Skip to content

Support generating BindGroups directly from RenderResource trait impls #23

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Closed
cart opened this issue Jun 11, 2020 · 1 comment
Closed
Labels
A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible

Comments

@cart
Copy link
Member

cart commented Jun 11, 2020

Currently RenderResource trait impls are used to populate RenderResourceAssignments with [BindingName, RenderResource] pairs. Pipeline bind group descriptors are then passed to RenderResourceAssignments to generate the final BindGroup / RenderResourceSet.

This approach allows maximum flexibility: RenderResourceAssignments can be populated from any number of sources and those sources dont need to care about bind group layout.

The downside to this approach is that it is computationally heavy. Generating bind groups involves multiple loops / name hashes.

It makes sense to somehow allow developers to opt out of this if they dont need it. It should be possible to take a RenderResources impl and turn it directly into a BindGroup / RenderResourceSet without looking at string names at all.

@karroffel karroffel added C-Feature A new feature, making something new possible A-Rendering Drawing game state to the screen labels Aug 12, 2020
superdump referenced this issue in superdump/bevy Jul 17, 2021
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne

* cornell_box_pipelined: Remove bias tweaks

* bevy_pbr2: Simplify shadow biases by moving them to linear depth
cart pushed a commit that referenced this issue Jul 24, 2021
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne

* cornell_box_pipelined: Remove bias tweaks

* bevy_pbr2: Simplify shadow biases by moving them to linear depth
cart pushed a commit that referenced this issue Jul 24, 2021
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne

* cornell_box_pipelined: Remove bias tweaks

* bevy_pbr2: Simplify shadow biases by moving them to linear depth
pcwalton pushed a commit to pcwalton/bevy that referenced this issue Aug 30, 2021
Add a resource for registering interaction filters.
@superdump
Copy link
Contributor

Closing as no longer applicable since the renderer rewrite. Maybe we want to generate binding shader code and there are efforts toward that but the RenderResource trait as it was is gone.

atlv24 pushed a commit to atlv24/bevy that referenced this issue Jan 19, 2024
Fix occlusion culling in orthographic views
tychedelia pushed a commit to tychedelia/bevy that referenced this issue Nov 23, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible
Projects
None yet
Development

No branches or pull requests

3 participants