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Add MAY_DISCARD shader def, enabling early depth tests for most cas…
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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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coreh committed May 29, 2023
1 parent 1ff4b98 commit 4465f25
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Showing 6 changed files with 39 additions and 41 deletions.
3 changes: 3 additions & 0 deletions crates/bevy_pbr/src/material.rs
Original file line number Diff line number Diff line change
Expand Up @@ -472,6 +472,9 @@ pub fn queue_material_meshes<M: Material>(
AlphaMode::Multiply => {
mesh_key |= MeshPipelineKey::BLEND_MULTIPLY;
}
AlphaMode::Mask(_) => {
mesh_key |= MeshPipelineKey::MAY_DISCARD;
}
_ => (),
}

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10 changes: 4 additions & 6 deletions crates/bevy_pbr/src/prepass/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -364,8 +364,8 @@ where
shader_defs.push("DEPTH_PREPASS".into());
}

if key.mesh_key.contains(MeshPipelineKey::ALPHA_MASK) {
shader_defs.push("ALPHA_MASK".into());
if key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD) {
shader_defs.push("MAY_DISCARD".into());
}

let blend_key = key
Expand Down Expand Up @@ -467,9 +467,7 @@ where
// is enabled or the material uses alpha cutoff values and doesn't rely on the standard
// prepass shader
let fragment_required = !targets.is_empty()
|| ((key.mesh_key.contains(MeshPipelineKey::ALPHA_MASK)
|| blend_key == MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA
|| blend_key == MeshPipelineKey::BLEND_ALPHA)
|| (key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD)
&& self.material_fragment_shader.is_some());

let fragment = fragment_required.then(|| {
Expand Down Expand Up @@ -967,7 +965,7 @@ pub fn queue_prepass_material_meshes<M: Material>(
let alpha_mode = material.properties.alpha_mode;
match alpha_mode {
AlphaMode::Opaque => {}
AlphaMode::Mask(_) => mesh_key |= MeshPipelineKey::ALPHA_MASK,
AlphaMode::Mask(_) => mesh_key |= MeshPipelineKey::MAY_DISCARD,
AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
Expand Down
10 changes: 5 additions & 5 deletions crates/bevy_pbr/src/render/light.rs
Original file line number Diff line number Diff line change
Expand Up @@ -1608,11 +1608,11 @@ pub fn queue_shadows<M: Material>(
}
let alpha_mode = material.properties.alpha_mode;
match alpha_mode {
AlphaMode::Mask(_) => {
mesh_key |= MeshPipelineKey::ALPHA_MASK;
}
AlphaMode::Blend | AlphaMode::Premultiplied | AlphaMode::Add => {
mesh_key |= MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA;
AlphaMode::Mask(_)
| AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add => {
mesh_key |= MeshPipelineKey::MAY_DISCARD;
}
_ => {}
}
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7 changes: 6 additions & 1 deletion crates/bevy_pbr/src/render/mesh.rs
Original file line number Diff line number Diff line change
Expand Up @@ -582,7 +582,8 @@ bitflags::bitflags! {
const DEPTH_PREPASS = (1 << 3);
const NORMAL_PREPASS = (1 << 4);
const MOTION_VECTOR_PREPASS = (1 << 5);
const ALPHA_MASK = (1 << 6);
const MAY_DISCARD = (1 << 6); // Guards shader codepaths that may discard, allowing early depth tests in most cases
// See: https://www.khronos.org/opengl/wiki/Early_Fragment_Test
const ENVIRONMENT_MAP = (1 << 7);
const DEPTH_CLAMP_ORTHO = (1 << 8);
const BLEND_RESERVED_BITS = Self::BLEND_MASK_BITS << Self::BLEND_SHIFT_BITS; // ← Bitmask reserving bits for the blend state
Expand Down Expand Up @@ -795,6 +796,10 @@ impl SpecializedMeshPipeline for MeshPipeline {
}
}

if key.contains(MeshPipelineKey::MAY_DISCARD) {
shader_defs.push("MAY_DISCARD".into());
}

if key.contains(MeshPipelineKey::ENVIRONMENT_MAP) {
shader_defs.push("ENVIRONMENT_MAP".into());
}
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10 changes: 7 additions & 3 deletions crates/bevy_pbr/src/render/pbr_functions.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -14,16 +14,20 @@ fn alpha_discard(material: StandardMaterial, output_color: vec4<f32>) -> vec4<f3
if alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE {
// NOTE: If rendering as opaque, alpha should be ignored so set to 1.0
color.a = 1.0;
} else if alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK {
}

#ifdef MAY_DISCARD
else if alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK {
if color.a >= material.alpha_cutoff {
// NOTE: If rendering as masked alpha and >= the cutoff, render as fully opaque
color.a = 1.0;
} else {
// NOTE: output_color.a < in.material.alpha_cutoff should not is not rendered
// NOTE: This and any other discards mean that early-z testing cannot be done!
// NOTE: output_color.a < in.material.alpha_cutoff should not be rendered
discard;
}
}
#endif

return color;
}

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40 changes: 14 additions & 26 deletions crates/bevy_pbr/src/render/pbr_prepass.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -30,19 +30,7 @@ const PREMULTIPLIED_ALPHA_CUTOFF = 0.05;
// We can use a simplified version of alpha_discard() here since we only need to handle the alpha_cutoff
fn prepass_alpha_discard(in: FragmentInput) {

// This is a workaround since the preprocessor does not support
// #if defined(ALPHA_MASK) || defined(BLEND_PREMULTIPLIED_ALPHA)
#ifndef ALPHA_MASK
#ifndef BLEND_PREMULTIPLIED_ALPHA
#ifndef BLEND_ALPHA

#define EMPTY_PREPASS_ALPHA_DISCARD

#endif // BLEND_ALPHA
#endif // BLEND_PREMULTIPLIED_ALPHA not defined
#endif // ALPHA_MASK not defined

#ifndef EMPTY_PREPASS_ALPHA_DISCARD
#ifdef MAY_DISCARD
var output_color: vec4<f32> = material.base_color;

#ifdef VERTEX_UVS
Expand All @@ -51,22 +39,22 @@ fn prepass_alpha_discard(in: FragmentInput) {
}
#endif // VERTEX_UVS

#ifdef ALPHA_MASK
if ((material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK) != 0u) && output_color.a < material.alpha_cutoff {
discard;
}
#else // BLEND_PREMULTIPLIED_ALPHA || BLEND_ALPHA
let alpha_mode = material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
if (alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND || alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD)
&& output_color.a < PREMULTIPLIED_ALPHA_CUTOFF {
discard;
} else if alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_PREMULTIPLIED
&& all(output_color < vec4(PREMULTIPLIED_ALPHA_CUTOFF)) {
discard;
if alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK {
if output_color.a < material.alpha_cutoff {
discard;
}
} else if (alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND || alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD) {
if output_color.a < PREMULTIPLIED_ALPHA_CUTOFF {
discard;
}
} else if alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_PREMULTIPLIED {
if all(output_color < vec4(PREMULTIPLIED_ALPHA_CUTOFF)) {
discard;
}
}
#endif // !ALPHA_MASK

#endif // EMPTY_PREPASS_ALPHA_DISCARD not defined
#endif // MAY_DISCARD
}

#ifdef PREPASS_FRAGMENT
Expand Down

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