bevy/crates/bevy_render/src/lib.rs

332 lines
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Rust
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#[cfg(target_pointer_width = "16")]
compile_error!("bevy_render cannot compile for a 16-bit platform.");
extern crate core;
pub mod camera;
pub mod color;
pub mod extract_component;
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
mod extract_param;
pub mod extract_resource;
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
pub mod globals;
2020-03-14 19:56:37 +00:00
pub mod mesh;
Pipelined Rendering (#6503) # Objective - Implement pipelined rendering - Fixes #5082 - Fixes #4718 ## User Facing Description Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance. ![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png) *tracy capture of many_foxes example* To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new() // whatever other plugins you need .add_plugin(RenderPlugin) // needs to be added after RenderPlugin .add_plugin(PipelinedRenderingPlugin) .run(); } ``` If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>()); } ``` ### A setup function was added to plugins A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread. ```rust struct MyPlugin; impl Plugin for MyPlugin { fn build(&self, app: &mut App) { } // optional function fn setup(&self, app: &mut App) { // do some final setup before runner is called } } ``` ### A Stage for Frame Pacing In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to. The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy` ```text |-------------------------------------------------------------------| | | BeforeIoAfterRenderStart | winit events | main schedule | | extract |---------------------------------------------------------| | | extract commands | rendering schedule | |-------------------------------------------------------------------| ``` ### Small API additions * `Schedule::remove_stage` * `App::insert_sub_app` * `App::remove_sub_app` * `TaskPool::scope_with_executor` ## Problems and Solutions ### Moving render app to another thread Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691. ### Unsoundness with Sending World with NonSend resources Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem. More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552. ### NonSend Systems in render world The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works. To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on. ### Scopes executors between render and main should not share tasks Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details. To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule. ## Performance My machine is Windows 11, AMD Ryzen 5600x, RX 6600 ### Examples #### This PR with pipelining vs Main > Note that these were run on an older version of main and the performance profile has probably changed due to optimizations Seeing a perf gain from 29% on many lights to 7% on many sprites. <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56 many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83 many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52 3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86 many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72 many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35 <!--EndFragment--> </body> </html> #### This PR with pipelining disabled vs Main Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518) <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR no pipelining |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78 many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01 many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2 3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64 many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03 many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15 <!--EndFragment--> </body> </html> ### Benchmarks Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems. <details> <summary>Click Me</summary> ```text group main maybe-pipelining+1 ----- ------------------------- ------------------ busy_systems/01x_entities_03_systems 1.07 30.7±1.32µs ? ?/sec 1.00 28.6±1.35µs ? ?/sec busy_systems/01x_entities_06_systems 1.10 52.1±1.10µs ? ?/sec 1.00 47.2±1.08µs ? ?/sec busy_systems/01x_entities_09_systems 1.00 74.6±1.36µs ? ?/sec 1.00 75.0±1.93µs ? ?/sec busy_systems/01x_entities_12_systems 1.03 100.6±6.68µs ? ?/sec 1.00 98.0±1.46µs ? ?/sec busy_systems/01x_entities_15_systems 1.11 128.5±3.53µs ? ?/sec 1.00 115.5±1.02µs ? ?/sec busy_systems/02x_entities_03_systems 1.16 50.4±2.56µs ? ?/sec 1.00 43.5±3.00µs ? ?/sec busy_systems/02x_entities_06_systems 1.00 87.1±1.27µs ? ?/sec 1.05 91.5±7.15µs ? ?/sec busy_systems/02x_entities_09_systems 1.04 139.9±6.37µs ? ?/sec 1.00 134.0±1.06µs ? ?/sec busy_systems/02x_entities_12_systems 1.05 179.2±3.47µs ? ?/sec 1.00 170.1±3.17µs ? ?/sec busy_systems/02x_entities_15_systems 1.01 219.6±3.75µs ? ?/sec 1.00 218.1±2.55µs ? ?/sec busy_systems/03x_entities_03_systems 1.10 70.6±2.33µs ? ?/sec 1.00 64.3±0.69µs ? ?/sec busy_systems/03x_entities_06_systems 1.02 130.2±3.11µs ? ?/sec 1.00 128.0±1.34µs ? ?/sec busy_systems/03x_entities_09_systems 1.00 195.0±10.11µs ? ?/sec 1.00 194.8±1.41µs ? ?/sec busy_systems/03x_entities_12_systems 1.01 261.7±4.05µs ? ?/sec 1.00 259.8±4.11µs ? ?/sec busy_systems/03x_entities_15_systems 1.00 318.0±3.04µs ? ?/sec 1.06 338.3±20.25µs ? ?/sec busy_systems/04x_entities_03_systems 1.00 82.9±0.63µs ? ?/sec 1.02 84.3±0.63µs ? ?/sec busy_systems/04x_entities_06_systems 1.01 181.7±3.65µs ? ?/sec 1.00 179.8±1.76µs ? ?/sec busy_systems/04x_entities_09_systems 1.04 265.0±4.68µs ? ?/sec 1.00 255.3±1.98µs ? ?/sec busy_systems/04x_entities_12_systems 1.00 335.9±3.00µs ? ?/sec 1.05 352.6±15.84µs ? ?/sec busy_systems/04x_entities_15_systems 1.00 418.6±10.26µs ? ?/sec 1.08 450.2±39.58µs ? ?/sec busy_systems/05x_entities_03_systems 1.07 114.3±0.95µs ? ?/sec 1.00 106.9±1.52µs ? ?/sec busy_systems/05x_entities_06_systems 1.08 229.8±2.90µs ? ?/sec 1.00 212.3±4.18µs ? ?/sec busy_systems/05x_entities_09_systems 1.03 329.3±1.99µs ? ?/sec 1.00 319.2±2.43µs ? ?/sec busy_systems/05x_entities_12_systems 1.06 454.7±6.77µs ? ?/sec 1.00 430.1±3.58µs ? ?/sec busy_systems/05x_entities_15_systems 1.03 554.6±6.15µs ? ?/sec 1.00 538.4±23.87µs ? ?/sec contrived/01x_entities_03_systems 1.00 14.0±0.15µs ? ?/sec 1.08 15.1±0.21µs ? ?/sec contrived/01x_entities_06_systems 1.04 28.5±0.37µs ? ?/sec 1.00 27.4±0.44µs ? ?/sec contrived/01x_entities_09_systems 1.00 41.5±4.38µs ? ?/sec 1.02 42.2±2.24µs ? ?/sec contrived/01x_entities_12_systems 1.06 55.9±1.49µs ? ?/sec 1.00 52.6±1.36µs ? ?/sec contrived/01x_entities_15_systems 1.02 68.0±2.00µs ? ?/sec 1.00 66.5±0.78µs ? ?/sec contrived/02x_entities_03_systems 1.03 25.2±0.38µs ? ?/sec 1.00 24.6±0.52µs ? ?/sec contrived/02x_entities_06_systems 1.00 46.3±0.49µs ? ?/sec 1.04 48.1±4.13µs ? ?/sec contrived/02x_entities_09_systems 1.02 70.4±0.99µs ? ?/sec 1.00 68.8±1.04µs ? ?/sec contrived/02x_entities_12_systems 1.06 96.8±1.49µs ? ?/sec 1.00 91.5±0.93µs ? ?/sec contrived/02x_entities_15_systems 1.02 116.2±0.95µs ? ?/sec 1.00 114.2±1.42µs ? ?/sec contrived/03x_entities_03_systems 1.00 33.2±0.38µs ? ?/sec 1.01 33.6±0.45µs ? ?/sec contrived/03x_entities_06_systems 1.00 62.4±0.73µs ? ?/sec 1.01 63.3±1.05µs ? ?/sec contrived/03x_entities_09_systems 1.02 96.4±0.85µs ? ?/sec 1.00 94.8±3.02µs ? ?/sec contrived/03x_entities_12_systems 1.01 126.3±4.67µs ? ?/sec 1.00 125.6±2.27µs ? ?/sec contrived/03x_entities_15_systems 1.03 160.2±9.37µs ? ?/sec 1.00 156.0±1.53µs ? ?/sec contrived/04x_entities_03_systems 1.02 41.4±3.39µs ? ?/sec 1.00 40.5±0.52µs ? ?/sec contrived/04x_entities_06_systems 1.00 78.9±1.61µs ? ?/sec 1.02 80.3±1.06µs ? ?/sec contrived/04x_entities_09_systems 1.02 121.8±3.97µs ? ?/sec 1.00 119.2±1.46µs ? ?/sec contrived/04x_entities_12_systems 1.00 157.8±1.48µs ? ?/sec 1.01 160.1±1.72µs ? ?/sec contrived/04x_entities_15_systems 1.00 197.9±1.47µs ? ?/sec 1.08 214.2±34.61µs ? ?/sec contrived/05x_entities_03_systems 1.00 49.1±0.33µs ? ?/sec 1.01 49.7±0.75µs ? ?/sec contrived/05x_entities_06_systems 1.00 95.0±0.93µs ? ?/sec 1.00 94.6±0.94µs ? ?/sec contrived/05x_entities_09_systems 1.01 143.2±1.68µs ? ?/sec 1.00 142.2±2.00µs ? ?/sec contrived/05x_entities_12_systems 1.00 191.8±2.03µs ? ?/sec 1.01 192.7±7.88µs ? ?/sec contrived/05x_entities_15_systems 1.02 239.7±3.71µs ? ?/sec 1.00 235.8±4.11µs ? ?/sec empty_systems/000_systems 1.01 47.8±0.67ns ? ?/sec 1.00 47.5±2.02ns ? ?/sec empty_systems/001_systems 1.00 1743.2±126.14ns ? ?/sec 1.01 1761.1±70.10ns ? ?/sec empty_systems/002_systems 1.01 2.2±0.04µs ? ?/sec 1.00 2.2±0.02µs ? ?/sec empty_systems/003_systems 1.02 2.7±0.09µs ? ?/sec 1.00 2.7±0.16µs ? ?/sec empty_systems/004_systems 1.00 3.1±0.11µs ? ?/sec 1.00 3.1±0.24µs ? ?/sec empty_systems/005_systems 1.00 3.5±0.05µs ? ?/sec 1.11 3.9±0.70µs ? ?/sec empty_systems/010_systems 1.00 5.5±0.12µs ? ?/sec 1.03 5.7±0.17µs ? ?/sec empty_systems/015_systems 1.00 7.9±0.19µs ? ?/sec 1.06 8.4±0.16µs ? ?/sec empty_systems/020_systems 1.00 10.4±1.25µs ? ?/sec 1.02 10.6±0.18µs ? ?/sec empty_systems/025_systems 1.00 12.4±0.39µs ? ?/sec 1.14 14.1±1.07µs ? ?/sec empty_systems/030_systems 1.00 15.1±0.39µs ? ?/sec 1.05 15.8±0.62µs ? ?/sec empty_systems/035_systems 1.00 16.9±0.47µs ? ?/sec 1.07 18.0±0.37µs ? ?/sec empty_systems/040_systems 1.00 19.3±0.41µs ? ?/sec 1.05 20.3±0.39µs ? ?/sec empty_systems/045_systems 1.00 22.4±1.67µs ? ?/sec 1.02 22.9±0.51µs ? ?/sec empty_systems/050_systems 1.00 24.4±1.67µs ? ?/sec 1.01 24.7±0.40µs ? ?/sec empty_systems/055_systems 1.05 28.6±5.27µs ? ?/sec 1.00 27.2±0.70µs ? ?/sec empty_systems/060_systems 1.02 29.9±1.64µs ? ?/sec 1.00 29.3±0.66µs ? ?/sec empty_systems/065_systems 1.02 32.7±3.15µs ? ?/sec 1.00 32.1±0.98µs ? ?/sec empty_systems/070_systems 1.00 33.0±1.42µs ? ?/sec 1.03 34.1±1.44µs ? ?/sec empty_systems/075_systems 1.00 34.8±0.89µs ? ?/sec 1.04 36.2±0.70µs ? ?/sec empty_systems/080_systems 1.00 37.0±1.82µs ? ?/sec 1.05 38.7±1.37µs ? ?/sec empty_systems/085_systems 1.00 38.7±0.76µs ? ?/sec 1.05 40.8±0.83µs ? ?/sec empty_systems/090_systems 1.00 41.5±1.09µs ? ?/sec 1.04 43.2±0.82µs ? ?/sec empty_systems/095_systems 1.00 43.6±1.10µs ? ?/sec 1.04 45.2±0.99µs ? ?/sec empty_systems/100_systems 1.00 46.7±2.27µs ? ?/sec 1.03 48.1±1.25µs ? ?/sec ``` </details> ## Migration Guide ### App `runner` and SubApp `extract` functions are now required to be Send This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed. ## ToDo * [x] redo benchmarking * [x] reinvestigate the perf of the try_tick -> run change for task pool scope
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pub mod pipelined_rendering;
pub mod primitives;
pub mod render_asset;
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pub mod render_graph;
pub mod render_phase;
pub mod render_resource;
pub mod renderer;
pub mod settings;
mod spatial_bundle;
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pub mod texture;
pub mod view;
2020-04-06 03:19:02 +00:00
use bevy_hierarchy::ValidParentCheckPlugin;
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
pub use extract_param::Extract;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
camera::{Camera, OrthographicProjection, PerspectiveProjection, Projection},
2020-07-17 02:34:18 +00:00
color::Color,
mesh::{shape, Mesh},
render_resource::Shader,
spatial_bundle::SpatialBundle,
