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Remove dead code after #7784 (#7875)
# Objective - Remove dead code after #7784 # Changelog - Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group. # Migration Guide - Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group.
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-63
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-63
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crates/bevy_pbr/src/material.rs

Lines changed: 2 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,6 @@
11
use crate::{
2-
queue_mesh_view_bind_groups, render, AlphaMode, DrawMesh, DrawPrepass, EnvironmentMapLight,
3-
MeshPipeline, MeshPipelineKey, MeshUniform, PrepassPlugin, RenderLightSystems,
4-
SetMeshBindGroup, SetMeshViewBindGroup, Shadow,
2+
render, AlphaMode, DrawMesh, DrawPrepass, EnvironmentMapLight, MeshPipeline, MeshPipelineKey,
3+
MeshUniform, PrepassPlugin, RenderLightSystems, SetMeshBindGroup, SetMeshViewBindGroup, Shadow,
54
};
65
use bevy_app::{App, IntoSystemAppConfig, Plugin};
76
use bevy_asset::{AddAsset, AssetEvent, AssetServer, Assets, Handle};
@@ -205,11 +204,6 @@ where
205204
.after(PrepareAssetSet::PreAssetPrepare),
206205
)
207206
.add_system(render::queue_shadows::<M>.in_set(RenderLightSystems::QueueShadows))
208-
.add_system(
209-
render::queue_shadow_view_bind_group::<M>
210-
.in_set(RenderSet::Queue)
211-
.ambiguous_with(queue_mesh_view_bind_groups), // queue_mesh_view_bind_groups does not read `shadow_view_bind_group`),
212-
)
213207
.add_system(queue_material_meshes::<M>.in_set(RenderSet::Queue));
214208
}
215209

crates/bevy_pbr/src/render/light.rs

Lines changed: 3 additions & 55 deletions
Original file line numberDiff line numberDiff line change
@@ -8,10 +8,7 @@ use crate::{
88
};
99
use bevy_asset::Handle;
1010
use bevy_core_pipeline::core_3d::Transparent3d;
11-
use bevy_ecs::{
12-
prelude::*,
13-
system::{lifetimeless::*, SystemParamItem},
14-
};
11+
use bevy_ecs::prelude::*;
1512
use bevy_math::{Mat4, UVec3, UVec4, Vec2, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles};
1613
use bevy_render::{
1714
camera::Camera,
@@ -20,13 +17,12 @@ use bevy_render::{
2017
render_asset::RenderAssets,
2118
render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
2219
render_phase::{
23-
CachedRenderPipelinePhaseItem, DrawFunctionId, DrawFunctions, PhaseItem, RenderCommand,
24-
RenderCommandResult, RenderPhase, TrackedRenderPass,
20+
CachedRenderPipelinePhaseItem, DrawFunctionId, DrawFunctions, PhaseItem, RenderPhase,
2521
},
2622
render_resource::*,
2723
renderer::{RenderContext, RenderDevice, RenderQueue},
2824
texture::*,
29-
view::{ComputedVisibility, ExtractedView, ViewUniformOffset, ViewUniforms, VisibleEntities},
25+
view::{ComputedVisibility, ExtractedView, VisibleEntities},
3026
Extract,
3127
};
3228
use bevy_transform::{components::GlobalTransform, prelude::Transform};
@@ -579,7 +575,6 @@ impl GlobalLightMeta {
579575
#[derive(Resource, Default)]
580576
pub struct LightMeta {
581577
pub view_gpu_lights: DynamicUniformBuffer<GpuLights>,
582-
pub shadow_view_bind_group: Option<BindGroup>,
583578
}
584579

585580
#[derive(Component)]
@@ -1549,25 +1544,6 @@ pub fn prepare_clusters(
15491544
}
15501545
}
15511546

1552-
pub fn queue_shadow_view_bind_group<M: Material>(
1553-
render_device: Res<RenderDevice>,
1554-
prepass_pipeline: Res<PrepassPipeline<M>>,
1555-
mut light_meta: ResMut<LightMeta>,
1556-
view_uniforms: Res<ViewUniforms>,
1557-
) {
1558-
if let Some(view_binding) = view_uniforms.uniforms.binding() {
1559-
light_meta.shadow_view_bind_group =
1560-
Some(render_device.create_bind_group(&BindGroupDescriptor {
1561-
entries: &[BindGroupEntry {
1562-
binding: 0,
1563-
resource: view_binding,
1564-
}],
1565-
label: Some("shadow_view_bind_group"),
1566-
layout: &prepass_pipeline.view_layout,
1567-
}));
1568-
}
1569-
}
1570-
15711547
#[allow(clippy::too_many_arguments)]
15721548
pub fn queue_shadows<M: Material>(
15731549
shadow_draw_functions: Res<DrawFunctions<Shadow>>,
@@ -1772,31 +1748,3 @@ impl Node for ShadowPassNode {
17721748
Ok(())
17731749
}
17741750
}
1775-
1776-
pub struct SetShadowViewBindGroup<const I: usize>;
1777-
impl<const I: usize> RenderCommand<Shadow> for SetShadowViewBindGroup<I> {
1778-
type Param = SRes<LightMeta>;
1779-
type ViewWorldQuery = Read<ViewUniformOffset>;
1780-
type ItemWorldQuery = ();
1781-
1782-
#[inline]
1783-
fn render<'w>(
1784-
_item: &Shadow,
1785-
view_uniform_offset: &'_ ViewUniformOffset,
1786-
_entity: (),
1787-
light_meta: SystemParamItem<'w, '_, Self::Param>,
1788-
pass: &mut TrackedRenderPass<'w>,
1789-
) -> RenderCommandResult {
1790-
pass.set_bind_group(
1791-
I,
1792-
light_meta
1793-
.into_inner()
1794-
.shadow_view_bind_group
1795-
.as_ref()
1796-
.unwrap(),
1797-
&[view_uniform_offset.offset],
1798-
);
1799-
1800-
RenderCommandResult::Success
1801-
}
1802-
}

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