bevy/crates/bevy_render/Cargo.toml

128 lines
4.2 KiB
TOML
Raw Normal View History

2020-04-06 03:19:02 +00:00
[package]
name = "bevy_render"
version = "0.15.0-dev"
edition = "2021"
2020-08-10 00:24:27 +00:00
description = "Provides rendering functionality for Bevy Engine"
homepage = "https://bevyengine.org"
repository = "https://github.com/bevyengine/bevy"
Relicense Bevy under the dual MIT or Apache-2.0 license (#2509) This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373. * Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons: * Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive. * People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach. * I like keeping the root clean and noise free * There is precedent for putting the apache and mit license text in sub folders (amethyst) * Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach). * Updates crates to use the new "MIT OR Apache-2.0" license value * Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies. * Added a License section to the main readme * Updated our Bevy Plugin licensing guidelines. As a follow-up we should update the website to properly describe the new license. Closes #2373
2021-07-23 21:11:51 +00:00
license = "MIT OR Apache-2.0"
2020-08-10 00:24:27 +00:00
keywords = ["bevy"]
2020-04-06 03:19:02 +00:00
[features]
# Texture formats (require more than just image support)
basis-universal = ["bevy_image/basis-universal"]
dds = ["bevy_image/dds"]
exr = ["bevy_image/exr"]
hdr = ["bevy_image/hdr"]
ktx2 = ["dep:ktx2", "bevy_image/ktx2"]
multi_threaded = ["bevy_tasks/multi_threaded"]
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
shader_format_glsl = ["naga/glsl-in", "naga/wgsl-out", "naga_oil/glsl"]
shader_format_spirv = ["wgpu/spirv", "naga/spv-in", "naga/spv-out"]
Spirv passthrough main (adopted, part deux) (#15352) **Note:** This is an adoption of @Shfty 's adoption (#8131) of #3996! All I've done is updated the branch and run the docs CI. > **Note:** This is an adoption of #3996, originally authored by @molikto > > # Objective > Allow use of `wgpu::Features::SPIRV_SHADER_PASSTHROUGH` and the corresponding `wgpu::Device::create_shader_module_spirv` for SPIR-V shader assets. > > This enables use-cases where naga is not sufficient to load a given (valid) SPIR-V module, i.e. cases where naga lacks support for a given SPIR-V feature employed by a third-party codegen backend like `rust-gpu`. > > ## Solution > * Reimplemented the changes from [Spirv shader bypass #3996](https://github.com/bevyengine/bevy/pull/3996), on account of the original branch having been deleted. > * Documented the new `spirv_shader_passthrough` feature flag with the appropriate platform support context from [wgpu's documentation](https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associatedconstant.SPIRV_SHADER_PASSTHROUGH). > > ## Changelog > * Adds a `spirv_shader_passthrough` feature flag to the following crates: > > * `bevy` > * `bevy_internal` > * `bevy_render` > * Extends `RenderDevice::create_shader_module` with a conditional call to `wgpu::Device::create_shader_module_spirv` if `spirv_shader_passthrough` is enabled and `wgpu::Features::SPIRV_SHADER_PASSTHROUGH` is present for the current platform. > * Documents the relevant `wgpu` platform support in `docs/cargo_features.md` --------- Co-authored-by: Josh Palmer <1253239+Shfty@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-22 14:51:14 +00:00
# Enable SPIR-V shader passthrough
spirv_shader_passthrough = ["wgpu/spirv"]
Spirv passthrough main (adopted, part deux) (#15352) **Note:** This is an adoption of @Shfty 's adoption (#8131) of #3996! All I've done is updated the branch and run the docs CI. > **Note:** This is an adoption of #3996, originally authored by @molikto > > # Objective > Allow use of `wgpu::Features::SPIRV_SHADER_PASSTHROUGH` and the corresponding `wgpu::Device::create_shader_module_spirv` for SPIR-V shader assets. > > This enables use-cases where naga is not sufficient to load a given (valid) SPIR-V module, i.e. cases where naga lacks support for a given SPIR-V feature employed by a third-party codegen backend like `rust-gpu`. > > ## Solution > * Reimplemented the changes from [Spirv shader bypass #3996](https://github.com/bevyengine/bevy/pull/3996), on account of the original branch having been deleted. > * Documented the new `spirv_shader_passthrough` feature flag with the appropriate platform support context from [wgpu's documentation](https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associatedconstant.SPIRV_SHADER_PASSTHROUGH). > > ## Changelog > * Adds a `spirv_shader_passthrough` feature flag to the following crates: > > * `bevy` > * `bevy_internal` > * `bevy_render` > * Extends `RenderDevice::create_shader_module` with a conditional call to `wgpu::Device::create_shader_module_spirv` if `spirv_shader_passthrough` is enabled and `wgpu::Features::SPIRV_SHADER_PASSTHROUGH` is present for the current platform. > * Documents the relevant `wgpu` platform support in `docs/cargo_features.md` --------- Co-authored-by: Josh Palmer <1253239+Shfty@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-22 14:51:14 +00:00
