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Use multidraw for shadows when GPU culling is in use. #16692
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This patch makes shadows use multidraw when the camera they'll be drawn to has the `GpuCulling` component. This results in a significant reduction in drawcalls; Bistro Exterior drops to 3 drawcalls for each shadow cascade. Note that PR bevyengine#16670 will remove the `GpuCulling` component, making shadows automatically use multidraw. Beware of that when testing this patch; before bevyengine#16670 lands, you'll need to manually add `GpuCulling` to your camera in order to see any performance benefits.
pcwalton
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Drawing game state to the screen
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Dec 6, 2024
kristoff3r
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Code LGTM, tested a few lighting/shadow examples with/without GpuCulling.
JMS55
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JMS55
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Testing the example runs before merging <3 |
@alice-i-cecile Success |
BD103
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This patch makes shadows use multidraw when the camera they'll be drawn to has the `GpuCulling` component. This results in a significant reduction in drawcalls; Bistro Exterior drops to 3 drawcalls for each shadow cascade. Note that PR bevyengine#16670 will remove the `GpuCulling` component, making shadows automatically use multidraw. Beware of that when testing this patch; before bevyengine#16670 lands, you'll need to manually add `GpuCulling` to your camera in order to see any performance benefits.
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Labels
A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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This patch makes shadows use multidraw when the camera they'll be drawn to has the
GpuCulling
component. This results in a significant reduction in drawcalls; Bistro Exterior drops to 3 drawcalls for each shadow cascade.Note that PR #16670 will remove the
GpuCulling
component, making shadows automatically use multidraw. Beware of that when testing this patch; before #16670 lands, you'll need to manually addGpuCulling
to your camera in order to see any performance benefits.