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Set late indirect parameter offsets every frame again. #17736
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PR bevyengine#17684 broke occlusion culling because it neglected to set the indirect parameter offsets for the late mesh preprocessing stage if the work item buffers were already set. This PR moves the update of those values to a new function, `init_work_item_buffers` which is unconditionally called for every phase every frame. Note that there's some complexity in order to handle the case in which occlusion culling was enabled on one frame and disabled on the next, or vice versa. This was necessary in order to make the occlusion culling toggle in the `occlusion_culling` example work again.
superdump
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Feb 8, 2025
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LGTM
Though CI disagrees :) |
tychedelia
approved these changes
Feb 9, 2025
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Makes sense, thanks!
IceSentry
approved these changes
Feb 9, 2025
mrchantey
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Feb 17, 2025
) PR bevyengine#17684 broke occlusion culling because it neglected to set the indirect parameter offsets for the late mesh preprocessing stage if the work item buffers were already set. This PR moves the update of those values to a new function, `init_work_item_buffers`, which is unconditionally called for every phase every frame. Note that there's some complexity in order to handle the case in which occlusion culling was enabled on one frame and disabled on the next, or vice versa. This was necessary in order to make the occlusion culling toggle in the `occlusion_culling` example work again.
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A-Rendering
Drawing game state to the screen
C-Bug
An unexpected or incorrect behavior
P-Regression
Functionality that used to work but no longer does. Add a test for this!
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This PR has been approved by the community. It's ready for a maintainer to consider merging it
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PR #17684 broke occlusion culling because it neglected to set the indirect parameter offsets for the late mesh preprocessing stage if the work item buffers were already set. This PR moves the update of those values to a new function,
init_work_item_buffers
, which is unconditionally called for every phase every frame.Note that there's some complexity in order to handle the case in which occlusion culling was enabled on one frame and disabled on the next, or vice versa. This was necessary in order to make the occlusion culling toggle in the
occlusion_culling
example work again.