bevy/crates/bevy_pbr/src/prepass/mod.rs
Patrick Walton be053b1d7c
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
This is a revamped equivalent to #9902, though it shares none of the
code. It handles all special cases that I've tested correctly.

The overall technique consists of double-buffering the joint matrix and
morph weights buffers, as most of the previous attempts to solve this
problem did. The process is generally straightforward. Note that, to
avoid regressing the ability of mesh extraction, skin extraction, and
morph target extraction to run in parallel, I had to add a new system to
rendering, `set_mesh_motion_vector_flags`. The comment there explains
the details; it generally runs very quickly.

I've tested this with modified versions of the `animated_fox`,
`morph_targets`, and `many_foxes` examples that add TAA, and the patch
works. To avoid bloating those examples, I didn't add switches for TAA
to them.

Addresses points (1) and (2) of #8423.

## Changelog

### Fixed

* Motion vectors, and therefore TAA, are now supported for meshes with
skins and/or morph targets.
2024-05-31 17:02:28 +00:00

1013 lines
37 KiB
Rust

mod prepass_bindings;
use bevy_render::mesh::{GpuMesh, MeshVertexBufferLayoutRef};
use bevy_render::render_resource::binding_types::uniform_buffer;
use bevy_render::view::WithMesh;
pub use prepass_bindings::*;
use bevy_asset::{load_internal_asset, AssetServer};
use bevy_core_pipeline::{core_3d::CORE_3D_DEPTH_FORMAT, prelude::Camera3d};
use bevy_core_pipeline::{deferred::*, prepass::*};
use bevy_ecs::{
prelude::*,
system::{
lifetimeless::{Read, SRes},
SystemParamItem,
},
};
use bevy_math::{Affine3A, Mat4};
use bevy_render::{
globals::{GlobalsBuffer, GlobalsUniform},
prelude::{Camera, Mesh},
render_asset::RenderAssets,
render_phase::*,
render_resource::*,
renderer::{RenderDevice, RenderQueue},
view::{ExtractedView, Msaa, ViewUniform, ViewUniformOffset, ViewUniforms, VisibleEntities},
Extract,
};
use bevy_transform::prelude::GlobalTransform;
use bevy_utils::tracing::error;
#[cfg(feature = "meshlet")]
use crate::meshlet::{
prepare_material_meshlet_meshes_prepass, queue_material_meshlet_meshes, MeshletGpuScene,
MeshletMesh,
};
use crate::*;
use std::{hash::Hash, marker::PhantomData};
pub const PREPASS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(921124473254008983);
pub const PREPASS_BINDINGS_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(5533152893177403494);
pub const PREPASS_UTILS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4603948296044544);
pub const PREPASS_IO_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(81212356509530944);
/// Sets up everything required to use the prepass pipeline.
///
/// This does not add the actual prepasses, see [`PrepassPlugin`] for that.
pub struct PrepassPipelinePlugin<M: Material>(PhantomData<M>);
impl<M: Material> Default for PrepassPipelinePlugin<M> {
fn default() -> Self {
Self(Default::default())
}
}
impl<M: Material> Plugin for PrepassPipelinePlugin<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
PREPASS_SHADER_HANDLE,
"prepass.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PREPASS_BINDINGS_SHADER_HANDLE,
"prepass_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PREPASS_UTILS_SHADER_HANDLE,
"prepass_utils.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PREPASS_IO_SHADER_HANDLE,
"prepass_io.wgsl",
Shader::from_wgsl
);
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.add_systems(
Render,
prepare_prepass_view_bind_group::<M>.in_set(RenderSet::PrepareBindGroups),
)
.init_resource::<PrepassViewBindGroup>()
.init_resource::<SpecializedMeshPipelines<PrepassPipeline<M>>>()
.allow_ambiguous_resource::<SpecializedMeshPipelines<PrepassPipeline<M>>>()
.init_resource::<PreviousViewUniforms>();
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.init_resource::<PrepassPipeline<M>>();
}
}
/// Sets up the prepasses for a [`Material`].
