mirror of
https://github.com/bevyengine/bevy
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Native unclipped depth on supported platforms (#16095)
# Objective - Fixes #16078 ## Solution - Rename things to clarify that we _want_ unclipped depth for directional light shadow views, and need some way of disabling the GPU's builtin depth clipping - Use DEPTH_CLIP_CONTROL instead of the fragment shader emulation on supported platforms - Pass only the clip position depth instead of the whole clip position between vertex->fragment shader (no idea if this helps performance or not, compiler might optimize it anyways) - Meshlets - HW raster always uses DEPTH_CLIP_CONTROL since it targets a more limited set of platforms - SW raster was not handling DEPTH_CLAMP_ORTHO correctly, it ended up pretty much doing nothing. - This PR made me realize that SW raster technically should have depth clipping for all views that are not directional light shadows, but I decided not to bother writing it. I'm not sure that it ever matters in practice. If proven otherwise, I can add it. ## Testing - Did you test these changes? If so, how? - Lighting example. Both opaque (no fragment shader) and alpha masked geometry (fragment shader emulation) are working with depth_clip_control, and both work when it's turned off. Also tested meshlet example. - Are there any parts that need more testing? - Performance. I can't figure out a good test scene. - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Toggle depth_clip_control_supported in prepass/mod.rs line 323 to turn this PR on or off. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - Native --- ## Migration Guide - `MeshPipelineKey::DEPTH_CLAMP_ORTHO` is now `MeshPipelineKey::UNCLIPPED_DEPTH_ORTHO` - The `DEPTH_CLAMP_ORTHO` shaderdef has been renamed to `UNCLIPPED_DEPTH_ORTHO_EMULATION` - `clip_position_unclamped: vec4<f32>` is now `unclipped_depth: f32`
This commit is contained in:
parent
f375422ddd
commit
d221665386
11 changed files with 60 additions and 105 deletions
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@ -142,6 +142,7 @@ impl MeshletPlugin {
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WgpuFeatures::SHADER_INT64_ATOMIC_MIN_MAX
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| WgpuFeatures::SHADER_INT64
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| WgpuFeatures::SUBGROUP
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| WgpuFeatures::DEPTH_CLIP_CONTROL
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| WgpuFeatures::PUSH_CONSTANTS
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}
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}
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@ -34,10 +34,9 @@ pub struct MeshletPipelines {
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downsample_depth_second_shadow_view: CachedComputePipelineId,
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visibility_buffer_software_raster: CachedComputePipelineId,
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visibility_buffer_software_raster_depth_only: CachedComputePipelineId,
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visibility_buffer_software_raster_depth_only_clamp_ortho: CachedComputePipelineId,
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visibility_buffer_hardware_raster: CachedRenderPipelineId,
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visibility_buffer_hardware_raster_depth_only: CachedRenderPipelineId,
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visibility_buffer_hardware_raster_depth_only_clamp_ortho: CachedRenderPipelineId,
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visibility_buffer_hardware_raster_depth_only_unclipped: CachedRenderPipelineId,
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resolve_depth: CachedRenderPipelineId,
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resolve_depth_shadow_view: CachedRenderPipelineId,
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resolve_material_depth: CachedRenderPipelineId,
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@ -215,29 +214,6 @@ impl FromWorld for MeshletPipelines {
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},
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),
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visibility_buffer_software_raster_depth_only_clamp_ortho: pipeline_cache
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.queue_compute_pipeline(ComputePipelineDescriptor {
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label: Some(
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"meshlet_visibility_buffer_software_raster_depth_only_clamp_ortho_pipeline"
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.into(),
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),
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layout: vec![visibility_buffer_raster_layout.clone()],
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push_constant_ranges: vec![],
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shader: MESHLET_VISIBILITY_BUFFER_SOFTWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
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"DEPTH_CLAMP_ORTHO".into(),
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if remap_1d_to_2d_dispatch_layout.is_some() {
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"MESHLET_2D_DISPATCH"
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} else {
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""
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}
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.into(),
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],
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entry_point: "rasterize_cluster".into(),
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zero_initialize_workgroup_memory: false,
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}),
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visibility_buffer_hardware_raster: pipeline_cache.queue_render_pipeline(
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RenderPipelineDescriptor {
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label: Some("meshlet_visibility_buffer_hardware_raster_pipeline".into()),
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@ -324,10 +300,10 @@ impl FromWorld for MeshletPipelines {
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},
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),
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visibility_buffer_hardware_raster_depth_only_clamp_ortho: pipeline_cache
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visibility_buffer_hardware_raster_depth_only_unclipped: pipeline_cache
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.queue_render_pipeline(RenderPipelineDescriptor {
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label: Some(
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"meshlet_visibility_buffer_hardware_raster_depth_only_clamp_ortho_pipeline"
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"meshlet_visibility_buffer_hardware_raster_depth_only_unclipped_pipeline"
