mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
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>
This commit is contained in:
parent
897404ee1e
commit
c6a66a7e96
10 changed files with 37 additions and 1 deletions
|
@ -402,6 +402,9 @@ pbr_multi_layer_material_textures = [
|
|||
# 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
|
||||
pbr_anisotropy_texture = ["bevy_internal/pbr_anisotropy_texture"]
|
||||
|
||||
# Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs
|
||||
pbr_pcss = ["bevy_internal/pbr_pcss"]
|
||||
|
||||
# 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.
|
||||
webgl2 = ["bevy_internal/webgl"]
|
||||
|
||||
|
@ -3786,6 +3789,7 @@ wasm = true
|
|||
name = "pcss"
|
||||
path = "examples/3d/pcss.rs"
|
||||
doc-scrape-examples = true
|
||||
required-features = ["pbr_pcss"]
|
||||
|
||||
[package.metadata.example.pcss]
|
||||
name = "Percentage-closer soft shadows"
|
||||
|
|
|
@ -134,6 +134,9 @@ pbr_anisotropy_texture = [
|
|||
"bevy_gltf?/pbr_anisotropy_texture",
|
||||
]
|
||||
|
||||
# Percentage-closer soft shadows
|
||||
pbr_pcss = ["bevy_pbr?/pbr_pcss"]
|
||||
|
||||
# Optimise for WebGL2
|
||||
webgl = [
|
||||
"bevy_core_pipeline?/webgl",
|
||||
|
|
|
@ -14,6 +14,7 @@ webgpu = []
|
|||
pbr_transmission_textures = []
|
||||
pbr_multi_layer_material_textures = []
|
||||
pbr_anisotropy_texture = []
|
||||
pbr_pcss = []
|
||||
shader_format_glsl = ["bevy_render/shader_format_glsl"]
|
||||
trace = ["bevy_render/trace"]
|
||||
ios_simulator = ["bevy_render/ios_simulator"]
|
||||
|
|
|
@ -147,8 +147,10 @@ pub const MAX_CASCADES_PER_LIGHT: usize = 1;
|
|||
#[derive(Resource, Clone)]
|
||||
pub struct ShadowSamplers {
|
||||
pub point_light_comparison_sampler: Sampler,
|
||||
#[cfg(feature = "pbr_pcss")]
|
||||
pub point_light_linear_sampler: Sampler,
|
||||
pub directional_light_comparison_sampler: Sampler,
|
||||
#[cfg(feature = "pbr_pcss")]
|
||||
pub directional_light_linear_sampler: Sampler,
|
||||
}
|
||||
|
||||
|
@ -172,6 +174,7 @@ impl FromWorld for ShadowSamplers {
|
|||
compare: Some(CompareFunction::GreaterEqual),
|
||||
..base_sampler_descriptor
|
||||
}),
|
||||
#[cfg(feature = "pbr_pcss")]
|
||||
point_light_linear_sampler: render_device.create_sampler(&base_sampler_descriptor),
|
||||
directional_light_comparison_sampler: render_device.create_sampler(
|
||||
&SamplerDescriptor {
|
||||
|
@ -179,6 +182,7 @@ impl FromWorld for ShadowSamplers {
|
|||
..base_sampler_descriptor
|
||||
},
|
||||
),
|
||||
#[cfg(feature = "pbr_pcss")]
|
||||
directional_light_linear_sampler: render_device
|
||||
.create_sampler(&base_sampler_descriptor),
|
||||
}
|
||||
|
|
|
@ -1858,6 +1858,9 @@ impl SpecializedMeshPipeline for MeshPipeline {
|
|||
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
|
||||
shader_defs.push("WEBGL2".into());
|
||||
|
||||
#[cfg(feature = "pbr_pcss")]
|
||||
shader_defs.push("PCSS_SAMPLERS_AVAILABLE".into());
|
||||
|
||||
if key.contains(MeshPipelineKey::TONEMAP_IN_SHADER) {
|
||||
shader_defs.push("TONEMAP_IN_SHADER".into());
|
||||
shader_defs.push(ShaderDefVal::UInt(
|
||||
|
|
|
@ -227,6 +227,7 @@ fn layout_entries(
|
|||
// Point Shadow Texture Array Comparison Sampler
|
||||
(3, sampler(SamplerBindingType::Comparison)),
|
||||
// Point Shadow Texture Array Linear Sampler
|
||||
#[cfg(feature = "pbr_pcss")]
|
||||
(4, sampler(SamplerBindingType::Filtering)),
|
||||
// Directional Shadow Texture Array
|
||||
(
|
||||
|
@ -243,6 +244,7 @@ fn layout_entries(
|
|||
// Directional Shadow Texture Array Comparison Sampler
|
||||
(6, sampler(SamplerBindingType::Comparison)),
|
||||
// Directional Shadow Texture Array Linear Sampler
|
||||
#[cfg(feature = "pbr_pcss")]
|
||||
(7, sampler(SamplerBindingType::Filtering)),
|
||||
// PointLights
|
||||
(
|
||||
|
@ -574,9 +576,11 @@ pub fn prepare_mesh_view_bind_groups(
|
|||
(1, light_binding.clone()),
|
||||
