Remove ExtractedView::hdr, add ExtractedView::texture_format, move compositing_space to ExtractedCamera#23734
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It looks like your PR is a breaking change, but you didn't provide a migration guide. Please review the instructions for writing migration guides, then expand or revise the content in the migration guides directory to reflect your changes. |
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Can you add docs to ExtractedCamera/View clarifying the differences between them? (view can be any sort of rendering thing e.g. a shadow map, camera is stuff relevant to an actual camera) |
IceSentry
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I really like the direction of this PR, bit +1 from me once CI is passing.
tychedelia
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Ty, this is a helpful step towards some other goals I have here. I'm wondering for a few of these passes where you switched to camera.hdr, is there a strong reason not to have them use the view target texture?
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I like the direction you're proposing! very nice. Extracted views really shouldn't care about hdr or compositing space or not, cameras should. I did a bunch of research and testing for this PR and I tried fixing the 2d hdr bloom, 3d scene examples and also created a compositing space example. While trying not to reintroduce any of the antipatterns being cleaned up in this PR. atlv24#5 |
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I hope we could put all webgpu renderable && blendable formats into the mesh pipeline key to reduce collisions with #22637. But I'm not against the current either. |
Texture formats, camera extraction
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@beicause I have incorporated some of your changes with attribute. I'd appreciate a review, thanks! |
Co-authored-by: Luo Zhihao <luo_zhihao@outlook.com>
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Co-authored-by: atlv <email@atlasdostal.com>
mate-h
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Re-reviewed! I don't have any blocking comments, I also tested again with my compositing space example looks good.
Co-authored-by: Máté Homolya <mate.homolya@gmail.com>
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Confirmed to fix #23732 |
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This PR is good to merge, example runner passed (only fail is a flake that is flakey on main too) |
…mpositing_space to ExtractedCamera (bevyengine#23734) # Objective - Clean up our texture format handling. - Fix bevyengine#23732 - Get us closer to bevyengine#22563 - It makes no sense for views to talk about being hdr or not. They have a texture format, that's it. What does HDR shadows even mean lol - Same for compositing_space ## Solution - Remove ExtractedView::hdr - Add ExtractedView::texture_format - Move ExtractedView::compositing_space to ExtractedCamera::compositing_space - Add texture_format to a bunch of specialization keys instead of hdr bool - Convert VolumetricFogPipelineKey to not use flags and just use bool and texture format - Remove BevyDefault TextureFormat - Remove ViewTarget TEXTURE_FORMAT_HDR ## Testing - Pretty extensively test at this point This has a migration guide. --------- Co-authored-by: Willow Black <wmcblack@gmail.com> Co-authored-by: Máté Homolya <mate.homolya@gmail.com> Co-authored-by: Luo Zhihao <luo_zhihao@outlook.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
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This has a migration guide.