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[Merged by Bors] - Pipelined separate shadow vertex shader#2727

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superdump wants to merge 2 commits intobevyengine:pipelined-renderingfrom
superdump:pipelined-separate-shadow-vertex-shader
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[Merged by Bors] - Pipelined separate shadow vertex shader#2727
superdump wants to merge 2 commits intobevyengine:pipelined-renderingfrom
superdump:pipelined-separate-shadow-vertex-shader

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@superdump
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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

@superdump superdump changed the base branch from main to pipelined-rendering August 25, 2021 12:07
@github-actions github-actions bot added the S-Needs-Triage This issue needs to be labelled label Aug 25, 2021
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cart commented Aug 25, 2021

Looks good to me! I expect this to conflict with the almost-done-merging #2726.

@superdump superdump force-pushed the pipelined-separate-shadow-vertex-shader branch from 5027e98 to 24d9d0e Compare August 25, 2021 20:06
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Looks good to me! I expect this to conflict with the almost-done-merging #2726.

Updated.

@cart cart added A-Rendering Drawing game state to the screen and removed S-Needs-Triage This issue needs to be labelled labels Aug 25, 2021
@cart cart added this to the Bevy 0.6 milestone Aug 25, 2021
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cart commented Aug 25, 2021

bors r+

bors bot pushed a commit that referenced this pull request 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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bors bot commented Aug 25, 2021

@bors bors bot changed the title Pipelined separate shadow vertex shader [Merged by Bors] - Pipelined separate shadow vertex shader Aug 25, 2021
@bors bors bot closed this Aug 25, 2021
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