _: &World, render_resources: &RenderResources, vertex_buffer_descriptor: VertexBufferDescriptor) -> ShadowPass { + pub fn new( + device: &Device, + _: &World, + render_resources: &RenderResources, + vertex_buffer_descriptor: VertexBufferDescriptor, + ) -> ShadowPassOld { // Create pipeline layout - let bind_group_layout = - device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - bindings: &[wgpu::BindGroupLayoutBinding { - binding: 0, // global - visibility: wgpu::ShaderStage::VERTEX, - ty: wgpu::BindingType::UniformBuffer { dynamic: false }, - }], - }); + let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + bindings: &[wgpu::BindGroupLayoutBinding { + binding: 0, // global + visibility: wgpu::ShaderStage::VERTEX, + ty: wgpu::BindingType::UniformBuffer { dynamic: false }, + }], + }); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { - bind_group_layouts: &[&bind_group_layout, &render_resources.local_bind_group_layout], + bind_group_layouts: &[ + &bind_group_layout, + &render_resources.local_bind_group_layout, + ], }); let uniform_size = mem::size_of::() as wgpu::BufferAddress; @@ -119,7 +398,7 @@ impl ShadowPass { binding: 0, resource: wgpu::BindingResource::Buffer { buffer: &uniform_buf, - range: 0 .. uniform_size, + range: 0..uniform_size, }, }], }); @@ -150,8 +429,7 @@ impl ShadowPass { }); // Create the render pipeline - let vs_bytes = - shader::load_glsl(include_str!("shadow.vert"), shader::ShaderStage::Vertex); + let vs_bytes = shader::load_glsl(include_str!("shadow.vert"), shader::ShaderStage::Vertex); let fs_bytes = shader::load_glsl(include_str!("shadow.frag"), shader::ShaderStage::Fragment); let vs_module = device.create_shader_module(&vs_bytes); @@ -192,7 +470,7 @@ impl ShadowPass { alpha_to_coverage_enabled: false, }); - ShadowPass { + ShadowPassOld { pipeline, bind_group, uniform_buf,