Use plugin setup for resource only used at setup time (#6360) # Objective - Build on #6336 for more plugin configurations ## Solution - `LogSettings`, `ImageSettings` and `DefaultTaskPoolOptions` are now plugins settings rather than resources --- ## Changelog - `LogSettings` plugin settings have been move to `LogPlugin`, `ImageSettings` to `ImagePlugin` and `DefaultTaskPoolOptions` to `CorePlugin` ## Migration Guide The `LogSettings` settings have been moved from a resource to `LogPlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(LogSettings { level: Level::DEBUG, filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(), }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(LogPlugin { level: Level::DEBUG, filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(), })) ``` The `ImageSettings` settings have been moved from a resource to `ImagePlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(ImageSettings::default_nearest()) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) ``` The `DefaultTaskPoolOptions` settings have been moved from a resource to `CorePlugin::task_pool_options`: ```rust // Old (Bevy 0.8) app .insert_resource(DefaultTaskPoolOptions::with_num_threads(4)) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(CorePlugin { task_pool_options: TaskPoolOptions::with_num_threads(4), })) ```
2022-10-25 22:19:34 +00:00
texture::{Image, ImagePlugin},
view::{ComputedVisibility, Msaa, Visibility, VisibilityBundle},
};
}
2020-04-05 21:12:14 +00:00
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
use bevy_window::{PrimaryWindow, RawHandleWrapper};
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
use globals::GlobalsPlugin;
pub use once_cell;
use crate::{
camera::CameraPlugin,
mesh::MeshPlugin,
render_resource::{PipelineCache, Shader, ShaderLoader},
renderer::{render_system, RenderInstance},
settings::WgpuSettings,
view::{ViewPlugin, WindowRenderPlugin},
};
use bevy_app::{App, AppLabel, Plugin, SubApp};
use bevy_asset::{AddAsset, AssetServer};
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
use bevy_ecs::{prelude::*, system::SystemState};
Camera Driven Rendering (#4745) This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915): ![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png) Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id: ```rust // main camera (main window) commands.spawn_bundle(Camera2dBundle::default()); // second camera (other window) commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, ..default() }); ``` Rendering to a texture is as simple as pointing the camera at a texture: ```rust commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle), ..default() }, ..default() }); ``` Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`). ```rust // main pass camera with a default priority of 0 commands.spawn_bundle(Camera2dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle.clone()), priority: -1, ..default() }, ..default() }); commands.spawn_bundle(SpriteBundle { texture: image_handle, ..default() }) ``` Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system: ```rust commands.spawn_bundle(Camera3dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { // this will render 2d entities "on top" of the default 3d camera's render priority: 1, ..default() }, ..default() }); ``` There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active. Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections. ```rust // old 3d perspective camera commands.spawn_bundle(PerspectiveCameraBundle::default()) // new 3d perspective camera commands.spawn_bundle(Camera3dBundle::default()) ``` ```rust // old 2d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_2d()) // new 2d orthographic camera commands.spawn_bundle(Camera2dBundle::default()) ``` ```rust // old 3d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_3d()) // new 3d orthographic camera commands.spawn_bundle(Camera3dBundle { projection: OrthographicProjection { scale: 3.0, scaling_mode: ScalingMode::FixedVertical, ..default() }.into(), ..default() }) ``` Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors. If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component: ```rust commands.spawn_bundle(Camera3dBundle { camera_render_graph: CameraRenderGraph::new(some_render_graph_name), ..default() }) ``` Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added. Speaking of using components to configure graphs / passes, there are a number of new configuration options: ```rust commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // overrides the default global clear color clear_color: ClearColorConfig::Custom(Color::RED), ..default() }, ..default() }) commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // disables clearing clear_color: ClearColorConfig::None, ..default() }, ..default() }) ``` Expect to see more of the "graph configuration Components on Cameras" pattern in the future. By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component: ```rust commands .spawn_bundle(Camera3dBundle::default()) .insert(CameraUi { is_enabled: false, ..default() }) ``` ## Other Changes * The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr. * I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization. * I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. * All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr. * Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic. * Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals: 1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs. 2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense. ## Follow Up Work * Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen) * Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor) * Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system). * Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable. * Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
2022-06-02 00:12:17 +00:00
use bevy_utils::tracing::debug;
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
use std::{
any::TypeId,
ops::{Deref, DerefMut},
};
/// Contains the default Bevy rendering backend based on wgpu.
#[derive(Default)]
pub struct RenderPlugin {
pub wgpu_settings: WgpuSettings,
}
/// The labels of the default App rendering stages.
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
pub enum RenderStage {
/// Extract data from the "app world" and insert it into the "render world".
/// This step should be kept as short as possible to increase the "pipelining potential" for
/// running the next frame while rendering the current frame.
Extract,
Pipelined Rendering (#6503) # Objective - Implement pipelined rendering - Fixes #5082 - Fixes #4718 ## User Facing Description Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance. ![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png) *tracy capture of many_foxes example* To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new() // whatever other plugins you need .add_plugin(RenderPlugin) // needs to be added after RenderPlugin .add_plugin(PipelinedRenderingPlugin) .run(); } ``` If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>()); } ``` ### A setup function was added to plugins A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread. ```rust struct MyPlugin; impl Plugin for MyPlugin { fn build(&self, app: &mut App) { } // optional function fn setup(&self, app: &mut App) { // do some final setup before runner is called } } ``` ### A Stage for Frame Pacing In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to. The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy` ```text |-------------------------------------------------------------------| | | BeforeIoAfterRenderStart | winit events | main schedule | | extract |---------------------------------------------------------| | | extract commands | rendering schedule | |-------------------------------------------------------------------| ``` ### Small API additions * `Schedule::remove_stage` * `App::insert_sub_app` * `App::remove_sub_app` * `TaskPool::scope_with_executor` ## Problems and Solutions ### Moving render app to another thread Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691. ### Unsoundness with Sending World with NonSend resources Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem. More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552. ### NonSend Systems in render world The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works. To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on. ### Scopes executors between render and main should not share tasks Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details. To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule. ## Performance My machine is Windows 11, AMD Ryzen 5600x, RX 6600 ### Examples #### This PR with pipelining vs Main > Note that these were run on an older version of main and the performance profile has probably changed due to optimizations Seeing a perf gain from 29% on many lights to 7% on many sprites. <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56 many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83 many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52 3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86 many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72 many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35 <!--EndFragment--> </body> </html> #### This PR with pipelining disabled vs Main Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518) <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR no pipelining |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78 many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01 many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2 3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64 many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03 many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15 <!--EndFragment--> </body> </html> ### Benchmarks Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems. <details> <summary>Click Me</summary> ```text group main maybe-pipelining+1 ----- ------------------------- ------------------ busy_systems/01x_entities_03_systems 1.07 30.7±1.32µs ? ?/sec 1.00 28.6±1.35µs ? ?/sec busy_systems/01x_entities_06_systems 1.10 52.1±1.10µs ? ?/sec 1.00 47.2±1.08µs ? ?/sec busy_systems/01x_entities_09_systems 1.00 74.6±1.36µs ? ?/sec 1.00 75.0±1.93µs ? ?/sec busy_systems/01x_entities_12_systems 1.03 100.6±6.68µs ? ?/sec 1.00 98.0±1.46µs ? ?/sec busy_systems/01x_entities_15_systems 1.11 128.5±3.53µs ? ?/sec 1.00 115.5±1.02µs ? ?/sec busy_systems/02x_entities_03_systems 1.16 50.4±2.56µs ? ?/sec 1.00 43.5±3.00µs ? ?/sec busy_systems/02x_entities_06_systems 1.00 87.1±1.27µs ? ?/sec 1.05 91.5±7.15µs ? ?/sec busy_systems/02x_entities_09_systems 1.04 139.9±6.37µs ? ?/sec 1.00 134.0±1.06µs ? ?/sec busy_systems/02x_entities_12_systems 1.05 179.2±3.47µs ? ?/sec 1.00 170.1±3.17µs ? ?/sec busy_systems/02x_entities_15_systems 1.01 219.6±3.75µs ? ?/sec 1.00 218.1±2.55µs ? ?/sec busy_systems/03x_entities_03_systems 1.10 70.6±2.33µs ? ?/sec 1.00 64.3±0.69µs ? ?/sec busy_systems/03x_entities_06_systems 1.02 130.2±3.11µs ? ?/sec 1.00 128.0±1.34µs ? ?/sec busy_systems/03x_entities_09_systems 1.00 195.0±10.11µs ? ?/sec 1.00 194.8±1.41µs ? ?/sec busy_systems/03x_entities_12_systems 1.01 261.7±4.05µs ? ?/sec 1.00 259.8±4.11µs ? ?/sec busy_systems/03x_entities_15_systems 1.00 318.0±3.04µs ? ?/sec 1.06 338.3±20.25µs ? ?/sec busy_systems/04x_entities_03_systems 1.00 82.9±0.63µs ? ?/sec 1.02 84.3±0.63µs ? ?/sec busy_systems/04x_entities_06_systems 1.01 181.7±3.65µs ? ?/sec 1.00 179.8±1.76µs ? ?/sec busy_systems/04x_entities_09_systems 1.04 265.0±4.68µs ? ?/sec 1.00 255.3±1.98µs ? ?/sec busy_systems/04x_entities_12_systems 1.00 335.9±3.00µs ? ?/sec 1.05 352.6±15.84µs ? ?/sec busy_systems/04x_entities_15_systems 1.00 418.6±10.26µs ? ?/sec 1.08 450.2±39.58µs ? ?/sec busy_systems/05x_entities_03_systems 1.07 114.3±0.95µs ? ?/sec 1.00 106.9±1.52µs ? ?/sec busy_systems/05x_entities_06_systems 1.08 229.8±2.90µs ? ?/sec 1.00 212.3±4.18µs ? ?