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https://github.com/bevyengine/bevy
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180 commits
Author | SHA1 | Message | Date | |
---|---|---|---|---|
François
|
3d996639a0
|
Revert "Implement minimal reflection probes. (#10057)" (#11307)
# Objective - Fix working on macOS, iOS, Android on main - Fixes #11281 - Fixes #11282 - Fixes #11283 - Fixes #11299 ## Solution - Revert #10057 |
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Jakob Hellermann
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a657478675
|
resolve all internal ambiguities (#10411)
- ignore all ambiguities that are not a problem - remove `.before(Assets::<Image>::track_assets),` that points into a different schedule (-> should this be caught?) - add some explicit orderings: - run `poll_receivers` and `update_accessibility_nodes` after `window_closed` in `bevy_winit::accessibility` - run `bevy_ui::accessibility::calc_bounds` after `CameraUpdateSystem` - run ` bevy_text::update_text2d_layout` and `bevy_ui::text_system` after `font_atlas_set::remove_dropped_font_atlas_sets` - add `app.ignore_ambiguity(a, b)` function for cases where you want to ignore an ambiguity between two independent plugins `A` and `B` - add `IgnoreAmbiguitiesPlugin` in `DefaultPlugins` that allows cross-crate ambiguities like `bevy_animation`/`bevy_ui` - Fixes https://github.com/bevyengine/bevy/issues/9511 ## Before **Render** ![render_schedule_Render dot](https://github.com/bevyengine/bevy/assets/22177966/1c677968-7873-40cc-848c-91fca4c8e383) **PostUpdate** ![schedule_PostUpdate dot](https://github.com/bevyengine/bevy/assets/22177966/8fc61304-08d4-4533-8110-c04113a7367a) ## After **Render** ![render_schedule_Render dot](https://github.com/bevyengine/bevy/assets/22177966/462f3b28-cef7-4833-8619-1f5175983485) **PostUpdate** ![schedule_PostUpdate dot](https://github.com/bevyengine/bevy/assets/22177966/8cfb3d83-7842-4a84-9082-46177e1a6c70) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: François <mockersf@gmail.com> |
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Patrick Walton
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54a943d232
|
Implement minimal reflection probes. (#10057)
# 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 |
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JMS55
|
44424391fe
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Unload render assets from RAM (#10520)
# Objective - No point in keeping Meshes/Images in RAM once they're going to be sent to the GPU, and kept in VRAM. This saves a _significant_ amount of memory (several GBs) on scenes like bistro. - References - https://github.com/bevyengine/bevy/pull/1782 - https://github.com/bevyengine/bevy/pull/8624 ## Solution - Augment RenderAsset with the capability to unload the underlying asset after extracting to the render world. - Mesh/Image now have a cpu_persistent_access field. If this field is RenderAssetPersistencePolicy::Unload, the asset will be unloaded from Assets<T>. - A new AssetEvent is sent upon dropping the last strong handle for the asset, which signals to the RenderAsset to remove the GPU version of the asset. --- ## Changelog - Added `AssetEvent::NoLongerUsed` and `AssetEvent::is_no_longer_used()`. This event is sent when the last strong handle of an asset is dropped. - Rewrote the API for `RenderAsset` to allow for unloading the asset data from the CPU. - Added `RenderAssetPersistencePolicy`. - Added `Mesh::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `Image::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `ImageLoaderSettings::cpu_persistent_access`. - Added `ExrTextureLoaderSettings`. - Added `HdrTextureLoaderSettings`. ## Migration Guide - Asset loaders (GLTF, etc) now load meshes and textures without `cpu_persistent_access`. These assets will be removed from `Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and `RenderAssets<Image>` contain the GPU versions of these assets, in order to reduce memory usage. If you require access to the asset data from the CPU in future frames after the GLTF asset has been loaded, modify all dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to `RenderAssetPersistencePolicy::Keep`. - `Mesh` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `Image` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `MorphTargetImage::new()` now requires a new `cpu_persistent_access` parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `DynamicTextureAtlasBuilder::add_texture()` now requires that the `TextureAtlas` you pass has an `Image` with `cpu_persistent_access: RenderAssetPersistencePolicy::Keep`. Ensure you construct the image properly for the texture atlas. - The `RenderAsset` trait has significantly changed, and requires adapting your existing implementations. - The trait now requires `Clone`. - The `ExtractedAsset` associated type has been removed (the type itself is now extracted). - The signature of `prepare_asset()` is slightly different - A new `persistence_policy()` method is now required (return RenderAssetPersistencePolicy::Unload to match the previous behavior). - Match on the new `NoLongerUsed` variant for exhaustive matches of `AssetEvent`. |
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JMS55
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70b0eacc3b
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Keep track of when a texture is first cleared (#10325)
# Objective - Custom render passes, or future passes in the engine (such as https://github.com/bevyengine/bevy/pull/10164) need a better way to know and indicate to the core passes whether the view color/depth/prepass attachments have been cleared or not yet this frame, to know if they should clear it themselves or load it. ## Solution - For all render targets (depth textures, shadow textures, prepass textures, main textures) use an atomic bool to track whether or not each texture has been cleared this frame. Abstracted away in the new ColorAttachment and DepthAttachment wrappers. --- ## Changelog - Changed `ViewTarget::get_color_attachment()`, removed arguments. - Changed `ViewTarget::get_unsampled_color_attachment()`, removed arguments. - Removed `Camera3d::clear_color`. - Removed `Camera2d::clear_color`. - Added `Camera::clear_color`. - Added `ExtractedCamera::clear_color`. - Added `ColorAttachment` and `DepthAttachment` wrappers. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - Core render passes now track when a texture is first bound as an attachment in order to decide whether to clear or load it. ## Migration Guide - Remove arguments to `ViewTarget::get_color_attachment()` and `ViewTarget::get_unsampled_color_attachment()`. - Configure clear color on `Camera` instead of on `Camera3d` and `Camera2d`. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - `ViewDepthTexture` must now be created via the `new()` method --------- Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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JMS55
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3d3a065820
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Misc cleanup (#11134)
Re-exports a few types/functions I need that have no reason to be private, and some minor code quality changes. |
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Anish Bhobe
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7374e58e78
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Register Camera types. (#11069)
# Objective Register and Serialize `Camera3dDepthTextureUsage` and `ScreenSpaceTransmissionQuality`. Fixes: #11036 ## Solution Added the relevant derives for reflection and serialization and type registrations. |
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Sludge
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37e80745d2
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Derive Debug for BloomCompositeMode (#11041)
# Objective - API guidelines recommend that every type should implement `Debug` where possible. ## Solution - Do that. |
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Olle Lukowski
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6b9cd57956
|
Introduce AspectRatio struct (#10368)
# Objective - Fix an inconsistency in the calculation of aspect ratio's. - Fixes #10288 ## Solution - Created an intermediate `AspectRatio` struct, as suggested in the issue. This is currently just used in any places where aspect ratio calculations happen, to prevent doing it wrong. In my and @mamekoro 's opinion, it would be better if this was used instead of a normal `f32` in various places, but I didn't want to make too many changes to begin with. ## Migration Guide - Anywhere where you are currently expecting a f32 when getting aspect ratios, you will now receive a `AspectRatio` struct. this still holds the same value. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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Elabajaba
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70a592f31a
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Update to wgpu 0.18 (#10266)
# Objective Keep up to date with wgpu. ## Solution Update the wgpu version. Currently blocked on naga_oil updating to naga 0.14 and releasing a new version. 3d scenes (or maybe any scene with lighting?) currently don't render anything due to ``` error: naga_oil bug, please file a report: composer failed to build a valid header: Type [2] '' is invalid = Capability Capabilities(CUBE_ARRAY_TEXTURES) is required ``` I'm not sure what should be passed in for `wgpu::InstanceFlags`, or if we want to make the gles3minorversion configurable (might be useful for debugging?) Currently blocked on https://github.com/bevyengine/naga_oil/pull/63, and https://github.com/gfx-rs/wgpu/issues/4569 to be fixed upstream in wgpu first. ## Known issues Amd+windows+vulkan has issues with texture_binding_arrays (see the image [here](https://github.com/bevyengine/bevy/pull/10266#issuecomment-1819946278)), but that'll be fixed in the next wgpu/naga version, and you can just use dx12 as a workaround for now (Amd+linux mesa+vulkan texture_binding_arrays are fixed though). --- ## Changelog Updated wgpu to 0.18, naga to 0.14.2, and naga_oil to 0.11. - Windows desktop GL should now be less painful as it no longer requires Angle. - You can now toggle shader validation and debug information for debug and release builds using `WgpuSettings.instance_flags` and [InstanceFlags](https://docs.rs/wgpu/0.18.0/wgpu/struct.InstanceFlags.html) ## Migration Guide - `RenderPassDescriptor` `color_attachments` (as well as `RenderPassColorAttachment`, and `RenderPassDepthStencilAttachment`) now use `StoreOp::Store` or `StoreOp::Discard` instead of a `boolean` to declare whether or not they should be stored. - `RenderPassDescriptor` now have `timestamp_writes` and `occlusion_query_set` fields. These can safely be set to `None`. - `ComputePassDescriptor` now have a `timestamp_writes` field. This can be set to `None` for now. - See the [wgpu changelog](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0180-2023-10-25) for additional details |
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Mantas
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5af2f022d8
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Rename WorldQueryData & WorldQueryFilter to QueryData & QueryFilter (#10779)
