Fix MeshletMesh material system ordering (#14016)

# Objective
- Fixes #13811 (probably, I lost my test code...)

## Solution
- Turns out that Queue and PrepareAssets are _not_ ordered. We should
probably either rethink our system sets (again), or improve the
documentation here. For reference, I've included the current ordering
below.
- The `prepare_meshlet_meshes_X` systems need to run after
`prepare_assets::<PreparedMaterial<M>>`, and have also been moved to
QueueMeshes.

```rust
schedule.configure_sets(
    (
        ExtractCommands,
        ManageViews,
        Queue,
        PhaseSort,
        Prepare,
        Render,
        Cleanup,
    )
        .chain(),
);

schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain());
schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<GpuMesh>));
schedule.configure_sets(
    (PrepareResources, PrepareResourcesFlush, PrepareBindGroups)
        .chain()
        .in_set(Prepare),
);
```

## Testing
- Ambiguity checker to make sure I don't have ambiguous system ordering
This commit is contained in:
JMS55 2024-06-25 11:17:52 -07:00 committed by GitHub
parent 52e5ad5da7
commit d8b45ca136
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GPG key ID: B5690EEEBB952194
2 changed files with 14 additions and 7 deletions

View file

@ -282,12 +282,18 @@ where
#[cfg(feature = "meshlet")] #[cfg(feature = "meshlet")]
render_app.add_systems( render_app.add_systems(
Render, Render,
( queue_material_meshlet_meshes::<M>
prepare_material_meshlet_meshes_main_opaque_pass::<M>, .in_set(RenderSet::QueueMeshes)
queue_material_meshlet_meshes::<M>, .run_if(resource_exists::<MeshletGpuScene>),
) );
.chain()
.in_set(RenderSet::Queue) #[cfg(feature = "meshlet")]
render_app.add_systems(
Render,
prepare_material_meshlet_meshes_main_opaque_pass::<M>
.in_set(RenderSet::QueueMeshes)
.after(prepare_assets::<PreparedMaterial<M>>)
.before(queue_material_meshlet_meshes::<M>)
.run_if(resource_exists::<MeshletGpuScene>), .run_if(resource_exists::<MeshletGpuScene>),
); );
} }

View file

@ -184,7 +184,8 @@ where
render_app.add_systems( render_app.add_systems(
Render, Render,
prepare_material_meshlet_meshes_prepass::<M> prepare_material_meshlet_meshes_prepass::<M>
.in_set(RenderSet::Queue) .in_set(RenderSet::QueueMeshes)
.after(prepare_assets::<PreparedMaterial<M>>)
.before(queue_material_meshlet_meshes::<M>) .before(queue_material_meshlet_meshes::<M>)
.run_if(resource_exists::<MeshletGpuScene>), .run_if(resource_exists::<MeshletGpuScene>),
); );