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Remove Shader weak_handles from bevy_pbr meshlets (with one exception). #19368

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26 changes: 17 additions & 9 deletions crates/bevy_pbr/src/meshlet/material_pipeline_prepare.rs
Original file line number Diff line number Diff line change
@@ -1,12 +1,9 @@
use super::{
instance_manager::InstanceManager, resource_manager::ResourceManager,
MESHLET_MESH_MATERIAL_SHADER_HANDLE,
};
use super::{instance_manager::InstanceManager, resource_manager::ResourceManager};
use crate::{
environment_map::EnvironmentMapLight, irradiance_volume::IrradianceVolume,
material_bind_groups::MaterialBindGroupAllocator, *,
};
use bevy_asset::AssetServer;
use bevy_asset::{load_embedded_asset, AssetServer};
use bevy_core_pipeline::{
core_3d::Camera3d,
prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass, NormalPrepass},
Expand Down Expand Up @@ -186,6 +183,9 @@ pub fn prepare_material_meshlet_meshes_main_opaque_pass<M: Material>(
let mut shader_defs = material_fragment.shader_defs;
shader_defs.push("MESHLET_MESH_MATERIAL_PASS".into());

let default_shader =
load_embedded_asset!(asset_server.as_ref(), "meshlet_mesh_material.wgsl");

let pipeline_descriptor = RenderPipelineDescriptor {
label: material_pipeline_descriptor.label,
layout: vec![
Expand All @@ -195,7 +195,7 @@ pub fn prepare_material_meshlet_meshes_main_opaque_pass<M: Material>(
],
push_constant_ranges: vec![],
vertex: VertexState {
shader: MESHLET_MESH_MATERIAL_SHADER_HANDLE,
shader: default_shader.clone(),
shader_defs: shader_defs.clone(),
entry_point: material_pipeline_descriptor.vertex.entry_point,
buffers: Vec::new(),
Expand All @@ -211,7 +211,7 @@ pub fn prepare_material_meshlet_meshes_main_opaque_pass<M: Material>(
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
shader: match M::meshlet_mesh_fragment_shader() {
ShaderRef::Default => MESHLET_MESH_MATERIAL_SHADER_HANDLE,
ShaderRef::Default => default_shader,
ShaderRef::Handle(handle) => handle,
ShaderRef::Path(path) => asset_server.load(path),
},
Expand Down Expand Up @@ -374,7 +374,10 @@ pub fn prepare_material_meshlet_meshes_prepass<M: Material>(
],
push_constant_ranges: vec![],
vertex: VertexState {
shader: MESHLET_MESH_MATERIAL_SHADER_HANDLE,
shader: load_embedded_asset!(
asset_server.as_ref(),
"meshlet_mesh_material.wgsl"
),
shader_defs: shader_defs.clone(),
entry_point: material_pipeline_descriptor.vertex.entry_point,
buffers: Vec::new(),
Expand All @@ -390,7 +393,12 @@ pub fn prepare_material_meshlet_meshes_prepass<M: Material>(
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
shader: match fragment_shader {
ShaderRef::Default => MESHLET_MESH_MATERIAL_SHADER_HANDLE,
ShaderRef::Default => {
load_embedded_asset!(
asset_server.as_ref(),
"meshlet_mesh_material.wgsl"
)
}
ShaderRef::Handle(handle) => handle,
ShaderRef::Path(path) => asset_server.load(path),
},
Expand Down
72 changes: 12 additions & 60 deletions crates/bevy_pbr/src/meshlet/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@ use self::{
};
use crate::{graph::NodePbr, PreviousGlobalTransform};
use bevy_app::{App, Plugin};
use bevy_asset::{load_internal_asset, weak_handle, AssetApp, AssetId, Handle};
use bevy_asset::{embedded_asset, load_internal_asset, AssetApp, AssetId, Handle};
use bevy_core_pipeline::{
core_3d::graph::{Core3d, Node3d},
prepass::{DeferredPrepass, MotionVectorPrepass, NormalPrepass},
Expand All @@ -74,6 +74,7 @@ use bevy_ecs::{
};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{
load_shader_library,
render_graph::{RenderGraphApp, ViewNodeRunner},
render_resource::Shader,
renderer::RenderDevice,
Expand All @@ -85,11 +86,6 @@ use bevy_transform::components::Transform;
use derive_more::From;
use tracing::error;

const MESHLET_BINDINGS_SHADER_HANDLE: Handle<Shader> =
weak_handle!("d90ac78c-500f-48aa-b488-cc98eb3f6314");
const MESHLET_MESH_MATERIAL_SHADER_HANDLE: Handle<Shader> =
weak_handle!("db8d9001-6ca7-4d00-968a-d5f5b96b89c3");