/sec busy_systems/05x_entities_09_systems 1.03 329.3±1.99µs ? ?/sec 1.00 319.2±2.43µs ? ?/sec busy_systems/05x_entities_12_systems 1.06 454.7±6.77µs ? ?/sec 1.00 430.1±3.58µs ? ?/sec busy_systems/05x_entities_15_systems 1.03 554.6±6.15µs ? ?/sec 1.00 538.4±23.87µs ? ?/sec contrived/01x_entities_03_systems 1.00 14.0±0.15µs ? ?/sec 1.08 15.1±0.21µs ? ?/sec contrived/01x_entities_06_systems 1.04 28.5±0.37µs ? ?/sec 1.00 27.4±0.44µs ? ?/sec contrived/01x_entities_09_systems 1.00 41.5±4.38µs ? ?/sec 1.02 42.2±2.24µs ? ?/sec contrived/01x_entities_12_systems 1.06 55.9±1.49µs ? ?/sec 1.00 52.6±1.36µs ? ?/sec contrived/01x_entities_15_systems 1.02 68.0±2.00µs ? ?/sec 1.00 66.5±0.78µs ? ?/sec contrived/02x_entities_03_systems 1.03 25.2±0.38µs ? ?/sec 1.00 24.6±0.52µs ? ?/sec contrived/02x_entities_06_systems 1.00 46.3±0.49µs ? ?/sec 1.04 48.1±4.13µs ? ?/sec contrived/02x_entities_09_systems 1.02 70.4±0.99µs ? ?/sec 1.00 68.8±1.04µs ? ?/sec contrived/02x_entities_12_systems 1.06 96.8±1.49µs ? ?/sec 1.00 91.5±0.93µs ? ?/sec contrived/02x_entities_15_systems 1.02 116.2±0.95µs ? ?/sec 1.00 114.2±1.42µs ? ?/sec contrived/03x_entities_03_systems 1.00 33.2±0.38µs ? ?/sec 1.01 33.6±0.45µs ? ?/sec contrived/03x_entities_06_systems 1.00 62.4±0.73µs ? ?/sec 1.01 63.3±1.05µs ? ?/sec contrived/03x_entities_09_systems 1.02 96.4±0.85µs ? ?/sec 1.00 94.8±3.02µs ? ?/sec contrived/03x_entities_12_systems 1.01 126.3±4.67µs ? ?/sec 1.00 125.6±2.27µs ? ?/sec contrived/03x_entities_15_systems 1.03 160.2±9.37µs ? ?/sec 1.00 156.0±1.53µs ? ?/sec contrived/04x_entities_03_systems 1.02 41.4±3.39µs ? ?/sec 1.00 40.5±0.52µs ? ?/sec contrived/04x_entities_06_systems 1.00 78.9±1.61µs ? ?/sec 1.02 80.3±1.06µs ? ?/sec contrived/04x_entities_09_systems 1.02 121.8±3.97µs ? ?/sec 1.00 119.2±1.46µs ? ?/sec contrived/04x_entities_12_systems 1.00 157.8±1.48µs ? ?/sec 1.01 160.1±1.72µs ? ?/sec contrived/04x_entities_15_systems 1.00 197.9±1.47µs ? ?/sec 1.08 214.2±34.61µs ? ?/sec contrived/05x_entities_03_systems 1.00 49.1±0.33µs ? ?/sec 1.01 49.7±0.75µs ? ?/sec contrived/05x_entities_06_systems 1.00 95.0±0.93µs ? ?/sec 1.00 94.6±0.94µs ? ?/sec contrived/05x_entities_09_systems 1.01 143.2±1.68µs ? ?/sec 1.00 142.2±2.00µs ? ?/sec contrived/05x_entities_12_systems 1.00 191.8±2.03µs ? ?/sec 1.01 192.7±7.88µs ? ?/sec contrived/05x_entities_15_systems 1.02 239.7±3.71µs ? ?/sec 1.00 235.8±4.11µs ? ?/sec empty_systems/000_systems 1.01 47.8±0.67ns ? ?/sec 1.00 47.5±2.02ns ? ?/sec empty_systems/001_systems 1.00 1743.2±126.14ns ? ?/sec 1.01 1761.1±70.10ns ? ?/sec empty_systems/002_systems 1.01 2.2±0.04µs ? ?/sec 1.00 2.2±0.02µs ? ?/sec empty_systems/003_systems 1.02 2.7±0.09µs ? ?/sec 1.00 2.7±0.16µs ? ?/sec empty_systems/004_systems 1.00 3.1±0.11µs ? ?/sec 1.00 3.1±0.24µs ? ?/sec empty_systems/005_systems 1.00 3.5±0.05µs ? ?/sec 1.11 3.9±0.70µs ? ?/sec empty_systems/010_systems 1.00 5.5±0.12µs ? ?/sec 1.03 5.7±0.17µs ? ?/sec empty_systems/015_systems 1.00 7.9±0.19µs ? ?/sec 1.06 8.4±0.16µs ? ?/sec empty_systems/020_systems 1.00 10.4±1.25µs ? ?/sec 1.02 10.6±0.18µs ? ?/sec empty_systems/025_systems 1.00 12.4±0.39µs ? ?/sec 1.14 14.1±1.07µs ? ?/sec empty_systems/030_systems 1.00 15.1±0.39µs ? ?/sec 1.05 15.8±0.62µs ? ?/sec empty_systems/035_systems 1.00 16.9±0.47µs ? ?/sec 1.07 18.0±0.37µs ? ?/sec empty_systems/040_systems 1.00 19.3±0.41µs ? ?/sec 1.05 20.3±0.39µs ? ?/sec empty_systems/045_systems 1.00 22.4±1.67µs ? ?/sec 1.02 22.9±0.51µs ? ?/sec empty_systems/050_systems 1.00 24.4±1.67µs ? ?/sec 1.01 24.7±0.40µs ? ?/sec empty_systems/055_systems 1.05 28.6±5.27µs ? ?/sec 1.00 27.2±0.70µs ? ?/sec empty_systems/060_systems 1.02 29.9±1.64µs ? ?/sec 1.00 29.3±0.66µs ? ?/sec empty_systems/065_systems 1.02 32.7±3.15µs ? ?/sec 1.00 32.1±0.98µs ? ?/sec empty_systems/070_systems 1.00 33.0±1.42µs ? ?/sec 1.03 34.1±1.44µs ? ?/sec empty_systems/075_systems 1.00 34.8±0.89µs ? ?/sec 1.04 36.2±0.70µs ? ?/sec empty_systems/080_systems 1.00 37.0±1.82µs ? ?/sec 1.05 38.7±1.37µs ? ?/sec empty_systems/085_systems 1.00 38.7±0.76µs ? ?/sec 1.05 40.8±0.83µs ? ?/sec empty_systems/090_systems 1.00 41.5±1.09µs ? ?/sec 1.04 43.2±0.82µs ? ?/sec empty_systems/095_systems 1.00 43.6±1.10µs ? ?/sec 1.04 45.2±0.99µs ? ?/sec empty_systems/100_systems 1.00 46.7±2.27µs ? ?/sec 1.03 48.1±1.25µs ? ?/sec ``` </details> ## Migration Guide ### App `runner` and SubApp `extract` functions are now required to be Send This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed. ## ToDo * [x] redo benchmarking * [x] reinvestigate the perf of the try_tick -> run change for task pool scope
2023-01-19 23:45:46 +00:00
/// A stage for applying the commands from the [`Extract`] stage
ExtractCommands,
/// Prepare render resources from the extracted data for the GPU.
Prepare,
/// Create [`BindGroups`](crate::render_resource::BindGroup) that depend on
/// [`Prepare`](RenderStage::Prepare) data and queue up draw calls to run during the
/// [`Render`](RenderStage::Render) stage.
Queue,
// TODO: This could probably be moved in favor of a system ordering abstraction in Render or Queue
/// Sort the [`RenderPhases`](crate::render_phase::RenderPhase) here.
PhaseSort,
/// Actual rendering happens here.
/// In most cases, only the render backend should insert resources here.
Render,
/// Cleanup render resources here.
Cleanup,
}
2020-04-06 08:57:00 +00:00
Separate Extract from Sub App Schedule (#7046) # Objective - This pulls out some of the changes to Plugin setup and sub apps from #6503 to make that PR easier to review. - Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future - Fixes #6990 ## Solution - add a run method to `SubApp` that runs the schedule - change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app - remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See https://github.com/bevyengine/bevy/blob/e3267965e15f14be18eec942dcaf16807144eb05/crates/bevy_render/src/pipelined_rendering.rs#L57-L98 ## Changelog - Separate SubApp Extract stage from running the sub app schedule. ## Migration Guide ### SubApp `runner` has conceptually been changed to an `extract` function. The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called. ```rust // before fn main() { let sub_app = App::empty(); sub_app.add_stage(MyStage, SystemStage::parallel()); App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| { extract(app_world, render_app); render_app.app.schedule.run(); }); } // after fn main() { let sub_app = App::empty(); sub_app.add_stage(MyStage, SystemStage::parallel()); App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| { extract(app_world, render_app); // schedule is automatically called for you after extract is run }); } ```
2023-01-09 19:24:54 +00:00
/// Resource for holding the extract stage of the rendering schedule.
#[derive(Resource)]
pub struct ExtractStage(pub SystemStage);
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
/// The simulation [`World`] of the application, stored as a resource.
/// This resource is only available during [`RenderStage::Extract`] and not
/// during command application of that stage.
/// See [`Extract`] for more details.
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
#[derive(Resource, Default)]
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
pub struct MainWorld(World);
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
/// The Render App World. This is only available as a resource during the Extract step.
#[derive(Resource, Default)]
pub struct RenderWorld(World);
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
impl Deref for MainWorld {
type Target = World;
fn deref(&self) -> &Self::Target {
&self.0
}
}
2020-04-05 21:12:14 +00:00
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
impl DerefMut for MainWorld {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
2020-04-05 21:12:14 +00:00
Camera Driven Rendering (#4745) This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915): ![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png) Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id: ```rust // main camera (main window) commands.spawn_bundle(Camera2dBundle::default()); // second camera (other window) commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, ..default() }); ``` Rendering to a texture is as simple as pointing the camera at a texture: ```rust commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle), ..default() }, ..default() }); ``` Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`). ```rust // main pass camera with a default priority of 0 commands.spawn_bundle(Camera2dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle.clone()), priority: -1, ..default() }, ..default() }); commands.spawn_bundle(SpriteBundle { texture: image_handle, ..default() }) ``` Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system: ```rust commands.spawn_bundle(Camera3dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { // this will render 2d entities "on top" of the default 3d camera's render priority: 1, ..default() }, ..default() }); ``` There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active. Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections. ```rust // old 3d perspective camera commands.spawn_bundle(PerspectiveCameraBundle::default()) // new 3d perspective camera commands.spawn_bundle(Camera3dBundle::default()) ``` ```rust // old 2d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_2d()) // new 2d orthographic camera commands.spawn_bundle(Camera2dBundle::default()) ``` ```rust // old 3d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_3d()) // new 3d orthographic camera commands.spawn_bundle(Camera3dBundle { projection: OrthographicProjection { scale: 3.0, scaling_mode: ScalingMode::FixedVertical, ..default() }.into(), ..default() }) ``` Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors. If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component: ```rust commands.spawn_bundle(Camera3dBundle { camera_render_graph: CameraRenderGraph::new(some_render_graph_name), ..default() }) ``` Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added. Speaking of using components to configure graphs / passes, there are a number of new configuration options: ```rust commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // overrides the default global clear color clear_color: ClearColorConfig::Custom(Color::RED), ..default() }, ..default() }) commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // disables clearing clear_color: ClearColorConfig::None, ..default() }, ..default() }) ``` Expect to see more of the "graph configuration Components on Cameras" pattern in the future. By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component: ```rust commands .spawn_bundle(Camera3dBundle::default()) .insert(CameraUi { is_enabled: false, ..default() }) ``` ## Other Changes * The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr. * I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization. * I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. * All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr. * Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic. * Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals: 1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs. 2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense. ## Follow Up Work * Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen) * Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor) * Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system). * Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable. * Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
2022-06-02 00:12:17 +00:00
pub mod main_graph {
pub mod node {
pub const CAMERA_DRIVER: &str = "camera_driver";
}
}
/// A Label for the rendering sub-app.