///
/// This depends on the [`PrepassPipelinePlugin`].
pub struct PrepassPlugin<M: Material>(PhantomData<M>);
impl<M: Material> Default for PrepassPlugin<M> {
fn default() -> Self {
Self(Default::default())
}
}
impl<M: Material> Plugin for PrepassPlugin<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
fn build(&self, app: &mut App) {
let no_prepass_plugin_loaded = app
.world()
.get_resource::<AnyPrepassPluginLoaded>()
.is_none();
if no_prepass_plugin_loaded {
app.insert_resource(AnyPrepassPluginLoaded)
// At the start of each frame, last frame's GlobalTransforms become this frame's PreviousGlobalTransforms
// and last frame's view projection matrices become this frame's PreviousViewProjections
.add_systems(
PreUpdate,
(
update_mesh_previous_global_transforms,
update_previous_view_data,
),
)
.add_plugins((
BinnedRenderPhasePlugin::<Opaque3dPrepass, MeshPipeline>::default(),
BinnedRenderPhasePlugin::<AlphaMask3dPrepass, MeshPipeline>::default(),
));
}
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
if no_prepass_plugin_loaded {
render_app
.add_systems(ExtractSchedule, extract_camera_previous_view_data)
.add_systems(
Render,
prepare_previous_view_uniforms.in_set(RenderSet::PrepareResources),
);
}
render_app
.add_render_command::<Opaque3dPrepass, DrawPrepass<M>>()
.add_render_command::<AlphaMask3dPrepass, DrawPrepass<M>>()
.add_render_command::<Opaque3dDeferred, DrawPrepass<M>>()
.add_render_command::<AlphaMask3dDeferred, DrawPrepass<M>>()
.add_systems(
Render,
queue_prepass_material_meshes::<M>
.in_set(RenderSet::QueueMeshes)
.after(prepare_assets::<PreparedMaterial<M>>)
// queue_material_meshes only writes to `material_bind_group_id`, which `queue_prepass_material_meshes` doesn't read
.ambiguous_with(queue_material_meshes::<StandardMaterial>),
);
#[cfg(feature = "meshlet")]
render_app.add_systems(
Render,
prepare_material_meshlet_meshes_prepass::<M>
.in_set(RenderSet::Queue)
.before(queue_material_meshlet_meshes::<M>)
.run_if(resource_exists::<MeshletGpuScene>),
);
}
}
#[derive(Resource)]
struct AnyPrepassPluginLoaded;
#[derive(Component, ShaderType, Clone)]
pub struct PreviousViewData {
pub inverse_view: Mat4,
pub view_proj: Mat4,
}
#[cfg(not(feature = "meshlet"))]
type PreviousViewFilter = (With<Camera3d>, With<MotionVectorPrepass>);
#[cfg(feature = "meshlet")]
type PreviousViewFilter = Or<(With<Camera3d>, With<ShadowView>)>;
pub fn update_previous_view_data(
mut commands: Commands,
query: Query<(Entity, &Camera, &GlobalTransform), PreviousViewFilter>,
) {
for (entity, camera, camera_transform) in &query {
let inverse_view = camera_transform.compute_matrix().inverse();
commands.entity(entity).try_insert(PreviousViewData {
inverse_view,
view_proj: camera.projection_matrix() * inverse_view,
});
}
}
#[derive(Component)]
pub struct PreviousGlobalTransform(pub Affine3A);
#[cfg(not(feature = "meshlet"))]
type PreviousMeshFilter = With<Handle<Mesh>>;
#[cfg(feature = "meshlet")]
type PreviousMeshFilter = Or<(With<Handle<Mesh>>, With<Handle<MeshletMesh>>)>;
pub fn update_mesh_previous_global_transforms(
mut commands: Commands,
views: Query<&Camera, PreviousViewFilter>,
meshes: Query<(Entity, &GlobalTransform), PreviousMeshFilter>,
) {
let should_run = views.iter().any(|camera| camera.is_active);
if should_run {
for (entity, transform) in &meshes {
commands
.entity(entity)
.try_insert(PreviousGlobalTransform(transform.affine()));
}
}
}
#[derive(Resource)]
pub struct PrepassPipeline<M: Material> {
pub view_layout_motion_vectors: BindGroupLayout,
pub view_layout_no_motion_vectors: BindGroupLayout,
pub mesh_layouts: MeshLayouts,
pub material_layout: BindGroupLayout,
pub prepass_material_vertex_shader: Option<Handle<Shader>>,
pub prepass_material_fragment_shader: Option<Handle<Shader>>,
pub deferred_material_vertex_shader: Option<Handle<Shader>>,
pub deferred_material_fragment_shader: Option<Handle<Shader>>,