trace = ["profiling"]
tracing-tracy = []
ci_limits = []
webgl = ["wgpu/webgl"]
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) # Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
webgpu = ["wgpu/webgpu"]
ios_simulator = []
detailed_trace = []
2020-04-06 03:19:02 +00:00
[dependencies]
# bevy
bevy_app = { path = "../bevy_app", version = "0.15.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.15.0-dev" }
bevy_color = { path = "../bevy_color", version = "0.15.0-dev", features = [
"serialize",
"wgpu-types",
] }
bevy_core = { path = "../bevy_core", version = "0.15.0-dev" }
bevy_derive = { path = "../bevy_derive", version = "0.15.0-dev" }
bevy_diagnostic = { path = "../bevy_diagnostic", version = "0.15.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.15.0-dev" }
bevy_encase_derive = { path = "../bevy_encase_derive", version = "0.15.0-dev" }
bevy_hierarchy = { path = "../bevy_hierarchy", version = "0.15.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.15.0-dev" }
bevy_reflect = { path = "../bevy_reflect", version = "0.15.0-dev", features = [
"bevy",
] }
bevy_render_macros = { path = "macros", version = "0.15.0-dev" }
bevy_time = { path = "../bevy_time", version = "0.15.0-dev" }
bevy_transform = { path = "../bevy_transform", version = "0.15.0-dev" }
bevy_window = { path = "../bevy_window", version = "0.15.0-dev" }
bevy_utils = { path = "../bevy_utils", version = "0.15.0-dev" }
bevy_tasks = { path = "../bevy_tasks", version = "0.15.0-dev" }
bevy_image = { path = "../bevy_image", version = "0.15.0-dev" }
bevy_mesh = { path = "../bevy_mesh", version = "0.15.0-dev" }
2020-04-06 03:19:02 +00:00
# rendering
image = { version = "0.25.2", default-features = false }
2020-04-06 03:19:02 +00:00
# misc
codespan-reporting = "0.11.0"
# `fragile-send-sync-non-atomic-wasm` feature means we can't use Wasm threads for rendering
Get Bevy building for WebAssembly with multithreading (#12205) # Objective This gets Bevy building on Wasm when the `atomics` flag is enabled. This does not yet multithread Bevy itself, but it allows Bevy users to use a crate like `wasm_thread` to spawn their own threads and manually parallelize work. This is a first step towards resolving #4078 . Also fixes #9304. This provides a foothold so that Bevy contributors can begin to think about multithreaded Wasm's constraints and Bevy can work towards changes to get the engine itself multithreaded. Some flags need to be set on the Rust compiler when compiling for Wasm multithreading. Here's what my build script looks like, with the correct flags set, to test out Bevy examples on web: ```bash set -e RUSTFLAGS='-C target-feature=+atomics,+bulk-memory,+mutable-globals' \ cargo build --example breakout --target wasm32-unknown-unknown -Z build-std=std,panic_abort --release wasm-bindgen --out-name wasm_example \ --out-dir examples/wasm/target \ --target web target/wasm32-unknown-unknown/release/examples/breakout.wasm devserver --header Cross-Origin-Opener-Policy='same-origin' --header Cross-Origin-Embedder-Policy='require-corp' --path examples/wasm ``` A few notes: 1. `cpal` crashes immediately when the `atomics` flag is set. That is patched in https://github.com/RustAudio/cpal/pull/837, but not yet in the latest crates.io release. That can be temporarily worked around by patching Cpal like so: ```toml [patch.crates-io] cpal = { git = "https://github.com/RustAudio/cpal" } ``` 2. When testing out `wasm_thread` you need to enable the `es_modules` feature. ## Solution The largest obstacle to compiling Bevy with `atomics` on web is that `wgpu` types are _not_ Send and Sync. Longer term Bevy will need an approach to handle that, but in the near term Bevy is already configured to be single-threaded on web. Therefor it is enough to wrap `wgpu` types in a `send_wrapper::SendWrapper` that _is_ Send / Sync, but panics if accessed off the `wgpu` thread. --- ## Changelog - `wgpu` types that are not `Send` are wrapped in `send_wrapper::SendWrapper` on Wasm + 'atomics' - CommandBuffers are not generated in parallel on Wasm + 'atomics' ## Questions - Bevy should probably add CI checks to make sure this doesn't regress. Should that go in this PR or a separate PR? **Edit:** Added checks to build Wasm with atomics --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: daxpedda <daxpedda@gmail.com> Co-authored-by: François <francois.mockers@vleue.com>
