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remove DeterministicRenderingConfig (#12811)
# Objective - Since #12453, `DeterministicRenderingConfig` doesn't do anything ## Solution - Remove it --- ## Migration Guide - Removed `DeterministicRenderingConfig`. There shouldn't be any z fighting anymore in the rendering even without setting `stable_sort_z_fighting`
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Cargo.toml

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@@ -673,17 +673,6 @@ description = "Showcases different blend modes"
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category = "3D Rendering"
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wasm = true
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[[example]]
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name = "deterministic"
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path = "examples/3d/deterministic.rs"
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doc-scrape-examples = true
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[package.metadata.example.deterministic]
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name = "Deterministic rendering"
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description = "Stop flickering from z-fighting at a performance cost"
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category = "3D Rendering"
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wasm = true
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[[example]]
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name = "lighting"
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path = "examples/3d/lighting.rs"

crates/bevy_render/src/deterministic.rs

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crates/bevy_render/src/lib.rs

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@@ -15,7 +15,6 @@ extern crate core;
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pub mod alpha;
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pub mod batching;
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pub mod camera;
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pub mod deterministic;
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pub mod diagnostic;
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pub mod extract_component;
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pub mod extract_instances;
@@ -62,7 +61,6 @@ use bevy_window::{PrimaryWindow, RawHandleWrapper};
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use globals::GlobalsPlugin;
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use renderer::{RenderAdapter, RenderAdapterInfo, RenderDevice, RenderQueue};
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use crate::deterministic::DeterministicRenderingConfig;
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use crate::renderer::WgpuWrapper;
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use crate::{
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camera::CameraPlugin,
@@ -238,8 +236,6 @@ pub const MATHS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(106653563
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impl Plugin for RenderPlugin {
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/// Initializes the renderer, sets up the [`RenderSet`] and creates the rendering sub-app.
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fn build(&self, app: &mut App) {
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app.init_resource::<DeterministicRenderingConfig>();
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app.init_asset::<Shader>()
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.init_asset_loader::<ShaderLoader>();
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crates/bevy_render/src/view/visibility/mod.rs

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@@ -11,7 +11,6 @@ use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_transform::{components::GlobalTransform, TransformSystem};
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use bevy_utils::Parallel;
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use crate::deterministic::DeterministicRenderingConfig;
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use crate::{
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camera::{
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camera_system, Camera, CameraProjection, OrthographicProjection, PerspectiveProjection,
@@ -387,7 +386,6 @@ pub fn check_visibility(
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&GlobalTransform,
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Has<NoFrustumCulling>,
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)>,
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deterministic_rendering_config: Res<DeterministicRenderingConfig>,
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) {
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for (mut visible_entities, frustum, maybe_view_mask, camera) in &mut view_query {
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if !camera.is_active {
@@ -446,11 +444,6 @@ pub fn check_visibility(
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visible_entities.entities.clear();
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thread_queues.drain_into(&mut visible_entities.entities);
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if deterministic_rendering_config.stable_sort_z_fighting {
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// We can use the faster unstable sort here because
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// the values (`Entity`) are guaranteed to be unique.
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visible_entities.entities.sort_unstable();
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}
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}
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}
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examples/3d/deterministic.rs

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examples/README.md

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@@ -129,7 +129,6 @@ Example | Description
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[Atmospheric Fog](../examples/3d/atmospheric_fog.rs) | A scene showcasing the atmospheric fog effect
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[Blend Modes](../examples/3d/blend_modes.rs) | Showcases different blend modes
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[Deferred Rendering](../examples/3d/deferred_rendering.rs) | Renders meshes with both forward and deferred pipelines
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[Deterministic rendering](../examples/3d/deterministic.rs) | Stop flickering from z-fighting at a performance cost
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[Fog](../examples/3d/fog.rs) | A scene showcasing the distance fog effect
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[Generate Custom Mesh](../examples/3d/generate_custom_mesh.rs) | Simple showcase of how to generate a custom mesh with a custom texture
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[Irradiance Volumes](../examples/3d/irradiance_volumes.rs) | Demonstrates irradiance volumes

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