mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
0a11af9375
# Objective - Significantly reduce the size of MeshUniform by only including necessary data. ## Solution Local to world, model transforms are affine. This means they only need a 4x3 matrix to represent them. `MeshUniform` stores the current, and previous model transforms, and the inverse transpose of the current model transform, all as 4x4 matrices. Instead we can store the current, and previous model transforms as 4x3 matrices, and we only need the upper-left 3x3 part of the inverse transpose of the current model transform. This change allows us to reduce the serialized MeshUniform size from 208 bytes to 144 bytes, which is over a 30% saving in data to serialize, and VRAM bandwidth and space. ## Benchmarks On an M1 Max, running `many_cubes -- sphere`, main is in yellow, this PR is in red: <img width="1484" alt="Screenshot 2023-08-11 at 02 36 43" src="https://github.com/bevyengine/bevy/assets/302146/7d99c7b3-f2bb-4004-a8d0-4c00f755cb0d"> A reduction in frame time of ~14%. --- ## Changelog - Changed: Redefined `MeshUniform` to improve performance by using 4x3 affine transforms and reconstructing 4x4 matrices in the shader. Helper functions were added to `bevy_pbr::mesh_functions` to unpack the data. `affine_to_square` converts the packed 4x3 in 3x4 matrix data to a 4x4 matrix. `mat2x4_f32_to_mat3x3` converts the 3x3 in mat2x4 + f32 matrix data back into a 3x3. ## Migration Guide Shader code before: ``` var model = mesh[instance_index].model; ``` Shader code after: ``` #import bevy_pbr::mesh_functions affine_to_square var model = affine_to_square(mesh[instance_index].model); ``` |
||
---|---|---|
.. | ||
animate_shader.wgsl | ||
array_texture.wgsl | ||
cubemap_unlit.wgsl | ||
custom_gltf_2d.wgsl | ||
custom_material.frag | ||
custom_material.vert | ||
custom_material.wgsl | ||
custom_material_screenspace_texture.wgsl | ||
custom_vertex_attribute.wgsl | ||
fallback_image_test.wgsl | ||
game_of_life.wgsl | ||
instancing.wgsl | ||
line_material.wgsl | ||
post_processing.wgsl | ||
shader_defs.wgsl | ||
show_prepass.wgsl | ||
texture_binding_array.wgsl | ||
tonemapping_test_patterns.wgsl |