2024-03-25 19:10:18 +00:00
# It is enabled for now to avoid having to do a significant overhaul of the renderer just for wasm.
# When the 'atomics' feature is enabled `fragile-send-sync-non-atomic` does nothing
# and Bevy instead wraps `wgpu` types to verify they are not used off their origin thread.
wgpu = { version = "23", default-features = false, features = [
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) # Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
"wgsl",
"dx12",
"metal",
"naga-ir",
"fragile-send-sync-non-atomic-wasm",
] }
naga = { version = "23", features = ["wgsl-in"] }
serde = { version = "1", features = ["derive"] }
bytemuck = { version = "1.5", features = ["derive", "must_cast"] }
2020-09-10 19:54:24 +00:00
downcast-rs = "1.2.0"
derive_more = { version = "1", default-features = false, features = [
"error",
"from",
"display",
] }
futures-lite = "2.0.1"
ktx2 = { version = "0.3.0", optional = true }
encase = { version = "0.10", features = ["glam"] }
# For wgpu profiling using tracing. Use `RUST_LOG=info` to also capture the wgpu spans.
profiling = { version = "1", features = [
"profile-with-tracing",
], optional = true }
async-channel = "2.3.0"
nonmax = "0.5"
smallvec = { version = "1.11", features = ["const_new"] }
Pack multiple vertex and index arrays together into growable buffers. (#14257) This commit uses the [`offset-allocator`] crate to combine vertex and index arrays from different meshes into single buffers. Since the primary source of `wgpu` overhead is from validation and synchronization when switching buffers, this significantly improves Bevy's rendering performance on many scenes. This patch is a more flexible version of #13218, which also used slabs. Unlike #13218, which used slabs of a fixed size, this commit implements slabs that start small and can grow. In addition to reducing memory usage, supporting slab growth reduces the number of vertex and index buffer switches that need to happen during rendering, leading to improved performance. To prevent pathological fragmentation behavior, slabs are capped to a maximum size, and mesh arrays that are too large get their own dedicated slabs. As an additional improvement over #13218, this commit allows the application to customize all allocator heuristics. The `MeshAllocatorSettings` resource contains values that adjust the minimum and maximum slab sizes, the cutoff point at which meshes get their own dedicated slabs, and the rate at which slabs grow. Hopefully-sensible defaults have been chosen for each value. Unfortunately, WebGL 2 doesn't support the *base vertex* feature, which is necessary to pack vertex arrays from different meshes into the same buffer. `wgpu` represents this restriction as the downlevel flag `BASE_VERTEX`. This patch detects that bit and ensures that all vertex buffers get dedicated slabs on that platform. Even on WebGL 2, though, we can combine all *index* arrays into single buffers to reduce buffer changes, and we do so. The following measurements are on Bistro: Overall frame time improves from 8.74 ms to 5.53 ms (1.58x speedup): ![Screenshot 2024-07-09 163521](https://github.com/bevyengine/bevy/assets/157897/5d83c824-c0ee-434c-bbaf-218ff7212c48) Render system time improves from 6.57 ms to 3.54 ms (1.86x speedup): ![Screenshot 2024-07-09 163559](https://github.com/bevyengine/bevy/assets/157897/d94e2273-c3a0-496a-9f88-20d394129610) Opaque pass time improves from 4.64 ms to 2.33 ms (1.99x speedup): ![Screenshot 2024-07-09 163536](https://github.com/bevyengine/bevy/assets/157897/e4ef6e48-d60e-44ae-9a71-b9a731c99d9a) ## Migration Guide ### Changed * Vertex and index buffers for meshes may now be packed alongside other buffers, for performance. * `GpuMesh` has been renamed to `RenderMesh`, to reflect the fact that it no longer directly stores handles to GPU objects. * Because meshes no longer have their own vertex and index buffers, the responsibility for the buffers has moved from `GpuMesh` (now called `RenderMesh`) to the `MeshAllocator` resource. To access the vertex data for a mesh, use `MeshAllocator::mesh_vertex_slice`. To access the index data for a mesh, use `MeshAllocator::mesh_index_slice`. [`offset-allocator`]: https://github.com/pcwalton/offset-allocator
2024-07-16 20:33:15 +00:00
offset-allocator = "0.2"
