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Remove unused shadow bind group from the cloud pipeline
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parent
c381059e28
commit
7f9ba17dee
@ -22,19 +22,19 @@
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#include <srgb.glsl>
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#include <cloud.glsl>
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layout(set = 2, binding = 0)
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layout(set = 1, binding = 0)
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uniform texture2D t_src_color;
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layout(set = 2, binding = 1)
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layout(set = 1, binding = 1)
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uniform sampler s_src_color;
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layout(set = 2, binding = 2)
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layout(set = 1, binding = 2)
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uniform texture2D t_src_depth;
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layout(set = 2, binding = 3)
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layout(set = 1, binding = 3)
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uniform sampler s_src_depth;
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layout(location = 0) in vec2 uv;
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layout (std140, set = 2, binding = 4)
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layout (std140, set = 1, binding = 4)
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uniform u_locals {
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mat4 proj_mat_inv;
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mat4 view_mat_inv;
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@ -42,7 +42,7 @@ impl CloudsLayout {
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// Color source
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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@ -52,7 +52,7 @@ impl CloudsLayout {
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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filtering: true,
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comparison: false,
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@ -62,7 +62,7 @@ impl CloudsLayout {
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// Depth source
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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@ -72,7 +72,7 @@ impl CloudsLayout {
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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filtering: true,
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comparison: false,
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@ -82,7 +82,7 @@ impl CloudsLayout {
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// Locals
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wgpu::BindGroupLayoutEntry {
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binding: 4,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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@ -153,11 +153,7 @@ impl CloudsPipeline {
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Clouds pipeline layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[
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&global_layout.globals,
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&global_layout.shadow_textures,
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&layout.layout,
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],
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bind_group_layouts: &[&global_layout.globals, &layout.layout],
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});
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let samples = match aa_mode {
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@ -202,9 +202,6 @@ impl<'frame> Drawer<'frame> {
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/// Returns None if the clouds pipeline is not available
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pub fn second_pass(&mut self) -> Option<SecondPassDrawer> {
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let pipeline = &self.borrow.pipelines.all()?.clouds;
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// Note: this becomes Some once pipeline creation is complete even if shadows
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// are not enabled
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let shadow = self.borrow.shadow?;
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let encoder = self.encoder.as_mut().unwrap();
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let device = self.borrow.device;
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@ -223,8 +220,6 @@ impl<'frame> Drawer<'frame> {
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});
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render_pass.set_bind_group(0, &self.globals.bind_group, &[]);
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// TODO: what are shadows used for here????
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render_pass.set_bind_group(1, &shadow.bind.bind_group, &[]);
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Some(SecondPassDrawer {
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render_pass,
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@ -743,7 +738,7 @@ impl<'pass> SecondPassDrawer<'pass> {
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pub fn draw_clouds(&mut self) {
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self.render_pass.set_pipeline(&self.pipeline.pipeline);
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self.render_pass
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.set_bind_group(2, &self.borrow.locals.clouds_bind.bind_group, &[]);
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.set_bind_group(1, &self.borrow.locals.clouds_bind.bind_group, &[]);
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self.render_pass.draw(0..3, 0..1);
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}
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}
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