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https://github.com/bevyengine/bevy
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Use multidraw for shadows when GPU culling is in use. (#16692)
This patch makes shadows use multidraw when the camera they'll be drawn to has the `GpuCulling` component. This results in a significant reduction in drawcalls; Bistro Exterior drops to 3 drawcalls for each shadow cascade. Note that PR #16670 will remove the `GpuCulling` component, making shadows automatically use multidraw. Beware of that when testing this patch; before #16670 lands, you'll need to manually add `GpuCulling` to your camera in order to see any performance benefits.
This commit is contained in:
parent
bb090e6176
commit
7236070573
1 changed files with 25 additions and 14 deletions
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@ -15,6 +15,7 @@ use bevy_render::{
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batching::gpu_preprocessing::{GpuPreprocessingMode, GpuPreprocessingSupport},
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batching::gpu_preprocessing::{GpuPreprocessingMode, GpuPreprocessingSupport},
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camera::SortedCameras,
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camera::SortedCameras,
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mesh::allocator::MeshAllocator,
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mesh::allocator::MeshAllocator,
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view::GpuCulling,
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};
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};
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use bevy_render::{
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use bevy_render::{
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diagnostic::RecordDiagnostics,
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diagnostic::RecordDiagnostics,
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@ -686,6 +687,7 @@ pub fn prepare_lights(
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&ExtractedView,
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&ExtractedView,
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&ExtractedClusterConfig,
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&ExtractedClusterConfig,
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Option<&RenderLayers>,
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Option<&RenderLayers>,
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Has<GpuCulling>,
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),
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),
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With<Camera3d>,
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With<Camera3d>,
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>,
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>,
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@ -1094,7 +1096,7 @@ pub fn prepare_lights(
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let mut live_views = EntityHashSet::with_capacity_and_hasher(views_count, EntityHash);
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let mut live_views = EntityHashSet::with_capacity_and_hasher(views_count, EntityHash);
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// set up light data for each view
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// set up light data for each view
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for (entity, extracted_view, clusters, maybe_layers) in sorted_cameras
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for (entity, extracted_view, clusters, maybe_layers, has_gpu_culling) in sorted_cameras
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.0
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.0
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.iter()
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.iter()
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.filter_map(|sorted_camera| views.get(sorted_camera.entity).ok())
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.filter_map(|sorted_camera| views.get(sorted_camera.entity).ok())
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@ -1102,6 +1104,12 @@ pub fn prepare_lights(
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live_views.insert(entity);
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live_views.insert(entity);
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let mut view_lights = Vec::new();
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let mut view_lights = Vec::new();
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let gpu_preprocessing_mode = gpu_preprocessing_support.min(if has_gpu_culling {
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GpuPreprocessingMode::Culling
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} else {
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GpuPreprocessingMode::PreprocessingOnly
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});
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let is_orthographic = extracted_view.clip_from_view.w_axis.w == 1.0;
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let is_orthographic = extracted_view.clip_from_view.w_axis.w == 1.0;
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let cluster_factors_zw = calculate_cluster_factors(
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let cluster_factors_zw = calculate_cluster_factors(
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clusters.near,
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clusters.near,
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@ -1229,15 +1237,15 @@ pub fn prepare_lights(
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},
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},
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));
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));
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if matches!(gpu_preprocessing_mode, GpuPreprocessingMode::Culling) {
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commands.entity(view_light_entity).insert(GpuCulling);
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}
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view_lights.push(view_light_entity);
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view_lights.push(view_light_entity);
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if first {
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if first {
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// Subsequent views with the same light entity will reuse the same shadow map
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// Subsequent views with the same light entity will reuse the same shadow map
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// TODO: Implement GPU culling for shadow passes.
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shadow_render_phases.insert_or_clear(view_light_entity, gpu_preprocessing_mode);
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shadow_render_phases.insert_or_clear(
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view_light_entity,
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gpu_preprocessing_support.min(GpuPreprocessingMode::PreprocessingOnly),
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);
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live_shadow_mapping_lights.insert(view_light_entity);
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live_shadow_mapping_lights.insert(view_light_entity);
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}
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}
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}
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}
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@ -1321,14 +1329,15 @@ pub fn prepare_lights(
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LightEntity::Spot { light_entity },
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LightEntity::Spot { light_entity },
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));
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));
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if matches!(gpu_preprocessing_mode, GpuPreprocessingMode::Culling) {
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commands.entity(view_light_entity).insert(GpuCulling);
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}
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view_lights.push(view_light_entity);
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view_lights.push(view_light_entity);
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if first {
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if first {
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// Subsequent views with the same light entity will reuse the same shadow map
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// Subsequent views with the same light entity will reuse the same shadow map
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shadow_render_phases.insert_or_clear(
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shadow_render_phases.insert_or_clear(view_light_entity, gpu_preprocessing_mode);
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view_light_entity,
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gpu_preprocessing_support.min(GpuPreprocessingMode::PreprocessingOnly),
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);
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live_shadow_mapping_lights.insert(view_light_entity);
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live_shadow_mapping_lights.insert(view_light_entity);
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}
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}
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}
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}
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@ -1454,15 +1463,17 @@ pub fn prepare_lights(
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cascade_index,
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cascade_index,
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},
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},
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));
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));
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if matches!(gpu_preprocessing_mode, GpuPreprocessingMode::Culling) {
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commands.entity(view_light_entity).insert(GpuCulling);
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}
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view_lights.push(view_light_entity);
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view_lights.push(view_light_entity);
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// Subsequent views with the same light entity will **NOT** reuse the same shadow map
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// Subsequent views with the same light entity will **NOT** reuse the same shadow map
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// (Because the cascades are unique to each view)
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// (Because the cascades are unique to each view)
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// TODO: Implement GPU culling for shadow passes.
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// TODO: Implement GPU culling for shadow passes.
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shadow_render_phases.insert_or_clear(
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shadow_render_phases.insert_or_clear(view_light_entity, gpu_preprocessing_mode);
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view_light_entity,
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gpu_preprocessing_support.min(GpuPreprocessingMode::PreprocessingOnly),
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);
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live_shadow_mapping_lights.insert(view_light_entity);
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live_shadow_mapping_lights.insert(view_light_entity);
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}
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}
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}
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}
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