[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
# Omit the `glsl` feature in non-WebAssembly by default.
naga_oil = { version = "0.16", default-features = false, features = [
"test_shader",
] }
[target.'cfg(target_arch = "wasm32")'.dependencies]
naga_oil = "0.16"
js-sys = "0.3"
web-sys = { version = "0.3.67", features = [
'Blob',
'Document',
'Element',
'HtmlElement',
'Node',
'Url',
'Window',
] }
wasm-bindgen = "0.2"
Get Bevy building for WebAssembly with multithreading (#12205) # Objective This gets Bevy building on Wasm when the `atomics` flag is enabled. This does not yet multithread Bevy itself, but it allows Bevy users to use a crate like `wasm_thread` to spawn their own threads and manually parallelize work. This is a first step towards resolving #4078 . Also fixes #9304. This provides a foothold so that Bevy contributors can begin to think about multithreaded Wasm's constraints and Bevy can work towards changes to get the engine itself multithreaded. Some flags need to be set on the Rust compiler when compiling for Wasm multithreading. Here's what my build script looks like, with the correct flags set, to test out Bevy examples on web: ```bash set -e RUSTFLAGS='-C target-feature=+atomics,+bulk-memory,+mutable-globals' \ cargo build --example breakout --target wasm32-unknown-unknown -Z build-std=std,panic_abort --release wasm-bindgen --out-name wasm_example \ --out-dir examples/wasm/target \ --target web target/wasm32-unknown-unknown/release/examples/breakout.wasm devserver --header Cross-Origin-Opener-Policy='same-origin' --header Cross-Origin-Embedder-Policy='require-corp' --path examples/wasm ``` A few notes: 1. `cpal` crashes immediately when the `atomics` flag is set. That is patched in https://github.com/RustAudio/cpal/pull/837, but not yet in the latest crates.io release. That can be temporarily worked around by patching Cpal like so: ```toml [patch.crates-io] cpal = { git = "https://github.com/RustAudio/cpal" } ``` 2. When testing out `wasm_thread` you need to enable the `es_modules` feature. ## Solution The largest obstacle to compiling Bevy with `atomics` on web is that `wgpu` types are _not_ Send and Sync. Longer term Bevy will need an approach to handle that, but in the near term Bevy is already configured to be single-threaded on web. Therefor it is enough to wrap `wgpu` types in a `send_wrapper::SendWrapper` that _is_ Send / Sync, but panics if accessed off the `wgpu` thread. --- ## Changelog - `wgpu` types that are not `Send` are wrapped in `send_wrapper::SendWrapper` on Wasm + 'atomics' - CommandBuffers are not generated in parallel on Wasm + 'atomics' ## Questions - Bevy should probably add CI checks to make sure this doesn't regress. Should that go in this PR or a separate PR? **Edit:** Added checks to build Wasm with atomics --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: daxpedda <daxpedda@gmail.com> Co-authored-by: François <francois.mockers@vleue.com>
2024-03-25 19:10:18 +00:00
[target.'cfg(all(target_arch = "wasm32", target_feature = "atomics"))'.dependencies]
send_wrapper = "0.6.0"
[lints]
workspace = true
[package.metadata.docs.rs]
rustdoc-args = ["-Zunstable-options", "--generate-link-to-definition"]
all-features = true