pub material_pipeline: MaterialPipeline<M>,
_marker: PhantomData<M>,
}
impl<M: Material> FromWorld for PrepassPipeline<M> {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let asset_server = world.resource::<AssetServer>();
let view_layout_motion_vectors = render_device.create_bind_group_layout(
"prepass_view_layout_motion_vectors",
&BindGroupLayoutEntries::sequential(
ShaderStages::VERTEX_FRAGMENT,
(
// View
uniform_buffer::<ViewUniform>(true),
// Globals
uniform_buffer::<GlobalsUniform>(false),
// PreviousViewUniforms
uniform_buffer::<PreviousViewData>(true),
),
),
);
let view_layout_no_motion_vectors = render_device.create_bind_group_layout(
"prepass_view_layout_no_motion_vectors",
&BindGroupLayoutEntries::sequential(
ShaderStages::VERTEX_FRAGMENT,
(
// View
uniform_buffer::<ViewUniform>(true),
// Globals
uniform_buffer::<GlobalsUniform>(false),
),
),
);
let mesh_pipeline = world.resource::<MeshPipeline>();
PrepassPipeline {
view_layout_motion_vectors,
view_layout_no_motion_vectors,
mesh_layouts: mesh_pipeline.mesh_layouts.clone(),
prepass_material_vertex_shader: match M::prepass_vertex_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
prepass_material_fragment_shader: match M::prepass_fragment_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
deferred_material_vertex_shader: match M::deferred_vertex_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
deferred_material_fragment_shader: match M::deferred_fragment_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
material_layout: M::bind_group_layout(render_device),
material_pipeline: world.resource::<MaterialPipeline<M>>().clone(),
_marker: PhantomData,
}
}
}
impl<M: Material> SpecializedMeshPipeline for PrepassPipeline<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
type Key = MaterialPipelineKey<M>;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayoutRef,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut bind_group_layouts = vec![if key
.mesh_key
.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
{
self.view_layout_motion_vectors.clone()
} else {
self.view_layout_no_motion_vectors.clone()
}];
let mut shader_defs = Vec::new();
let mut vertex_attributes = Vec::new();
// Let the shader code know that it's running in a prepass pipeline.
// (PBR code will use this to detect that it's running in deferred mode,
// since that's the only time it gets called from a prepass pipeline.)
shader_defs.push("PREPASS_PIPELINE".into());
// NOTE: Eventually, it would be nice to only add this when the shaders are overloaded by the Material.
// The main limitation right now is that bind group order is hardcoded in shaders.
bind_group_layouts.push(self.material_layout.clone());
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
shader_defs.push("WEBGL2".into());
shader_defs.push("VERTEX_OUTPUT_INSTANCE_INDEX".into());
if key.mesh_key.contains(MeshPipelineKey::DEPTH_PREPASS) {
shader_defs.push("DEPTH_PREPASS".into());
}
if key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD) {
shader_defs.push("MAY_DISCARD".into());
}
let blend_key = key
.mesh_key
.intersection(MeshPipelineKey::BLEND_RESERVED_BITS);
if blend_key == MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA {
shader_defs.push("BLEND_PREMULTIPLIED_ALPHA".into());
}
if blend_key == MeshPipelineKey::BLEND_ALPHA {
shader_defs.push("BLEND_ALPHA".into());
}
if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
shader_defs.push("VERTEX_POSITIONS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
}
if key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO) {
shader_defs.push("DEPTH_CLAMP_ORTHO".into());
// PERF: This line forces the "prepass fragment shader" to always run in
// common scenarios like "directional light calculation". Doing so resolves
// a pretty nasty depth clamping bug, but it also feels a bit excessive.