# Rename `WorldQueryData` & `WorldQueryFilter` to `QueryData` & `QueryFilter` Fixes #10776 ## Solution Traits `WorldQueryData` & `WorldQueryFilter` were renamed to `QueryData` and `QueryFilter`, respectively. Related Trait types were also renamed. --- ## Changelog - Trait `WorldQueryData` has been renamed to `QueryData`. Derive macro's `QueryData` attribute `world_query_data` has been renamed to `query_data`. - Trait `WorldQueryFilter` has been renamed to `QueryFilter`. Derive macro's `QueryFilter` attribute `world_query_filter` has been renamed to `query_filter`. - Trait's `ExtractComponent` type `Query` has been renamed to `Data`. - Trait's `GetBatchData` types `Query` & `QueryFilter` has been renamed to `Data` & `Filter`, respectively. - Trait's `ExtractInstance` type `Query` has been renamed to `Data`. - Trait's `ViewNode` type `ViewQuery` has been renamed to `ViewData`. - Trait's `RenderCommand` types `ViewWorldQuery` & `ItemWorldQuery` has been renamed to `ViewData` & `ItemData`, respectively. ## Migration Guide Note: if merged before 0.13 is released, this should instead modify the migration guide of #10776 with the updated names. - Rename `WorldQueryData` & `WorldQueryFilter` trait usages to `QueryData` & `QueryFilter` and their respective derive macro attributes `world_query_data` & `world_query_filter` to `query_data` & `query_filter`. - Rename the following trait type usages: - Trait's `ExtractComponent` type `Query` to `Data`. - Trait's `GetBatchData` type `Query` to `Data`. - Trait's `ExtractInstance` type `Query` to `Data`. - Trait's `ViewNode` type `ViewQuery` to `ViewData`' - Trait's `RenderCommand` types `ViewWolrdQuery` & `ItemWorldQuery` to `ViewData` & `ItemData`, respectively. ```rust // Before #[derive(WorldQueryData)] #[world_query_data(derive(Debug))] struct EmptyQuery { empty: (), } // After #[derive(QueryData)] #[query_data(derive(Debug))] struct EmptyQuery { empty: (), } // Before #[derive(WorldQueryFilter)] struct CustomQueryFilter<T: Component, P: Component> { _c: With<ComponentC>, _d: With<ComponentD>, _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>, _generic_tuple: (With<T>, With<P>), } // After #[derive(QueryFilter)] struct CustomQueryFilter<T: Component, P: Component> { _c: With<ComponentC>, _d: With<ComponentD>, _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>, _generic_tuple: (With<T>, With<P>), } // Before impl ExtractComponent for ContrastAdaptiveSharpeningSettings { type Query = &'static Self; type Filter = With<Camera>; type Out = (DenoiseCAS, CASUniform); fn extract_component(item: QueryItem<Self::Query>) -> Option<Self::Out> { //... } } // After impl ExtractComponent for ContrastAdaptiveSharpeningSettings { type Data = &'static Self; type Filter = With<Camera>; type Out = (DenoiseCAS, CASUniform); fn extract_component(item: QueryItem<Self::Data>) -> Option<Self::Out> { //... } } // Before impl GetBatchData for MeshPipeline { type Param = SRes<RenderMeshInstances>; type Query = Entity; type QueryFilter = With<Mesh3d>; type CompareData = (MaterialBindGroupId, AssetId<Mesh>); type BufferData = MeshUniform; fn get_batch_data( mesh_instances: &SystemParamItem<Self::Param>, entity: &QueryItem<Self::Query>, ) -> (Self::BufferData, Option<Self::CompareData>) { // .... } } // After impl GetBatchData for MeshPipeline { type Param = SRes<RenderMeshInstances>; type Data = Entity; type Filter = With<Mesh3d>; type CompareData = (MaterialBindGroupId, AssetId<Mesh>); type BufferData = MeshUniform; fn get_batch_data( mesh_instances: &SystemParamItem<Self::Param>, entity: &QueryItem<Self::Data>, ) -> (Self::BufferData, Option<Self::CompareData>) { // .... } } // Before impl<A> ExtractInstance for AssetId<A> where A: Asset, { type Query = Read<Handle<A>>; type Filter = (); fn extract(item: QueryItem<'_, Self::Query>) -> Option<Self> { Some(item.id()) } } // After impl<A> ExtractInstance for AssetId<A> where A: Asset, { type Data = Read<Handle<A>>; type Filter = (); fn extract(item: QueryItem<'_, Self::Data>) -> Option<Self> { Some(item.id()) } } // Before impl ViewNode for PostProcessNode { type ViewQuery = ( &'static ViewTarget, &'static PostProcessSettings, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (view_target, _post_process_settings): QueryItem<Self::ViewQuery>, world: &World, ) -> Result<(), NodeRunError> { // ... } } // After impl ViewNode for PostProcessNode { type ViewData = ( &'static ViewTarget, &'static PostProcessSettings, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (view_target, _post_process_settings): QueryItem<Self::ViewData>, world: &World, ) -> Result<(), NodeRunError> { // ... } } // Before impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline { type Param = SRes<PipelineCache>; type ViewWorldQuery = (); type ItemWorldQuery = (); #[inline] fn render<'w>( item: &P, _view: (), _entity: (), pipeline_cache: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { // ... } } // After impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline { type Param = SRes<PipelineCache>; type ViewData = (); type ItemData = (); #[inline] fn render<'w>( item: &P, _view: (), _entity: (), pipeline_cache: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { // ... } } ``` |
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tygyh
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fd308571c4
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Remove unnecessary path prefixes (#10749)
# Objective - Shorten paths by removing unnecessary prefixes ## Solution - Remove the prefixes from many paths which do not need them. Finding the paths was done automatically using built-in refactoring tools in Jetbrains RustRover. |
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Kanabenki
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0e9f6e92ea
|
Add clippy::manual_let_else at warn level to lints (#10684)
# Objective Related to #10612. Enable the [`clippy::manual_let_else`](https://rust-lang.github.io/rust-clippy/master/#manual_let_else) lint as a warning. The `let else` form seems more idiomatic to me than a `match`/`if else` that either match a pattern or diverge, and from the clippy doc, the lint doesn't seem to have any possible false positive. ## Solution Add the lint as warning in `Cargo.toml`, refactor places where the lint triggers. |
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IceSentry
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6d0c11a28f
|
Bind group layout entries (#10224)
# Objective
- Follow up to #9694
## Solution
- Same api as #9694 but adapted for `BindGroupLayoutEntry`
- Use the same `ShaderStages` visibilty for all entries by default
- Add `BindingType` helper function that mirror the wgsl equivalent and
that make writing layouts much simpler.
Before:
```rust
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("post_process_bind_group_layout"),
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: bevy::render::render_resource::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(PostProcessSettings::min_size()),
},
count: None,
},
],
});
```
After:
```rust
let layout = render_device.create_bind_group_layout(
"post_process_bind_group_layout"),
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_2d_f32(),
sampler(SamplerBindingType::Filtering),
uniform_buffer(false, Some(PostProcessSettings::min_size())),
),
),
);
```
Here's a more extreme example in bevy_solari:
|
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Torstein Grindvik
|
73bb310304
|
impl From<Color> for ClearColorConfig (#10734)
# Objective I tried setting `ClearColorConfig` in my app via `Color::FOO.into()` expecting it to work, but the impl was missing. ## Solution - Add `impl From<Color> for ClearColorConfig` - Change examples to use this impl ## Changelog ### Added - `ClearColorConfig` can be constructed via `.into()` on a `Color` --------- Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com> Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com> |
||
Ame
|
8c0ce5280b
|
Standardize toml format with taplo (#10594)
# Objective - Standardize fmt for toml files ## Solution - Add [taplo](https://taplo.tamasfe.dev/) to CI (check for fmt and diff for toml files), for context taplo is used by the most popular extension in VScode [Even Better TOML](https://marketplace.visualstudio.com/items?itemName=tamasfe.even-better-toml - Add contribution section to explain toml fmt with taplo. Now to pass CI you need to run `taplo fmt --option indent_string=" "` or if you use vscode have the `Even Better TOML` extension with 4 spaces for indent --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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Ame
|
951c9bb1a2
|
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective - Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796 ## Solution - Use the new [lints] table that will land in 1.74 (https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints) - inherit lint to the workspace, crates and examples. ``` [lints] workspace = true ``` ## Changelog - Bump rust version to 1.74 - Enable lints table for the workspace ```toml [workspace.lints.clippy] type_complexity = "allow" ``` - Allow type complexity for all crates and examples ```toml [lints] workspace = true ``` --------- Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com> |
||
github-actions[bot]
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bf30a25efc
|
Release 0.12 (#10362)
Preparing next release This PR has been auto-generated --------- Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: François <mockersf@gmail.com> |
||
Aevyrie
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1918608b02
|
Update default ClearColor to better match Bevy's branding (#10339)
# Objective - Changes the default clear color to match the code block color on Bevy's website. ## Solution - Changed the clear color, updated text in examples to ensure adequate contrast. Inconsistent usage of white text color set to use the default color instead, which is already white. - Additionally, updated the `3d_scene` example to make it look a bit better, and use bevy's branding colors. ![image](https://github.com/bevyengine/bevy/assets/2632925/540a22c0-826c-4c33-89aa-34905e3e313a) |
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robtfm
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5cc3352f5b
|
allow DeferredPrepass to work without other prepass markers (#10223)
# Objective fix crash / misbehaviour when `DeferredPrepass` is used without `DepthPrepass`. - Deferred lighting requires the depth prepass texture to be present, so that the depth texture is available for binding. without it the deferred lighting pass will use 0 for depth of all meshes. - When `DeferredPrepass` is used without other prepass markers, and with any materials that use `OpaqueRenderMode::Forward`, those entities will try to queue to the `Opaque3dPrepass` render phase, which doesn't exist, causing a crash. ## Solution - check if the prepass phases exist before queueing - generate prepass textures if `Opaque3dDeferred` is present - add a note to the DeferredPrepass marker to note that DepthPrepass is also required by the default deferred lighting pass - also changed some `With<T>.is_some()`s to `Has<T>`s |
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Marco Buono
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44928e0df4
|
StandardMaterial Light Transmission (#8015)
# Objective
<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">
This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:
- Glass; (Including frosted glass)
- Transparent and translucent plastics;
- Various liquids and gels;
- Gemstones;
- Marble;
- Wax;
- Paper;
- Leaves;
- Porcelain.
Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.
## Solution
- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.