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
pub struct RenderApp;
2020-08-08 03:22:17 +00:00
impl Plugin for RenderPlugin {
/// Initializes the renderer, sets up the [`RenderStage`](RenderStage) and creates the rendering sub-app.
fn build(&self, app: &mut App) {
app.add_asset::<Shader>()
.add_debug_asset::<Shader>()
.init_asset_loader::<ShaderLoader>()
.init_debug_asset_loader::<ShaderLoader>();
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
let mut system_state: SystemState<Query<&RawHandleWrapper, With<PrimaryWindow>>> =
SystemState::new(&mut app.world);
let primary_window = system_state.get(&app.world);
if let Some(backends) = self.wgpu_settings.backends {
let instance = wgpu::Instance::new(backends);
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
let surface = primary_window.get_single().ok().map(|wrapper| unsafe {
// SAFETY: Plugins should be set up on the main thread.
let handle = wrapper.get_handle();
instance.create_surface(&handle)
});
let request_adapter_options = wgpu::RequestAdapterOptions {
power_preference: self.wgpu_settings.power_preference,
compatible_surface: surface.as_ref(),
..Default::default()
};
let (device, queue, adapter_info, render_adapter) =
futures_lite::future::block_on(renderer::initialize_renderer(
&instance,
&self.wgpu_settings,
&request_adapter_options,
));
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
app.insert_resource(device.clone())
.insert_resource(queue.clone())
.insert_resource(adapter_info.clone())
.insert_resource(render_adapter.clone())
.init_resource::<ScratchMainWorld>();
let pipeline_cache = PipelineCache::new(device.clone());
let asset_server = app.world.resource::<AssetServer>().clone();
let mut render_app = App::empty();
let mut extract_stage =
SystemStage::parallel().with_system(PipelineCache::extract_shaders);
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
// Get the ComponentId for MainWorld. This does technically 'waste' a `WorldId`, but that's probably fine
render_app.init_resource::<MainWorld>();
render_app.world.remove_resource::<MainWorld>();
let main_world_in_render = render_app
.world
.components()
.get_resource_id(TypeId::of::<MainWorld>());
// `Extract` systems must read from the main world. We want to emit an error when that doesn't occur
// Safe to unwrap: Ensured it existed just above
extract_stage.set_must_read_resource(main_world_in_render.unwrap());
// don't apply buffers when the stage finishes running
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
// extract stage runs on the render world, but buffers are applied
// after access to the main world is removed
// See also https://github.com/bevyengine/bevy/issues/5082
extract_stage.set_apply_buffers(false);
Pipelined Rendering (#6503) # Objective - Implement pipelined rendering - Fixes #5082 - Fixes #4718 ## User Facing Description Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance. ![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png) *tracy capture of many_foxes example* To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new() // whatever other plugins you need .add_plugin(RenderPlugin) // needs to be added after RenderPlugin .add_plugin(PipelinedRenderingPlugin) .run(); } ``` If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>()); } ``` ### A setup function was added to plugins A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread. ```rust struct MyPlugin; impl Plugin for MyPlugin { fn build(&self, app: &mut App) { } // optional function fn setup(&self, app: &mut App) { // do some final setup before runner is called } } ``` ### A Stage for Frame Pacing In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to. The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy` ```text |-------------------------------------------------------------------| | | BeforeIoAfterRenderStart | winit events | main schedule | | extract |---------------------------------------------------------| | | extract commands | rendering schedule | |-------------------------------------------------------------------| ``` ### Small API additions * `Schedule::remove_stage` * `App::insert_sub_app` * `App::remove_sub_app` * `TaskPool::scope_with_executor` ## Problems and Solutions ### Moving render app to another thread Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691. ### Unsoundness with Sending World with NonSend resources Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem. More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552. ### NonSend Systems in render world The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works. To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on. ### Scopes executors between render and main should not share tasks Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details. To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule. ## Performance My machine is Windows 11, AMD Ryzen 5600x, RX 6600 ### Examples #### This PR with pipelining vs Main > Note that these were run on an older version of main and the performance profile has probably changed due to optimizations Seeing a perf gain from 29% on many lights to 7% on many sprites. <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56 many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83 many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52 3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86 many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72 many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35 <!--EndFragment--> </body> </html> #### This PR with pipelining disabled vs Main Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518) <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR no pipelining |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78 many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01 many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2 3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64 many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03 many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15 <!--EndFragment--> </body> </html> ### Benchmarks Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems. <details> <summary>Click Me</summary> ```text group main maybe-pipelining+1 ----- ------------------------- ------------------ busy_systems/01x_entities_03_systems 1.07 30.7±1.32µs ? ?/sec 1.00 28.6±1.35µs ? ?/sec busy_systems/01x_entities_06_systems 1.10 52.1±1.10µs ? ?/sec 1.00 47.2±1.08µs ? ?/sec busy_systems/01x_entities_09_systems 1.00 74.6±1.36µs ? ?/sec 1.00 75.0±1.93µs ? ?/sec busy_systems/01x_entities_12_systems 1.03 100.6±6.68µs ? ?/sec 1.00 98.0±1.46µs ? ?/sec busy_systems/01x_entities_15_systems 1.11 128.5±3.53µs ? ?/sec 1.00 115.5±1.02µs ? ?/sec busy_systems/02x_entities_03_systems 1.16 50.4±2.56µs ? ?/sec 1.00 43.5±3.00µs ? ?/sec busy_systems/02x_entities_06_systems 1.00 87.1±1.27µs ? ?/sec 1.05 91.5±7.15µs ? ?/sec busy_systems/02x_entities_09_systems 1.04 139.9±6.37µs ? ?/sec 1.00 134.0±1.06µs ? ?/sec busy_systems/02x_entities_12_systems 1.05 179.2±3.47µs ? ?/sec 1.00 170.1±3.17µs ? ?/sec busy_systems/02x_entities_15_systems 1.01 219.6±3.75µs ? ?/sec 1.00 218.1±2.55µs ? ?/sec busy_systems/03x_entities_03_systems 1.10 70.6±2.33µs ? ?/sec 1.00 64.3±0.69µs ? ?/sec busy_systems/03x_entities_06_systems 1.02 130.2±3.11µs ? ?/sec 1.00 128.0±1.34µs ? ?/sec busy_systems/03x_entities_09_systems 1.00 195.0±10.11µs ? ?/sec 1.00 194.8±1.41µs ? ?/sec busy_systems/03x_entities_12_systems 1.01 261.7±4.05µs ? ?/sec 1.00 259.8±4.11µs ? ?/sec busy_systems/03x_entities_15_systems 1.00 318.0±3.04µs ? ?/sec 1.06 338.3±20.25µs ? ?/sec busy_systems/04x_entities_03_systems 1.00 82.9±0.63µs ? ?/sec 1.02 84.3±0.63µs ? ?/sec busy_systems/04x_entities_06_systems 1.01 181.7±3.65µs ? ?/sec 1.00 179.8±1.76µs ? ?/sec busy_systems/04x_entities_09_systems 1.04 265.0±4.68µs ? ?/sec 1.00 255.3±1.98µs ? ?/sec busy_systems/04x_entities_12_systems 1.00 335.9±3.00µs ? ?/sec 1.05 352.6±15.84µs ? ?/sec busy_systems/04x_entities_15_systems 1.00 418.6±10.26µs ? ?/sec 1.08 450.2±39.58µs ? ?/sec busy_systems/05x_entities_03_systems 1.07 114.3±0.95µs ? ?/sec 1.00 106.9±1.52µs ? ?/sec busy_systems/05x_entities_06_systems 1.08 229.8±2.90µs ? ?/sec 1.00 212.3±4.18µs ? ?/sec busy_systems/05x_entities_09_systems 1.03 329.3±1.99µs ? ?/sec 1.00 319.2±2.43µs ? ?/sec busy_systems/05x_entities_12_systems 1.06 454.7±6.77µs ? ?/sec 1.00 430.1±3.58µs ? ?/sec busy_systems/05x_entities_15_systems 1.03 554.6±6.15µs ? ?/sec 1.00 538.4±23.87µs ? ?/sec contrived/01x_entities_03_systems 1.00 14.0±0.15µs ? ?/sec 1.08 15.1±0.21µs ? ?/sec contrived/01x_entities_06_systems 1.04 28.5±0.37µs ? ?/sec 1.00 27.4±0.44µs ? ?/sec contrived/01x_entities_09_systems 1.00 41.5±4.38µs ? ?/sec 1.02 42.2±2.24µs ? ?/sec contrived/01x_entities_12_systems 1.06 55.9±1.49µs ? ?/sec 1.00 52.6±1.36µs ? ?/sec contrived/01x_entities_15_systems 1.02 68.0±2.00µs ? ?/sec 1.00 66.5±0.78µs ? ?/sec contrived/02x_entities_03_systems 1.03 25.2±0.38µs ? ?/sec 1.00 24.6±0.52µs ? ?/sec contrived/02x_entities_06_systems 1.00 46.3±0.49µs ? ?/sec 1.04 48.1±4.13µs ? ?/sec contrived/02x_entities_09_systems 1.02 70.4±0.99µs ? ?/sec 1.00 68.8±1.04µs ? ?/sec contrived/02x_entities_12_systems 1.06 96.8±1.49µs ? ?/sec 1.00 91.5±0.93µs ? ?/sec contrived/02x_entities_15_systems 1.02 116.2±0.95µs ? ?/sec 1.00 114.2±1.42µs ? ?/sec contrived/03x_entities_03_systems 1.00 33.2±0.38µs ? ?/sec 1.01 33.6±0.45µs ? ?/sec contrived/03x_entities_06_systems 1.00 62.4±0.73µs ? ?/sec 1.01 63.3±1.05µs ? ?/sec contrived/03x_entities_09_systems 1.02 96.4±0.85µs ? ?/sec 1.00 94.8±3.02µs ? ?/sec contrived/03x_entities_12_systems 1.01 126.3±4.67µs ? ?/sec 1.00 125.6±2.27µs ? ?/sec contrived/03x_entities_15_systems 1.03 160.2±9.37µs ? ?/sec 1.00 156.0±1.53µs ? ?/sec contrived/04x_entities_03_systems 1.02 41.4±3.39µs ? ?/sec 1.00 40.5±0.52µs ? ?/sec contrived/04x_entities_06_systems 1.00 78.9±1.61µs ? ?/sec 1.02 80.3±1.06µs ? ?/sec contrived/04x_entities_09_systems 1.02 121.8±3.97µs ? ?/sec 1.00 119.2±1.46µs ? ?/sec contrived/04x_entities_12_systems 1.00 157.8±1.48µs ? ?/sec 1.01 160.1±1.72µs ? ?/sec contrived/04x_entities_15_systems 1.00 197.9±1.47µs ? ?/sec 1.08 214.2±34.61µs ? ?/sec contrived/05x_entities_03_systems 1.00 49.1±0.33µs ? ?/sec 1.01 49.7±0.75µs ? ?/sec contrived/05x_entities_06_systems 1.00 95.0±0.93µs ? ?/sec 1.00 94.6±0.94µs ? ?/sec contrived/05x_entities_09_systems 1.01 143.2±1.68µs ? ?/sec 1.00 142.2±2.00µs ? ?/sec contrived/05x_entities_12_systems 1.00 191.8±2.03µs ? ?/sec 1.01 192.7±7.88µs ? ?/sec contrived/05x_entities_15_systems 1.02 239.7±3.71µs ? ?/sec 1.00 235.8±4.11µs ? ?/sec empty_systems/000_systems 1.01 47.8±0.67ns ? ?/sec 1.00 47.5±2.02ns ? ?/sec empty_systems/001_systems 1.00 1743.2±126.14ns ? ?/sec 1.01 1761.1±70.10ns ? ?/sec empty_systems/002_systems 1.01 2.2±0.04µs ? ?/sec 1.00 2.2±0.02µs ? ?/sec empty_systems/003_systems 1.02 2.7±0.09µs ? ?/sec 1.00 2.7±0.16µs ? ?/sec empty_systems/004_systems 1.00 3.1±0.11µs ? ?/sec 1.00 3.1±0.24µs ? ?/sec empty_systems/005_systems 1.00 3.5±0.05µs ? ?/sec 1.11 3.9±0.70µs ? ?/sec empty_systems/010_systems 1.00 5.5±0.12µs ? ?/sec 1.03 5.7±0.17µs ? ?/sec empty_systems/015_systems 1.00 7.9±0.19µs ? ?/sec 1.06 8.4±0.16µs ? ?/sec empty_systems/020_systems 1.00 10.4±1.25µs ? ?/sec 1.02 10.6±0.18µs ? ?/sec empty_systems/025_systems 1.00 12.4±0.39µs ? ?/sec 1.14 14.1±1.07µs ? ?/sec empty_systems/030_systems 1.00 15.1±0.39µs ? ?/sec 1.05 15.8±0.62µs ? ?/sec empty_systems/035_systems 1.00 16.9±0.47µs ? ?/sec 1.07 18.0±0.37µs ? ?/sec empty_systems/040_systems 1.00 19.3±0.41µs ? ?/sec 1.05 20.3±0.39µs ? ?/sec empty_systems/045_systems 1.00 22.4±1.67µs ? ?/sec 1.02 22.9±0.51µs ? ?/sec empty_systems/050_systems 1.00 24.4±1.67µs ? ?/sec 1.01 24.7±0.40µs ? ?/sec empty_systems/055_systems 1.05 28.6±5.27µs ? ?/sec 1.00 27.2±0.70µs ? ?/sec empty_systems/060_systems 1.02 29.9±1.64µs ? ?/sec 1.00 29.3±0.66µs ? ?/sec empty_systems/065_systems 1.02 32.7±3.15µs ? ?/sec 1.00 32.1±0.98µs ? ?/sec empty_systems/070_systems 1.00 33.0±1.42µs ? ?/sec 1.03 34.1±1.44µs ? ?/sec empty_systems/075_systems 1.00 34.8±0.89µs ? ?/sec 1.04 36.2±0.70µs ? ?/sec empty_systems/080_systems 1.00 37.0±1.82µs ? ?/sec 1.05 38.7±1.37µs ? ?/sec empty_systems/085_systems 1.00 38.7±0.76µs ? ?/sec 1.05 40.8±0.83µs ? ?/sec empty_systems/090_systems 1.00 41.5±1.09µs ? ?/sec 1.04 43.2±0.82µs ? ?/sec empty_systems/095_systems 1.00 43.6±1.10µs ? ?/sec 1.04 45.2±0.99µs ? ?/sec empty_systems/100_systems 1.00 46.7±2.27µs ? ?/sec 1.03 48.1±1.25µs ? ?/sec ``` </details> ## Migration Guide ### App `runner` and SubApp `extract` functions are now required to be Send This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed. ## ToDo * [x] redo benchmarking * [x] reinvestigate the perf of the try_tick -> run change for task pool scope
2023-01-19 23:45:46 +00:00
// This stage applies the commands from the extract stage while the render schedule
// is running in parallel with the main app.
