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Fix clear flag of internal render target #2444

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@zhuxudong zhuxudong commented Nov 21, 2024

Please check if the PR fulfills these requirements

  • The commit message follows our guidelines
  • Tests for the changes have been added (for bug fixes / features)
  • Docs have been added / updated (for bug fixes / features)

What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)

What is the current behavior? (You can also link to an open issue here)

What is the new behavior (if this is a feature change)?

Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

Other information:

Summary by CodeRabbit

  • New Features

    • Enhanced rendering pipeline with conditional checks for improved rendering behavior based on the internal color target.
    • Introduced advanced blending configurations in the post-processing manager and BasicResources for better visual effects.
  • Bug Fixes

    • Updated logic for clearing render targets to ensure consistency with new rendering conditions.
  • Documentation

    • Minor adjustments to comments for clarity.

@zhuxudong zhuxudong added the bug Something isn't working label Nov 21, 2024
@zhuxudong zhuxudong self-assigned this Nov 21, 2024
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coderabbitai bot commented Nov 21, 2024

Walkthrough

The changes in this pull request involve modifications to the BasicRenderPipeline, _PostProcessManager, and BasicResources classes. In BasicRenderPipeline.ts, the rendering logic is updated to include checks for internalColorTarget, affecting how the render target is cleared. The _PostProcessManager class sees the introduction of new blending properties and adjustments to the rendering logic based on the camera's clear flags. Additionally, BasicResources.ts enhances the blending functionality of the blitMaterial. These changes collectively refine the rendering and post-processing capabilities of the system.

Changes

File Path Change Summary
packages/core/src/RenderPipeline/BasicRenderPipeline.ts Updated render and _drawRenderPass methods to include conditional checks for internalColorTarget, altering render target clearing behavior.
packages/core/src/postProcess/PostProcessManager.ts Added imports for CameraClearFlags and expanded Shader imports. Introduced new blending properties in the uberMaterial and modified _render logic.
packages/core/src/BasicResources.ts Added imports for BlendFactor and BlendOperation. Configured blending properties in the blitMaterial constructor.
packages/core/src/RenderPipeline/PipelineUtils.ts Added import for CameraClearFlags and modified blitTexture method to adjust blend state based on camera's clear flags.

Possibly related PRs

  • Fix background render error when render to RT #2414: This PR modifies the BasicRenderPipeline class, specifically the render method, which is directly related to the changes made in the main PR that also affects the BasicRenderPipeline class and its rendering logic.
  • Fix renderQueueType error #2437: This PR addresses changes in the RenderQueue and BasicRenderPipeline, focusing on the renderQueueType, which is relevant to the rendering behavior discussed in the main PR.

Suggested labels

Rendering, post processing

Suggested reviewers

  • GuoLei1990
  • Sway007

Poem

In the realm of render, colors gleam,
With blending magic, we weave a dream.
Clear flags dancing, targets in sight,
A pipeline of wonders, oh what a delight!
Hops of joy as pixels play,
In this vibrant world, we’ll forever stay! 🐇✨


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between e252e1b and 26b9060.

📒 Files selected for processing (2)
  • packages/core/src/BasicResources.ts (2 hunks)
  • packages/core/src/RenderPipeline/PipelineUtils.ts (2 hunks)
🔇 Additional comments (4)
packages/core/src/BasicResources.ts (2)

11-11: LGTM: Import additions are necessary for blend state configuration.

The new imports are correctly added and properly used in the blend state configuration below.


50-57: Verify the impact of always-enabled alpha blending.

The blend state configuration implements standard alpha blending, which is appropriate for handling transparent overlays and post-processing effects. However, consider the following:

  1. The blend state is always enabled, which might impact performance in cases where blending isn't needed
  2. The configuration is hardcoded, making it inflexible for different use cases

Let's verify the usage context:

Consider making the blend state configurable:

 const blendState = blitMaterial.renderState.blendState.targetBlendState;
+// Allow blend state to be configured through material properties
+const blendEnabled = material.getProperty("blendEnabled") ?? true;
+blendState.enabled = blendEnabled;
 
-blendState.enabled = true;
 blendState.sourceColorBlendFactor = BlendFactor.SourceAlpha;
 blendState.destinationColorBlendFactor = BlendFactor.OneMinusSourceAlpha;
packages/core/src/RenderPipeline/PipelineUtils.ts (2)

3-3: LGTM!

