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Add handling for more naga capabilities #9000

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@trolleyman trolleyman commented Jun 29, 2023

Objective

Following on from #4824, this MR adds the capabilities for:

  • MULTISAMPLED_SHADING
  • TEXTURE_FORMAT_16BIT_NORM
  • MULTIVIEW
  • EARLY_DEPTH_TEST

Solution

RenderAdapter is passed down, and then downlevel flags are translated into capabilities that are passed into wgpu.

shader_prepass example has been changed to show that multisampled shading now works, by adding a controller for MSAA. The text color changes have also been removed, as otherwise the text couldn't be seen on the motion vectors screen.


Changelog

Added support for more naga capabilities.

Migration Guide

PipelineCache::new now takes a RenderAdapter.

@trolleyman trolleyman changed the title Downlevel capabilities Add MULTISAMPLED_SHADING capability, depending on DownlevelCapabilities Jun 29, 2023
@trolleyman trolleyman changed the title Add MULTISAMPLED_SHADING capability, depending on DownlevelCapabilities Add MULTISAMPLED_SHADING capability, depending on DownlevelFlags Jun 29, 2023
@trolleyman trolleyman changed the title Add MULTISAMPLED_SHADING capability, depending on DownlevelFlags Add DownlevelFlags shader capabilities Jun 29, 2023
@trolleyman trolleyman changed the title Add DownlevelFlags shader capabilities Add handling for more shader capabilities Jun 29, 2023
@trolleyman trolleyman changed the title Add handling for more shader capabilities Add handling for more naga capabilities Jun 29, 2023
@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen C-Usability A simple quality-of-life change that makes Bevy easier to use C-Breaking-Change A breaking change to Bevy's public API that needs to be noted in a migration guide labels Jun 30, 2023
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Resolved changes with #5703

@IceSentry IceSentry self-requested a review September 13, 2023 05:13
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Just saw this PR because I hit the MULTISAMPLED_SHADING issue. The prepass example wasn't really meant to show this but at the same time I'm not sure how to have an example that only shows this feature so I guess it's fine to have it there.

I haven't tested it yet, but the code looks good to me.

@aevyrie aevyrie mentioned this pull request Sep 25, 2023
@JMS55 JMS55 added this to the 0.12 milestone Sep 28, 2023
@alice-i-cecile alice-i-cecile removed this from the 0.12 milestone Sep 29, 2023
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@IceSentry Thanks for the response - I've just fixed the merge conflict.

@JMS55 JMS55 added this to the 0.13 milestone Nov 23, 2023
@alice-i-cecile alice-i-cecile removed this from the 0.13 milestone Jan 26, 2024
@JMS55 JMS55 added this to the 0.14 milestone Mar 30, 2024
github-merge-queue bot pushed a commit that referenced this pull request Apr 25, 2024
https://github.com/bevyengine/bevy/assets/2632925/e046205e-3317-47c3-9959-fc94c529f7e0

# Objective

- Adds per-object motion blur to the core 3d pipeline. This is a common
effect used in games and other simulations.
- Partially resolves #4710

## Solution

- This is a post-process effect that uses the depth and motion vector
buffers to estimate per-object motion blur. The implementation is
combined from knowledge from multiple papers and articles. The approach
itself, and the shader are quite simple. Most of the effort was in
wiring up the bevy rendering plumbing, and properly specializing for HDR
and MSAA.
- To work with MSAA, the MULTISAMPLED_SHADING wgpu capability is
required. I've extracted this code from #9000. This is because the
prepass buffers are multisampled, and require accessing with
`textureLoad` as opposed to the widely compatible `textureSample`.
- Added an example to demonstrate the effect of motion blur parameters.

## Future Improvements

- While this approach does have limitations, it's one of the most
commonly used, and is much better than camera motion blur, which does
not consider object velocity. For example, this implementation allows a
dolly to track an object, and that object will remain unblurred while
the background is blurred. The biggest issue with this implementation is
that blur is constrained to the boundaries of objects which results in
hard edges. There are solutions to this by either dilating the object or
the motion vector buffer, or by taking a different approach such as
https://casual-effects.com/research/McGuire2012Blur/index.html
- I'm using a noise PRNG function to jitter samples. This could be
replaced with a blue noise texture lookup or similar, however after
playing with the parameters, it gives quite nice results with 4 samples,
and is significantly better than the artifacts generated when not
jittering.

---

## Changelog

- Added: per-object motion blur. This can be enabled and configured by
adding the `MotionBlurBundle` to a camera entity.

---------

Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
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JMS55 commented May 3, 2024

This will be superseded by gfx-rs/wgpu#5606 once we upgrade to wgpu 0.20 #13186.

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@JMS55 should we pursue this or simply close it out in favor of the linked PR?

@alice-i-cecile alice-i-cecile removed this from the 0.14 milestone May 16, 2024
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JMS55 commented May 16, 2024

Close it in favor of the wgpu update PR, but we have to remember to make the change in that PR.

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