2020-04-06 03:19:02 +00:00
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[package]
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name = "bevy_render"
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2023-03-06 05:13:36 +00:00
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version = "0.11.0-dev"
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2021-10-25 18:00:13 +00:00
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edition = "2021"
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2020-08-10 00:24:27 +00:00
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description = "Provides rendering functionality for Bevy Engine"
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homepage = "https://bevyengine.org"
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repository = "https://github.com/bevyengine/bevy"
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2021-07-23 21:11:51 +00:00
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license = "MIT OR Apache-2.0"
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2020-08-10 00:24:27 +00:00
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keywords = ["bevy"]
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2020-04-06 03:19:02 +00:00
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2021-12-14 03:58:23 +00:00
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[features]
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png = ["image/png"]
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2023-02-19 20:38:13 +00:00
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exr = ["image/exr"]
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2021-12-14 03:58:23 +00:00
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hdr = ["image/hdr"]
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tga = ["image/tga"]
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jpeg = ["image/jpeg"]
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bmp = ["image/bmp"]
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Added `WebP` image format support (#8220)
# Objective
WebP is a modern image format developed by Google that offers a
significant reduction in file size compared to other image formats such
as PNG and JPEG, while still maintaining good image quality. This makes
it particularly useful for games with large numbers of images, such as
those with high-quality textures or detailed sprites, where file size
and loading times can have a significant impact on performance.
By adding support for WebP images in Bevy, game developers using this
engine can now take advantage of this modern image format and reduce the
memory usage and loading times of their games. This improvement can
ultimately result in a better gaming experience for players.
In summary, the objective of adding WebP image format support in Bevy is
to enable game developers to use a modern image format that provides
better compression rates and smaller file sizes, resulting in faster
loading times and reduced memory usage for their games.
## Solution
To add support for WebP images in Bevy, this pull request leverages the
existing `image` crate support for WebP. This implementation is easily
integrated into the existing Bevy asset-loading system. To maintain
compatibility with existing Bevy projects, WebP image support is
disabled by default, and developers can enable it by adding a feature
flag to their project's `Cargo.toml` file. With this feature, Bevy
becomes even more versatile for game developers and provides a valuable
addition to the game engine.
---
## Changelog
- Added support for WebP image format in Bevy game engine
## Migration Guide
To enable WebP image support in your Bevy project, add the following
line to your project's Cargo.toml file:
```toml
bevy = { version = "*", features = ["webp"]}
```
2023-03-28 19:53:55 +00:00
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webp = ["image/webp"]
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2022-03-15 22:26:46 +00:00
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dds = ["ddsfile"]
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# For ktx2 supercompression
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zlib = ["flate2"]
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zstd = ["ruzstd"]
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2022-07-04 09:14:04 +00:00
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trace = ["profiling"]
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2022-04-08 22:50:23 +00:00
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tracing-tracy = []
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2021-12-14 03:58:23 +00:00
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wgpu_trace = ["wgpu/trace"]
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ci_limits = []
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2021-12-22 20:59:48 +00:00
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webgl = ["wgpu/webgl"]
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2021-12-14 03:58:23 +00:00
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2020-04-06 03:19:02 +00:00
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[dependencies]
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# bevy
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2023-03-06 05:13:36 +00:00
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bevy_app = { path = "../bevy_app", version = "0.11.0-dev" }
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bevy_asset = { path = "../bevy_asset", version = "0.11.0-dev" }
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bevy_core = { path = "../bevy_core", version = "0.11.0-dev" }
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bevy_derive = { path = "../bevy_derive", version = "0.11.0-dev" }
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bevy_ecs = { path = "../bevy_ecs", version = "0.11.0-dev" }
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bevy_encase_derive = { path = "../bevy_encase_derive", version = "0.11.0-dev" }
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bevy_hierarchy = { path = "../bevy_hierarchy", version = "0.11.0-dev" }
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bevy_log = { path = "../bevy_log", version = "0.11.0-dev" }
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bevy_math = { path = "../bevy_math", version = "0.11.0-dev" }
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bevy_mikktspace = { path = "../bevy_mikktspace", version = "0.11.0-dev" }
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bevy_reflect = { path = "../bevy_reflect", version = "0.11.0-dev", features = ["bevy"] }
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bevy_render_macros = { path = "macros", version = "0.11.0-dev" }
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bevy_time = { path = "../bevy_time", version = "0.11.0-dev" }
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bevy_transform = { path = "../bevy_transform", version = "0.11.0-dev" }
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bevy_window = { path = "../bevy_window", version = "0.11.0-dev" }
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bevy_utils = { path = "../bevy_utils", version = "0.11.0-dev" }
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bevy_tasks = { path = "../bevy_tasks", version = "0.11.0-dev" }
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2020-04-06 03:19:02 +00:00
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# rendering
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2022-05-28 02:00:55 +00:00
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image = { version = "0.24", default-features = false }
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2020-04-06 03:19:02 +00:00
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# misc
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Wgpu 0.15 (#7356)
# Objective
Update Bevy to wgpu 0.15.