## To Do
- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
|
||
Griffin
|
d3e41e2ff7
|
Fix deferred lighting pass values not all working on M1 in WebGL2 (#10304)
# Objective - On MacOS M1 WebGL2 the deferred lighting ID depth comparison is failing for some values (including 1, the default) Note: this issue is just with WebGL2, native on MacOS M1 is working with current bevy main. ## Solution - Use Depth16Unorm for lighting pass id format. This format is aliasing to the same value consistently (in [copy_deferred_lighting_id](https://github.com/bevyengine/bevy/blob/main/crates/bevy_core_pipeline/src/deferred/copy_deferred_lighting_id.wgsl#L15) and [deferred_lighting](https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L39)) on MacOS M1 WebGL, and appears to be supported across WebGL2, WebGPU, DX12, OpenGL 3.3, Vulkan. Successfully tested all 256 ids on: - MacOS M1 native and WebGL2 - Window RTX3060 Vulkan/DX12/WebGL2 - Windows Intel UHD Graphics 630 IGP DX12/WebGL2 (bevy w/ Vulkan doesn't work on this IGP in general https://github.com/bevyengine/bevy/issues/8037) |
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JMS55
|
b208388af9
|
Smaller TAA fixes (#10200)
Extracted the easy stuff from #8974 . # Problem 1. Commands from `update_previous_view_projections` would crash when matching entities were despawned. 2. `TaaPipelineId` and `draw_3d_graph` module were not public. 3. When the motion vectors pointed to pixels that are now off screen, a smearing artifact could occur. # Solution 1. Use `try_insert` command instead. 2. Make them public, renaming to `TemporalAntiAliasPipelineId`. 3. Check for this case, and ignore history for pixels that are off-screen. |
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Bruce Mitchener
|
c5087fef3c
|
Use clippy::doc_markdown more. (#10286)
# Objective - Remove special cases where `clippy::doc_markdown` lint is disabled. ## Solution - Add default values back into `clippy.toml` by adding `".."` to the list of `doc-valid-idents`. - Add `"VSync"` and `"WebGL2"` to the list of `doc-valid-idents`. - Remove all instances where `clippy::doc_markdown` is allowed. - Fix `max_mip` formatting so that there isn't a warning. |
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Elabajaba
|
65b3ff1c63
|
Log a warning when the tonemapping_luts feature is disabled but required for the selected tonemapper. (#10253)
# Objective Make it obvious why stuff renders pink when rendering stuff with bevy with `default_features = false` and bevy's default tonemapper (TonyMcMapFace, it requires a LUT which requires the `tonemapping_luts`, `ktx2`, and `zstd` features). Not sure if this should be considered as fixing these issues, but in my previous PR (https://github.com/bevyengine/bevy/pull/9073, and old discussions on discord that I only somewhat remember) it seemed like we didn't want to make ktx2 and zstd required features for bevy_core_pipeline. Related https://github.com/bevyengine/bevy/issues/9179 Related https://github.com/bevyengine/bevy/issues/9098 ## Solution This logs an error when a LUT based tonemapper is used without the `tonemapping_luts` feature enabled, and cleans up the default features a bit (`tonemapping_luts` now includes the `ktx2` and `zstd` features, since it panics without them). Another solution would be to fall back to a non-lut based tonemapper, but I don't like this solution as then it's not explicitly clear to users why eg. a library example renders differently than a normal bevy app (if the library forgot the `tonemapping_luts` feature). I did remove the `ktx2` and `zstd` features from the list of default features in Cargo.toml, as I don't believe anything else currently in bevy relies on them (or at least searching through every hit for `ktx2` and `zstd` didn't show anything except loading an environment map in some examples), and they still show up in the `cargo_features` doc as default features. --- ## Changelog - The `tonemapping_luts` feature now includes both the `ktx2` and `zstd` features to avoid a panic when the `tonemapping_luts` feature was enable without both the `ktx2` and `zstd` feature enabled. |
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Carter Anderson
|
134750d18e
|
Image Sampler Improvements (#10254)
# Objective - Build on the changes in https://github.com/bevyengine/bevy/pull/9982 - Use `ImageSamplerDescriptor` as the "public image sampler descriptor" interface in all places (for consistency) - Make it possible to configure textures to use the "default" sampler (as configured in the `DefaultImageSampler` resource) - Fix a bug introduced in #9982 that prevents configured samplers from being used in Basis, KTX2, and DDS textures --- ## Migration Guide - When using the `Image` API, use `ImageSamplerDescriptor` instead of `wgpu::SamplerDescriptor` - If writing custom wgpu renderer features that work with `Image`, call `&image_sampler.as_wgpu()` to convert to a wgpu descriptor. |
||
Kanabenki
|
756fb069b1
|
Add ImageSamplerDescriptor as an image loader setting (#9982)
Closes #9946 # Objective Add a new type mirroring `wgpu::SamplerDescriptor` for `ImageLoaderSettings` to control how a loaded image should be sampled. Fix issues with texture sampler descriptors not being set when loading gltf texture from URI. ## Solution Add a new `ImageSamplerDescriptor` and its affiliated types that mirrors `wgpu::SamplerDescriptor`, use it in the image loader settings. --- ## Changelog ### Added - Added new types `ImageSamplerDescriptor`, `ImageAddressMode`, `ImageFilterMode`, `ImageCompareFunction` and `ImageSamplerBorderColor` that mirrors the corresponding wgpu types. - `ImageLoaderSettings` now carries an `ImageSamplerDescriptor` field that will be used to determine how the loaded image is sampled, and will be serialized as part of the image assets `.meta` files. ### Changed - `Image::from_buffer` now takes the sampler descriptor to use as an additional parameter. ### Fixed - Sampler descriptors are set for gltf textures loaded from URI. |
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robtfm
|
6f2a5cb862
|
Bind group entries (#9694)
# Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |
||
robtfm
|
61bad4eb57
|
update shader imports (#10180)
# Objective - bump naga_oil to 0.10 - update shader imports to use rusty syntax ## Migration Guide naga_oil 0.10 reworks the import mechanism to support more syntax to make it more rusty, and test for item use before importing to determine which imports are modules and which are items, which allows: - use rust-style imports ``` #import bevy_pbr::{ pbr_functions::{alpha_discard as discard, apply_pbr_lighting}, mesh_bindings, } ``` - import partial paths: ``` #import part::of::path ... path::remainder::function(); ``` which will call to `part::of::path::remainder::function` - use fully qualified paths without importing: ``` // #import bevy_pbr::pbr_functions bevy_pbr::pbr_functions::pbr() ``` - use imported items without qualifying ``` #import bevy_pbr::pbr_functions::pbr // for backwards compatibility the old style is still supported: // #import bevy_pbr::pbr_functions pbr ... pbr() ``` - allows most imported items to end with `_` and numbers (naga_oil#30). still doesn't allow struct members to end with `_` or numbers but it's progress. - the vast majority of existing shader code will work without changes, but will emit "deprecated" warnings for old-style imports. these can be suppressed with the `allow-deprecated` feature. - partly breaks overrides (as far as i'm aware nobody uses these yet) - now overrides will only be applied if the overriding module is added as an additional import in the arguments to `Composer::make_naga_module` or `Composer::add_composable_module`. this is necessary to support determining whether imports are modules or items. |
||
Dimitri Belopopsky
|
56eb362327
|
Fix missing explicit lifetime name for copy_deferred_lighting_id name (#10128)
# Objective On nightly there is a warning on a missing lifetime: ```bash warning: `&` without an explicit lifetime name cannot be used here ``` The details are in https://github.com/rust-lang/rust/issues/115010, but the bottom line is that in associated constants elided lifetimes are no longer allowed to be implicitly defined. This fixes the only place where it is missing. ## Solution - Add explicit `'static` lifetime |
||
Griffin
|
a15d152635
|
Deferred Renderer (#9258)
# Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer]( |
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JMS55
|
0792dde8d5
|
Fix comment grammar (#9990) | ||
Robert Swain
|
22dfa9ee96
|
skybox.wgsl: Fix precision issues (#9909)
# Objective - Fixes #9707 ## Solution - At large translations (a few thousand units), the precision of calculating the ray direction from the fragment world position and camera world position seems to break down. Sampling the cubemap only needs the ray direction. As such we can use the view space fragment position, normalise it, rotate it to world space, and use that. --- ## Changelog - Fixed: Jittery skybox at large translations. |
||
Robert Swain
|
5c884c5a15
|
Automatic batching/instancing of draw commands (#9685)
# Objective - Implement the foundations of automatic batching/instancing of draw commands as the next step from #89 - NOTE: More performance improvements will come when more data is managed and bound in ways that do not require rebinding such as mesh, material, and texture data. ## Solution - The core idea for batching of draw commands is to check whether any of the information that has to be passed when encoding a draw command changes between two things that are being drawn according to the sorted render phase order. These should be things like the pipeline, bind groups and their dynamic offsets, index/vertex buffers, and so on. - The following assumptions have been made: - Only entities with prepared assets (pipelines, materials, meshes) are queued to phases - View bindings are constant across a phase for a given draw function as phases are per-view - `batch_and_prepare_render_phase` is the only system that performs this batching and has sole responsibility for preparing the per-object data. As such the mesh binding and dynamic offsets are assumed to only vary as a result of the `batch_and_prepare_render_phase` system, e.g. due to having to split data across separate uniform bindings within the same buffer due to the maximum uniform buffer binding size. - Implement `GpuArrayBuffer` for `Mesh2dUniform` to store Mesh2dUniform in arrays in GPU buffers rather than each one being at a dynamic offset in a uniform buffer. This is the same optimisation that was made for 3D not long ago. - Change batch size for a range in `PhaseItem`, adding API for getting or mutating the range. This is more flexible than a size as the length of the range can be used in place of the size, but the start and end can be otherwise whatever is needed. - Add an optional mesh bind group dynamic offset to `PhaseItem`. This avoids having to do a massive table move just to insert `GpuArrayBufferIndex` components. ## Benchmarks All tests have been run on an M1 Max on AC power. `bevymark` and `many_cubes` were modified to use 1920x1080 with a scale factor of 1. I run a script that runs a separate Tracy capture process, and then runs the bevy example with `--features bevy_ci_testing,trace_tracy` and `CI_TESTING_CONFIG=../benchmark.ron` with the contents of `../benchmark.ron`: ```rust ( exit_after: Some(1500) ) ``` ...in order to run each test for 1500 frames. The recent changes to `many_cubes` and `bevymark` added reproducible random number generation so that with the same settings, the same rng will occur. They also added benchmark modes that use a fixed delta time for animations. Combined this means that the same frames should be rendered both on main and on the branch. The graphs compare main (yellow) to this PR (red). ### 3D Mesh `many_cubes --benchmark` <img width="1411" alt="Screenshot 2023-09-03 at 23 42 10" src="https://github.com/bevyengine/bevy/assets/302146/2088716a-c918-486c-8129-090b26fd2bc4"> The mesh and material are the same for all instances. This is basically the best case for the initial batching implementation as it results in 1 draw for the ~11.7k visible meshes. It gives a ~30% reduction in median frame time. The 1000th frame is identical using the flip tool: ![flip many_cubes-main-mesh3d many_cubes-batching-mesh3d 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/2511f37a-6df8-481a-932f-706ca4de7643) ``` Mean: 0.000000 Weighted median: 0.000000 1st weighted quartile: 0.000000 3rd weighted quartile: 0.000000 Min: 0.000000 Max: 0.000000 Evaluation time: 0.4615 seconds ``` ### 3D Mesh `many_cubes --benchmark --material-texture-count 10` <img width="1404" alt="Screenshot 2023-09-03 at 23 45 18" src="https://github.com/bevyengine/bevy/assets/302146/5ee9c447-5bd2-45c6-9706-ac5ff8916daf"> This run uses 10 different materials by varying their textures. The materials are randomly selected, and there is no sorting by material bind group for opaque 3D so any batching is 'random'. The PR produces a ~5% reduction in median frame time. If we were to sort the opaque phase by the material bind group, then this should be a lot faster. This produces about 10.5k draws for the 11.7k visible entities. This makes sense