let mut extract_commands_stage = SystemStage::parallel();
extract_commands_stage.add_system(apply_extract_commands.at_start());
render_app
.add_stage(RenderStage::Extract, extract_stage)
Pipelined Rendering (#6503) # Objective - Implement pipelined rendering - Fixes #5082 - Fixes #4718 ## User Facing Description Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance. ![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png) *tracy capture of many_foxes example* To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new() // whatever other plugins you need .add_plugin(RenderPlugin) // needs to be added after RenderPlugin .add_plugin(PipelinedRenderingPlugin) .run(); } ``` If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>()); } ``` ### A setup function was added to plugins A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread. ```rust struct MyPlugin; impl Plugin for MyPlugin { fn build(&self, app: &mut App) { } // optional function fn setup(&self, app: &mut App) { // do some final setup before runner is called } } ``` ### A Stage for Frame Pacing In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to. The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy` ```text |-------------------------------------------------------------------| | | BeforeIoAfterRenderStart | winit events | main schedule | | extract |---------------------------------------------------------| | | extract commands | rendering schedule | |-------------------------------------------------------------------| ``` ### Small API additions * `Schedule::remove_stage` * `App::insert_sub_app` * `App::remove_sub_app` * `TaskPool::scope_with_executor` ## Problems and Solutions ### Moving render app to another thread Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691. ### Unsoundness with Sending World with NonSend resources Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem. More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552. ### NonSend Systems in render world The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works. To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on. ### Scopes executors between render and main should not share tasks Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details. To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule. ## Performance My machine is Windows 11, AMD Ryzen 5600x, RX 6600 ### Examples #### This PR with pipelining vs Main > Note that these were run on an older version of main and the performance profile has probably changed due to optimizations Seeing a perf gain from 29% on many lights to 7% on many sprites. <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56 many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83 many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52 3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86 many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72 many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35 <!--EndFragment--> </body> </html> #### This PR with pipelining disabled vs Main Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518) <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR no pipelining |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78 many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01 many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2 3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64 many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03 many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15 <!--EndFragment--> </body> </html> ### Benchmarks Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems. <details> <summary>Click Me</summary> ```text group main maybe-pipelining+1 ----- ------------------------- ------------------ busy_systems/01x_entities_03_systems 1.07 30.7±1.32µs ? ?/sec 1.00 28.6±1.35µs ? ?/sec busy_systems/01x_entities_06_systems 1.10 52.1±1.10µs ? ?/sec 1.00 47.2±1.08µs ? ?/sec busy_systems/01x_entities_09_systems 1.00 74.6±1.36µs ? ?/sec 1.00 75.0±1.93µs ? ?/sec busy_systems/01x_entities_12_systems 1.03 100.6±6.68µs ? ?/sec 1.00 98.0±1.46µs ? ?/sec busy_systems/01x_entities_15_systems 1.11 128.5±3.53µs ? ?/sec 1.00 115.5±1.02µs ? ?/sec busy_systems/02x_entities_03_systems 1.16 50.4±2.56µs ? ?/sec 1.00 43.5±3.00µs ? ?/sec busy_systems/02x_entities_06_systems 1.00 87.1±1.27µs ? ?/sec 1.05 91.5±7.15µs ? ?/sec busy_systems/02x_entities_09_systems 1.04 139.9±6.37µs ? ?/sec 1.00 134.0±1.06µs ? ?/sec busy_systems/02x_entities_12_systems 1.05 179.2±3.47µs ? ?/sec 1.00 170.1±3.17µs ? ?/sec busy_systems/02x_entities_15_systems 1.01 219.6±3.75µs ? ?/sec 1.00 218.1±2.55µs ? ?/sec busy_systems/03x_entities_03_systems 1.10 70.6±2.33µs ? ?/sec 1.00 64.3±0.69µs ? ?/sec busy_systems/03x_entities_06_systems 1.02 130.2±3.11µs ? ?/sec 1.00 128.0±1.34µs ? ?/sec busy_systems/03x_entities_09_systems 1.00 195.0±10.11µs ? ?/sec 1.00 194.8±1.41µs ? ?/sec busy_systems/03x_entities_12_systems 1.01 261.7±4.05µs ? ?/sec 1.00 259.8±4.11µs ? ?/sec busy_systems/03x_entities_15_systems 1.00 318.0±3.04µs ? ?/sec 1.06 338.3±20.25µs ? ?/sec busy_systems/04x_entities_03_systems 1.00 82.9±0.63µs ? ?/sec 1.02 84.3±0.63µs ? ?/sec busy_systems/04x_entities_06_systems 1.01 181.7±3.65µs ? ?/sec 1.00 179.8±1.76µs ? ?/sec busy_systems/04x_entities_09_systems 1.04 265.0±4.68µs ? ?/sec 1.00 255.3±1.98µs ? ?/sec busy_systems/04x_entities_12_systems 1.00 335.9±3.00µs ? ?/sec 1.05 352.6±15.84µs ? ?/sec busy_systems/04x_entities_15_systems 1.00 418.6±10.26µs ? ?/sec 1.08 450.2±39.58µs ? ?/sec busy_systems/05x_entities_03_systems 1.07 114.3±0.95µs ? ?/sec 1.00 106.9±1.52µs ? ?/sec busy_systems/05x_entities_06_systems 1.08 229.8±2.90µs ? ?/sec 1.00 212.3±4.18µs ? ?/sec busy_systems/05x_entities_09_systems 1.03 329.3±1.99µs ? ?/sec 1.00 319.2±2.43µs ? ?/sec busy_systems/05x_entities_12_systems 1.06 454.7±6.77µs ? ?/sec 1.00 430.1±3.58µs ? ?/sec busy_systems/05x_entities_15_systems 1.03 554.6±6.15µs ? ?/sec 1.00 538.4±23.87µs ? ?/sec contrived/01x_entities_03_systems 1.00 14.0±0.15µs ? ?/sec 1.08 15.1±0.21µs ? ?/sec contrived/01x_entities_06_systems 1.04 28.5±0.37µs ? ?/sec 1.00 27.4±0.44µs ? ?/sec contrived/01x_entities_09_systems 1.00 41.5±4.38µs ? ?/sec 1.02 42.2±2.24µs ? ?/sec contrived/01x_entities_12_systems 1.06 55.9±1.49µs ? ?/sec 1.00 52.6±1.36µs ? ?/sec contrived/01x_entities_15_systems 1.02 68.0±2.00µs ? ?/sec 1.00 66.5±0.78µs ? ?/sec contrived/02x_entities_03_systems 1.03 25.2±0.38µs ? ?/sec 1.00 24.6±0.52µs ? ?/sec contrived/02x_entities_06_systems 1.00 46.3±0.49µs ? ?/sec 1.04 48.1±4.13µs ? ?/sec contrived/02x_entities_09_systems 1.02 70.4±0.99µs ? ?/sec 1.00 68.8±1.04µs ? ?/sec contrived/02x_entities_12_systems 1.06 96.8±1.49µs ? ?/sec 1.00 91.5±0.93µs ? ?/sec contrived/02x_entities_15_systems 1.02 116.2±0.95µs ? ?/sec 1.00 114.2±1.42µs ? ?/sec contrived/03x_entities_03_systems 1.00 33.2±0.38µs ? ?/sec 1.01 33.6±0.45µs ? ?/sec contrived/03x_entities_06_systems 1.00 62.4±0.73µs ? ?/sec 1.01 63.3±1.05µs ? ?/sec contrived/03x_entities_09_systems 1.02 96.4±0.85µs ? ?/sec 1.00 94.8±3.02µs ? ?/sec contrived/03x_entities_12_systems 1.01 126.3±4.67µs ? ?/sec 1.00 125.6±2.27µs ? ?/sec contrived/03x_entities_15_systems 1.03 160.2±9.37µs ? ?/sec 1.00 156.0±1.53µs ? ?/sec contrived/04x_entities_03_systems 1.02 41.4±3.39µs ? ?/sec 1.00 40.5±0.52µs ? ?/sec contrived/04x_entities_06_systems 1.00 78.9±1.61µs ? ?/sec 1.02 80.3±1.06µs ? ?/sec contrived/04x_entities_09_systems 1.02 121.8±3.97µs ? ?/sec 1.00 119.2±1.46µs ? ?/sec contrived/04x_entities_12_systems 1.00 157.8±1.48µs ? ?/sec 1.01 160.1±1.72µs ? ?/sec contrived/04x_entities_15_systems 1.00 197.9±1.47µs ? ?/sec 1.08 214.2±34.61µs ? ?/sec contrived/05x_entities_03_systems 1.00 49.1±0.33µs ? ?/sec 1.01 49.7±0.75µs ? ?/sec contrived/05x_entities_06_systems 1.00 95.0±0.93µs ? ?/sec 1.00 94.6±0.94µs ? ?/sec contrived/05x_entities_09_systems 1.01 143.2±1.68µs ? ?/sec 1.00 142.2±2.00µs ? ?/sec contrived/05x_entities_12_systems 1.00 191.8±2.03µs ? ?/sec 1.01 192.7±7.88µs ? ?/sec contrived/05x_entities_15_systems 1.02 239.7±3.71µs ? ?/sec 1.00 235.8±4.11µs ? ?/sec empty_systems/000_systems 1.01 47.8±0.67ns ? ?/sec 1.00 47.5±2.02ns ? ?/sec empty_systems/001_systems 1.00 1743.2±126.14ns ? ?/sec 1.01 1761.1±70.10ns ? ?/sec empty_systems/002_systems 1.01 2.2±0.04µs ? ?/sec 1.00 2.2±0.02µs ? ?/sec empty_systems/003_systems 1.02 2.7±0.09µs ? ?/sec 1.00 2.7±0.16µs ? ?/sec empty_systems/004_systems 1.00 3.1±0.11µs ? ?/sec 1.00 3.1±0.24µs ? ?/sec empty_systems/005_systems 1.00 3.5±0.05µs ? ?/sec 1.11 3.9±0.70µs ? ?/sec empty_systems/010_systems 1.00 5.5±0.12µs ? ?/sec 1.03 5.7±0.17µs ? ?/sec empty_systems/015_systems 1.00 7.9±0.19µs ? ?/sec 1.06 8.4±0.16µs ? ?/sec empty_systems/020_systems 1.00 10.4±1.25µs ? ?/sec 1.02 10.6±0.18µs ? ?/sec empty_systems/025_systems 1.00 12.4±0.39µs ? ?/sec 1.14 14.1±1.07µs ? ?/sec empty_systems/030_systems 1.00 15.1±0.39µs ? ?/sec 1.05 15.8±0.62µs ? ?/sec empty_systems/035_systems 1.00 16.9±0.47µs ? ?/sec 1.07 18.0±0.37µs ? ?/sec empty_systems/040_systems 1.00 19.3±0.41µs ? ?/sec 1.05 20.3±0.39µs ? ?/sec empty_systems/045_systems 1.00 22.4±1.67µs ? ?/sec 1.02 22.9±0.51µs ? ?/sec empty_systems/050_systems 1.00 24.4±1.67µs ? ?/sec 1.01 24.7±0.40µs ? ?/sec empty_systems/055_systems 1.05 28.6±5.27µs ? ?/sec 1.00 27.2±0.70µs ? ?/sec empty_systems/060_systems 1.02 29.9±1.64µs ? ?/sec 1.00 29.3±0.66µs ? ?/sec empty_systems/065_systems 1.02 32.7±3.15µs ? ?/sec 1.00 32.1±0.98µs ? ?/sec empty_systems/070_systems 1.00 33.0±1.42µs ? ?/sec 1.03 34.1±1.44µs ? ?/sec empty_systems/075_systems 1.00 34.8±0.89µs ? ?/sec 1.04 36.2±0.70µs ? ?/sec empty_systems/080_systems 1.00 37.0±1.82µs ? ?/sec 1.05 38.7±1.37µs ? ?/sec empty_systems/085_systems 1.00 38.7±0.76µs ? ?/sec 1.05 40.8±0.83µs ? ?/sec empty_systems/090_systems 1.00 41.5±1.09µs ? ?/sec 1.04 43.2±0.82µs ? ?/sec empty_systems/095_systems 1.00 43.6±1.10µs ? ?/sec 1.04 45.2±0.99µs ? ?/sec empty_systems/100_systems 1.00 46.7±2.27µs ? ?/sec 1.03 48.1±1.25µs ? ?/sec ``` </details> ## Migration Guide ### App `runner` and SubApp `extract` functions are now required to be Send This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed. ## ToDo * [x] redo benchmarking * [x] reinvestigate the perf of the try_tick -> run change for task pool scope
2023-01-19 23:45:46 +00:00
.add_stage(RenderStage::ExtractCommands, extract_commands_stage)
.add_stage(RenderStage::Prepare, SystemStage::parallel())
.add_stage(RenderStage::Queue, SystemStage::parallel())
.add_stage(RenderStage::PhaseSort, SystemStage::parallel())
.add_stage(
RenderStage::Render,
SystemStage::parallel()
// Note: Must run before `render_system` in order to
// processed newly queued pipelines.
