Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Use ShaderDefVal to avoid redundant code #9408

Closed
wants to merge 1 commit into from
Closed

Use ShaderDefVal to avoid redundant code #9408

wants to merge 1 commit into from

Conversation

MoskalykA
Copy link

@MoskalykA MoskalykA commented Aug 10, 2023

Objective

The purpose of this pull request is to complete this issue (closes #9256)

Migration guide

The MESH_BINDGROUP_1 shader def has been replaced by the MESH_BINDGROUP ShaderDefVal.

If in your shader you previously used:

#ifdef MESH_BINDGROUP_1
@group(1) @binding(0)
var<storage> mesh: array<Mesh>;
#else // MESH_BINDGROUP_1
@group(2) @binding(0)
var<storage> mesh: array<Mesh>;
#endif // MESH_BINDGROUP_1

You can now write it:

@group(#{MESH_BINDGROUP}) @binding(0)
var<storage> mesh: array<Mesh>;

Other important change: You should now add the MESH_BINDGROUP define even if the binding group is 0.
Add this line to your shader specialization pipeline:

shader_defs.push(ShaderDefVal::UInt("MESH_BINDGROUP".into(), 2));

@github-actions
Copy link
Contributor

Welcome, new contributor!

Please make sure you've read our contributing guide and we look forward to reviewing your pull request shortly ✨

@nicopap nicopap added A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change M-Needs-Migration-Guide A breaking change to Bevy's public API that needs to be noted in a migration guide labels Aug 10, 2023
@github-actions
Copy link
Contributor

It looks like your PR is a breaking change, but you didn't provide a migration guide.

Could you add some context on what users should update when this change get released in a new version of Bevy?
It will be used to help writing the migration guide for the version. Putting it after a ## Migration Guide will help it get automatically picked up by our tooling.

@nicopap
Copy link
Contributor

nicopap commented Aug 10, 2023

You need to update the CPU-side code as well.

Replace all instance of:

shader_defs.push("MESH_BINDGROUP_1".into());

with

shader_defs.push(ShaderDefVal::UInt("MESH_BINDGROUP".into(), 1));

You'll also need to add

shader_defs.push(ShaderDefVal::UInt("MESH_BINDGROUP".into(), 2));

to existing pipelines that do not add the MESH_BINDGROUP_1 binding.

Also, could you add a "closes #9256" to your PR description? So that it automatically closes the linked issue when this gets merged.

A summary on writing the migration guide lines:

---------

### Migration guide

The `MESH_BINDGROUP_1` shader def has been replaced by the `MESH_BINDGROUP` `ShaderDefVal`.

If in your shader you previously used:
``\`
#ifdef MESH_BINDGROUP_1
@group(1) @binding(0)
var<storage> mesh: array<Mesh>;
#else // MESH_BINDGROUP_1
@group(2) @binding(0)
var<storage> mesh: array<Mesh>;
#endif // MESH_BINDGROUP_1
``\`

You can now write it:

``\`
@group(#{MESH_BINDGROUP}) @binding(0)
var<storage> mesh: array<Mesh>;
``\`

**Other important change**: You should now add the `MESH_BINDGROUP` define even if the binding group is 0.
Add this line to your shader specialization pipeline:

``\`
shader_defs.push(ShaderDefVal::UInt("MESH_BINDGROUP".into(), 2));
``\`

@MoskalykA
Copy link
Author

Thank you very much for these details. I have a quick question about the pipelines. Should I add the code for the SpecializedMeshPipeline implementations or for literally all pipelines?

@nicopap
Copy link
Contributor

nicopap commented Aug 10, 2023

I'm not 100%, try only SpecializedMeshPipeline.

Run shader_prepass and swap between prepass mod to see if it panics or not.

@robtfm
Copy link
Contributor

robtfm commented Aug 10, 2023

Can we please have a default of 2 for when the def is not specified. It used to be necessary to specify for every pipeline and it was very annoying, I would prefer not to go back to that situation again.

@nicopap
Copy link
Contributor

nicopap commented Aug 10, 2023

Ooops my bad, my instructions mentioned a default of 0, I updated them to 2.

@nicopap
Copy link
Contributor

nicopap commented Aug 10, 2023

So how would we setup a default? Maybe passing the shader_defs as an argument to the specialize method on SpecializedMeshPipeline?

@MoskalykA
Copy link
Author

I'm not 100%, try only SpecializedMeshPipeline.

Run shader_prepass and swap between prepass mod to see if it panics or not.

Only on SpecializedMeshPipeline works perfectly

@robtfm
Copy link
Contributor

robtfm commented Aug 10, 2023

So how would we setup a default? Maybe passing the shader_defs as an argument to the specialize method on SpecializedMeshPipeline?

I was thinking the shader could branch on #ifdef as it does currently (I didn’t look at the code yet though)

@james7132 james7132 requested a review from superdump October 2, 2023 01:16
@JMS55
Copy link
Contributor

JMS55 commented Feb 5, 2024

MESH_BIND_GROUP_1 was removed #10485

@JMS55 JMS55 closed this Feb 5, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change M-Needs-Migration-Guide A breaking change to Bevy's public API that needs to be noted in a migration guide
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Replace MESH_BINDGROUP_1 with a ShaderDefVal
4 participants