as randomly selecting from 10 materials gives a chance that two adjacent entities randomly select the same material and can be batched. The 1000th frame is identical in flip: ![flip many_cubes-main-mesh3d-mtc10 many_cubes-batching-mesh3d-mtc10 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/2b3a8614-9466-4ed8-b50c-d4aa71615dbb) ``` Mean: 0.000000 Weighted median: 0.000000 1st weighted quartile: 0.000000 3rd weighted quartile: 0.000000 Min: 0.000000 Max: 0.000000 Evaluation time: 0.4537 seconds ``` ### 3D Mesh `many_cubes --benchmark --vary-per-instance` <img width="1394" alt="Screenshot 2023-09-03 at 23 48 44" src="https://github.com/bevyengine/bevy/assets/302146/f02a816b-a444-4c18-a96a-63b5436f3b7f"> This run varies the material data per instance by randomly-generating its colour. This is the worst case for batching and that it performs about the same as `main` is a good thing as it demonstrates that the batching has minimal overhead when dealing with ~11k visible mesh entities. The 1000th frame is identical according to flip: ![flip many_cubes-main-mesh3d-vpi many_cubes-batching-mesh3d-vpi 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/ac5f5c14-9bda-4d1a-8219-7577d4aac68c) ``` Mean: 0.000000 Weighted median: 0.000000 1st weighted quartile: 0.000000 3rd weighted quartile: 0.000000 Min: 0.000000 Max: 0.000000 Evaluation time: 0.4568 seconds ``` ### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d` <img width="1412" alt="Screenshot 2023-09-03 at 23 59 56" src="https://github.com/bevyengine/bevy/assets/302146/cb02ae07-237b-4646-ae9f-fda4dafcbad4"> This spawns 160 waves of 1000 quad meshes that are shaded with ColorMaterial. Each wave has a different material so 160 waves currently should result in 160 batches. This results in a 50% reduction in median frame time. Capturing a screenshot of the 1000th frame main vs PR gives: ![flip bevymark-main-mesh2d bevymark-batching-mesh2d 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/80102728-1217-4059-87af-14d05044df40) ``` Mean: 0.001222 Weighted median: 0.750432 1st weighted quartile: 0.453494 3rd weighted quartile: 0.969758 Min: 0.000000 Max: 0.990296 Evaluation time: 0.4255 seconds ``` So they seem to produce the same results. I also double-checked the number of draws. `main` does 160000 draws, and the PR does 160, as expected. ### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d --material-texture-count 10` <img width="1392" alt="Screenshot 2023-09-04 at 00 09 22" src="https://github.com/bevyengine/bevy/assets/302146/4358da2e-ce32-4134-82df-3ab74c40849c"> This generates 10 textures and generates materials for each of those and then selects one material per wave. The median frame time is reduced by 50%. Similar to the plain run above, this produces 160 draws on the PR and 160000 on `main` and the 1000th frame is identical (ignoring the fps counter text overlay). ![flip bevymark-main-mesh2d-mtc10 bevymark-batching-mesh2d-mtc10 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/ebed2822-dce7-426a-858b-b77dc45b986f) ``` Mean: 0.002877 Weighted median: 0.964980 1st weighted quartile: 0.668871 3rd weighted quartile: 0.982749 Min: 0.000000 Max: 0.992377 Evaluation time: 0.4301 seconds ``` ### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d --vary-per-instance` <img width="1396" alt="Screenshot 2023-09-04 at 00 13 53" src="https://github.com/bevyengine/bevy/assets/302146/b2198b18-3439-47ad-919a-cdabe190facb"> This creates unique materials per instance by randomly-generating the material's colour. This is the worst case for 2D batching. Somehow, this PR manages a 7% reduction in median frame time. Both main and this PR issue 160000 draws. The 1000th frame is the same: ![flip bevymark-main-mesh2d-vpi bevymark-batching-mesh2d-vpi 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/a2ec471c-f576-4a36-a23b-b24b22578b97) ``` Mean: 0.001214 Weighted median: 0.937499 1st weighted quartile: 0.635467 3rd weighted quartile: 0.979085 Min: 0.000000 Max: 0.988971 Evaluation time: 0.4462 seconds ``` ### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite` <img width="1396" alt="Screenshot 2023-09-04 at 12 21 12" src="https://github.com/bevyengine/bevy/assets/302146/8b31e915-d6be-4cac-abf5-c6a4da9c3d43"> This just spawns 160 waves of 1000 sprites. There should be and is no notable difference between main and the PR. ### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite --material-texture-count 10` <img width="1389" alt="Screenshot 2023-09-04 at 12 36 08" src="https://github.com/bevyengine/bevy/assets/302146/45fe8d6d-c901-4062-a349-3693dd044413"> This spawns the sprites selecting a texture at random per instance from the 10 generated textures. This has no significant change vs main and shouldn't. ### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite --vary-per-instance` <img width="1401" alt="Screenshot 2023-09-04 at 12 29 52" src="https://github.com/bevyengine/bevy/assets/302146/762c5c60-352e-471f-8dbe-bbf10e24ebd6"> This sets the sprite colour as being unique per instance. This can still all be drawn using one batch. There should be no difference but the PR produces median frame times that are 4% higher. Investigation showed no clear sources of cost, rather a mix of give and take that should not happen. It seems like noise in the results. ### Summary | Benchmark | % change in median frame time | | ------------- | ------------- | | many_cubes | 🟩 -30% | | many_cubes 10 materials | 🟩 -5% | | many_cubes unique materials | 🟩 ~0% | | bevymark mesh2d | 🟩 -50% | | bevymark mesh2d 10 materials | 🟩 -50% | | bevymark mesh2d unique materials | 🟩 -7% | | bevymark sprite | 🟥 2% | | bevymark sprite 10 materials | 🟥 0.6% | | bevymark sprite unique materials | 🟥 4.1% | --- ## Changelog - Added: 2D and 3D mesh entities that share the same mesh and material (same textures, same data) are now batched into the same draw command for better performance. --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> |
||
Rob Parrett
|
bdb063497d
|
Use radsort for Transparent2d PhaseItem sorting (#9882)
# Objective Fix a performance regression in the "[bevy vs pixi](https://github.com/SUPERCILEX/bevy-vs-pixi)" benchmark. This benchmark seems to have a slightly pathological distribution of `z` values -- Sprites are spawned with a random `z` value with a child sprite at `f32::EPSILON` relative to the parent. See discussion here: https://github.com/bevyengine/bevy/issues/8100#issuecomment-1726978633 ## Solution Use `radsort` for sorting `Transparent2d` `PhaseItem`s. Use random `z` values in bevymark to stress the phase sort. Add an `--ordered-z` option to `bevymark` that uses the old behavior. ## Benchmarks mac m1 max | benchmark | fps before | fps after | diff | | - | - | - | - | | bevymark --waves 120 --per-wave 1000 --random-z | 42.16 | 47.06 | 🟩 +11.6% | | bevymark --waves 120 --per-wave 1000 | 52.50 | 52.29 | 🟥 -0.4% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d --random-z | 9.64 | 10.24 | 🟩 +6.2% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d | 15.83 | 15.59 | 🟥 -1.5% | | bevy-vs-pixi | 39.71 | 59.88 | 🟩 +50.1% | ## Discussion It's possible that `TransparentUi` should also change. We could probably use `slice::sort_unstable_by_key` with the current sort key though, as its items are always sorted and unique. I'd prefer to follow up later to look into that. Here's a survey of sorts used by other `PhaseItem`s #### slice::sort_by_key `Transparent2d`, `TransparentUi` #### radsort `Opaque3d`, `AlphaMask3d`, `Transparent3d`, `Opaque3dPrepass`, `AlphaMask3dPrepass`, `Shadow` I also tried `slice::sort_unstable_by_key` with a compound sort key including `Entity`, but it didn't seem as promising and I didn't test it as thoroughly. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> |
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Nicola Papale
|
7163aabf29
|
Use a single line for of large binding lists (#9849)
# Objective - When adding/removing bindings in large binding lists, git would generate very difficult-to-read diffs ## Solution - Move the `@group(X) @binding(Y)` into the same line as the binding type declaration |
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Bruce Mitchener
|
5e91e5f3ce
|
Improve doc formatting. (#9840)
# Objective - Identifiers in docs should be marked up with backticks. ## Solution - Mark up more identifiers in the docs with backticks. |
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Carter Anderson
|
5eb292dc10
|
Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal ## Why Does Bevy Need A New Asset System? Asset pipelines are a central part of the gamedev process. Bevy's current asset system is missing a number of features that make it non-viable for many classes of gamedev. After plenty of discussions and [a long community feedback period](https://github.com/bevyengine/bevy/discussions/3972), we've identified a number missing features: * **Asset Preprocessing**: it should be possible to "preprocess" / "compile" / "crunch" assets at "development time" rather than when the game starts up. This enables offloading expensive work from deployed apps, faster asset loading, less runtime memory usage, etc. * **Per-Asset Loader Settings**: Individual assets cannot define their own loaders that override the defaults. Additionally, they cannot provide per-asset settings to their loaders. This is a huge limitation, as many asset types don't provide all information necessary for Bevy _inside_ the asset. For example, a raw PNG image says nothing about how it should be sampled (ex: linear vs nearest). * **Asset `.meta` files**: assets should have configuration files stored adjacent to the asset in question, which allows the user to configure asset-type-specific settings. These settings should be accessible during the pre-processing phase. Modifying a `.meta` file should trigger a re-processing / re-load of the asset. It should be possible to configure asset loaders from the meta file. * **Processed Asset Hot Reloading**: Changes to processed assets (or their dependencies) should result in re-processing them and re-loading the results in live Bevy Apps. * **Asset Dependency Tracking**: The current bevy_asset has no good way to wait for asset dependencies to load. It punts this as an exercise for consumers of the loader apis, which is unreasonable and error prone. There should be easy, ergonomic ways to wait for assets to load and block some logic on an asset's entire dependency tree loading. * **Runtime Asset Loading**: it should be (optionally) possible to load arbitrary assets dynamically at runtime. This necessitates being able to deploy and run the asset server alongside Bevy Apps on _all platforms_. For example, we should be able to invoke the shader compiler at runtime, stream scenes from sources like the internet, etc. To keep deployed binaries (and startup times) small, the runtime asset server configuration should be configurable with different settings compared to the "pre processor asset server". * **Multiple Backends**: It should be possible to load assets from arbitrary sources (filesystems, the internet, remote asset serves, etc). * **Asset Packing**: It should be possible to deploy assets in compressed "packs", which makes it easier and more efficient to distribute assets with Bevy Apps. * **Asset Handoff**: It should be possible to hold a "live" asset handle, which correlates to runtime data, without actually holding the asset in memory. Ex: it must be possible to hold a reference to a GPU mesh generated from a "mesh asset" without keeping the mesh data in CPU memory * **Per-Platform Processed Assets**: Different platforms and app distributions have different capabilities and requirements. Some platforms need lower asset resolutions or different asset formats to operate within the hardware constraints of the platform. It should be possible to define per-platform asset processing profiles. And it should be possible to deploy only the assets required for a given platform. These features have architectural implications that are significant enough to require a full rewrite. The current Bevy Asset implementation got us this far, but it can take us no farther. This PR defines a brand new asset system that implements most of these features, while laying the foundations for the remaining features to be built. ## Bevy Asset V2 Here is a quick overview of the features introduced in this PR. * **Asset Preprocessing**: Preprocess assets at development time into more efficient (and configurable) representations * **Dependency Aware**: Dependencies required to process an asset are tracked. If an asset's processed dependency changes, it will be reprocessed * **Hot Reprocessing/Reloading**: detect changes to asset source files, reprocess them if they have changed, and then hot-reload them in Bevy Apps. * **Only Process Changes**: Assets are only re-processed when their source file (or meta file) has changed. This uses hashing and timestamps to avoid processing assets that haven't changed. * **Transactional and Reliable**: Uses write-ahead logging (a technique commonly used by databases) to recover from crashes / forced-exits. Whenever possible it avoids full-reprocessing / only uncompleted transactions will be reprocessed. When the processor is running in parallel with a Bevy