The import statement for CameraClearFlags is correctly placed and necessary for the new functionality.


198-202: Verify impact on existing render pipelines.

The blend state modification logic is sound - disabling blending when the camera has color clear flags ensures proper clearing behavior. However, this change might affect existing render pipelines.

Let's verify the usage of this utility across the codebase:

✅ Verification successful

No impact on existing render pipelines

After analyzing the codebase usage of blitTexture, the blend state modification is safe because:

  1. All direct pipeline usages (BasicRenderPipeline, OpaqueTexturePass) don't rely on the default blend state as they provide their own materials.
  2. Post-processing calls (PostProcessManager, BloomEffect) explicitly pass materials, bypassing the new blend state logic.
  3. The only case where no material is provided is in BasicRenderPipeline's final blit, where the blend state modification actually helps ensure proper color clearing behavior.

The change is well-contained and improves the default behavior without affecting existing implementations.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Find all usages of blitTexture to assess impact
# Look for calls where material parameter is not provided

# Search for blitTexture calls
rg -A 3 'blitTexture\(' 

# Search for potential render pipeline implementations that might be affected
ast-grep --pattern 'class $_ extends BasicRenderPipeline {
  $$$
}'

Length of output: 2890


Script:

#!/bin/bash
# Let's analyze the actual usage patterns of blitTexture without material parameter

# Search for blitTexture calls with context to see material parameter
rg -B 2 -A 2 'blitTexture\([^)]*\)' --multiline

# Find any custom render pipeline implementations
ast-grep --pattern 'class $_ implements IRenderPipeline {
  $$$
}'

Length of output: 4814


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codecov bot commented Nov 21, 2024

Codecov Report

Attention: Patch coverage is 70.00000% with 6 lines in your changes missing coverage. Please review.

Project coverage is 70.77%. Comparing base (f9fc2c6) to head (26b9060).

Files with missing lines Patch % Lines
...ges/core/src/RenderPipeline/BasicRenderPipeline.ts 0.00% 1 Missing and 2 partials ⚠️
packages/core/src/RenderPipeline/PipelineUtils.ts 0.00% 2 Missing ⚠️
...ackages/core/src/postProcess/PostProcessManager.ts 87.50% 1 Missing ⚠️
Additional details and impacted files
@@            Coverage Diff             @@
##             main    #2444      +/-   ##
==========================================
- Coverage   70.78%   70.77%   -0.02%     
==========================================
  Files         524      524              
  Lines       27487    27506      +19     
  Branches     4111     4113       +2     
==========================================
+ Hits        19457    19467      +10     
- Misses       6477     6483       +6     
- Partials     1553     1556       +3     
Flag Coverage Δ
unittests 70.77% <70.00%> (-0.02%) ⬇️

Flags with carried forward coverage won't be shown. Click here to find out more.

☔ View full report in Codecov by Sentry.
📢 Have feedback on the report? Share it here.


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Actionable comments posted: 0

🧹 Outside diff range and nitpick comments (3)
packages/core/src/postProcess/PostProcessManager.ts (2)

43-50: Add documentation for blend state configuration

The blend state setup implements standard alpha blending, but the reasoning and expected visual outcome should be documented for better maintainability.

Consider adding a comment explaining the blend state configuration:

 const blendState = uberMaterial.renderState.blendState.targetBlendState;

+// Configure standard alpha blending for post-processing effects
+// This setup allows proper blending of effects with the scene
 blendState.enabled = true;
 blendState.sourceColorBlendFactor = BlendFactor.SourceAlpha;
 blendState.destinationColorBlendFactor = BlendFactor.OneMinusSourceAlpha;
 blendState.sourceAlphaBlendFactor = BlendFactor.One;
 blendState.destinationAlphaBlendFactor = BlendFactor.OneMinusSourceAlpha;
 blendState.colorBlendOperation = blendState.alphaBlendOperation = BlendOperation.Add;

79-82: Add tests for clear flag and blend state interaction

The PR objectives indicate that tests haven't been added. Given that this change affects rendering behavior, it's important to add tests that verify:

  1. Blend state behavior with different clear flag combinations
  2. Visual output with and without color clear flags

Would you like me to help create test cases for these scenarios?

packages/core/src/RenderPipeline/BasicRenderPipeline.ts (1)

167-170: Consider extracting render target management to a separate method

The render target handling logic, including clearing and post-processing, is becoming complex. Consider extracting this into a dedicated method for better maintainability.

