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Document EarlyDepthTest and ConservativeDepth syntax in WGSL#2132
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teoxoy merged 1 commit intogfx-rs:masterfrom Nov 20, 2022
Merged
Document EarlyDepthTest and ConservativeDepth syntax in WGSL#2132teoxoy merged 1 commit intogfx-rs:masterfrom
EarlyDepthTest and ConservativeDepth syntax in WGSL#2132teoxoy merged 1 commit intogfx-rs:masterfrom
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…es (#6697) # Objective - Right now we can't really benefit from [early depth testing](https://www.khronos.org/opengl/wiki/Early_Fragment_Test) in our PBR shader because it includes codepaths with `discard`, even for situations where they are not necessary. ## Solution - This PR introduces a new `MeshPipelineKey` and shader def, `MAY_DISCARD`; - All possible material/mesh options that that may result in `discard`s being needed must set `MAY_DISCARD` ahead of time: - Right now, this is only `AlphaMode::Mask(f32)`, but in the future might include other options/effects; (e.g. one effect I'm personally interested in is bayer dither pseudo-transparency for LOD transitions of opaque meshes) - Shader codepaths that can `discard` are guarded by an `#ifdef MAY_DISCARD` preprocessor directive: - Right now, this is just one branch in `alpha_discard()`; - If `MAY_DISCARD` is _not_ set, the `@early_depth_test` attribute is added to the PBR fragment shader. This is a not yet documented, possibly non-standard WGSL extension I found browsing Naga's source code. [I opened a PR to document it there](gfx-rs/naga#2132). My understanding is that for backends where this attribute is supported, it will force an explicit opt-in to early depth test. (e.g. via `layout(early_fragment_tests) in;` in GLSL) ## Caveats - I included `@early_depth_test` for the sake of us being explicit, and avoiding the need for the driver to be “smart” about enabling this feature. That way, if we make a mistake and include a `discard` unguarded by `MAY_DISCARD`, it will either produce errors or noticeable visual artifacts so that we'll catch early, instead of causing a performance regression. - I'm not sure explicit early depth test is supported on the naga Metal backend, which is what I'm currently using, so I can't really test the explicit early depth test enable, I would like others with Vulkan/GL hardware to test it if possible; - I would like some guidance on how to measure/verify the performance benefits of this; - If I understand it correctly, this, or _something like this_ is needed to fully reap the performance gains enabled by #6284; - This will _most definitely_ conflict with #6284 and #6644. I can fix the conflicts as needed, depending on whether/the order they end up being merging in. --- ## Changelog ### Changed - Early depth tests are now enabled whenever possible for meshes using `StandardMaterial`, reducing the number of fragments evaluated for scenes with lots of occlusions.
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👋 Hey there,
Was trying to figure out how to explicitly enable early depth tests in WebGPU/WGSL shaders, and noticed there was documentation on the syntax for
EarlyDepthTestandConservativeDepthoptions for GLSL/HLSL/SPIR-V, but not for WGSL.Had to do some digging through the parser code to figure out how to do it, so this PR adds documentation, so that hopefully others can find it more easily in the future.
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