/// Provides a plugin for rendering large amounts of high-poly 3d meshes using an efficient GPU-driven method. See also [`MeshletMesh`].
///
/// Rendering dense scenes made of high-poly meshes with thousands or millions of triangles is extremely expensive in Bevy's standard renderer.
Expand Down Expand Up @@ -152,66 +148,22 @@ impl Plugin for MeshletPlugin {
std::process::exit(1);
}

load_internal_asset!(
app,
MESHLET_CLEAR_VISIBILITY_BUFFER_SHADER_HANDLE,
"clear_visibility_buffer.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESHLET_BINDINGS_SHADER_HANDLE,
"meshlet_bindings.wgsl",
Shader::from_wgsl
);
load_shader_library!(app, "meshlet_bindings.wgsl");
load_internal_asset!(
app,
super::MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE,
"visibility_buffer_resolve.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESHLET_FILL_CLUSTER_BUFFERS_SHADER_HANDLE,
"fill_cluster_buffers.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESHLET_CULLING_SHADER_HANDLE,
"cull_clusters.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESHLET_VISIBILITY_BUFFER_SOFTWARE_RASTER_SHADER_HANDLE,
"visibility_buffer_software_raster.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
"visibility_buffer_hardware_raster.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESHLET_MESH_MATERIAL_SHADER_HANDLE,
"meshlet_mesh_material.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESHLET_RESOLVE_RENDER_TARGETS_SHADER_HANDLE,
"resolve_render_targets.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESHLET_REMAP_1D_TO_2D_DISPATCH_SHADER_HANDLE,
"remap_1d_to_2d_dispatch.wgsl",
Shader::from_wgsl
);

embedded_asset!(app, "clear_visibility_buffer.wgsl");
embedded_asset!(app, "fill_cluster_buffers.wgsl");
embedded_asset!(app, "cull_clusters.wgsl");
embedded_asset!(app, "visibility_buffer_software_raster.wgsl");
embedded_asset!(app, "visibility_buffer_hardware_raster.wgsl");
embedded_asset!(app, "meshlet_mesh_material.wgsl");
embedded_asset!(app, "resolve_render_targets.wgsl");
embedded_asset!(app, "remap_1d_to_2d_dispatch.wgsl");

app.init_asset::<MeshletMesh>()
.register_asset_loader(MeshletMeshLoader);
Expand Down
64 changes: 31 additions & 33 deletions crates/bevy_pbr/src/meshlet/pipelines.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
use super::resource_manager::ResourceManager;
use bevy_asset::{weak_handle, Handle};
use bevy_asset::load_embedded_asset;
use bevy_core_pipeline::{
core_3d::CORE_3D_DEPTH_FORMAT, experimental::mip_generation::DOWNSAMPLE_DEPTH_SHADER_HANDLE,
fullscreen_vertex_shader::fullscreen_shader_vertex_state,
Expand All @@ -10,21 +10,6 @@ use bevy_ecs::{
};
use bevy_render::render_resource::*;

