[Merged by Bors] - Pipelined separate shadow vertex shader#2727
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superdump wants to merge 2 commits intobevyengine:pipelined-renderingfrom
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[Merged by Bors] - Pipelined separate shadow vertex shader#2727superdump wants to merge 2 commits intobevyengine:pipelined-renderingfrom
superdump wants to merge 2 commits intobevyengine:pipelined-renderingfrom
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Looks good to me! I expect this to conflict with the almost-done-merging #2726. |
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Aug 25, 2021
# Objective - Avoid unnecessary work in the vertex shader of the numerous shadow passes - Have the natural order of bind groups in the pbr shader: view, material, mesh ## Solution - Separate out the vertex stage of pbr.wgsl into depth.wgsl - Remove the unnecessary calculation of uv and normal, as well as removing the unnecessary vertex inputs and outputs - Use the depth.wgsl for shadow passes - Reorder the bind groups in pbr.wgsl and PbrShaders to be 0 - view, 1 - material, 2 - mesh in decreasing order of rebind frequency
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Pull request successfully merged into pipelined-rendering. Build succeeded: |
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