Example structure:

private _handleRenderTarget(
  context: RenderContext,
  camera: Camera,
  internalColorTarget: RenderTarget,
  clearFlags: CameraClearFlags,
  color: Color,
  cubeFace?: TextureCubeFace,
  mipLevel?: number
): void {
  // Setup render target
  const colorTarget = internalColorTarget || camera.renderTarget;
  const colorViewport = internalColorTarget ? PipelineUtils.defaultViewport : camera.viewport;
  
  // Clear logic
  if (internalColorTarget) {
    rhi.clearRenderTarget(camera.engine, CameraClearFlags.All, color);
  } else if (clearFlags !== CameraClearFlags.None) {
    rhi.clearRenderTarget(camera.engine, clearFlags, color);
  }
  
  // Post-process handling
  // ... existing post-process code ...
}

Also applies to: 196-207

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between f9fc2c6 and e252e1b.

📒 Files selected for processing (2)
  • packages/core/src/RenderPipeline/BasicRenderPipeline.ts (1 hunks)
  • packages/core/src/postProcess/PostProcessManager.ts (3 hunks)
🔇 Additional comments (3)
packages/core/src/postProcess/PostProcessManager.ts (2)

4-4: LGTM! Import changes are appropriate

The new imports for CameraClearFlags, BlendFactor, and BlendOperation are necessary for the blend state configuration and clear flag checks.

Also applies to: 6-6


79-82: Document and verify clear flag handling

The blend state modification based on camera clear flags needs verification and documentation.

  1. Let's verify the usage of clear flags in the codebase:

  2. Consider adding documentation to explain the relationship between clear flags and blend state:

+    // Disable blending when color clear is active to ensure proper clearing of the render target
+    // This prevents unintended blending artifacts when the camera is set to clear color
     this._uberMaterial.renderState.blendState.targetBlendState.enabled = !(
       context.camera.clearFlags & CameraClearFlags.Color
     );
✅ Verification successful

Based on the search results, I can now generate the final response as I have sufficient context about the clear flags usage and blend state modifications in the codebase:

Blend state modification is correctly tied to color clear flags

The relationship between clear flags and blend state is verified and consistent with the WebGL implementation. When color clear is active (CameraClearFlags.Color), blending is disabled to ensure proper clearing of the render target. This is aligned with the WebGL implementation in WebGLGraphicDevice.ts where color clear flags trigger a COLOR_BUFFER_BIT clear operation.

  • The implementation in PostProcessManager.ts correctly handles the blend state based on the camera's clear flags
  • This is used consistently across the codebase, particularly in the render pipeline and WebGL implementation
  • The behavior is also properly tested in Camera.test.ts
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for CameraClearFlags usage patterns
rg -A 5 "CameraClearFlags" 

# Search for similar blend state modifications based on clear flags
ast-grep --pattern 'blendState.enabled = !($$$)'

Length of output: 18840

packages/core/src/RenderPipeline/BasicRenderPipeline.ts (1)

167-170: Verify the impact of forced clearing on internal render targets

The change to use CameraClearFlags.All for internal color targets looks correct, but let's ensure this doesn't cause any visual artifacts in edge cases.

Consider adding a comment explaining why internal targets require full clearing. This would help future maintainers understand the reasoning behind this special case.

    if (internalColorTarget) {
+     // Internal targets require full clearing to prevent artifacts from previous renders
      rhi.clearRenderTarget(camera.engine, CameraClearFlags.All, color);
    } else if (clearFlags !== CameraClearFlags.None) {

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