pub const MESHLET_CLEAR_VISIBILITY_BUFFER_SHADER_HANDLE: Handle<Shader> =
weak_handle!("a4bf48e4-5605-4d1c-987e-29c7b1ec95dc");
pub const MESHLET_FILL_CLUSTER_BUFFERS_SHADER_HANDLE: Handle<Shader> =
weak_handle!("80ccea4a-8234-4ee0-af74-77b3cad503cf");
pub const MESHLET_CULLING_SHADER_HANDLE: Handle<Shader> =
weak_handle!("d71c5879-97fa-49d1-943e-ed9162fe8adb");
pub const MESHLET_VISIBILITY_BUFFER_SOFTWARE_RASTER_SHADER_HANDLE: Handle<Shader> =
weak_handle!("68cc6826-8321-43d1-93d5-4f61f0456c13");
pub const MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE: Handle<Shader> =
weak_handle!("4b4e3020-748f-4baf-b011-87d9d2a12796");
pub const MESHLET_RESOLVE_RENDER_TARGETS_SHADER_HANDLE: Handle<Shader> =
weak_handle!("c218ce17-cf59-4268-8898-13ecf384f133");
pub const MESHLET_REMAP_1D_TO_2D_DISPATCH_SHADER_HANDLE: Handle<Shader> =
weak_handle!("f5b7edfc-2eac-4407-8f5c-1265d4d795c2");

#[derive(Resource)]
pub struct MeshletPipelines {
fill_cluster_buffers: CachedComputePipelineId,
Expand All @@ -49,6 +34,19 @@ pub struct MeshletPipelines {

impl FromWorld for MeshletPipelines {
fn from_world(world: &mut World) -> Self {
let clear_visibility_buffer_shader =
load_embedded_asset!(world, "clear_visibility_buffer.wgsl");
let fill_cluster_buffers_shader = load_embedded_asset!(world, "fill_cluster_buffers.wgsl");
let cull_clusters_shader = load_embedded_asset!(world, "cull_clusters.wgsl");
let visibility_buffer_software_raster_shader =
load_embedded_asset!(world, "visibility_buffer_software_raster.wgsl");
let visibility_buffer_hardware_raster_shader =
load_embedded_asset!(world, "visibility_buffer_hardware_raster.wgsl");
let resolve_render_targets_shader =
load_embedded_asset!(world, "resolve_render_targets.wgsl");
let remap_1d_to_2d_dispatch_shader =
load_embedded_asset!(world, "remap_1d_to_2d_dispatch.wgsl");