App, processor asset writes block Bevy App asset reads. Reading metadata + asset bytes is guaranteed to be transactional / correctly paired. * **Portable / Run anywhere / Database-free**: The processor does not rely on an in-memory database (although it uses some database techniques for reliability). This is important because pretty much all in-memory databases have unsupported platforms or build complications. * **Configure Processor Defaults Per File Type**: You can say "use this processor for all files of this type". * **Custom Processors**: The `Processor` trait is flexible and unopinionated. It can be implemented by downstream plugins. * **LoadAndSave Processors**: Most asset processing scenarios can be expressed as "run AssetLoader A, save the results using AssetSaver X, and then load the result using AssetLoader B". For example, load this png image using `PngImageLoader`, which produces an `Image` asset and then save it using `CompressedImageSaver` (which also produces an `Image` asset, but in a compressed format), which takes an `Image` asset as input. This means if you have an `AssetLoader` for an asset, you are already half way there! It also means that you can share AssetSavers across multiple loaders. Because `CompressedImageSaver` accepts Bevy's generic Image asset as input, it means you can also use it with some future `JpegImageLoader`. * **Loader and Saver Settings**: Asset Loaders and Savers can now define their own settings types, which are passed in as input when an asset is loaded / saved. Each asset can define its own settings. * **Asset `.meta` files**: configure asset loaders, their settings, enable/disable processing, and configure processor settings * **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex: if an asset contains a `Handle<Image>`) are tracked by the asset server. An event is emitted when an asset and all of its dependencies have been loaded * **Unprocessed Asset Loading**: Assets do not require preprocessing. They can be loaded directly. A processed asset is just a "normal" asset with some extra metadata. Asset Loaders don't need to know or care about whether or not an asset was processed. * **Async Asset IO**: Asset readers/writers use async non-blocking interfaces. Note that because Rust doesn't yet support async traits, there is a bit of manual Boxing / Future boilerplate. This will hopefully be removed in the near future when Rust gets async traits. * **Pluggable Asset Readers and Writers**: Arbitrary asset source readers/writers are supported, both by the processor and the asset server. * **Better Asset Handles** * **Single Arc Tree**: Asset Handles now use a single arc tree that represents the lifetime of the asset. This makes their implementation simpler, more efficient, and allows us to cheaply attach metadata to handles. Ex: the AssetPath of a handle is now directly accessible on the handle itself! * **Const Typed Handles**: typed handles can be constructed in a const context. No more weird "const untyped converted to typed at runtime" patterns! * **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed `Handle<T>` is now much smaller in memory and `AssetId<T>` is even smaller. * **Weak Handle Usage Reduction**: In general Handles are now considered to be "strong". Bevy features that previously used "weak `Handle<T>`" have been ported to `AssetId<T>`, which makes it statically clear that the features do not hold strong handles (while retaining strong type information). Currently Handle::Weak still exists, but it is very possible that we can remove that entirely. * **Efficient / Dense Asset Ids**: Assets now have efficient dense runtime asset ids, which means we can avoid expensive hash lookups. Assets are stored in Vecs instead of HashMaps. There are now typed and untyped ids, which means we no longer need to store dynamic type information in the ID for typed handles. "AssetPathId" (which was a nightmare from a performance and correctness standpoint) has been entirely removed in favor of dense ids (which are retrieved for a path on load) * **Direct Asset Loading, with Dependency Tracking**: Assets that are defined at runtime can still have their dependencies tracked by the Asset Server (ex: if you create a material at runtime, you can still wait for its textures to load). This is accomplished via the (currently optional) "asset dependency visitor" trait. This system can also be used to define a set of assets to load, then wait for those assets to load. * **Async folder loading**: Folder loading also uses this system and immediately returns a handle to the LoadedFolder asset, which means folder loading no longer blocks on directory traversals. * **Improved Loader Interface**: Loaders now have a specific "top level asset type", which makes returning the top-level asset simpler and statically typed. * **Basic Image Settings and Processing**: Image assets can now be processed into the gpu-friendly Basic Universal format. The ImageLoader now has a setting to define what format the image should be loaded as. Note that this is just a minimal MVP ... plenty of additional work to do here. To demo this, enable the `basis-universal` feature and turn on asset processing. * **Simpler Audio Play / AudioSink API**: Asset handle providers are cloneable, which means the Audio resource can mint its own handles. This means you can now do `let sink_handle = audio.play(music)` instead of `let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that this might still be replaced by https://github.com/bevyengine/bevy/pull/8424. **Removed Handle Casting From Engine Features**: Ex: FontAtlases no longer use casting between handle types ## Using The New Asset System ### Normal Unprocessed Asset Loading By default the `AssetPlugin` does not use processing. It behaves pretty much the same way as the old system. If you are defining a custom asset, first derive `Asset`: ```rust #[derive(Asset)] struct Thing { value: String, } ``` Initialize the asset: ```rust app.init_asset:<Thing>() ``` Implement a new `AssetLoader` for it: ```rust #[derive(Default)] struct ThingLoader; #[derive(Serialize, Deserialize, Default)] pub struct ThingSettings { some_setting: bool, } impl AssetLoader for ThingLoader { type Asset = Thing; type Settings = ThingSettings; fn load<'a>( &'a self, reader: &'a mut Reader, settings: &'a ThingSettings, load_context: &'a mut LoadContext, ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> { Box::pin(async move { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; // convert bytes to value somehow Ok(Thing { value }) }) } fn extensions(&self) -> &[&str] { &["thing"] } } ``` Note that this interface will get much cleaner once Rust gets support for async traits. `Reader` is an async futures_io::AsyncRead. You can stream bytes as they come in or read them all into a `Vec<u8>`, depending on the context. You can use `let handle = load_context.load(path)` to kick off a dependency load, retrieve a handle, and register the dependency for the asset. Then just register the loader in your Bevy app: ```rust app.init_asset_loader::<ThingLoader>() ``` Now just add your `Thing` asset files into the `assets` folder and load them like this: ```rust fn system(asset_server: Res<AssetServer>) { let handle = Handle<Thing> = asset_server.load("cool.thing"); } ``` You can check load states directly via the asset server: ```rust if asset_server.load_state(&handle) == LoadState::Loaded { } ``` You can also listen for events: ```rust fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) { for event in events.iter() { if event.is_loaded_with_dependencies(&handle) { } } } ``` Note the new `AssetEvent::LoadedWithDependencies`, which only fires when the asset is loaded _and_ all dependencies (and their dependencies) have loaded. Unlike the old asset system, for a given asset path all `Handle<T>` values point to the same underlying Arc. This means Handles can cheaply hold more asset information, such as the AssetPath: ```rust // prints the AssetPath of the handle info!("{:?}", handle.path()) ``` ### Processed Assets Asset processing can be enabled via the `AssetPlugin`. When developing Bevy Apps with processed assets, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev())) ``` This runs the `AssetProcessor` in the background with hot-reloading. It reads assets from the `assets` folder, processes them, and writes them to the `.imported_assets` folder. Asset loads in the Bevy App will wait for a processed version of the asset to become available. If an asset in the `assets` folder changes, it will be reprocessed and hot-reloaded in the Bevy App. When deploying processed Bevy apps, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed())) ``` This does not run the `AssetProcessor` in the background. It behaves like `AssetPlugin::unprocessed()`, but reads assets from `.imported_assets`. When the `AssetProcessor` is running, it will populate sibling `.meta` files for assets in the `assets` folder. Meta files for assets that do not have a processor configured look like this: ```rust ( meta_format_version: "1.0", asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` This is metadata for an image asset. For example, if you have `assets/my_sprite.png`, this could be the metadata stored at `assets/my_sprite.png.meta`. Meta files are totally optional. If no metadata exists, the default settings will be used. In short, this file says "load this asset with the ImageLoader and use the file extension to determine the image type". This type of meta file is supported in all AssetPlugin modes. If in `Unprocessed` mode, the asset (with the meta settings) will be loaded directly. If in `ProcessedDev` mode, the asset file will be copied directly to the `.imported_assets` folder. The meta will also be copied directly to the `.imported_assets` folder, but with one addition: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 12415480888597742505, full_hash: 14344495437905856884, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` `processed_info` contains `hash` (a direct hash of the asset and meta bytes), `full_hash` (a hash of `hash` and the hashes of all `process_dependencies`), and `process_dependencies` (the `path` and `full_hash` of every process_dependency). A "process dependency" is an asset dependency that is _directly_ used when processing the asset. Images do not have process dependencies, so this is empty. When the processor is enabled, you can use the `Process` metadata config: ```rust ( meta_format_version: "1.0", asset: Process( processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>", settings: ( loader_settings: ( format: FromExtension, ), saver_settings: ( generate_mipmaps: true, ), ), ), ) ``` This configures the asset to use the `LoadAndSave` processor, which runs an AssetLoader and feeds the result into an AssetSaver (which saves the given Asset and defines a loader to load it with). (for terseness LoadAndSave will likely get a shorter/friendlier type name when [Stable Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common processor type, but arbitrary processors are supported. `CompressedImageSaver` saves an `Image` in the Basis Universal format and configures the ImageLoader to load it as basis universal. The `AssetProcessor` will read this meta, run it through the LoadAndSave processor, and write the basis-universal version of the image to `.imported_assets`. The final metadata will look like this: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 905599590923828066, full_hash: 9948823010183819117, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: Format(Basis), ), ), ) ``` To try basis-universal processing out in Bevy examples, (for example `sprite.rs`), change `add_plugins(DefaultPlugins)` to `add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run with the `basis-universal` feature enabled: `cargo run --features=basis-universal --example sprite`. To create a custom processor, there are two main paths: 1. Use the `LoadAndSave` processor with an existing `AssetLoader`. Implement the `AssetSaver` trait, register the processor using `asset_processor.register_processor::<LoadAndSave<ImageLoader, CompressedImageSaver>>(image_saver.into())`. 