## Changelog
- Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11
- Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest))
## Migration Guide
### WGSL Top-Level `let` is now `const`
All top level constants are now declared with `const`, catching up with the wgsl spec.
`let` is no longer allowed at the global scope, only within functions.
```diff
-let SOME_CONSTANT = 12.0;
+const SOME_CONSTANT = 12.0;
```
#### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field
The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to.
#### The DirectX Shader Compiler (DXC) is now supported on DX12
DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC.
You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC.
`WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
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wgpu = { version = "0.15.0", features = ["spirv"] }
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wgpu-hal = "0.15.1"
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2021-12-22 22:16:42 +00:00
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codespan-reporting = "0.11.0"
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Wgpu 0.15 (#7356)
# Objective
Update Bevy to wgpu 0.15.
## Changelog
- Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11
- Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest))
## Migration Guide
### WGSL Top-Level `let` is now `const`
All top level constants are now declared with `const`, catching up with the wgsl spec.
`let` is no longer allowed at the global scope, only within functions.
```diff
-let SOME_CONSTANT = 12.0;
+const SOME_CONSTANT = 12.0;
```
#### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field
The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to.
#### The DirectX Shader Compiler (DXC) is now supported on DX12
DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC.
You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC.
`WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
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naga = { version = "0.11.0", features = ["glsl-in", "spv-in", "spv-out", "wgsl-in", "wgsl-out"] }
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2020-05-26 01:27:04 +00:00
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serde = { version = "1", features = ["derive"] }
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2020-09-10 19:54:24 +00:00
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bitflags = "1.2.1"
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2021-12-14 03:58:23 +00:00
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smallvec = { version = "1.6", features = ["union", "const_generics"] }
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2021-05-05 19:14:39 +00:00
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once_cell = "1.4.1" # TODO: replace once_cell with std equivalent if/when this lands: https://github.com/rust-lang/rfcs/pull/2788
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2020-09-10 19:54:24 +00:00
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downcast-rs = "1.2.0"
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2022-06-21 18:10:27 +00:00
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thread_local = "1.1"
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2020-05-16 02:30:02 +00:00
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thiserror = "1.0"
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2021-12-14 03:58:23 +00:00
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futures-lite = "1.4.0"
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anyhow = "1.0"
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2023-03-04 11:42:27 +00:00
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hexasphere = "8.1"
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2022-07-14 21:17:16 +00:00
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parking_lot = "0.12.1"
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2021-12-14 03:58:23 +00:00
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regex = "1.5"
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2022-03-15 22:26:46 +00:00
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ddsfile = { version = "0.5.0", optional = true }
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ktx2 = { version = "0.3.0", optional = true }
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# For ktx2 supercompression
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flate2 = { version = "1.0.22", optional = true }
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ruzstd = { version = "0.2.4", optional = true }
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# For transcoding of UASTC/ETC1S universal formats, and for .basis file support
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basis-universal = { version = "0.2.0", optional = true }
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2023-03-04 11:42:27 +00:00
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encase = { version = "0.5", features = ["glam"] }
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2022-07-04 09:14:04 +00:00
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# For wgpu profiling using tracing. Use `RUST_LOG=info` to also capture the wgpu spans.
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profiling = { version = "1", features = ["profile-with-tracing"], optional = true }
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2023-01-20 13:20:28 +00:00
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async-channel = "1.8"
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