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.into(),
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),
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layout: vec![visibility_buffer_raster_layout],
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@ -337,10 +313,7 @@ impl FromWorld for MeshletPipelines {
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}],
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vertex: VertexState {
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shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
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"DEPTH_CLAMP_ORTHO".into(),
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],
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shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
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entry_point: "vertex".into(),
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buffers: vec![],
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},
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@ -349,7 +322,7 @@ impl FromWorld for MeshletPipelines {
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strip_index_format: None,
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front_face: FrontFace::Ccw,
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cull_mode: Some(Face::Back),
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unclipped_depth: false,
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unclipped_depth: true,
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polygon_mode: PolygonMode::Fill,
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conservative: false,
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},
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@ -357,10 +330,7 @@ impl FromWorld for MeshletPipelines {
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multisample: MultisampleState::default(),
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fragment: Some(FragmentState {
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shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
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shader_defs: vec![
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"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
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"DEPTH_CLAMP_ORTHO".into(),
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],
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shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format: TextureFormat::R8Uint,
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@ -484,7 +454,6 @@ impl MeshletPipelines {
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&ComputePipeline,
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&ComputePipeline,
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&ComputePipeline,
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&ComputePipeline,
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&RenderPipeline,
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&RenderPipeline,
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&RenderPipeline,
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@ -506,14 +475,11 @@ impl MeshletPipelines {
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pipeline_cache.get_compute_pipeline(pipeline.visibility_buffer_software_raster)?,
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pipeline_cache
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.get_compute_pipeline(pipeline.visibility_buffer_software_raster_depth_only)?,
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pipeline_cache.get_compute_pipeline(
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pipeline.visibility_buffer_software_raster_depth_only_clamp_ortho,
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)?,
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pipeline_cache.get_render_pipeline(pipeline.visibility_buffer_hardware_raster)?,
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pipeline_cache
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.get_render_pipeline(pipeline.visibility_buffer_hardware_raster_depth_only)?,
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pipeline_cache.get_render_pipeline(
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pipeline.visibility_buffer_hardware_raster_depth_only_clamp_ortho,
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pipeline.visibility_buffer_hardware_raster_depth_only_unclipped,
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)?,
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pipeline_cache.get_render_pipeline(pipeline.resolve_depth)?,
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pipeline_cache.get_render_pipeline(pipeline.resolve_depth_shadow_view)?,
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@ -23,9 +23,6 @@ struct VertexOutput {
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#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
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@location(0) @interpolate(flat) packed_ids: u32,
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#endif
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#ifdef DEPTH_CLAMP_ORTHO
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@location(0) unclamped_clip_depth: f32,
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#endif
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}
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@vertex
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@ -45,19 +42,12 @@ fn vertex(@builtin(instance_index) instance_index: u32, @builtin(vertex_index) v
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let vertex_position = get_meshlet_vertex_position(&meshlet, vertex_id);
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let world_from_local = affine3_to_square(instance_uniform.world_from_local);
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let world_position = mesh_position_local_to_world(world_from_local, vec4(vertex_position, 1.0));
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var clip_position = view.clip_from_world * vec4(world_position.xyz, 1.0);
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#ifdef DEPTH_CLAMP_ORTHO
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let unclamped_clip_depth = clip_position.z;
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clip_position.z = min(clip_position.z, 1.0);
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#endif
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let clip_position = view.clip_from_world * vec4(world_position.xyz, 1.0);
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return VertexOutput(
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clip_position,
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#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
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(cluster_id << 7u) | triangle_id,
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#endif
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#ifdef DEPTH_CLAMP_ORTHO
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unclamped_clip_depth,