2. Implement the `Process` trait directly and register it using: `asset_processor.register_processor(thing_processor)`. You can configure default processors for file extensions like this: ```rust asset_processor.set_default_processor::<ThingProcessor>("thing") ``` There is one more metadata type to be aware of: ```rust ( meta_format_version: "1.0", asset: Ignore, ) ``` This will ignore the asset during processing / prevent it from being written to `.imported_assets`. The AssetProcessor stores a transaction log at `.imported_assets/log` and uses it to gracefully recover from unexpected stops. This means you can force-quit the processor (and Bevy Apps running the processor in parallel) at arbitrary times! `.imported_assets` is "local state". It should _not_ be checked into source control. It should also be considered "read only". In practice, you _can_ modify processed assets and processed metadata if you really need to test something. But those modifications will not be represented in the hashes of the assets, so the processed state will be "out of sync" with the source assets. The processor _will not_ fix this for you. Either revert the change after you have tested it, or delete the processed files so they can be re-populated. ## Open Questions There are a number of open questions to be discussed. We should decide if they need to be addressed in this PR and if so, how we will address them: ### Implied Dependencies vs Dependency Enumeration There are currently two ways to populate asset dependencies: * **Implied via AssetLoaders**: if an AssetLoader loads an asset (and retrieves a handle), a dependency is added to the list. * **Explicit via the optional Asset::visit_dependencies**: if `server.load_asset(my_asset)` is called, it will call `my_asset.visit_dependencies`, which will grab dependencies that have been manually defined for the asset via the Asset trait impl (which can be derived). This means that defining explicit dependencies is optional for "loaded assets". And the list of dependencies is always accurate because loaders can only produce Handles if they register dependencies. If an asset was loaded with an AssetLoader, it only uses the implied dependencies. If an asset was created at runtime and added with `asset_server.load_asset(MyAsset)`, it will use `Asset::visit_dependencies`. However this can create a behavior mismatch between loaded assets and equivalent "created at runtime" assets if `Assets::visit_dependencies` doesn't exactly match the dependencies produced by the AssetLoader. This behavior mismatch can be resolved by completely removing "implied loader dependencies" and requiring `Asset::visit_dependencies` to supply dependency data. But this creates two problems: * It makes defining loaded assets harder and more error prone: Devs must remember to manually annotate asset dependencies with `#[dependency]` when deriving `Asset`. For more complicated assets (such as scenes), the derive likely wouldn't be sufficient and a manual `visit_dependencies` impl would be required. * Removes the ability to immediately kick off dependency loads: When AssetLoaders retrieve a Handle, they also immediately kick off an asset load for the handle, which means it can start loading in parallel _before_ the asset finishes loading. For large assets, this could be significant. (although this could be mitigated for processed assets if we store dependencies in the processed meta file and load them ahead of time) ### Eager ProcessorDev Asset Loading I made a controversial call in the interest of fast startup times ("time to first pixel") for the "processor dev mode configuration". When initializing the AssetProcessor, current processed versions of unchanged assets are yielded immediately, even if their dependencies haven't been checked yet for reprocessing. This means that non-current-state-of-filesystem-but-previously-valid assets might be returned to the App first, then hot-reloaded if/when their dependencies change and the asset is reprocessed. Is this behavior desirable? There is largely one alternative: do not yield an asset from the processor to the app until all of its dependencies have been checked for changes. In some common cases (load dependency has not changed since last run) this will increase startup time. The main question is "by how much" and is that slower startup time worth it in the interest of only yielding assets that are true to the current state of the filesystem. Should this be configurable? I'm starting to think we should only yield an asset after its (historical) dependencies have been checked for changes + processed as necessary, but I'm curious what you all think. ### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs? In this implementation AssetPaths are the only canonical asset identifier (just like the previous Bevy Asset system and Godot). Moving assets will result in re-scans (and currently reprocessing, although reprocessing can easily be avoided with some changes). Asset renames/moves will break code and assets that rely on specific paths, unless those paths are fixed up. Do we want / need "stable asset uuids"? Introducing them is very possible: 1. Generate a UUID and include it in .meta files 2. Support UUID in AssetPath 3. Generate "asset indices" which are loaded on startup and map UUIDs to paths. 4 (maybe). Consider only supporting UUIDs for processed assets so we can generate quick-to-load indices instead of scanning meta files. The main "pro" is that assets referencing UUIDs don't need to be migrated when a path changes. The main "con" is that UUIDs cannot be "lazily resolved" like paths. They need a full view of all assets to answer the question "does this UUID exist". Which means UUIDs require the AssetProcessor to fully finish startup scans before saying an asset doesnt exist. And they essentially require asset pre-processing to use in apps, because scanning all asset metadata files at runtime to resolve a UUID is not viable for medium-to-large apps. It really requires a pre-generated UUID index, which must be loaded before querying for assets. I personally think this should be investigated in a separate PR. Paths aren't going anywhere ... _everyone_ uses filesystems (and filesystem-like apis) to manage their asset source files. I consider them permanent canonical asset information. Additionally, they behave well for both processed and unprocessed asset modes. Given that Bevy is supporting both, this feels like the right canonical ID to start with. UUIDS (and maybe even other indexed-identifier types) can be added later as necessary. ### Folder / File Naming Conventions All asset processing config currently lives in the `.imported_assets` folder. The processor transaction log is in `.imported_assets/log`. Processed assets are added to `.imported_assets/Default`, which will make migrating to processed asset profiles (ex: a `.imported_assets/Mobile` profile) a non-breaking change. It also allows us to create top-level files like `.imported_assets/log` without it being interpreted as an asset. Meta files currently have a `.meta` suffix. Do we like these names and conventions? ### Should the `AssetPlugin::processed_dev` configuration enable `watch_for_changes` automatically? Currently it does (which I think makes sense), but it does make it the only configuration that enables watch_for_changes by default. ### Discuss on_loaded High Level Interface: This PR includes a very rough "proof of concept" `on_loaded` system adapter that uses the `LoadedWithDependencies` event in combination with `asset_server.load_asset` dependency tracking to support this pattern ```rust fn main() { App::new() .init_asset::<MyAssets>() .add_systems(Update, on_loaded(create_array_texture)) .run(); } #[derive(Asset, Clone)] struct MyAssets { #[dependency] picture_of_my_cat: Handle<Image>, #[dependency] picture_of_my_other_cat: Handle<Image>, } impl FromWorld for ArrayTexture { fn from_world(world: &mut World) -> Self { picture_of_my_cat: server.load("meow.png"), picture_of_my_other_cat: server.load("meeeeeeeow.png"), } } fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) { commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_cat.clone(), ..default() }); commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_other_cat.clone(), ..default() }); } ``` The implementation is _very_ rough. And it is currently unsafe because `bevy_ecs` doesn't expose some internals to do this safely from inside `bevy_asset`. There are plenty of unanswered questions like: * "do we add a Loadable" derive? (effectively automate the FromWorld implementation above) * Should `MyAssets` even be an Asset? (largely implemented this way because it elegantly builds on `server.load_asset(MyAsset { .. })` dependency tracking). We should think hard about what our ideal API looks like (and if this is a pattern we want to support). Not necessarily something we need to solve in this PR. The current `on_loaded` impl should probably be removed from this PR before merging. ## Clarifying Questions ### What about Assets as Entities? This Bevy Asset V2 proposal implementation initially stored Assets as ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used `Entity` as the asset id and Asset values were just ECS components. There are plenty of compelling reasons to do this: 1. Easier to inline assets in Bevy Scenes (as they are "just" normal entities + components) 2. More flexible queries: use the power of the ECS to filter assets (ex: `Query<Mesh, With<Tree>>`). 3. Extensible. Users can add arbitrary component data to assets. 4. Things like "component visualization tools" work out of the box to visualize asset data. However Assets as Entities has a ton of caveats right now: * We need to be able to allocate entity ids without a direct World reference (aka rework id allocator in Entities ... i worked around this in my prototypes by just pre allocating big chunks of entities) * We want asset change events in addition to ECS change tracking ... how do we populate them when mutations can come from anywhere? Do we use Changed queries? This would require iterating over the change data for all assets every frame. Is this acceptable or should we implement a new "event based" component change detection option? * Reconciling manually created assets with asset-system managed assets has some nuance (ex: are they "loaded" / do they also have that component metadata?) * "how do we handle "static" / default entity handles" (ties in to the Entity Indices discussion: https://github.com/bevyengine/bevy/discussions/8319). This is necessary for things like "built in" assets and default handles in things like SpriteBundle. * Storing asset information as a component makes it easy to "invalidate" asset state by removing the component (or forcing modifications). Ideally we have ways to lock this down (some combination of Rust type privacy and ECS validation) In practice, how we store and identify assets is a reasonably superficial change (porting off of Assets as Entities and implementing dedicated storage + ids took less than a day). So once we sort out the remaining challenges the flip should be straightforward. Additionally, I do still have "Assets as Entities" in my commit history, so we can reuse that work. I personally think "assets as entities" is a good endgame, but it also doesn't provide _significant_ value at the moment and it certainly isn't ready yet with the current state of things. ### Why not Distill? [Distill](https://github.com/amethyst/distill) is a high quality fully featured asset system built in Rust. It is very natural to ask "why not just use Distill?". It is also worth calling out that for awhile, [we planned on adopting Distill / I signed off on it](https://github.com/bevyengine/bevy/issues/708). However I think Bevy has a number of constraints that make Distill adoption suboptimal: * **Architectural Simplicity:** * Distill's processor requires an in-memory database (lmdb) and RPC networked API (using Cap'n Proto). Each of these introduces API complexity that increases maintenance burden and "code grokability". Ignoring tests, documentation, and examples, Distill has 24,237 lines of Rust code (including generated code for RPC + database interactions). If you ignore generated code, it has 11,499 lines. * Bevy builds the AssetProcessor and AssetServer using pluggable AssetReader/AssetWriter Rust traits with simple io interfaces. They do not necessitate databases or RPC interfaces (although Readers/Writers could use them if that is desired). Bevy Asset V2 (at the time of writing this PR) is 5,384 lines of Rust code (ignoring tests, documentation, and examples). Grain of salt: Distill does have more features currently (ex: Asset Packing, GUIDS, remote-out-of-process asset processor). I do plan to implement these features in Bevy Asset V2 and I personally highly doubt they will meaningfully close the 6115 lines-of-code gap. * This complexity gap (which while illustrated by lines of code, is much bigger than just that) is noteworthy to me. Bevy should be hackable and there are pillars of Distill that are very hard to understand and extend. This is a matter of opinion (and Bevy Asset V2 also has complicated areas), but I think Bevy Asset V2 is much more approachable for the average developer. * Necessary disclaimer: counting lines of code is an extremely rough complexity metric. Read the code and form your own opinions. * **Optional Asset Processing:** Not all Bevy Apps (or Bevy App developers) need / want asset preprocessing. Processing increases the complexity of the development environment by introducing things like meta files, imported asset storage, running processors in the background, waiting for processing to finish, etc. Distill _requires_ preprocessing to work. With Bevy Asset V2 processing is fully opt-in. The AssetServer isn't directly aware of asset processors at all. AssetLoaders only care about converting bytes to runtime Assets ... they don't know or care if the bytes were pre-processed or not. Processing is "elegantly" (forgive my self-congratulatory phrasing) layered on top and builds on the existing Asset system primitives. * **Direct Filesystem Access to Processed Asset State:** Distill stores processed assets in a database. This makes debugging / inspecting the processed outputs harder (either requires special tooling to query the database or they need to be "deployed" to