// We should try to find a way to resolve this without forcing the fragment
// shader to run.
// https://github.com/bevyengine/bevy/pull/8877
shader_defs.push("PREPASS_FRAGMENT".into());
}
if layout.0.contains(Mesh::ATTRIBUTE_UV_0) {
shader_defs.push("VERTEX_UVS".into());
shader_defs.push("VERTEX_UVS_A".into());
vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(1));
}
if layout.0.contains(Mesh::ATTRIBUTE_UV_1) {
shader_defs.push("VERTEX_UVS".into());
shader_defs.push("VERTEX_UVS_B".into());
vertex_attributes.push(Mesh::ATTRIBUTE_UV_1.at_shader_location(2));
}
if key.mesh_key.contains(MeshPipelineKey::NORMAL_PREPASS) {
shader_defs.push("NORMAL_PREPASS".into());
}
if key
.mesh_key
.intersects(MeshPipelineKey::NORMAL_PREPASS | MeshPipelineKey::DEFERRED_PREPASS)
{
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(3));
shader_defs.push("NORMAL_PREPASS_OR_DEFERRED_PREPASS".into());
if layout.0.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push("VERTEX_TANGENTS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(4));
}
}
if key
.mesh_key
.intersects(MeshPipelineKey::MOTION_VECTOR_PREPASS | MeshPipelineKey::DEFERRED_PREPASS)
{
shader_defs.push("MOTION_VECTOR_PREPASS_OR_DEFERRED_PREPASS".into());
}
if key.mesh_key.contains(MeshPipelineKey::DEFERRED_PREPASS) {
shader_defs.push("DEFERRED_PREPASS".into());
}
if layout.0.contains(Mesh::ATTRIBUTE_COLOR) {
shader_defs.push("VERTEX_COLORS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(7));
}
if key
.mesh_key
.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
{
shader_defs.push("MOTION_VECTOR_PREPASS".into());
}
if key.mesh_key.contains(MeshPipelineKey::HAS_PREVIOUS_SKIN) {
shader_defs.push("HAS_PREVIOUS_SKIN".into());
}
if key.mesh_key.contains(MeshPipelineKey::HAS_PREVIOUS_MORPH) {
shader_defs.push("HAS_PREVIOUS_MORPH".into());
}
if key.mesh_key.intersects(
MeshPipelineKey::NORMAL_PREPASS
| MeshPipelineKey::MOTION_VECTOR_PREPASS
| MeshPipelineKey::DEFERRED_PREPASS,
) {
shader_defs.push("PREPASS_FRAGMENT".into());
}
let bind_group = setup_morph_and_skinning_defs(
&self.mesh_layouts,
layout,
5,
&key.mesh_key,
&mut shader_defs,
&mut vertex_attributes,
);
bind_group_layouts.insert(1, bind_group);
let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
// Setup prepass fragment targets - normals in slot 0 (or None if not needed), motion vectors in slot 1
let mut targets = vec![
key.mesh_key
.contains(MeshPipelineKey::NORMAL_PREPASS)
.then_some(ColorTargetState {
format: NORMAL_PREPASS_FORMAT,
// BlendState::REPLACE is not needed here, and None will be potentially much faster in some cases.
blend: None,
write_mask: ColorWrites::ALL,
}),
key.mesh_key
.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
.then_some(ColorTargetState {
format: MOTION_VECTOR_PREPASS_FORMAT,
// BlendState::REPLACE is not needed here, and None will be potentially much faster in some cases.