(2, &shadow_bindings.point_light_depth_texture_view),
|
||||
(3, &shadow_samplers.point_light_comparison_sampler),
|
||||
#[cfg(feature = "pbr_pcss")]
|
||||
(4, &shadow_samplers.point_light_linear_sampler),
|
||||
(5, &shadow_bindings.directional_light_depth_texture_view),
|
||||
(6, &shadow_samplers.directional_light_comparison_sampler),
|
||||
#[cfg(feature = "pbr_pcss")]
|
||||
(7, &shadow_samplers.directional_light_linear_sampler),
|
||||
(8, clusterable_objects_binding.clone()),
|
||||
(
|
||||
|
|
|
@ -14,14 +14,18 @@
|
|||
@group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array;
|
||||
#endif
|
||||
@group(0) @binding(3) var point_shadow_textures_comparison_sampler: sampler_comparison;
|
||||
#ifdef PCSS_SAMPLERS_AVAILABLE
|
||||
@group(0) @binding(4) var point_shadow_textures_linear_sampler: sampler;
|
||||
#endif // PCSS_SAMPLERS_AVAILABLE
|
||||
#ifdef NO_ARRAY_TEXTURES_SUPPORT
|
||||
@group(0) @binding(5) var directional_shadow_textures: texture_depth_2d;
|
||||
#else
|
||||
@group(0) @binding(5) var directional_shadow_textures: texture_depth_2d_array;
|
||||
#endif
|
||||
@group(0) @binding(6) var directional_shadow_textures_comparison_sampler: sampler_comparison;
|
||||
#ifdef PCSS_SAMPLERS_AVAILABLE
|
||||
@group(0) @binding(7) var directional_shadow_textures_linear_sampler: sampler;
|
||||
#endif // PCSS_SAMPLERS_AVAILABLE
|
||||
|
||||
#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
|
||||
@group(0) @binding(8) var<storage> clusterable_objects: types::ClusterableObjects;
|
||||
|
|
|
@ -40,6 +40,8 @@ fn search_for_blockers_in_shadow_map_hardware(
|
|||
return vec2(0.0);
|
||||
#else // WEBGL2
|
||||
|
||||
#ifdef PCSS_SAMPLERS_AVAILABLE
|
||||
|
||||
#ifdef NO_ARRAY_TEXTURES_SUPPORT
|
||||
let sampled_depth = textureSampleLevel(
|
||||
view_bindings::directional_shadow_textures,
|
||||
|
@ -58,6 +60,10 @@ fn search_for_blockers_in_shadow_map_hardware(
|
|||
#endif // NO_ARRAY_TEXTURES_SUPPORT
|
||||
return select(vec2(0.0), vec2(sampled_depth, 1.0), sampled_depth >= depth);
|
||||
|
||||
#else // PCSS_SAMPLERS_AVAILABLE
|
||||
return vec2(0.0);
|
||||
#endif // PCSS_SAMPLERS_AVAILABLE
|
||||
|
||||
#endif // WEBGL2
|
||||
}
|
||||
|
||||
|
@ -340,6 +346,8 @@ fn search_for_blockers_in_shadow_cubemap_hardware(
|
|||
return vec2(0.0);
|
||||
#else // WEBGL2
|
||||
|
||||
#ifdef PCSS_SAMPLERS_AVAILABLE
|
||||
|
||||
#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT
|
||||
let sampled_depth = textureSample(
|
||||
view_bindings::point_shadow_textures,
|
||||
|
@ -357,6 +365,10 @@ fn search_for_blockers_in_shadow_cubemap_hardware(
|
|||
|
||||
return select(vec2(0.0), vec2(sampled_depth, 1.0), sampled_depth >= depth);
|
||||
|
||||
#else // PCSS_SAMPLERS_AVAILABLE
|
||||
return vec2(0.0);
|
||||
#endif // PCSS_SAMPLERS_AVAILABLE
|
||||
|
||||
#endif // WEBGL2
|
||||
}
|
||||
|
||||
|
|
|
@ -83,6 +83,7 @@ The default feature set enables most of the expected features of a game engine,
|
|||
|mp3|MP3 audio format support|
|
||||
|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|
|
||||
|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|
|
||||
|pbr_pcss|Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs|
|
||||
|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|
|
||||
|pnm|PNM image format support, includes pam, pbm, pgm and ppm|
|
||||
|qoi|QOI image format support|
|
||||
|
|
|
@ -32,7 +32,7 @@ fn setup(
|
|||
MeshMaterial3d(materials.add(ExtendedMaterial {
|
||||
base: StandardMaterial {
|
||||
base_color: RED.into(),
|
||||
// can be used in forward or deferred mode.
|
||||
// can be used in forward or deferred mode
|
||||
opaque_render_method: OpaqueRendererMethod::Auto,
|
||||
// in deferred mode, only the PbrInput can be modified (uvs, color and other material properties),
|
||||
// in forward mode, the output can also be modified after lighting is applied.
|
||||
|
|
Loading…
Reference in a new issue