be inspected). Bevy Asset V2, on the other hand, stores processed assets in the filesystem (by default ... this is configurable). This makes interacting with the processed state more natural. Note that both Godot and Unity's new asset system store processed assets in the filesystem. * **Portability**: Because Distill's processor uses lmdb and RPC networking, it cannot be run on certain platforms (ex: lmdb is a non-rust dependency that cannot run on the web, some platforms don't support running network servers). Bevy should be able to process assets everywhere (ex: run the Bevy Editor on the web, compile + process shaders on mobile, etc). Distill does partially mitigate this problem by supporting "streaming" assets via the RPC protocol, but this is not a full solve from my perspective. And Bevy Asset V2 can (in theory) also stream assets (without requiring RPC, although this isn't implemented yet) Note that I _do_ still think Distill would be a solid asset system for Bevy. But I think the approach in this PR is a better solve for Bevy's specific "asset system requirements". ### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the point? "True async file io" has limited / spotty platform support. async-fs (and the rust async ecosystem generally ... ex Tokio) currently use async wrappers over std::fs that offload blocking requests to separate threads. This may feel unsatisfying, but it _does_ still provide value because it prevents our task pools from blocking on file system operations (which would prevent progress when there are many tasks to do, but all threads in a pool are currently blocking on file system ops). Additionally, using async APIs for our AssetReaders and AssetWriters also provides value because we can later add support for "true async file io" for platforms that support it. _And_ we can implement other "true async io" asset backends (such as networked asset io). ## Draft TODO - [x] Fill in missing filesystem event APIs: file removed event (which is expressed as dangling RenameFrom events in some cases), file/folder renamed event - [x] Assets without loaders are not moved to the processed folder. This breaks things like referenced `.bin` files for GLTFs. This should be configurable per-non-asset-type. - [x] Initial implementation of Reflect and FromReflect for Handle. The "deserialization" parity bar is low here as this only worked with static UUIDs in the old impl ... this is a non-trivial problem. Either we add a Handle::AssetPath variant that gets "upgraded" to a strong handle on scene load or we use a separate AssetRef type for Bevy scenes (which is converted to a runtime Handle on load). This deserves its own discussion in a different pr. - [x] Populate read_asset_bytes hash when run by the processor (a bit of a special case .. when run by the processor the processed meta will contain the hash so we don't need to compute it on the spot, but we don't want/need to read the meta when run by the main AssetServer) - [x] Delay hot reloading: currently filesystem events are handled immediately, which creates timing issues in some cases. For example hot reloading images can sometimes break because the image isn't finished writing. We should add a delay, likely similar to the [implementation in this PR](https://github.com/bevyengine/bevy/pull/8503). - [x] Port old platform-specific AssetIo implementations to the new AssetReader interface (currently missing Android and web) - [x] Resolve on_loaded unsafety (either by removing the API entirely or removing the unsafe) - [x] Runtime loader setting overrides - [x] Remove remaining unwraps that should be error-handled. There are number of TODOs here - [x] Pretty AssetPath Display impl - [x] Document more APIs - [x] Resolve spurious "reloading because it has changed" events (to repro run load_gltf with `processed_dev()`) - [x] load_dependency hot reloading currently only works for processed assets. If processing is disabled, load_dependency changes are not hot reloaded. - [x] Replace AssetInfo dependency load/fail counters with `loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from (potentially) breaking counters. Storing this will also enable "dependency reloaded" events (see [Next Steps](#next-steps)) - [x] Re-add filesystem watcher cargo feature gate (currently it is not optional) - [ ] Migration Guide - [ ] Changelog ## Followup TODO - [ ] Replace "eager unchanged processed asset loading" behavior with "don't returned unchanged processed asset until dependencies have been checked". - [ ] Add true `Ignore` AssetAction that does not copy the asset to the imported_assets folder. - [ ] Finish "live asset unloading" (ex: free up CPU asset memory after uploading an image to the GPU), rethink RenderAssets, and port renderer features. The `Assets` collection uses `Option<T>` for asset storage to support its removal. (1) the Option might not actually be necessary ... might be able to just remove from the collection entirely (2) need to finalize removal apis - [ ] Try replacing the "channel based" asset id recycling with something a bit more efficient (ex: we might be able to use raw atomic ints with some cleverness) - [ ] Consider adding UUIDs to processed assets (scoped just to helping identify moved assets ... not exposed to load queries ... see [Next Steps](#next-steps)) - [ ] Store "last modified" source asset and meta timestamps in processed meta files to enable skipping expensive hashing when the file wasn't changed - [ ] Fix "slow loop" handle drop fix - [ ] Migrate to TypeName - [x] Handle "loader preregistration". See #9429 ## Next Steps * **Configurable per-type defaults for AssetMeta**: It should be possible to add configuration like "all png image meta should default to using nearest sampling" (currently this hard-coded per-loader/processor Settings::default() impls). Also see the "Folder Meta" bullet point. * **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical asset ids" discussion in [Open Questions](#open-questions) and the relevant bullet point in [Draft TODO](#draft-todo). Even without canonical ids, folder renames could avoid reprocessing in some cases. * **Multiple Asset Sources**: Expand AssetPath to support "asset source names" and support multiple AssetReaders in the asset server (ex: `webserver://some_path/image.png` backed by an Http webserver AssetReader). The "default" asset reader would use normal `some_path/image.png` paths. Ideally this works in combination with multiple AssetWatchers for hot-reloading * **Stable Type Names**: this pr removes the TypeUuid requirement from assets in favor of `std::any::type_name`. This makes defining assets easier (no need to generate a new uuid / use weird proc macro syntax). It also makes reading meta files easier (because things have "friendly names"). We also use type names for components in scene files. If they are good enough for components, they are good enough for assets. And consistency across Bevy pillars is desirable. However, `std::any::type_name` is not guaranteed to be stable (although in practice it is). We've developed a [stable type path](https://github.com/bevyengine/bevy/pull/7184) to resolve this, which should be adopted when it is ready. * **Command Line Interface**: It should be possible to run the asset processor in a separate process from the command line. This will also require building a network-server-backed AssetReader to communicate between the app and the processor. We've been planning to build a "bevy cli" for awhile. This seems like a good excuse to build it. * **Asset Packing**: This is largely an additive feature, so it made sense to me to punt this until we've laid the foundations in this PR. * **Per-Platform Processed Assets**: It should be possible to generate assets for multiple platforms by supporting multiple "processor profiles" per asset (ex: compress with format X on PC and Y on iOS). I think there should probably be arbitrary "profiles" (which can be separate from actual platforms), which are then assigned to a given platform when generating the final asset distribution for that platform. Ex: maybe devs want a "Mobile" profile that is shared between iOS and Android. Or a "LowEnd" profile shared between web and mobile. * **Versioning and Migrations**: Assets, Loaders, Savers, and Processors need to have versions to determine if their schema is valid. If an asset / loader version is incompatible with the current version expected at runtime, the processor should be able to migrate them. I think we should try using Bevy Reflect for this, as it would allow us to load the old version as a dynamic Reflect type without actually having the old Rust type. It would also allow us to define "patches" to migrate between versions (Bevy Reflect devs are currently working on patching). The `.meta` file already has its own format version. Migrating that to new versions should also be possible. * **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write type) currently used by AssetPath can still result in String clones that aren't actually necessary (cloning an Owned Cow clones the contents). Bevy's asset system requires cloning AssetPaths in a number of places, which result in actual clones of the internal Strings. This is not efficient. AssetPath internals should be reworked to exhibit truer cow-like-behavior that reduces String clones to the absolute minimum. * **Consider processor-less processing**: In theory the AssetServer could run processors "inline" even if the background AssetProcessor is disabled. If we decide this is actually desirable, we could add this. But I don't think its a priority in the short or medium term. * **Pre-emptive dependency loading**: We could encode dependencies in processed meta files, which could then be used by the Asset Server to kick of dependency loads as early as possible (prior to starting the actual asset load). Is this desirable? How much time would this save in practice? * **Optimize Processor With UntypedAssetIds**: The processor exclusively uses AssetPath to identify assets currently. It might be possible to swap these out for UntypedAssetIds in some places, which are smaller / cheaper to hash and compare. * **One to Many Asset Processing**: An asset source file that produces many assets currently must be processed into a single "processed" asset source. If labeled assets can be written separately they can each have their own configured savers _and_ they could be loaded more granularly. Definitely worth exploring! * **Automatically Track "Runtime-only" Asset Dependencies**: Right now, tracking "created at runtime" asset dependencies requires adding them via `asset_server.load_asset(StandardMaterial::default())`. I think with some cleverness we could also do this for `materials.add(StandardMaterial::default())`, making tracking work "everywhere". There are challenges here relating to change detection / ensuring the server is made aware of dependency changes. This could be expensive in some cases. * **"Dependency Changed" events**: Some assets have runtime artifacts that need to be re-generated when one of their dependencies change (ex: regenerate a material's bind group when a Texture needs to change). We are generating the dependency graph so we can definitely produce these events. Buuuuut generating these events will have a cost / they could be high frequency for some assets, so we might want this to be opt-in for specific cases. * **Investigate Storing More Information In Handles**: Handles can now store arbitrary information, which makes it cheaper and easier to access. How much should we move into them? Canonical asset load states (via atomics)? (`handle.is_loaded()` would be very cool). Should we store the entire asset and remove the `Assets<T>` collection? (`Arc<RwLock<Option<Image>>>`?) * **Support processing and loading files without extensions**: This is a pretty arbitrary restriction and could be supported with very minimal changes. * **Folder Meta**: It would be nice if we could define per folder processor configuration defaults (likely in a `.meta` or `.folder_meta` file). Things like "default to linear filtering for all Images in this folder". * **Replace async_broadcast with event-listener?