blend: None,
write_mask: ColorWrites::ALL,
}),
key.mesh_key
.contains(MeshPipelineKey::DEFERRED_PREPASS)
.then_some(ColorTargetState {
format: DEFERRED_PREPASS_FORMAT,
// BlendState::REPLACE is not needed here, and None will be potentially much faster in some cases.
blend: None,
write_mask: ColorWrites::ALL,
}),
key.mesh_key
.contains(MeshPipelineKey::DEFERRED_PREPASS)
.then_some(ColorTargetState {
format: DEFERRED_LIGHTING_PASS_ID_FORMAT,
blend: None,
write_mask: ColorWrites::ALL,
}),
];
if targets.iter().all(Option::is_none) {
// if no targets are required then clear the list, so that no fragment shader is required
// (though one may still be used for discarding depth buffer writes)
targets.clear();
}
// The fragment shader is only used when the normal prepass or motion vectors prepass
// is enabled or the material uses alpha cutoff values and doesn't rely on the standard
// prepass shader or we are clamping the orthographic depth.
let fragment_required = !targets.is_empty()
|| key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO)
|| (key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD)
&& self.prepass_material_fragment_shader.is_some());
let fragment = fragment_required.then(|| {
// Use the fragment shader from the material
let frag_shader_handle = if key.mesh_key.contains(MeshPipelineKey::DEFERRED_PREPASS) {
match self.deferred_material_fragment_shader.clone() {
Some(frag_shader_handle) => frag_shader_handle,
_ => PREPASS_SHADER_HANDLE,
}
} else {
match self.prepass_material_fragment_shader.clone() {
Some(frag_shader_handle) => frag_shader_handle,
_ => PREPASS_SHADER_HANDLE,
}
};
FragmentState {
shader: frag_shader_handle,
entry_point: "fragment".into(),
shader_defs: shader_defs.clone(),
targets,
}
});
// Use the vertex shader from the material if present
let vert_shader_handle = if key.mesh_key.contains(MeshPipelineKey::DEFERRED_PREPASS) {
if let Some(handle) = &self.deferred_material_vertex_shader {
handle.clone()
} else {
PREPASS_SHADER_HANDLE
}
} else if let Some(handle) = &self.prepass_material_vertex_shader {
handle.clone()
} else {
PREPASS_SHADER_HANDLE
};
let mut descriptor = RenderPipelineDescriptor {
vertex: VertexState {
shader: vert_shader_handle,
entry_point: "vertex".into(),
shader_defs,
buffers: vec![vertex_buffer_layout],
},
fragment,
layout: bind_group_layouts,
primitive: PrimitiveState {
topology: key.mesh_key.primitive_topology(),
strip_index_format: None,
front_face: FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(DepthStencilState {
format: CORE_3D_DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::GreaterEqual,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: MultisampleState {
count: key.mesh_key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
push_constant_ranges: vec![],
label: Some("prepass_pipeline".into()),
};
// This is a bit risky because it's possible to change something that would
// break the prepass but be fine in the main pass.
// Since this api is pretty low-level it doesn't matter that much, but it is a potential issue.