.with_system(PipelineCache::process_pipeline_queue_system)
Exclusive Systems Now Implement `System`. Flexible Exclusive System Params (#6083) # Objective The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move. This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns). ## Solution This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). This means you can remove all cases of `exclusive_system()`: ```rust // before commands.add_system(some_system.exclusive_system()); // after commands.add_system(some_system); ``` I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems: ```rust fn some_exclusive_system( world: &mut World, transforms: &mut QueryState<&Transform>, state: &mut SystemState<(Res<Time>, Query<&Player>)>, ) { for transform in transforms.iter(world) { println!("{transform:?}"); } let (time, players) = state.get(world); for player in players.iter() { println!("{player:?}"); } } ``` Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system. I added some targeted SystemParam `static` constraints, which removed the need for this: ``` rust fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {} ``` ## Related - #2923 - #3001 - #3946 ## Changelog - `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait. - `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems - `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam` - Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api. ## Migration Guide Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems: ```rust // Old (0.8) app.add_system(some_exclusive_system.exclusive_system()); // New (0.9) app.add_system(some_exclusive_system); ``` Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis: ```rust // Old (0.8) app.add_system(some_system.exclusive_system().at_end()); // New (0.9) app.add_system(some_system.at_end()); ``` Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons: ```rust // Old (0.8) fn some_system(world: &mut World) { let mut transforms = world.query::<&Transform>(); for transform in transforms.iter(world) { } } // New (0.9) fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) { for transform in transforms.iter(world) { } } ```
2022-09-26 23:57:07 +00:00
.with_system(render_system.at_end()),
)
Separate Extract from Sub App Schedule (#7046) # Objective - This pulls out some of the changes to Plugin setup and sub apps from #6503 to make that PR easier to review. - Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future - Fixes #6990 ## Solution - add a run method to `SubApp` that runs the schedule - change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app - remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See https://github.com/bevyengine/bevy/blob/e3267965e15f14be18eec942dcaf16807144eb05/crates/bevy_render/src/pipelined_rendering.rs#L57-L98 ## Changelog - Separate SubApp Extract stage from running the sub app schedule. ## Migration Guide ### SubApp `runner` has conceptually been changed to an `extract` function. The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called. ```rust // before fn main() { let sub_app = App::empty(); sub_app.add_stage(MyStage, SystemStage::parallel()); App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| { extract(app_world, render_app); render_app.app.schedule.run(); }); } // after fn main() { let sub_app = App::empty(); sub_app.add_stage(MyStage, SystemStage::parallel()); App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| { extract(app_world, render_app); // schedule is automatically called for you after extract is run }); } ```
2023-01-09 19:24:54 +00:00
.add_stage(
RenderStage::Cleanup,
SystemStage::parallel().with_system(World::clear_entities.at_end()),
)
.init_resource::<render_graph::RenderGraph>()
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
.insert_resource(RenderInstance(instance))
.insert_resource(device)
.insert_resource(queue)
.insert_resource(render_adapter)
.insert_resource(adapter_info)
.insert_resource(pipeline_cache)
.insert_resource(asset_server);
Update time by sending frame instant through a channel (#4744) # Objective - The time update is currently done in the wrong part of the schedule. For a single frame the current order of things is update input, update time (First stage), other stages, render stage (frame presentation). So when we update the time it includes the input processing of the current frame and the frame presentation of the previous frame. This is a problem when vsync is on. When input processing takes a longer amount of time for a frame, the vsync wait time gets shorter. So when these are not paired correctly we can potentially have a long input processing time added to the normal vsync wait time in the previous frame. This leads to inaccurate frame time reporting and more variance of the time than actually exists. For more details of why this is an issue see the linked issue below. - Helps with https://github.com/bevyengine/bevy/issues/4669 - Supercedes https://github.com/bevyengine/bevy/pull/4728 and https://github.com/bevyengine/bevy/pull/4735. This PR should be less controversial than those because it doesn't add to the API surface. ## Solution - The most accurate frame time would come from hardware. We currently don't have access to that for multiple reasons, so the next best thing we can do is measure the frame time as close to frame presentation as possible. This PR gets the Instant::now() for the time immediately after frame presentation in the render system and then sends that time to the app world through a channel. - implements suggestion from @aevyrie from here https://github.com/bevyengine/bevy/pull/4728#discussion_r872010606 ## Statistics ![image](https://user-images.githubusercontent.com/2180432/168410265-f249f66e-ea9d-45d1-b3d8-7207a7bc536c.png) --- ## Changelog - Make frame time reporting more accurate. ## Migration Guide `time.delta()` now reports zero for 2 frames on startup instead of 1 frame.
2022-07-11 23:19:00 +00:00
let (sender, receiver) = bevy_time::create_time_channels();
app.insert_resource(receiver);
render_app.insert_resource(sender);
app.insert_sub_app(RenderApp, SubApp::new(render_app, move |app_world, render_app| {
#[cfg(feature = "trace")]
Pipelined Rendering (#6503) # Objective - Implement pipelined rendering - Fixes #5082 - Fixes #4718 ## User Facing Description Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance. ![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png) *tracy capture of many_foxes example* To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new() // whatever other plugins you need .add_plugin(RenderPlugin) // needs to be added after RenderPlugin .add_plugin(PipelinedRenderingPlugin) .run(); } ``` If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>()); } ``` ### A setup function was added to plugins A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread. ```rust struct MyPlugin; impl Plugin for MyPlugin { fn build(&self, app: &mut App) { } // optional function fn setup(&self, app: &mut App) { // do some final setup before runner is called } } ``` ### A Stage for Frame Pacing In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to. The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy` ```text |-------------------------------------------------------------------| | | BeforeIoAfterRenderStart | winit events | main schedule | | extract |---------------------------------------------------------| | | extract commands | rendering schedule | |-------------------------------------------------------------------| ``` ### Small API additions * `Schedule::remove_stage` * `App::insert_sub_app` * `App::remove_sub_app` * `TaskPool::scope_with_executor` ## Problems and Solutions ### Moving render app to another thread Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691. ### Unsoundness with Sending World with NonSend resources Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem. More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552. ### NonSend Systems in render world The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works. To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on. ### Scopes executors between render and main should not share tasks Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details. To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule. ## Performance My machine is Windows 11, AMD Ryzen 5600x, RX 6600 ### Examples #### This PR with pipelining vs Main > Note that these were run on an older version of main and the performance profile has probably changed due to optimizations Seeing a perf gain from 29% on many lights to 7% on many sprites. <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56 many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83 many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52 3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86 many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72 many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35 <!--EndFragment--> </body> </html> #### This PR with pipelining disabled vs Main Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518) <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR no pipelining |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78 many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01 many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2 3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64 many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03 many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15 <!--EndFragment--> </body> </html> ### Benchmarks Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems. <details> <summary>Click Me</summary> ```text group main maybe-pipelining+1 ----- ------------------------- ------------------ busy_systems/01x_entities_03_systems 1.07 30.7±1.32µs ? ?/sec 1.00 28.6±1.35µs ? ?/sec busy_systems/01x_entities_06_systems 1.10 52.1±1.10µs ? ?/sec 1.00 47.2±1.08µs ? ?/sec busy_systems/01x_entities_09_systems 1.00 74.6±1.36µs ? ?/sec 1.00 75.0±1.93µs ? ?/sec busy_systems/01x_entities_12_systems 1.03 100.6±6.68µs ? ?/sec 1.00 98.0±1.46µs ? ?/sec busy_systems/01x_entities_15_systems 1.11 128.5±3.53µs ? ?/sec 1.00 115.5±1.02µs ? ?/sec busy_systems/02x_entities_03_systems 1.16 50.4±2.56µs ? ?/sec 1.00 43.5±3.00µs ? ?/sec busy_systems/02x_entities_06_systems 1.00 87.1±1.27µs ? ?/sec 1.05 91.5±7.15µs ? ?/sec busy_systems/02x_entities_09_systems 1.04 139.9±6.37µs ? ?/sec 1.00 134.0±1.06µs ? ?/sec busy_systems/02x_entities_12_systems 1.05 179.2±3.47µs ? ?/sec 1.00 170.1±3.17µs ? ?/sec busy_systems/02x_entities_15_systems 1.01 219.6±3.75µs ? ?/sec 1.00 218.1±2.55µs ? ?/sec busy_systems/03x_entities_03_systems 1.10 70.6±2.33µs ? ?/sec 1.00 64.3±0.69µs ? ?/sec busy_systems/03x_entities_06_systems 1.02 130.2±3.11µs ? ?/sec 1.00 128.0±1.34µs ? ?/sec busy_systems/03x_entities_09_systems 1.00 195.0±10.11µs ? ?/sec 1.00 194.8±1.41µs ? ?/sec busy_systems/03x_entities_12_systems 1.01 261.7±4.05µs ? ?/sec 1.00 259.8±4.11µs ? ?/sec busy_systems/03x_entities_15_systems 1.00 318.0±3.04µs ? ?/sec 1.06 338.3±20.25µs ? ?/sec busy_systems/04x_entities_03_systems 1.00 82.9±0.63µs ? ?/sec 1.02 84.3±0.63µs ? ?/sec busy_systems/04x_entities_06_systems 1.01 181.7±3.65µs ? ?/sec 1.00 179.8±1.76µs ? ?/sec busy_systems/04x_entities_09_systems 1.04 265.0±4.68µs ? ?/sec 1.00 255.3±1.98µs ? ?/sec busy_systems/04x_entities_12_systems 1.00 335.9±3.00µs ? ?/sec 1.05 352.6±15.84µs ? ?/sec busy_systems/04x_entities_15_systems 1.00 418.6±10.26µs ? ?/sec 1.08 450.2±39.58µs ? ?/sec busy_systems/05x_entities_03_systems 1.07 114.3±0.95µs ? ?/sec 1.00 106.9±1.52µs ? ?/sec busy_systems/05x_entities_06_systems 1.08 229.8±2.90µs ? ?/sec 1.00 212.3±4.18µs ? ?