** This might be approximately drop-in for some uses and it feels more light weight * **Support Running the AssetProcessor on the Web**: Most of the hard work is done here, but there are some easy straggling TODOs (make the transaction log an interface instead of a direct file writer so we can write a web storage backend, implement an AssetReader/AssetWriter that reads/writes to something like LocalStorage). * **Consider identifying and preventing circular dependencies**: This is especially important for "processor dependencies", as processing will silently never finish in these cases. * **Built-in/Inlined Asset Hot Reloading**: This PR regresses "built-in/inlined" asset hot reloading (previously provided by the DebugAssetServer). I'm intentionally punting this because I think it can be cleanly implemented with "multiple asset sources" by registering a "debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset paths) in combination with an AssetWatcher for that asset source and support for "manually loading pats with asset bytes instead of AssetReaders". The old DebugAssetServer was quite nasty and I'd love to avoid that hackery going forward. * **Investigate ways to remove double-parsing meta files**: Parsing meta files currently involves parsing once with "minimal" versions of the meta file to extract the type name of the loader/processor config, then parsing again to parse the "full" meta. This is suboptimal. We should be able to define custom deserializers that (1) assume the loader/processor type name comes first (2) dynamically looks up the loader/processor registrations to deserialize settings in-line (similar to components in the bevy scene format). Another alternative: deserialize as dynamic Reflect objects and then convert. * **More runtime loading configuration**: Support using the Handle type as a hint to select an asset loader (instead of relying on AssetPath extensions) * **More high level Processor trait implementations**: For example, it might be worth adding support for arbitrary chains of "asset transforms" that modify an in-memory asset representation between loading and saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by a `flip_normals` transform, then save the mesh to an efficient compressed format). * **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO item](#draft-todo) for context) * **Explore High Level Load Interfaces**: See [this discussion](#discuss-on_loaded-high-level-interface) for one prototype. * **Asset Streaming**: It would be great if we could stream Assets (ex: stream a long video file piece by piece) * **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than they need to be because they have a Uuid enum variant. If we implement an "id exchanging" system that trades Uuids for "efficient runtime ids", we can cut down on the size of AssetIds, making them more efficient. This has some open design questions, such as how to spawn entities with "default" handle values (as these wouldn't have access to the exchange api in the current system). * **Asset Path Fixup Tooling**: Assets that inline asset paths inside them will break when an asset moves. The asset system provides the functionality to detect when paths break. We should build a framework that enables formats to define "path migrations". This is especially important for scene files. For editor-generated files, we should also consider using UUIDs (see other bullet point) to avoid the need to migrate in these cases. --------- Co-authored-by: BeastLe9enD <beastle9end@outlook.de> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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IceSentry
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d516a27dc6
|
Cache depth texture based on usage (#9565)
# Objective - Currently, the depth textures are cached based on the target. If multiple camera have the same target but a different `depth_texture_usage` bevy will just use the same texture and ignore that setting. ## Solution - Add the usage as a cache key |
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Griffin
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e88b6c8ee1
|
Remove redundant math in tonemapping. (#9669)
# Objective - Tony McMapface has some math that cancels out. ## Solution - Remove it. |
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James O'Brien
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4f1d9a6315
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Reorder render sets, refactor bevy_sprite to take advantage (#9236)
This is a continuation of this PR: #8062 # Objective - Reorder render schedule sets to allow data preparation when phase item order is known to support improved batching - Part of the batching/instancing etc plan from here: https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074 - The original idea came from @inodentry and proved to be a good one. Thanks! - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new ordering ## Solution - Move `Prepare` and `PrepareFlush` after `PhaseSortFlush` - Add a `PrepareAssets` set that runs in parallel with other systems and sets in the render schedule. - Put prepare_assets systems in the `PrepareAssets` set - If explicit dependencies are needed on Mesh or Material RenderAssets then depend on the appropriate system. - Add `ManageViews` and `ManageViewsFlush` sets between `ExtractCommands` and Queue - Move `queue_mesh*_bind_group` to the Prepare stage - Rename them to `prepare_` - Put systems that prepare resources (buffers, textures, etc.) into a `PrepareResources` set inside `Prepare` - Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set after `PrepareResources` - Move `prepare_lights` to the `ManageViews` set - `prepare_lights` creates views and this must happen before `Queue` - This system needs refactoring to stop handling all responsibilities - Gather lights, sort, and create shadow map views. Store sorted light entities in a resource - Remove `BatchedPhaseItem` - Replace `batch_range` with `batch_size` representing how many items to skip after rendering the item or to skip the item entirely if `batch_size` is 0. - `queue_sprites` has been split into `queue_sprites` for queueing phase items and `prepare_sprites` for batching after the `PhaseSort` - `PhaseItem`s are still inserted in `queue_sprites` - After sorting adjacent compatible sprite phase items are accumulated into `SpriteBatch` components on the first entity of each batch, containing a range of vertex indices. The associated `PhaseItem`'s `batch_size` is updated appropriately. - `SpriteBatch` items are then drawn skipping over the other items in the batch based on the value in `batch_size` - A very similar refactor was performed on `bevy_ui` --- ## Changelog Changed: - Reordered and reworked render app schedule sets. The main change is that data is extracted, queued, sorted, and then prepared when the order of data is known. - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the reordering. ## Migration Guide - Assets such as materials and meshes should now be created in `PrepareAssets` e.g. `prepare_assets<Mesh>` - Queueing entities to `RenderPhase`s continues to be done in `Queue` e.g. `queue_sprites` - Preparing resources (textures, buffers, etc.) should now be done in `PrepareResources`, e.g. `prepare_prepass_textures`, `prepare_mesh_uniforms` - Prepare bind groups should now be done in `PrepareBindGroups` e.g. `prepare_mesh_bind_group` - Any batching or instancing can now be done in `Prepare` where the order of the phase items is known e.g. `prepare_sprites` ## Next Steps - Introduce some generic mechanism to ensure items that can be batched are grouped in the phase item order, currently you could easily have `[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching. - Investigate improved orderings for building the MeshUniform buffer - Implementing batching across the rest of bevy --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> |
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Rob Parrett
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a788e31ad5
|
Fix CI for Rust 1.72 (#9562)
# Objective [Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is now stable. # Notes - `let-else` formatting has arrived! - I chose to allow `explicit_iter_loop` due to https://github.com/rust-lang/rust-clippy/issues/11074. We didn't hit any of the false positives that prevent compilation, but fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for image in &mut *image_events {`. Happy to undo this if there's consensus the other way. --------- Co-authored-by: François <mockersf@gmail.com> |
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Opstic
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fb19b81e40
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Extend the default render range of 2D camera (#9310)
# Objective - Fixes #9138 ## Solution - Calling `Camera2dBundle::default()` will now result in a `Camera2dBundle` with `Vec3::ZERO` transform, `far` value of `1000.` and `near` value of `-1000.`. - This will enable the rendering of 2d entities in negative z space by default. - I did not modify `new_with_far` as moving the camera to `Vec3::ZERO` in that function will cause entities in the positive z space to become hidden without further changes. And the further changes cannot be applied without it being a breaking change. |
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Robert Swain
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e6405bb7b4
|
Use GpuArrayBuffer for MeshUniform (#9254)
# Objective - Reduce the number of rebindings to enable batching of draw commands ## Solution - Use the new `GpuArrayBuffer` for `MeshUniform` data to store all `MeshUniform` data in arrays within fewer bindings - Sort opaque/alpha mask prepass, opaque/alpha mask main, and shadow phases also by the batch per-object data binding dynamic offset to improve performance on WebGL2. --- ## Changelog - Changed: Per-object `MeshUniform` data is now managed by `GpuArrayBuffer` as arrays in buffers that need to be indexed into. ## Migration Guide Accessing the `model` member of an individual mesh object's shader `Mesh` struct the old way where each `MeshUniform` was stored at its own dynamic offset: ```rust struct Vertex { @location(0) position: vec3<f32>, }; fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = mesh_position_local_to_clip( mesh.model, vec4<f32>(vertex.position, 1.0) ); return out; } ``` The new way where one needs to index into the array of `Mesh`es for the batch: ```rust struct Vertex { @builtin(instance_index) instance_index: u32, @location(0) position: vec3<f32>, }; fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = mesh_position_local_to_clip( mesh[vertex.instance_index].model, vec4<f32>(vertex.position, 1.0) ); return out; } ``` Note that using the instance_index is the default way to pass the per-object index into the shader, but if you wish to do custom rendering approaches you can pass it in however you like. --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> |
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Joseph
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a88b9fc6a9
|
Document ClearColorConfig (#9288)
# Objective Document the `ClearColorConfig` enum, and describe the behavior of its variants. |
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Ame
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7154b59438
|
Return URect instead of (UVec2, UVec2) in Camera::physical_viewport_rect (#9085)
# Objective Continue #7867 now that we have URect #7984 - Return `URect` instead of `(UVec2, UVec2)` in `Camera::physical_viewport_rect` - Add `URect` and `IRect` to prelude ## Changelog - Changed `Camera::physical_viewport_rect` return type from `(UVec2, UVec2)` to `URect` - `URect` and `IRect` were added to prelude ## Migration Guide Before: ```rust fn view_physical_camera_rect(camera_query: Query<&Camera>) { let camera = camera_query.single(); let Some((min, max)) = camera.physical_viewport_rect() else { return }; dbg!(min, max); } ``` After: ```rust fn view_physical_camera_rect(camera_query: Query<&Camera>) { let camera = camera_query.single(); let Some(URect { min, max }) = camera.physical_viewport_rect() else { return }; dbg!(min, max); } ``` |
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Carter Anderson
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7c3131a761
|
Bump Version after Release (#9106)
CI-capable version of #9086 --------- Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: François <mockersf@gmail.com> |
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ClayenKitten
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ffc572728f
|
Fix typos throughout the project (#9090)
# Objective
Fix typos throughout the project.
## Solution
[`typos`](https://github.com/crate-ci/typos) project was used for
scanning, but no automatic corrections were applied. I checked
everything by hand before fixing.
Most of the changes are documentation/comments corrections. Also, there
are few trivial changes to code (variable name, pub(crate) function name
and a few error/panic messages).
## Unsolved
`bevy_reflect_derive` has
[typo](
|
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Carter Anderson
|
8ba9571eed
|
Release 0.11.0 (#9080)
I created this manually as Github didn't want to run CI for the workflow-generated PR. I'm guessing we didn't hit this in previous releases because we used bors. Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com> |
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Carter Anderson
|
bcf53b8b5f
|
Fix CAS shader with explicit FullscreenVertexOutput import (#8993)
# Objective Followup bugfix for #5703. Without this we get the following error when CAS (Contrast Adaptive Sharpening) is enabled: ``` 2023-06-29T01:31:23.829331Z ERROR bevy_render::render_resource::pipeline_cache: failed to process shader: error: unknown type: 'FullscreenVertexOutput' ┌─ crates/bevy_core_pipeline/src/contrast_adaptive_sharpening/robust_contrast_adaptive_sharpening.wgsl:63:17 │ 63 │ fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> { │ ^^^^^^^^^^^^^^^^^^^^^^ unknown type │ = unknown type: 'FullscreenVertexOutput' ``` @robtfm I wouldn't expect this to fail. I was under the impression the `#import bevy_core_pipeline::fullscreen_vertex_shader` would pull "everything" from that file into this one? |