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#endif
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);
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}
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@ -70,9 +60,6 @@ fn fragment(vertex_output: VertexOutput) {
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let depth = bitcast<u32>(vertex_output.position.z);
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let visibility = (u64(depth) << 32u) | u64(vertex_output.packed_ids);
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atomicMax(&meshlet_visibility_buffer[frag_coord_1d], visibility);
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#else ifdef DEPTH_CLAMP_ORTHO
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let depth = bitcast<u32>(vertex_output.unclamped_clip_depth);
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atomicMax(&meshlet_visibility_buffer[frag_coord_1d], depth);
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#else
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let depth = bitcast<u32>(vertex_output.position.z);
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atomicMax(&meshlet_visibility_buffer[frag_coord_1d], depth);
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@ -84,9 +71,6 @@ fn dummy_vertex() -> VertexOutput {
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vec4(divide(0.0, 0.0)), // NaN vertex position
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#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
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0u,
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#endif
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#ifdef DEPTH_CLAMP_ORTHO
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0.0,
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#endif
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);
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}
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@ -85,10 +85,9 @@ impl Node for MeshletVisibilityBufferRasterPassNode {
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downsample_depth_second_shadow_view_pipeline,
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visibility_buffer_software_raster_pipeline,
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visibility_buffer_software_raster_depth_only_pipeline,
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visibility_buffer_software_raster_depth_only_clamp_ortho,
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visibility_buffer_hardware_raster_pipeline,
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visibility_buffer_hardware_raster_depth_only_pipeline,
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visibility_buffer_hardware_raster_depth_only_clamp_ortho,
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visibility_buffer_hardware_raster_depth_only_unclipped_pipeline,
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resolve_depth_pipeline,
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resolve_depth_shadow_view_pipeline,
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resolve_material_depth_pipeline,
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@ -223,18 +222,11 @@ impl Node for MeshletVisibilityBufferRasterPassNode {
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continue;
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};
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let (
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shadow_visibility_buffer_software_raster_pipeline,
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shadow_visibility_buffer_hardware_raster_pipeline,
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) = match light_type {
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LightEntity::Directional { .. } => (
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visibility_buffer_software_raster_depth_only_clamp_ortho,
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visibility_buffer_hardware_raster_depth_only_clamp_ortho,
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),
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_ => (
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visibility_buffer_software_raster_depth_only_pipeline,
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visibility_buffer_hardware_raster_depth_only_pipeline,
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),
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let shadow_visibility_buffer_hardware_raster_pipeline =
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if let LightEntity::Directional { .. } = light_type {
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visibility_buffer_hardware_raster_depth_only_unclipped_pipeline
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} else {
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visibility_buffer_hardware_raster_depth_only_pipeline
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};
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render_context.command_encoder().push_debug_group(&format!(
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@ -270,7 +262,7 @@ impl Node for MeshletVisibilityBufferRasterPassNode {
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&meshlet_view_resources.dummy_render_target.default_view,
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meshlet_view_bind_groups,
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view_offset,
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shadow_visibility_buffer_software_raster_pipeline,
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visibility_buffer_software_raster_depth_only_pipeline,
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shadow_visibility_buffer_hardware_raster_pipeline,
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None,
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meshlet_view_resources.raster_cluster_rightmost_slot,
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@ -306,7 +298,7 @@ impl Node for MeshletVisibilityBufferRasterPassNode {
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&meshlet_view_resources.dummy_render_target.default_view,
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meshlet_view_bind_groups,
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view_offset,
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shadow_visibility_buffer_software_raster_pipeline,
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visibility_buffer_software_raster_depth_only_pipeline,
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shadow_visibility_buffer_hardware_raster_pipeline,
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None,
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meshlet_view_resources.raster_cluster_rightmost_slot,
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@ -57,10 +57,7 @@ fn rasterize_cluster(
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// Project vertex to viewport space
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let world_position = mesh_position_local_to_world(world_from_local, vec4(vertex_position, 1.0));
