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[Merged by Bors] - Fix post_processing and shader_prepass examples #7419
[Merged by Bors] - Fix post_processing and shader_prepass examples #7419
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I feel we should make a separate view uniform shader import and use it everywhere as they're all constructed in the same way from the same struct. I also feel like I made a PR doing this a long time ago... maybe. |
Yeah, that does seem like a better fix. I originally tried reusing the MeshPipeline::specialize for the prepass, but it didn't work. I don't remember exactly why. It does seem possible to extract the common part to a separate function that could be used in both places. |
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I feel we should make a separate view uniform shader import and use it everywhere as they're all constructed in the same way from the same struct. I also feel like I made a PR doing this a long time ago... maybe.
i've done that at least once too, as part of #6738. also noting this fix would be covered by #5703
This also closes #7375 |
bors r+ |
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
Build failed: |
bors r+ |
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
Build failed: |
bors r+ |
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
Build failed: |
bors r+ |
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
The failure is real edit: weird, I was sure that I saw a real error in github action after the first try earlier today. But anyhow, I'm getting this locally (macos and wasm) in
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Build failed: |
Oh, I saw the markdown lint failure that seemed to just be an intermittent docker issue. I'll fix that. |
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bors r+
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
Build failed: |
bors r+ |
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes bevyengine#6799 - Fixes bevyengine#6996 - Fixes bevyengine#7375 - Supercedes bevyengine#6997 - Supercedes bevyengine#7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
Objective
post_processing
andshader_prepass
examples as they fail when compiling shaders due to missing shader defsSolution
MAX_CASCADES_PER_LIGHT
shader def. Add it.post_processing
example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.