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Place percentage-closer soft shadows behind a feature gate to save on samplers. (#16068)
The two additional linear texture samplers that PCSS added caused us to blow past the limit on Apple Silicon macOS and WebGL. To fix the issue, this commit adds a `--feature pbr_pcss` feature gate that disables PCSS if not present. Closes #15345. Closes #15525. Closes #15821. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
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10 changed files with 37 additions and 1 deletions
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@ -402,6 +402,9 @@ pbr_multi_layer_material_textures = [
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# Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs
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pbr_anisotropy_texture = ["bevy_internal/pbr_anisotropy_texture"]
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# Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs
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pbr_pcss = ["bevy_internal/pbr_pcss"]
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# Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
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webgl2 = ["bevy_internal/webgl"]
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@ -3786,6 +3789,7 @@ wasm = true
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name = "pcss"
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path = "examples/3d/pcss.rs"
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doc-scrape-examples = true
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required-features = ["pbr_pcss"]
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[package.metadata.example.pcss]
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name = "Percentage-closer soft shadows"
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@ -134,6 +134,9 @@ pbr_anisotropy_texture = [
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"bevy_gltf?/pbr_anisotropy_texture",
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]
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# Percentage-closer soft shadows
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pbr_pcss = ["bevy_pbr?/pbr_pcss"]
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# Optimise for WebGL2
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webgl = [
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"bevy_core_pipeline?/webgl",
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@ -14,6 +14,7 @@ webgpu = []
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pbr_transmission_textures = []
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pbr_multi_layer_material_textures = []
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pbr_anisotropy_texture = []
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pbr_pcss = []
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shader_format_glsl = ["bevy_render/shader_format_glsl"]
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trace = ["bevy_render/trace"]
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ios_simulator = ["bevy_render/ios_simulator"]
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@ -147,8 +147,10 @@ pub const MAX_CASCADES_PER_LIGHT: usize = 1;
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#[derive(Resource, Clone)]
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pub struct ShadowSamplers {
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pub point_light_comparison_sampler: Sampler,
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#[cfg(feature = "pbr_pcss")]
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pub point_light_linear_sampler: Sampler,
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pub directional_light_comparison_sampler: Sampler,
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#[cfg(feature = "pbr_pcss")]
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pub directional_light_linear_sampler: Sampler,
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}
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@ -172,6 +174,7 @@ impl FromWorld for ShadowSamplers {
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compare: Some(CompareFunction::GreaterEqual),
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..base_sampler_descriptor
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}),
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#[cfg(feature = "pbr_pcss")]
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point_light_linear_sampler: render_device.create_sampler(&base_sampler_descriptor),
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directional_light_comparison_sampler: render_device.create_sampler(
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&SamplerDescriptor {
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@ -179,6 +182,7 @@ impl FromWorld for ShadowSamplers {
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..base_sampler_descriptor
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},
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),
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#[cfg(feature = "pbr_pcss")]
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directional_light_linear_sampler: render_device
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.create_sampler(&base_sampler_descriptor),
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}
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@ -1858,6 +1858,9 @@ impl SpecializedMeshPipeline for MeshPipeline {
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#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
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shader_defs.push("WEBGL2".into());
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#[cfg(feature = "pbr_pcss")]
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shader_defs.push("PCSS_SAMPLERS_AVAILABLE".into());
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if key.contains(MeshPipelineKey::TONEMAP_IN_SHADER) {
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shader_defs.push("TONEMAP_IN_SHADER".into());
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shader_defs.push(ShaderDefVal::UInt(
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@ -227,6 +227,7 @@ fn layout_entries(
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// Point Shadow Texture Array Comparison Sampler
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(3, sampler(SamplerBindingType::Comparison)),
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// Point Shadow Texture Array Linear Sampler
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#[cfg(feature = "pbr_pcss")]
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(4, sampler(SamplerBindingType::Filtering)),
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// Directional Shadow Texture Array
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(
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@ -243,6 +244,7 @@ fn layout_entries(
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// Directional Shadow Texture Array Comparison Sampler
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(6, sampler(SamplerBindingType::Comparison)),
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// Directional Shadow Texture Array Linear Sampler
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#[cfg(feature = "pbr_pcss")]
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(7, sampler(SamplerBindingType::Filtering)),