/sec busy_systems/05x_entities_09_systems 1.03 329.3±1.99µs ? ?/sec 1.00 319.2±2.43µs ? ?/sec busy_systems/05x_entities_12_systems 1.06 454.7±6.77µs ? ?/sec 1.00 430.1±3.58µs ? ?/sec busy_systems/05x_entities_15_systems 1.03 554.6±6.15µs ? ?/sec 1.00 538.4±23.87µs ? ?/sec contrived/01x_entities_03_systems 1.00 14.0±0.15µs ? ?/sec 1.08 15.1±0.21µs ? ?/sec contrived/01x_entities_06_systems 1.04 28.5±0.37µs ? ?/sec 1.00 27.4±0.44µs ? ?/sec contrived/01x_entities_09_systems 1.00 41.5±4.38µs ? ?/sec 1.02 42.2±2.24µs ? ?/sec contrived/01x_entities_12_systems 1.06 55.9±1.49µs ? ?/sec 1.00 52.6±1.36µs ? ?/sec contrived/01x_entities_15_systems 1.02 68.0±2.00µs ? ?/sec 1.00 66.5±0.78µs ? ?/sec contrived/02x_entities_03_systems 1.03 25.2±0.38µs ? ?/sec 1.00 24.6±0.52µs ? ?/sec contrived/02x_entities_06_systems 1.00 46.3±0.49µs ? ?/sec 1.04 48.1±4.13µs ? ?/sec contrived/02x_entities_09_systems 1.02 70.4±0.99µs ? ?/sec 1.00 68.8±1.04µs ? ?/sec contrived/02x_entities_12_systems 1.06 96.8±1.49µs ? ?/sec 1.00 91.5±0.93µs ? ?/sec contrived/02x_entities_15_systems 1.02 116.2±0.95µs ? ?/sec 1.00 114.2±1.42µs ? ?/sec contrived/03x_entities_03_systems 1.00 33.2±0.38µs ? ?/sec 1.01 33.6±0.45µs ? ?/sec contrived/03x_entities_06_systems 1.00 62.4±0.73µs ? ?/sec 1.01 63.3±1.05µs ? ?/sec contrived/03x_entities_09_systems 1.02 96.4±0.85µs ? ?/sec 1.00 94.8±3.02µs ? ?/sec contrived/03x_entities_12_systems 1.01 126.3±4.67µs ? ?/sec 1.00 125.6±2.27µs ? ?/sec contrived/03x_entities_15_systems 1.03 160.2±9.37µs ? ?/sec 1.00 156.0±1.53µs ? ?/sec contrived/04x_entities_03_systems 1.02 41.4±3.39µs ? ?/sec 1.00 40.5±0.52µs ? ?/sec contrived/04x_entities_06_systems 1.00 78.9±1.61µs ? ?/sec 1.02 80.3±1.06µs ? ?/sec contrived/04x_entities_09_systems 1.02 121.8±3.97µs ? ?/sec 1.00 119.2±1.46µs ? ?/sec contrived/04x_entities_12_systems 1.00 157.8±1.48µs ? ?/sec 1.01 160.1±1.72µs ? ?/sec contrived/04x_entities_15_systems 1.00 197.9±1.47µs ? ?/sec 1.08 214.2±34.61µs ? ?/sec contrived/05x_entities_03_systems 1.00 49.1±0.33µs ? ?/sec 1.01 49.7±0.75µs ? ?/sec contrived/05x_entities_06_systems 1.00 95.0±0.93µs ? ?/sec 1.00 94.6±0.94µs ? ?/sec contrived/05x_entities_09_systems 1.01 143.2±1.68µs ? ?/sec 1.00 142.2±2.00µs ? ?/sec contrived/05x_entities_12_systems 1.00 191.8±2.03µs ? ?/sec 1.01 192.7±7.88µs ? ?/sec contrived/05x_entities_15_systems 1.02 239.7±3.71µs ? ?/sec 1.00 235.8±4.11µs ? ?/sec empty_systems/000_systems 1.01 47.8±0.67ns ? ?/sec 1.00 47.5±2.02ns ? ?/sec empty_systems/001_systems 1.00 1743.2±126.14ns ? ?/sec 1.01 1761.1±70.10ns ? ?/sec empty_systems/002_systems 1.01 2.2±0.04µs ? ?/sec 1.00 2.2±0.02µs ? ?/sec empty_systems/003_systems 1.02 2.7±0.09µs ? ?/sec 1.00 2.7±0.16µs ? ?/sec empty_systems/004_systems 1.00 3.1±0.11µs ? ?/sec 1.00 3.1±0.24µs ? ?/sec empty_systems/005_systems 1.00 3.5±0.05µs ? ?/sec 1.11 3.9±0.70µs ? ?/sec empty_systems/010_systems 1.00 5.5±0.12µs ? ?/sec 1.03 5.7±0.17µs ? ?/sec empty_systems/015_systems 1.00 7.9±0.19µs ? ?/sec 1.06 8.4±0.16µs ? ?/sec empty_systems/020_systems 1.00 10.4±1.25µs ? ?/sec 1.02 10.6±0.18µs ? ?/sec empty_systems/025_systems 1.00 12.4±0.39µs ? ?/sec 1.14 14.1±1.07µs ? ?/sec empty_systems/030_systems 1.00 15.1±0.39µs ? ?/sec 1.05 15.8±0.62µs ? ?/sec empty_systems/035_systems 1.00 16.9±0.47µs ? ?/sec 1.07 18.0±0.37µs ? ?/sec empty_systems/040_systems 1.00 19.3±0.41µs ? ?/sec 1.05 20.3±0.39µs ? ?/sec empty_systems/045_systems 1.00 22.4±1.67µs ? ?/sec 1.02 22.9±0.51µs ? ?/sec empty_systems/050_systems 1.00 24.4±1.67µs ? ?/sec 1.01 24.7±0.40µs ? ?/sec empty_systems/055_systems 1.05 28.6±5.27µs ? ?/sec 1.00 27.2±0.70µs ? ?/sec empty_systems/060_systems 1.02 29.9±1.64µs ? ?/sec 1.00 29.3±0.66µs ? ?/sec empty_systems/065_systems 1.02 32.7±3.15µs ? ?/sec 1.00 32.1±0.98µs ? ?/sec empty_systems/070_systems 1.00 33.0±1.42µs ? ?/sec 1.03 34.1±1.44µs ? ?/sec empty_systems/075_systems 1.00 34.8±0.89µs ? ?/sec 1.04 36.2±0.70µs ? ?/sec empty_systems/080_systems 1.00 37.0±1.82µs ? ?/sec 1.05 38.7±1.37µs ? ?/sec empty_systems/085_systems 1.00 38.7±0.76µs ? ?/sec 1.05 40.8±0.83µs ? ?/sec empty_systems/090_systems 1.00 41.5±1.09µs ? ?/sec 1.04 43.2±0.82µs ? ?/sec empty_systems/095_systems 1.00 43.6±1.10µs ? ?/sec 1.04 45.2±0.99µs ? ?/sec empty_systems/100_systems 1.00 46.7±2.27µs ? ?/sec 1.03 48.1±1.25µs ? ?/sec ``` </details> ## Migration Guide ### App `runner` and SubApp `extract` functions are now required to be Send This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed. ## ToDo * [x] redo benchmarking * [x] reinvestigate the perf of the try_tick -> run change for task pool scope
2023-01-19 23:45:46 +00:00
let _render_span = bevy_utils::tracing::info_span!("extract main app to render subapp").entered();
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "reserve_and_flush")
.entered();
// reserve all existing app entities for use in render_app
// they can only be spawned using `get_or_spawn()`
Lock down access to Entities (#6740) # Objective The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail. Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985. ## Solution Remove `Entities`'s `Default` implementation and force access to the type to only be through a properly constructed `World`. Additional cleanup for other parts of `bevy_ecs::entity`: - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values. - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it. - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned. - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search). - Attempted to document the few remaining undocumented public APIs in the module. --- ## Changelog Removed: `Entities`'s `Default` implementation. Removed: `EntityMeta` Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
let total_count = app_world.entities().total_count();
assert_eq!(
render_app.world.entities().len(),
0,
"An entity was spawned after the entity list was cleared last frame and before the extract stage began. This is not supported",
);
// This is safe given the clear_entities call in the past frame and the assert above
unsafe {
render_app
.world
.entities_mut()
Lock down access to Entities (#6740) # Objective The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail. Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985. ## Solution Remove `Entities`'s `Default` implementation and force access to the type to only be through a properly constructed `World`. Additional cleanup for other parts of `bevy_ecs::entity`: - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values. - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it. - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned. - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search). - Attempted to document the few remaining undocumented public APIs in the module. --- ## Changelog Removed: `Entities`'s `Default` implementation. Removed: `EntityMeta` Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
.flush_and_reserve_invalid_assuming_no_entities(total_count);
}
}
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "extract").entered();
// extract
extract(app_world, render_app);
}
}));
}
app.add_plugin(ValidParentCheckPlugin::<view::ComputedVisibility>::default())
.add_plugin(WindowRenderPlugin)
.add_plugin(CameraPlugin)
.add_plugin(ViewPlugin)
.add_plugin(MeshPlugin)
.add_plugin(GlobalsPlugin);
app.register_type::<color::Color>()
.register_type::<primitives::Aabb>()
.register_type::<primitives::CascadesFrusta>()
.register_type::<primitives::CubemapFrusta>()
.register_type::<primitives::Frustum>();
2020-04-05 21:12:14 +00:00
}
Separate Extract from Sub App Schedule (#7046) # Objective - This pulls out some of the changes to Plugin setup and sub apps from #6503 to make that PR easier to review. - Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future - Fixes #6990 ## Solution - add a run method to `SubApp` that runs the schedule - change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app - remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See https://github.com/bevyengine/bevy/blob/e3267965e15f14be18eec942dcaf16807144eb05/crates/bevy_render/src/pipelined_rendering.rs#L57-L98 ## Changelog - Separate SubApp Extract stage from running the sub app schedule. ## Migration Guide ### SubApp `runner` has conceptually been changed to an `extract` function. The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called. ```rust // before fn main() { let sub_app = App::empty(); sub_app.add_stage(MyStage, SystemStage::parallel()); App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| { extract(app_world, render_app); render_app.app.schedule.run(); }); } // after fn main() { let sub_app = App::empty(); sub_app.add_stage(MyStage, SystemStage::parallel()); App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| { extract(app_world, render_app); // schedule is automatically called for you after extract is run }); } ```
2023-01-09 19:24:54 +00:00
fn setup(&self, app: &mut App) {
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
// move the extract stage to a resource so render_app.run() does not run it.
let stage = render_app
.schedule
.remove_stage(RenderStage::Extract)
.unwrap()
.downcast::<SystemStage>()
.unwrap();
render_app.world.insert_resource(ExtractStage(*stage));
}
}
2020-04-05 21:12:14 +00:00
}
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
/// A "scratch" world used to avoid allocating new worlds every frame when
/// swapping out the [`MainWorld`] for [`RenderStage::Extract`].
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
#[derive(Resource, Default)]
Make `RenderStage::Extract` run on the render world (#4402) # Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
struct ScratchMainWorld(World);
/// Executes the [`Extract`](RenderStage::Extract) stage of the renderer.
/// This updates the render world with the extracted ECS data of the current frame.
fn extract(app_world: &mut World, render_app: &mut App) {
Separate Extract from Sub App Schedule (#7046) # Objective - This pulls out some of the changes to Plugin setup and sub apps from #6503 to make that PR easier to review. - Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future - Fixes #6990 ## Solution - add a run method to `SubApp` that runs the schedule - change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app - remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See https://github.com/bevyengine/bevy/blob/e3267965e15f14be18eec942dcaf16807144eb05/crates/bevy_render/src/pipelined_rendering.rs#L57-L98 ## Changelog - Separate SubApp Extract stage from running the sub app schedule. ## Migration Guide ### SubApp `runner` has conceptually been changed to an `extract` function. The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called. ```rust // before fn main() { let sub_app = App::empty(); sub_app.add_stage(MyStage, SystemStage::parallel()); App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| { extract(app_world, render_app); render_app.app.schedule.run(); }); } // after fn main() { let sub_app = App::empty(); sub_app.add_stage(MyStage, SystemStage::parallel()); App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| { extract(app_world, render_app); // schedule is automatically called for you after extract is run }); } ```
2023-01-09 19:24:54 +00:00
render_app
.world
.resource_scope(|render_world, mut extract_stage: Mut<ExtractStage>| {
// temporarily add the app world to the render world as a resource
let scratch_world = app_world.remove_resource::<ScratchMainWorld>().unwrap();
let inserted_world = std::mem::replace(app_world, scratch_world.0);
render_world.insert_resource(MainWorld(inserted_world));
extract_stage.0.run(render_world);
// move the app world back, as if nothing happened.
