Remove the depth buffer from the Third drawer

This commit is contained in:
Capucho 2020-12-05 20:20:56 +00:00 committed by Avi Weinstock
parent c159346489
commit b7d22c7971
5 changed files with 5 additions and 69 deletions

View File

@ -27,16 +27,10 @@ uniform texture2D t_src_color;
layout(set = 1, binding = 1)
uniform sampler s_src_color;
// TODO: unused
layout(set = 1, binding = 2)
uniform texture2D t_src_depth;
layout(set = 1, binding = 3)
uniform sampler s_src_depth;
layout(location = 0) in vec2 f_pos;
layout (std140, set = 1, binding = 4)
layout (std140, set = 1, binding = 2)
uniform u_locals {
mat4 proj_mat_inv;
mat4 view_mat_inv;

View File

@ -92,27 +92,9 @@ impl PostProcessLayout {
ty: wgpu::BindingType::Sampler { filtering: true, comparison: false },
count: None,
},
// src depth
// TODO: THIS IS UNUSED IN THE SHADER
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { filtering: true, comparison: false },
count: None,
},
// Locals
wgpu::BindGroupLayoutEntry {
binding: 4,
binding: 2,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
@ -130,7 +112,6 @@ impl PostProcessLayout {
&self,
device: &wgpu::Device,
src_color: &wgpu::TextureView,
src_depth: &wgpu::TextureView,
sampler: &wgpu::Sampler,
locals: &Consts<Locals>,
) -> BindGroup {
@ -148,14 +129,6 @@ impl PostProcessLayout {
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(src_depth),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::Sampler(sampler),
},
wgpu::BindGroupEntry {
binding: 4,
resource: locals.buf().as_entire_binding(),
},
],
@ -222,17 +195,7 @@ impl PostProcessPipeline {
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::Always,
stencil: wgpu::StencilStateDescriptor {
front: wgpu::StencilStateFaceDescriptor::IGNORE,
back: wgpu::StencilStateFaceDescriptor::IGNORE,
read_mask: !0,
write_mask: !0,
},
}),
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: None,
vertex_buffers: &[/*Vertex::desc()*/],

View File

@ -238,17 +238,7 @@ impl UiPipeline {
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilStateDescriptor {
front: wgpu::StencilStateFaceDescriptor::IGNORE,
back: wgpu::StencilStateFaceDescriptor::IGNORE,
read_mask: !0,
write_mask: !0,
},
}),
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: None,
vertex_buffers: &[Vertex::desc()],

View File

@ -175,7 +175,6 @@ impl Locals {
let postprocess_bind = layouts.postprocess.bind(
device,
tgt_color_pp_view,
tgt_depth_view,
sampler,
&postprocess_locals,
);
@ -207,7 +206,6 @@ impl Locals {
self.postprocess_bind = layouts.postprocess.bind(
device,
tgt_color_pp_view,
tgt_depth_view,
sampler,
&self.postprocess,
);

View File

@ -111,16 +111,7 @@ impl<'a> Drawer<'a> {
},
}],
// TODO: do we need this?
depth_stencil_attachment: Some(
wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.renderer.win_depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
},
),
depth_stencil_attachment: None
});
render_pass.set_bind_group(0, &self.globals.bind_group, &[]);