M::specialize(&self.material_pipeline, &mut descriptor, layout, key)?;
Ok(descriptor)
}
}
// Extract the render phases for the prepass
pub fn extract_camera_previous_view_data(
mut commands: Commands,
cameras_3d: Extract<Query<(Entity, &Camera, Option<&PreviousViewData>), With<Camera3d>>>,
) {
for (entity, camera, maybe_previous_view_data) in cameras_3d.iter() {
if camera.is_active {
let mut entity = commands.get_or_spawn(entity);
if let Some(previous_view_data) = maybe_previous_view_data {
entity.insert(previous_view_data.clone());
}
}
}
}
#[derive(Resource, Default)]
pub struct PreviousViewUniforms {
pub uniforms: DynamicUniformBuffer<PreviousViewData>,
}
#[derive(Component)]
pub struct PreviousViewUniformOffset {
pub offset: u32,
}
pub fn prepare_previous_view_uniforms(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut previous_view_uniforms: ResMut<PreviousViewUniforms>,
views: Query<(Entity, &ExtractedView, Option<&PreviousViewData>), PreviousViewFilter>,
) {
let views_iter = views.iter();
let view_count = views_iter.len();
let Some(mut writer) =
previous_view_uniforms
.uniforms
.get_writer(view_count, &render_device, &render_queue)
else {
return;
};
for (entity, camera, maybe_previous_view_uniforms) in views_iter {
let view_projection = match maybe_previous_view_uniforms {
Some(previous_view) => previous_view.clone(),
None => {
let inverse_view = camera.transform.compute_matrix().inverse();
PreviousViewData {
inverse_view,
view_proj: camera.projection * inverse_view,
}
}
};
commands.entity(entity).insert(PreviousViewUniformOffset {
offset: writer.write(&view_projection),
});
}
}
#[derive(Default, Resource)]
pub struct PrepassViewBindGroup {
pub motion_vectors: Option<BindGroup>,
pub no_motion_vectors: Option<BindGroup>,
}
pub fn prepare_prepass_view_bind_group<M: Material>(
render_device: Res<RenderDevice>,
prepass_pipeline: Res<PrepassPipeline<M>>,
view_uniforms: Res<ViewUniforms>,
globals_buffer: Res<GlobalsBuffer>,
previous_view_uniforms: Res<PreviousViewUniforms>,
mut prepass_view_bind_group: ResMut<PrepassViewBindGroup>,
) {
if let (Some(view_binding), Some(globals_binding)) = (
view_uniforms.uniforms.binding(),
globals_buffer.buffer.binding(),
) {
prepass_view_bind_group.no_motion_vectors = Some(render_device.create_bind_group(
"prepass_view_no_motion_vectors_bind_group",
&prepass_pipeline.view_layout_no_motion_vectors,
&BindGroupEntries::sequential((view_binding.clone(), globals_binding.clone())),
));
if let Some(previous_view_uniforms_binding) = previous_view_uniforms.uniforms.binding() {
prepass_view_bind_group.motion_vectors = Some(render_device.create_bind_group(
"prepass_view_motion_vectors_bind_group",
&prepass_pipeline.view_layout_motion_vectors,
&BindGroupEntries::sequential((
view_binding,
globals_binding,
previous_view_uniforms_binding,
)),
));
}
}
}
#[allow(clippy::too_many_arguments)]
pub fn queue_prepass_material_meshes<M: Material>(
(
opaque_draw_functions,
alpha_mask_draw_functions,
opaque_deferred_draw_functions,
alpha_mask_deferred_draw_functions,
): (
Res<DrawFunctions<Opaque3dPrepass>>,
Res<DrawFunctions<AlphaMask3dPrepass>>,
Res<DrawFunctions<Opaque3dDeferred>>,
Res<DrawFunctions<AlphaMask3dDeferred>>,
),
prepass_pipeline: Res<PrepassPipeline<M>>,
mut pipelines: ResMut<SpecializedMeshPipelines<PrepassPipeline<M>>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
render_meshes: Res<RenderAssets<GpuMesh>>,
render_mesh_instances: Res<RenderMeshInstances>,
render_materials: Res<RenderAssets<PreparedMaterial<M>>>,
render_material_instances: Res<RenderMaterialInstances<M>>,
render_lightmaps: Res<RenderLightmaps>,