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// PointLights
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(
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@ -574,9 +576,11 @@ pub fn prepare_mesh_view_bind_groups(
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(1, light_binding.clone()),
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(2, &shadow_bindings.point_light_depth_texture_view),
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(3, &shadow_samplers.point_light_comparison_sampler),
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#[cfg(feature = "pbr_pcss")]
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(4, &shadow_samplers.point_light_linear_sampler),
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(5, &shadow_bindings.directional_light_depth_texture_view),
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(6, &shadow_samplers.directional_light_comparison_sampler),
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#[cfg(feature = "pbr_pcss")]
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(7, &shadow_samplers.directional_light_linear_sampler),
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(8, clusterable_objects_binding.clone()),
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(
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@ -14,14 +14,18 @@
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@group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array;
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#endif
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@group(0) @binding(3) var point_shadow_textures_comparison_sampler: sampler_comparison;
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#ifdef PCSS_SAMPLERS_AVAILABLE
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@group(0) @binding(4) var point_shadow_textures_linear_sampler: sampler;
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#endif // PCSS_SAMPLERS_AVAILABLE
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#ifdef NO_ARRAY_TEXTURES_SUPPORT
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@group(0) @binding(5) var directional_shadow_textures: texture_depth_2d;
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#else
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@group(0) @binding(5) var directional_shadow_textures: texture_depth_2d_array;
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#endif
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@group(0) @binding(6) var directional_shadow_textures_comparison_sampler: sampler_comparison;
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#ifdef PCSS_SAMPLERS_AVAILABLE
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@group(0) @binding(7) var directional_shadow_textures_linear_sampler: sampler;
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#endif // PCSS_SAMPLERS_AVAILABLE
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#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
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@group(0) @binding(8) var<storage> clusterable_objects: types::ClusterableObjects;
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@ -40,6 +40,8 @@ fn search_for_blockers_in_shadow_map_hardware(
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return vec2(0.0);
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#else // WEBGL2
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#ifdef PCSS_SAMPLERS_AVAILABLE
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#ifdef NO_ARRAY_TEXTURES_SUPPORT
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let sampled_depth = textureSampleLevel(
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view_bindings::directional_shadow_textures,
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@ -58,6 +60,10 @@ fn search_for_blockers_in_shadow_map_hardware(
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#endif // NO_ARRAY_TEXTURES_SUPPORT
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return select(vec2(0.0), vec2(sampled_depth, 1.0), sampled_depth >= depth);
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#else // PCSS_SAMPLERS_AVAILABLE
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return vec2(0.0);
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#endif // PCSS_SAMPLERS_AVAILABLE
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#endif // WEBGL2
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}
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@ -340,6 +346,8 @@ fn search_for_blockers_in_shadow_cubemap_hardware(
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return vec2(0.0);
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#else // WEBGL2
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#ifdef PCSS_SAMPLERS_AVAILABLE
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#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT
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let sampled_depth = textureSample(
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view_bindings::point_shadow_textures,
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@ -357,6 +365,10 @@ fn search_for_blockers_in_shadow_cubemap_hardware(
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return select(vec2(0.0), vec2(sampled_depth, 1.0), sampled_depth >= depth);
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#else // PCSS_SAMPLERS_AVAILABLE
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return vec2(0.0);
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#endif // PCSS_SAMPLERS_AVAILABLE
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#endif // WEBGL2
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}
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@ -83,6 +83,7 @@ The default feature set enables most of the expected features of a game engine,
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|mp3|MP3 audio format support|
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|pbr_anisotropy_texture|Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
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|pbr_multi_layer_material_textures|Enable support for multi-layer material textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
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|pbr_pcss|Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs|
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|pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
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|pnm|PNM image format support, includes pam, pbm, pgm and ppm|
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|qoi|QOI image format support|
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@ -32,7 +32,7 @@ fn setup(
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MeshMaterial3d(materials.add(ExtendedMaterial {
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base: StandardMaterial {
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base_color: RED.into(),
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// can be used in forward or deferred mode.
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// can be used in forward or deferred mode
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opaque_render_method: OpaqueRendererMethod::Auto,
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// in deferred mode, only the PbrInput can be modified (uvs, color and other material properties),
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// in forward mode, the output can also be modified after lighting is applied.
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