Add options to lower precision/compressed vertex buffer#21926
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This will need some thinking on how it interacts with Virtual Geometry and Solari, which rely on hardcoded vertex formats. |
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For the octahedral normals and tangents, encoding as UNORM16 or SNORM16 should give better accuracy? Unless there's some compatibility or performance reason to prefer floats. For joint weights, I'd similarly suggest UNORM16. Unless Bevy wants to support joints weights greater than one - I don't know of any engine that does this. For bonus points it should also adjusted the encoded weights to make sure they sum to one. |
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Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
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Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
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@beicause, I noticed that you also changed the UVs from FLOAT16 to UNORM16. That might be a problem for some assets since it's legitimate for UVs to be outside the [0, 1] range. I'm not sure what the best option is for UVs, so maybe worth seeing if someone else has an opinion. From a glance it seems like Unreal supports FLOAT16/32. Godot does use UNORM16 but scales them to fit the maximum value if they're outside of [0, 1] (ref 1, ref 2). |
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Also, could the PR description say whether compression is enabled by default? The description currently sounds like it's disabled by default, but the code seems like it's enabled by default. I can't speak for anyone else, but I'm guessing most people would prefer it to be disabled by default. |
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I think using float16 for UVs is worthwhile because the benefits of unorm16 may be limited after thought. I would probably like to enable compression by default, as other engines seem to do this by default as well. Enabling compression generally provides a net benefit, and users can opt-out if issues arise. |
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Added |
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Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
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Some quick drive by thoughts:
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For positions, I'd suggest an AABB-relative unorm16 instead of f16. It's a faff to set up but the worst case error is much lower. I've seen both tried for moderate to high poly characters, and the f16 version had noticeable artifacts. |
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The reason I suggest f16 is that it's one of the few supported BLAS formats for raytracing https://github.com/Vecvec/wgpu/blob/3e9ede6c38012d6c134e1ced689ded2f58dec49f/wgpu-types/src/features.rs#L1497-L1501, and it has pretty significant improvements over f32 https://zeux.io/2025/03/31/measuring-acceleration-structures/ |
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Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
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I've added snorm16 positions relative to AABB. Its precision should be as good as unorm16. And it seems that the BLAS supports it? |
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Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
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Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
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This deserves a thorough review by me, but I unfortunately won't have time for the next while due to work. Apologies - it's something I'm definitely excited to land though! |
Thanks! That's a great solution. Will review soon. Am going to put this in 0.20 for now. |
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@tychedelia, do you still plan to review this PR? Asking because it has enough approvals to be |
alice-i-cecile
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I believe my criticism has been resolved now, we have rendering approval and the core idea is worth doing. Merging; we can revert or revise as needed.
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The release content is for another CR (and therefore a clear description what really changed, since the description of this PR is not really detailed) and I think an example is missing to show how to use this. Should this be fixed in a follow-up PR? |
Usage:
I think a separate example isn't necessary. It's like handling morph and skin but not all examples handled them for simplicity. That said, a release note may be worth it. Should we add one for this? |
…24520) # Objective Fixes regression from bevyengine#21926 ## Solution Fixes shader import errors ## Testing Tested deferred_rendering, atmosphere and meshlet examples.
Upstream bevyengine#21926 relocated the octahedral helpers from bevy_pbr::utils to bevy_render::utils. Update the two cluster scene-binding shader imports so they resolve at pipeline-compile time after the rebase onto current main. (Shaders validate at runtime, so the Rust build didn't catch this.)
Objective
Resolves #21902.
Solution
This PR adopts a relatively transparent approach to reduce the GPU vertex buffer size. On CPU-side mesh can still use uncompressed Float32 data, and users are not required to insert compressed vertex formats. The vertex data is automatically processed into lower-precision/octahedral encoded data when uploading to the GPU.To enable vertex attribute compression, just set theattribute_compressionfield of Mesh, or setmesh_attribute_compressionof GltfLoaderSettings. If enabled, normal and tangent will be octahedral encoded Unorm16x2, uv0, uv1, joint weight and color will be corresponding Unorm16 or Float16. I also provide Unorm8x4 for vertex color if hdr isn't needed.Update:
Added
compressed_meshmethod to Mesh to construct compressed Mesh ahead of time. GltfLoader can also opt-in mesh compressing when loading. I also add an option to convert indices to u16, though I believe blender gltf exporter already uses u16 indices when possible.For users, the usage is:
Mesh.compressed_meshto compress the mesh or use options in GltfLoader.mesh2d_vertex_input.wgsl,prepass_io.wgsl,forward_io.wgslfor the default Vertex definitions and
decompress_vertex.Testing
Run
many_cubes,many_foxes,many_morph_targetswith--vertex-compressionto test 3d.Run
bevymarkwithsprite_meshto test 2d, becauseSpriteMeshuses compressed quad mesh now.