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let clip_position = view.clip_from_world * vec4(world_position.xyz, 1.0);
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var ndc_position = clip_position.xyz / clip_position.w;
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#ifdef DEPTH_CLAMP_ORTHO
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ndc_position.z = 1.0 / clip_position.z;
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#endif
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let ndc_position = clip_position.xyz / clip_position.w;
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let viewport_position_xy = ndc_to_uv(ndc_position.xy) * view.viewport.zw;
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// Write vertex to workgroup shared memory
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@ -176,9 +173,6 @@ fn write_visibility_buffer_pixel(x: f32, y: f32, z: f32, packed_ids: u32) {
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let depth = bitcast<u32>(z);
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let visibility = (u64(depth) << 32u) | u64(packed_ids);
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atomicMax(&meshlet_visibility_buffer[frag_coord_1d], visibility);
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#else ifdef DEPTH_CLAMP_ORTHO
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let depth = bitcast<u32>(1.0 / z);
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atomicMax(&meshlet_visibility_buffer[frag_coord_1d], depth);
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#else
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let depth = bitcast<u32>(z);
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atomicMax(&meshlet_visibility_buffer[frag_coord_1d], depth);
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@ -251,6 +251,7 @@ pub struct PrepassPipeline<M: Material> {
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pub deferred_material_vertex_shader: Option<Handle<Shader>>,
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pub deferred_material_fragment_shader: Option<Handle<Shader>>,
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pub material_pipeline: MaterialPipeline<M>,
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pub depth_clip_control_supported: bool,
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_marker: PhantomData<M>,
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}
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@ -289,6 +290,10 @@ impl<M: Material> FromWorld for PrepassPipeline<M> {
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let mesh_pipeline = world.resource::<MeshPipeline>();
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let depth_clip_control_supported = render_device
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.features()
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.contains(WgpuFeatures::DEPTH_CLIP_CONTROL);
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PrepassPipeline {
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view_layout_motion_vectors,
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view_layout_no_motion_vectors,
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@ -315,6 +320,7 @@ impl<M: Material> FromWorld for PrepassPipeline<M> {
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},
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material_layout: M::bind_group_layout(render_device),
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material_pipeline: world.resource::<MaterialPipeline<M>>().clone(),
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depth_clip_control_supported,
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_marker: PhantomData,
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}
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}
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@ -379,8 +385,14 @@ where
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
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}
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if key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO) {
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shader_defs.push("DEPTH_CLAMP_ORTHO".into());
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// For directional light shadow map views, use unclipped depth via either the native GPU feature,
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// or emulated by setting depth in the fragment shader for GPUs that don't support it natively.
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let emulate_unclipped_depth = key
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.mesh_key
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.contains(MeshPipelineKey::UNCLIPPED_DEPTH_ORTHO)
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&& !self.depth_clip_control_supported;
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if emulate_unclipped_depth {
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shader_defs.push("UNCLIPPED_DEPTH_ORTHO_EMULATION".into());
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// PERF: This line forces the "prepass fragment shader" to always run in
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// common scenarios like "directional light calculation". Doing so resolves
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// a pretty nasty depth clamping bug, but it also feels a bit excessive.
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@ -389,6 +401,10 @@ where
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// https://github.com/bevyengine/bevy/pull/8877
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shader_defs.push("PREPASS_FRAGMENT".into());
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}
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let unclipped_depth = key
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.mesh_key
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.contains(MeshPipelineKey::UNCLIPPED_DEPTH_ORTHO)
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&& self.depth_clip_control_supported;
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if layout.0.contains(Mesh::ATTRIBUTE_UV_0) {
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shader_defs.push("VERTEX_UVS".into());
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@ -488,10 +504,10 @@ where
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}
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// The fragment shader is only used when the normal prepass or motion vectors prepass
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// is enabled or the material uses alpha cutoff values and doesn't rely on the standard
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// prepass shader or we are clamping the orthographic depth.
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// is enabled, the material uses alpha cutoff values and doesn't rely on the standard
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// prepass shader, or we are emulating unclipped depth in the fragment shader.