let inserted_world = render_world.remove_resource::<MainWorld>().unwrap();
let scratch_world = std::mem::replace(app_world, inserted_world.0);
app_world.insert_resource(ScratchMainWorld(scratch_world));
});
}
Pipelined Rendering (#6503) # Objective - Implement pipelined rendering - Fixes #5082 - Fixes #4718 ## User Facing Description Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance. ![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png) *tracy capture of many_foxes example* To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new() // whatever other plugins you need .add_plugin(RenderPlugin) // needs to be added after RenderPlugin .add_plugin(PipelinedRenderingPlugin) .run(); } ``` If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way. ```rust use bevy::prelude::*; use bevy::render::pipelined_rendering::PipelinedRenderingPlugin; fn main() { App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>()); } ``` ### A setup function was added to plugins A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread. ```rust struct MyPlugin; impl Plugin for MyPlugin { fn build(&self, app: &mut App) { } // optional function fn setup(&self, app: &mut App) { // do some final setup before runner is called } } ``` ### A Stage for Frame Pacing In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to. The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy` ```text |-------------------------------------------------------------------| | | BeforeIoAfterRenderStart | winit events | main schedule | | extract |---------------------------------------------------------| | | extract commands | rendering schedule | |-------------------------------------------------------------------| ``` ### Small API additions * `Schedule::remove_stage` * `App::insert_sub_app` * `App::remove_sub_app` * `TaskPool::scope_with_executor` ## Problems and Solutions ### Moving render app to another thread Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691. ### Unsoundness with Sending World with NonSend resources Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem. More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552. ### NonSend Systems in render world The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works. To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on. ### Scopes executors between render and main should not share tasks Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details. To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule. ## Performance My machine is Windows 11, AMD Ryzen 5600x, RX 6600 ### Examples #### This PR with pipelining vs Main > Note that these were run on an older version of main and the performance profile has probably changed due to optimizations Seeing a perf gain from 29% on many lights to 7% on many sprites. <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56 many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83 many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52 3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86 many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72 many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35 <!--EndFragment--> </body> </html> #### This PR with pipelining disabled vs Main Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518) <html> <body> <!--StartFragment--><google-sheets-html-origin>   | percent |   |   | Diff |   |   | Main |   |   | PR no pipelining |   |   -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78 many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01 many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2 3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64 many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03 many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15 <!--EndFragment--> </body> </html> ### Benchmarks Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems. <details> <summary>Click Me</summary> ```text group main maybe-pipelining+1 ----- ------------------------- ------------------ busy_systems/01x_entities_03_systems 1.07 30.7±1.32µs ? ?/sec 1.00 28.6±1.35µs ? ?/sec busy_systems/01x_entities_06_systems 1.10 52.1±1.10µs ? ?/sec 1.00 47.2±1.08µs ? ?/sec busy_systems/01x_entities_09_systems 1.00 74.6±1.36µs ? ?/sec 1.00 75.0±1.93µs ? ?/sec busy_systems/01x_entities_12_systems 1.03 100.6±6.68µs ? ?/sec 1.00 98.0±1.46µs ? ?/sec busy_systems/01x_entities_15_systems 1.11 128.5±3.53µs ? ?/sec 1.00 115.5±1.02µs ? ?/sec busy_systems/02x_entities_03_systems 1.16 50.4±2.56µs ? ?/sec 1.00 43.5±3.00µs ? ?/sec busy_systems/02x_entities_06_systems 1.00 87.1±1.27µs ? ?/sec 1.05 91.5±7.15µs ? ?/sec busy_systems/02x_entities_09_systems 1.04 139.9±6.37µs ? ?/sec 1.00 134.0±1.06µs ? ?/sec busy_systems/02x_entities_12_systems 1.05 179.2±3.47µs ? ?/sec 1.00 170.1±3.17µs ? ?/sec busy_systems/02x_entities_15_systems 1.01 219.6±3.75µs ? ?/sec 1.00 218.1±2.55µs ? ?/sec busy_systems/03x_entities_03_systems 1.10 70.6±2.33µs ? ?/sec 1.00 64.3±0.69µs ? ?/sec busy_systems/03x_entities_06_systems 1.02 130.2±3.11µs ? ?/sec 1.00 128.0±1.34µs ? ?/sec busy_systems/03x_entities_09_systems 1.00 195.0±10.11µs ? ?/sec 1.00 194.8±1.41µs ? ?/sec busy_systems/03x_entities_12_systems 1.01 261.7±4.05µs ? ?/sec 1.00 259.8±4.11µs ? ?/sec busy_systems/03x_entities_15_systems 1.00 318.0±3.04µs ? ?/sec 1.06 338.3±20.25µs ? ?/sec busy_systems/04x_entities_03_systems 1.00 82.9±0.63µs ? ?/sec 1.02 84.3±0.63µs ? ?/sec busy_systems/04x_entities_06_systems 1.01 181.7±3.65µs ? ?/sec 1.00 179.8±1.76µs ? ?/sec busy_systems/04x_entities_09_systems 1.04 265.0±4.68µs ? ?/sec 1.00 255.3±1.98µs ? ?/sec busy_systems/04x_entities_12_systems 1.00 335.9±3.00µs ? ?/sec 1.05 352.6±15.84µs ? ?/sec busy_systems/04x_entities_15_systems 1.00 418.6±10.26µs ? ?/sec 1.08 450.2±39.58µs ? ?/sec busy_systems/05x_entities_03_systems 1.07 114.3±0.95µs ? ?/sec 1.00 106.9±1.52µs ? ?/sec busy_systems/05x_entities_06_systems 1.08 229.8±2.90µs ? ?/sec 1.00 212.3±4.18µs ? ?/sec busy_systems/05x_entities_09_systems 1.03 329.3±1.99µs ? ?/sec 1.00 319.2±2.43µs ? ?/sec busy_systems/05x_entities_12_systems 1.06 454.7±6.77µs ? ?/sec 1.00 430.1±3.58µs ? ?/sec busy_systems/05x_entities_15_systems 1.03 554.6±6.15µs ? ?/sec 1.00 538.4±23.87µs ? ?/sec contrived/01x_entities_03_systems 1.00 14.0±0.15µs ? ?/sec 1.08 15.1±0.21µs ? ?/sec contrived/01x_entities_06_systems 1.04 28.5±0.37µs ? ?/sec 1.00 27.4±0.44µs ? ?/sec contrived/01x_entities_09_systems 1.00 41.5±4.38µs ? ?/sec 1.02 42.2±2.24µs ? ?/sec contrived/01x_entities_12_systems 1.06 55.9±1.49µs ? ?/sec 1.00 52.6±1.36µs ? ?/sec contrived/01x_entities_15_systems 1.02 68.0±2.00µs ? ?/sec 1.00 66.5±0.78µs ? ?/sec contrived/02x_entities_03_systems 1.03 25.2±0.38µs ? ?/sec 1.00 24.6±0.52µs ? ?/sec contrived/02x_entities_06_systems 1.00 46.3±0.49µs ? ?/sec 1.04 48.1±4.13µs ? ?/sec contrived/02x_entities_09_systems 1.02 70.4±0.99µs ? ?/sec 1.00 68.8±1.04µs ? ?/sec contrived/02x_entities_12_systems 1.06 96.8±1.49µs ? ?/sec 1.00 91.5±0.93µs ? ?/sec contrived/02x_entities_15_systems 1.02 116.2±0.95µs ? ?/sec 1.00 114.2±1.42µs ? ?/sec contrived/03x_entities_03_systems 1.00 33.2±0.38µs ? ?/sec 1.01 33.6±0.45µs ? ?/sec contrived/03x_entities_06_systems 1.00 62.4±0.73µs ? ?/sec 1.01 63.3±1.05µs ? ?/sec contrived/03x_entities_09_systems 1.02 96.4±0.85µs ? ?/sec 1.00 94.8±3.02µs ? ?/sec contrived/03x_entities_12_systems 1.01 126.3±4.67µs ? ?/sec 1.00 125.6±2.27µs ? ?/sec contrived/03x_entities_15_systems 1.03 160.2±9.37µs ? ?/sec 1.00 156.0±1.53µs ? ?/sec contrived/04x_entities_03_systems 1.02 41.4±3.39µs ? ?/sec 1.00 40.5±0.52µs ? ?/sec contrived/04x_entities_06_systems 1.00 78.9±1.61µs ? ?/sec 1.02 80.3±1.06µs ? ?/sec contrived/04x_entities_09_systems 1.02 121.8±3.97µs ? ?/sec 1.00 119.2±1.46µs ? ?/sec contrived/04x_entities_12_systems 1.00 157.8±1.48µs ? ?/sec 1.01 160.1±1.72µs ? ?/sec contrived/04x_entities_15_systems 1.00 197.9±1.47µs ? ?/sec 1.08 214.2±34.61µs ? ?/sec contrived/05x_entities_03_systems 1.00 49.1±0.33µs ? ?/sec 1.01 49.7±0.75µs ? ?/sec contrived/05x_entities_06_systems 1.00 95.0±0.93µs ? ?/sec 1.00 94.6±0.94µs ? ?/sec contrived/05x_entities_09_systems 1.01 143.2±1.68µs ? ?/sec 1.00 142.2±2.00µs ? ?/sec contrived/05x_entities_12_systems 1.00 191.8±2.03µs ? ?/sec 1.01 192.7±7.88µs ? ?/sec contrived/05x_entities_15_systems 1.02 239.7±3.71µs ? ?/sec 1.00 235.8±4.11µs ? ?/sec empty_systems/000_systems 1.01 47.8±0.67ns ? ?/sec 1.00 47.5±2.02ns ? ?/sec empty_systems/001_systems 1.00 1743.2±126.14ns ? ?/sec 1.01 1761.1±70.10ns ? ?/sec empty_systems/002_systems 1.01 2.2±0.04µs ? ?/sec 1.00 2.2±0.02µs ? ?/sec empty_systems/003_systems 1.02 2.7±0.09µs ? ?/sec 1.00 2.7±0.16µs ? ?/sec empty_systems/004_systems 1.00 3.1±0.11µs ? ?/sec 1.00 3.1±0.24µs ? ?/sec empty_systems/005_systems 1.00 3.5±0.05µs ? ?/sec 1.11 3.9±0.70µs ? ?/sec empty_systems/010_systems 1.00 5.5±0.12µs ? ?/sec 1.03 5.7±0.17µs ? ?/sec empty_systems/015_systems 1.00 7.9±0.19µs ? ?/sec 1.06 8.4±0.16µs ? ?/sec empty_systems/020_systems 1.00 10.4±1.25µs ? ?/sec 1.02 10.6±0.18µs ? ?/sec empty_systems/025_systems 1.00 12.4±0.39µs ? ?/sec 1.14 14.1±1.07µs ? ?/sec empty_systems/030_systems 1.00 15.1±0.39µs ? ?/sec 1.05 15.8±0.62µs ? ?/sec empty_systems/035_systems 1.00 16.9±0.47µs ? ?/sec 1.07 18.0±0.37µs ? ?/sec empty_systems/040_systems 1.00 19.3±0.41µs ? ?/sec 1.05 20.3±0.39µs ? ?/sec empty_systems/045_systems 1.00 22.4±1.67µs ? ?/sec 1.02 22.9±0.51µs ? ?/sec empty_systems/050_systems 1.00 24.4±1.67µs ? ?/sec 1.01 24.7±0.40µs ? ?/sec empty_systems/055_systems 1.05 28.6±5.27µs ? ?/sec 1.00 27.2±0.70µs ? ?/sec empty_systems/060_systems 1.02 29.9±1.64µs ? ?/sec 1.00 29.3±0.66µs ? ?/sec empty_systems/065_systems 1.02 32.7±3.15µs ? ?/sec 1.00 32.1±0.98µs ? ?/sec empty_systems/070_systems 1.00 33.0±1.42µs ? ?/sec 1.03 34.1±1.44µs ? ?/sec empty_systems/075_systems 1.00 34.8±0.89µs ? ?/sec 1.04 36.2±0.70µs ? ?/sec empty_systems/080_systems 1.00 37.0±1.82µs ? ?/sec 1.05 38.7±1.37µs ? ?/sec empty_systems/085_systems 1.00 38.7±0.76µs ? ?/sec 1.05 40.8±0.83µs ? ?/sec empty_systems/090_systems 1.00 41.5±1.09µs ? ?/sec 1.04 43.2±0.82µs ? ?/sec empty_systems/095_systems 1.00 43.6±1.10µs ? ?/sec 1.04 45.2±0.99µs ? ?/sec empty_systems/100_systems 1.00 46.7±2.27µs ? ?/sec 1.03 48.1±1.25µs ? ?/sec ``` </details> ## Migration Guide ### App `runner` and SubApp `extract` functions are now required to be Send This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed. ## ToDo * [x] redo benchmarking * [x] reinvestigate the perf of the try_tick -> run change for task pool scope
2023-01-19 23:45:46 +00:00
// system for render app to apply the extract commands
fn apply_extract_commands(world: &mut World) {
world.resource_scope(|world, mut extract_stage: Mut<ExtractStage>| {
extract_stage.0.apply_buffers(world);
});
}