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https://github.com/bevyengine/bevy
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35ac1b152e
# Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
106 lines
3 KiB
WebGPU Shading Language
106 lines
3 KiB
WebGPU Shading Language
#import bevy_pbr::{
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mesh_functions,
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skinning,
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morph::morph,
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forward_io::{Vertex, VertexOutput},
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view_transformations::position_world_to_clip,
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}
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#ifdef MORPH_TARGETS
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fn morph_vertex(vertex_in: Vertex) -> Vertex {
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var vertex = vertex_in;
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let weight_count = bevy_pbr::morph::layer_count();
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for (var i: u32 = 0u; i < weight_count; i ++) {
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let weight = bevy_pbr::morph::weight_at(i);
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if weight == 0.0 {
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continue;
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}
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vertex.position += weight * morph(vertex.index, bevy_pbr::morph::position_offset, i);
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#ifdef VERTEX_NORMALS
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vertex.normal += weight * morph(vertex.index, bevy_pbr::morph::normal_offset, i);
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#endif
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#ifdef VERTEX_TANGENTS
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vertex.tangent += vec4(weight * morph(vertex.index, bevy_pbr::morph::tangent_offset, i), 0.0);
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#endif
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}
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return vertex;
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}
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#endif
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@vertex
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fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
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var out: VertexOutput;
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#ifdef MORPH_TARGETS
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var vertex = morph_vertex(vertex_no_morph);
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#else
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var vertex = vertex_no_morph;
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#endif
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#ifdef SKINNED
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var model = skinning::skin_model(vertex.joint_indices, vertex.joint_weights);
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#else
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416 .
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var model = mesh_functions::get_model_matrix(vertex_no_morph.instance_index);
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#endif
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#ifdef VERTEX_NORMALS
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#ifdef SKINNED
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out.world_normal = skinning::skin_normals(model, vertex.normal);
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#else
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out.world_normal = mesh_functions::mesh_normal_local_to_world(
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vertex.normal,
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416
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vertex_no_morph.instance_index
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);
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#endif
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#endif
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#ifdef VERTEX_POSITIONS
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out.world_position = mesh_functions::mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
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out.position = position_world_to_clip(out.world_position.xyz);
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#endif
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#ifdef VERTEX_UVS
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out.uv = vertex.uv;
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#endif
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#ifdef VERTEX_UVS_B
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out.uv_b = vertex.uv_b;
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#endif
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh_functions::mesh_tangent_local_to_world(
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model,
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vertex.tangent,
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416
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vertex_no_morph.instance_index
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);
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#endif
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#ifdef VERTEX_COLORS
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out.color = vertex.color;
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#endif
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#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416
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out.instance_index = vertex_no_morph.instance_index;
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#endif
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return out;
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}
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@fragment
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fn fragment(
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mesh: VertexOutput,
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) -> @location(0) vec4<f32> {
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#ifdef VERTEX_COLORS
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return mesh.color;
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#else
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return vec4<f32>(1.0, 0.0, 1.0, 1.0);
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#endif
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}
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