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let fragment_required = !targets.is_empty()
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|| key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO)
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|| emulate_unclipped_depth
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|| (key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD)
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&& self.prepass_material_fragment_shader.is_some());
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@ -544,7 +560,7 @@ where
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strip_index_format: None,
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front_face: FrontFace::Ccw,
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cull_mode: None,
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unclipped_depth: false,
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unclipped_depth,
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polygon_mode: PolygonMode::Fill,
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conservative: false,
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},
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|
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@ -76,10 +76,10 @@ fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
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out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4<f32>(vertex.position, 1.0));
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out.position = position_world_to_clip(out.world_position.xyz);
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#ifdef DEPTH_CLAMP_ORTHO
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out.clip_position_unclamped = out.position;
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out.position.z = min(out.position.z, 1.0);
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#endif // DEPTH_CLAMP_ORTHO
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#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION
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out.unclipped_depth = out.position.z;
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out.position.z = min(out.position.z, 1.0); // Clamp depth to avoid clipping
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#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION
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#ifdef VERTEX_UVS_A
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out.uv = vertex.uv;
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@ -173,9 +173,9 @@ fn fragment(in: VertexOutput) -> FragmentOutput {
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out.normal = vec4(in.world_normal * 0.5 + vec3(0.5), 1.0);
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#endif
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#ifdef DEPTH_CLAMP_ORTHO
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out.frag_depth = in.clip_position_unclamped.z;
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#endif // DEPTH_CLAMP_ORTHO
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#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION
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out.frag_depth = in.unclipped_depth;
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#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION
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#ifdef MOTION_VECTOR_PREPASS
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let clip_position_t = view.unjittered_clip_from_world * in.world_position;
|
||||
|
|
|
@ -60,9 +60,9 @@ struct VertexOutput {
|
|||
@location(5) previous_world_position: vec4<f32>,
|
||||
#endif
|
||||
|
||||
#ifdef DEPTH_CLAMP_ORTHO
|
||||
@location(6) clip_position_unclamped: vec4<f32>,
|
||||
#endif // DEPTH_CLAMP_ORTHO
|
||||
#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION
|
||||
@location(6) unclipped_depth: f32,
|
||||
#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION
|
||||
#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
|
||||
@location(7) instance_index: u32,
|
||||
#endif
|
||||
|
@ -87,8 +87,8 @@ struct FragmentOutput {
|
|||
@location(3) deferred_lighting_pass_id: u32,
|
||||
#endif
|
||||
|
||||
#ifdef DEPTH_CLAMP_ORTHO
|
||||
#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION
|
||||
@builtin(frag_depth) frag_depth: f32,
|
||||
#endif // DEPTH_CLAMP_ORTHO
|
||||
#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION
|
||||
}
|
||||
#endif //PREPASS_FRAGMENT
|
||||
|
|
|
@ -1554,7 +1554,7 @@ pub fn queue_shadows<M: Material>(
|
|||
.expect("Failed to get spot light visible entities"),
|
||||
};
|
||||
let mut light_key = MeshPipelineKey::DEPTH_PREPASS;
|
||||
light_key.set(MeshPipelineKey::DEPTH_CLAMP_ORTHO, is_directional_light);
|
||||
light_key.set(MeshPipelineKey::UNCLIPPED_DEPTH_ORTHO, is_directional_light);
|
||||
|
||||
// NOTE: Lights with shadow mapping disabled will have no visible entities
|
||||
// so no meshes will be queued
|
||||
|
|
|
@ -1489,7 +1489,9 @@ bitflags::bitflags! {
|
|||
// See: https://www.khronos.org/opengl/wiki/Early_Fragment_Test
|
||||
const ENVIRONMENT_MAP = 1 << 8;
|
||||
const SCREEN_SPACE_AMBIENT_OCCLUSION = 1 << 9;
|
||||
const DEPTH_CLAMP_ORTHO = 1 << 10;
|
||||
const UNCLIPPED_DEPTH_ORTHO = 1 << 10; // Disables depth clipping for use with directional light shadow views
|
||||
// Emulated via fragment shader depth on hardware that doesn't support it natively
|
||||
// See: https://www.w3.org/TR/webgpu/#depth-clipping and https://therealmjp.github.io/posts/shadow-maps/#disabling-z-clipping
|
||||
const TEMPORAL_JITTER = 1 << 11;
|
||||
const READS_VIEW_TRANSMISSION_TEXTURE = 1 << 12;
|
||||
const LIGHTMAPPED = 1 << 13;
|
||||
|
|
|
@ -32,9 +32,9 @@ fn fragment(
|
|||
|
||||
var out: prepass_io::FragmentOutput;
|
||||
|
||||
#ifdef DEPTH_CLAMP_ORTHO
|
||||
out.frag_depth = in.clip_position_unclamped.z;
|
||||
#endif // DEPTH_CLAMP_ORTHO
|
||||
#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION
|
||||
out.frag_depth = in.unclipped_depth;
|
||||
#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION
|
||||
|
||||
#ifdef NORMAL_PREPASS
|
||||
// NOTE: Unlit bit not set means == 0 is true, so the true case is if lit
|
||||
|
|
Loading…
Reference in a new issue