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Fix UI corruption for AMD gpus with Vulkan (#9169)
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# Objective

Fixes #8894 
Fixes #7944 

## Solution

The UI pipeline's `MultisampleState::count` is set to 1 whereas the
`MultisampleState::count` for the camera's ViewTarget is taken from the
`Msaa` resource, and corruption occurs when these two values are
different.

This PR solves the problem by setting `MultisampleState::count` for the
UI pipeline to the value from the Msaa resource too.

I don't know much about Bevy's rendering internals or graphics hardware,
so maybe there is a better solution than this. UI MSAA was probably
disabled for a good reason (performance?).

## Changelog
* Enabled multisampling for the UI pipeline.
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ickshonpe committed Jul 19, 2023
1 parent 7fe0853 commit 6f8089d
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Showing 3 changed files with 9 additions and 3 deletions.
7 changes: 6 additions & 1 deletion crates/bevy_ui/src/render/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@ mod render_pass;

use bevy_core_pipeline::{core_2d::Camera2d, core_3d::Camera3d};
use bevy_hierarchy::Parent;
use bevy_render::view::Msaa;
use bevy_render::{ExtractSchedule, Render};
use bevy_window::{PrimaryWindow, Window};
pub use pipeline::*;
Expand Down Expand Up @@ -801,6 +802,7 @@ pub fn queue_uinodes(
ui_batches: Query<(Entity, &UiBatch)>,
mut views: Query<(&ExtractedView, &mut RenderPhase<TransparentUi>)>,
events: Res<SpriteAssetEvents>,
msaa: Res<Msaa>,
) {
// If an image has changed, the GpuImage has (probably) changed
for event in &events.images {
Expand All @@ -826,7 +828,10 @@ pub fn queue_uinodes(
let pipeline = pipelines.specialize(
&pipeline_cache,
&ui_pipeline,
UiPipelineKey { hdr: view.hdr },
UiPipelineKey {
hdr: view.hdr,
msaa_samples: msaa.samples(),
},
);
for (entity, batch) in &ui_batches {
image_bind_groups
Expand Down
3 changes: 2 additions & 1 deletion crates/bevy_ui/src/render/pipeline.rs
Original file line number Diff line number Diff line change
Expand Up @@ -62,6 +62,7 @@ impl FromWorld for UiPipeline {
#[derive(Clone, Copy, Hash, PartialEq, Eq)]
pub struct UiPipelineKey {
pub hdr: bool,
pub msaa_samples: u32,
}

impl SpecializedRenderPipeline for UiPipeline {
Expand Down Expand Up @@ -117,7 +118,7 @@ impl SpecializedRenderPipeline for UiPipeline {
},
depth_stencil: None,
multisample: MultisampleState {
count: 1,
count: key.msaa_samples,
mask: !0,
alpha_to_coverage_enabled: false,
},
Expand Down
2 changes: 1 addition & 1 deletion crates/bevy_ui/src/render/render_pass.rs
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ impl Node for UiPassNode {
};
let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
label: Some("ui_pass"),
color_attachments: &[Some(target.get_unsampled_color_attachment(Operations {
color_attachments: &[Some(target.get_color_attachment(Operations {
load: LoadOp::Load,
store: true,
}))],
Expand Down

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