mut opaque_prepass_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3dPrepass>>,
mut alpha_mask_prepass_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dPrepass>>,
mut opaque_deferred_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3dDeferred>>,
mut alpha_mask_deferred_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dDeferred>>,
mut views: Query<
(
Entity,
&VisibleEntities,
Option<&DepthPrepass>,
Option<&NormalPrepass>,
Option<&MotionVectorPrepass>,
Option<&DeferredPrepass>,
),
With<ExtractedView>,
>,
) where
M::Data: PartialEq + Eq + Hash + Clone,
{
let opaque_draw_prepass = opaque_draw_functions
.read()
.get_id::<DrawPrepass<M>>()
.unwrap();
let alpha_mask_draw_prepass = alpha_mask_draw_functions
.read()
.get_id::<DrawPrepass<M>>()
.unwrap();
let opaque_draw_deferred = opaque_deferred_draw_functions
.read()
.get_id::<DrawPrepass<M>>()
.unwrap();
let alpha_mask_draw_deferred = alpha_mask_deferred_draw_functions
.read()
.get_id::<DrawPrepass<M>>()
.unwrap();
for (
view,
visible_entities,
depth_prepass,
normal_prepass,
motion_vector_prepass,
deferred_prepass,
) in &mut views
{
let (
mut opaque_phase,
mut alpha_mask_phase,
mut opaque_deferred_phase,
mut alpha_mask_deferred_phase,
) = (
opaque_prepass_render_phases.get_mut(&view),
alpha_mask_prepass_render_phases.get_mut(&view),
opaque_deferred_render_phases.get_mut(&view),
alpha_mask_deferred_render_phases.get_mut(&view),
);
// Skip if there's no place to put the mesh.
if opaque_phase.is_none()
&& alpha_mask_phase.is_none()
&& opaque_deferred_phase.is_none()
&& alpha_mask_deferred_phase.is_none()
{
continue;
}
let mut view_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
if depth_prepass.is_some() {
view_key |= MeshPipelineKey::DEPTH_PREPASS;
}
if normal_prepass.is_some() {
view_key |= MeshPipelineKey::NORMAL_PREPASS;
}
if motion_vector_prepass.is_some() {
view_key |= MeshPipelineKey::MOTION_VECTOR_PREPASS;
}
for visible_entity in visible_entities.iter::<WithMesh>() {
let Some(material_asset_id) = render_material_instances.get(visible_entity) else {
continue;
};
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity)
else {
continue;
};
let Some(material) = render_materials.get(*material_asset_id) else {
continue;
};
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
continue;
};
let mut mesh_key = view_key | MeshPipelineKey::from_bits_retain(mesh.key_bits.bits());
let alpha_mode = material.properties.alpha_mode;
match alpha_mode {
AlphaMode::Opaque | AlphaMode::AlphaToCoverage | AlphaMode::Mask(_) => {
mesh_key |= alpha_mode_pipeline_key(alpha_mode, &msaa);
}
AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
| AlphaMode::Multiply => continue,
}
if material.properties.reads_view_transmission_texture {
// No-op: Materials reading from `ViewTransmissionTexture` are not rendered in the `Opaque3d`
// phase, and are therefore also excluded from the prepass much like alpha-blended materials.
continue;
}
let forward = match material.properties.render_method {
OpaqueRendererMethod::Forward => true,
OpaqueRendererMethod::Deferred => false,
OpaqueRendererMethod::Auto => unreachable!(),
};
let deferred = deferred_prepass.is_some() && !forward;
if deferred {
mesh_key |= MeshPipelineKey::DEFERRED_PREPASS;
}
// Even though we don't use the lightmap in the prepass, the
// `SetMeshBindGroup` render command will bind the data for it. So
// we need to include the appropriate flag in the mesh pipeline key
// to ensure that the necessary bind group layout entries are
// present.
if render_lightmaps
.render_lightmaps
.contains_key(visible_entity)
{
mesh_key |= MeshPipelineKey::LIGHTMAPPED;
}
// If the previous frame has skins or morph targets, note that.
