bevy/crates/bevy_core_pipeline/src
Patrick Walton 16531fb3e3
Implement GPU frustum culling. (#12889)
This commit implements opt-in GPU frustum culling, built on top of the
infrastructure in https://github.com/bevyengine/bevy/pull/12773. To
enable it on a camera, add the `GpuCulling` component to it. To
additionally disable CPU frustum culling, add the `NoCpuCulling`
component. Note that adding `GpuCulling` without `NoCpuCulling`
*currently* does nothing useful. The reason why `GpuCulling` doesn't
automatically imply `NoCpuCulling` is that I intend to follow this patch
up with GPU two-phase occlusion culling, and CPU frustum culling plus
GPU occlusion culling seems like a very commonly-desired mode.

Adding the `GpuCulling` component to a view puts that view into
*indirect mode*. This mode makes all drawcalls indirect, relying on the
mesh preprocessing shader to allocate instances dynamically. In indirect
mode, the `PreprocessWorkItem` `output_index` points not to a
`MeshUniform` instance slot but instead to a set of `wgpu`
`IndirectParameters`, from which it allocates an instance slot
dynamically if frustum culling succeeds. Batch building has been updated
to allocate and track indirect parameter slots, and the AABBs are now
supplied to the GPU as `MeshCullingData`.

A small amount of code relating to the frustum culling has been borrowed
from meshlets and moved into `maths.wgsl`. Note that standard Bevy
frustum culling uses AABBs, while meshlets use bounding spheres; this
means that not as much code can be shared as one might think.

This patch doesn't provide any way to perform GPU culling on shadow
maps, to avoid making this patch bigger than it already is. That can be
a followup.

## Changelog

### Added

* Frustum culling can now optionally be done on the GPU. To enable it,
add the `GpuCulling` component to a camera.
* To disable CPU frustum culling, add `NoCpuCulling` to a camera. Note
that `GpuCulling` doesn't automatically imply `NoCpuCulling`.
2024-04-28 12:50:00 +00:00
..
blit Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
bloom Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
contrast_adaptive_sharpening Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
core_2d Implement GPU frustum culling. (#12889) 2024-04-28 12:50:00 +00:00
core_3d Implement GPU frustum culling. (#12889) 2024-04-28 12:50:00 +00:00
deferred Implement GPU frustum culling. (#12889) 2024-04-28 12:50:00 +00:00
fullscreen_vertex_shader Bevy Asset V2 (#8624) 2023-09-07 02:07:27 +00:00
fxaa Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
motion_blur Per-Object Motion Blur (#9924) 2024-04-25 01:16:02 +00:00
prepass Implement GPU frustum culling. (#12889) 2024-04-28 12:50:00 +00:00
skybox Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827) 2024-04-09 13:26:34 +00:00
taa Per-Object Motion Blur (#9924) 2024-04-25 01:16:02 +00:00
tonemapping Fix beta lints (#12980) 2024-04-16 02:46:46 +00:00
upscaling Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
lib.rs Per-Object Motion Blur (#9924) 2024-04-25 01:16:02 +00:00
msaa_writeback.rs Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00