let resource_manager = world.resource::<ResourceManager>();
let fill_cluster_buffers_bind_group_layout = resource_manager
.fill_cluster_buffers_bind_group_layout
Expand Down Expand Up @@ -91,7 +89,7 @@ impl FromWorld for MeshletPipelines {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: MESHLET_FILL_CLUSTER_BUFFERS_SHADER_HANDLE,
shader: fill_cluster_buffers_shader,
shader_defs: vec!["MESHLET_FILL_CLUSTER_BUFFERS_PASS".into()],
entry_point: "fill_cluster_buffers".into(),
zero_initialize_workgroup_memory: false,
Expand All @@ -106,7 +104,7 @@ impl FromWorld for MeshletPipelines {
stages: ShaderStages::COMPUTE,
range: 0..8,
}],
shader: MESHLET_CLEAR_VISIBILITY_BUFFER_SHADER_HANDLE,
shader: clear_visibility_buffer_shader.clone(),
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into()],
entry_point: "clear_visibility_buffer".into(),
zero_initialize_workgroup_memory: false,
Expand All @@ -121,7 +119,7 @@ impl FromWorld for MeshletPipelines {
stages: ShaderStages::COMPUTE,
range: 0..8,
}],
shader: MESHLET_CLEAR_VISIBILITY_BUFFER_SHADER_HANDLE,
shader: clear_visibility_buffer_shader.clone(),
shader_defs: vec![],
entry_point: "clear_visibility_buffer".into(),
zero_initialize_workgroup_memory: false,
Expand All @@ -135,7 +133,7 @@ impl FromWorld for MeshletPipelines {
stages: ShaderStages::COMPUTE,
range: 0..8,
}],
shader: MESHLET_CULLING_SHADER_HANDLE,
shader: cull_clusters_shader.clone(),
shader_defs: vec![
"MESHLET_CULLING_PASS".into(),
"MESHLET_FIRST_CULLING_PASS".into(),
Expand All @@ -151,7 +149,7 @@ impl FromWorld for MeshletPipelines {
stages: ShaderStages::COMPUTE,
range: 0..8,
}],
shader: MESHLET_CULLING_SHADER_HANDLE,
shader: cull_clusters_shader,
shader_defs: vec![
"MESHLET_CULLING_PASS".into(),
"MESHLET_SECOND_CULLING_PASS".into(),
Expand Down Expand Up @@ -231,7 +229,7 @@ impl FromWorld for MeshletPipelines {
label: Some("meshlet_visibility_buffer_software_raster_pipeline".into()),
layout: vec![visibility_buffer_raster_layout.clone()],
push_constant_ranges: vec![],
shader: MESHLET_VISIBILITY_BUFFER_SOFTWARE_RASTER_SHADER_HANDLE,
shader: visibility_buffer_software_raster_shader.clone(),
shader_defs: vec![
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
Expand All @@ -254,7 +252,7 @@ impl FromWorld for MeshletPipelines {
),
layout: vec![visibility_buffer_raster_shadow_view_layout.clone()],
push_constant_ranges: vec![],
shader: MESHLET_VISIBILITY_BUFFER_SOFTWARE_RASTER_SHADER_HANDLE,
shader: visibility_buffer_software_raster_shader,
shader_defs: vec![
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
if remap_1d_to_2d_dispatch_layout.is_some() {
Expand All @@ -278,7 +276,7 @@ impl FromWorld for MeshletPipelines {
range: 0..4,
}],
vertex: VertexState {
shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
shader: visibility_buffer_hardware_raster_shader.clone(),
shader_defs: vec![
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
Expand All @@ -298,7 +296,7 @@ impl FromWorld for MeshletPipelines {
depth_stencil: None,
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
shader: visibility_buffer_hardware_raster_shader.clone(),
shader_defs: vec![
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into(),
"MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into(),
Expand All @@ -325,7 +323,7 @@ impl FromWorld for MeshletPipelines {
range: 0..4,
}],
vertex: VertexState {
shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
shader: visibility_buffer_hardware_raster_shader.clone(),
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
entry_point: "vertex".into(),
buffers: vec![],
Expand All @@ -342,7 +340,7 @@ impl FromWorld for MeshletPipelines {
depth_stencil: None,
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
shader: visibility_buffer_hardware_raster_shader.clone(),
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
Expand All @@ -367,7 +365,7 @@ impl FromWorld for MeshletPipelines {
range: 0..4,
}],
vertex: VertexState {
shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
shader: visibility_buffer_hardware_raster_shader.clone(),
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
entry_point: "vertex".into(),
buffers: vec![],
Expand All @@ -384,7 +382,7 @@ impl FromWorld for MeshletPipelines {
depth_stencil: None,
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
shader: MESHLET_VISIBILITY_BUFFER_HARDWARE_RASTER_SHADER_HANDLE,
shader: visibility_buffer_hardware_raster_shader,
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS".into()],
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
Expand All @@ -411,7 +409,7 @@ impl FromWorld for MeshletPipelines {
}),
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
shader: MESHLET_RESOLVE_RENDER_TARGETS_SHADER_HANDLE,
shader: resolve_render_targets_shader.clone(),
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into()],
entry_point: "resolve_depth".into(),
targets: vec![],
Expand All @@ -435,7 +433,7 @@ impl FromWorld for MeshletPipelines {
}),
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
shader: MESHLET_RESOLVE_RENDER_TARGETS_SHADER_HANDLE,
shader: resolve_render_targets_shader.clone(),
shader_defs: vec![],
entry_point: "resolve_depth".into(),
targets: vec![],
Expand All @@ -460,7 +458,7 @@ impl FromWorld for MeshletPipelines {
}),
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
shader: MESHLET_RESOLVE_RENDER_TARGETS_SHADER_HANDLE,
shader: resolve_render_targets_shader,
shader_defs: vec!["MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT".into()],
entry_point: "resolve_material_depth".into(),
targets: vec![],
Expand All @@ -477,7 +475,7 @@ impl FromWorld for MeshletPipelines {
stages: ShaderStages::COMPUTE,
range: 0..4,
}],
shader: MESHLET_REMAP_1D_TO_2D_DISPATCH_SHADER_HANDLE,
shader: remap_1d_to_2d_dispatch_shader,
shader_defs: vec![],
entry_point: "remap_dispatch".into(),
zero_initialize_workgroup_memory: false,
Expand Down