if motion_vector_prepass.is_some() {
if mesh_instance
.flags
.contains(RenderMeshInstanceFlags::HAS_PREVIOUS_SKIN)
{
mesh_key |= MeshPipelineKey::HAS_PREVIOUS_SKIN;
}
if mesh_instance
.flags
.contains(RenderMeshInstanceFlags::HAS_PREVIOUS_MORPH)
{
mesh_key |= MeshPipelineKey::HAS_PREVIOUS_MORPH;
}
}
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&prepass_pipeline,
MaterialPipelineKey {
mesh_key,
bind_group_data: material.key.clone(),
},
&mesh.layout,
);
let pipeline_id = match pipeline_id {
Ok(id) => id,
Err(err) => {
error!("{}", err);
continue;
}
};
match mesh_key
.intersection(MeshPipelineKey::BLEND_RESERVED_BITS | MeshPipelineKey::MAY_DISCARD)
{
MeshPipelineKey::BLEND_OPAQUE | MeshPipelineKey::BLEND_ALPHA_TO_COVERAGE => {
if deferred {
opaque_deferred_phase.as_mut().unwrap().add(
OpaqueNoLightmap3dBinKey {
draw_function: opaque_draw_deferred,
pipeline: pipeline_id,
asset_id: mesh_instance.mesh_asset_id,
material_bind_group_id: material.get_bind_group_id().0,
},
*visible_entity,
mesh_instance.should_batch(),
);
} else if let Some(opaque_phase) = opaque_phase.as_mut() {
opaque_phase.add(
OpaqueNoLightmap3dBinKey {
draw_function: opaque_draw_prepass,
pipeline: pipeline_id,
asset_id: mesh_instance.mesh_asset_id,
material_bind_group_id: material.get_bind_group_id().0,
},
*visible_entity,
mesh_instance.should_batch(),
);
}
}
// Alpha mask
MeshPipelineKey::MAY_DISCARD => {
if deferred {
let bin_key = OpaqueNoLightmap3dBinKey {
pipeline: pipeline_id,
draw_function: alpha_mask_draw_deferred,
asset_id: mesh_instance.mesh_asset_id,
material_bind_group_id: material.get_bind_group_id().0,
};
alpha_mask_deferred_phase.as_mut().unwrap().add(
bin_key,
*visible_entity,
mesh_instance.should_batch(),
);
} else if let Some(alpha_mask_phase) = alpha_mask_phase.as_mut() {
let bin_key = OpaqueNoLightmap3dBinKey {
pipeline: pipeline_id,
draw_function: alpha_mask_draw_prepass,
asset_id: mesh_instance.mesh_asset_id,
material_bind_group_id: material.get_bind_group_id().0,
};
alpha_mask_phase.add(
bin_key,
*visible_entity,
mesh_instance.should_batch(),
);
}
}
_ => {}
}
}
}
}
pub struct SetPrepassViewBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetPrepassViewBindGroup<I> {
type Param = SRes<PrepassViewBindGroup>;
type ViewQuery = (
Read<ViewUniformOffset>,
Has<MotionVectorPrepass>,
Option<Read<PreviousViewUniformOffset>>,
);
type ItemQuery = ();
#[inline]
fn render<'w>(
_item: &P,
(view_uniform_offset, has_motion_vector_prepass, previous_view_uniform_offset): (
&'_ ViewUniformOffset,
bool,
Option<&'_ PreviousViewUniformOffset>,
),
_entity: Option<()>,
prepass_view_bind_group: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let prepass_view_bind_group = prepass_view_bind_group.into_inner();
match previous_view_uniform_offset {
Some(previous_view_uniform_offset) if has_motion_vector_prepass => {
pass.set_bind_group(
I,
prepass_view_bind_group.motion_vectors.as_ref().unwrap(),
&[
view_uniform_offset.offset,
previous_view_uniform_offset.offset,
],
);
}
_ => {
pass.set_bind_group(
I,
prepass_view_bind_group.no_motion_vectors.as_ref().unwrap(),
&[view_uniform_offset.offset],
);
}
}
RenderCommandResult::Success
}
}
pub type DrawPrepass<M> = (
SetItemPipeline,
SetPrepassViewBindGroup<0>,
SetMeshBindGroup<1>,
SetMaterialBindGroup<M, 2>,
DrawMesh,
);