Commit graph

704 commits

Author SHA1 Message Date
Yasha Borevich
157f2c1584 Respect mipmap_filter when create ImageDescriptor with linear()/nearest() (#6349)
Respect mipmap_filter when create ImageDescriptor with linear()/nearest()

# Objective

Fixes #6348

## Migration Guide

This PR changes default `ImageSettings` and may lead to unexpected behaviour for existing projects with mipmapped textures. Users should provide custom `ImageSettings` resource with `mipmap_filter=FilterMode::Nearest` if they want to  keep old behaviour.

Co-authored-by: Yakov Borevich <j.borevich@gmail.com>
2022-11-03 15:33:41 +00:00
Alice Cecile
334e09892b Revert "Show prelude re-exports in docs (#6448)" (#6449)
This reverts commit 53d387f340.

# Objective

Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.

Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
2022-11-02 20:40:45 +00:00
Alejandro Pascual
53d387f340 Show prelude re-exports in docs (#6448)
# Objective

- Right now re-exports are completely hidden in prelude docs.
- Fixes #6433

## Solution

- We could show the re-exports without inlining their documentation.
2022-11-02 19:35:06 +00:00
Carter Anderson
b6e46a73cd Rework ViewTarget to better support post processing (#6415)
# Objective

Post processing effects cannot read and write to the same texture. Currently they must own their own intermediate texture and redundantly copy from that back to the main texture. This is very inefficient.

Additionally, working with ViewTarget is more complicated than it needs to be, especially when working with HDR textures. 

## Solution

`ViewTarget` now stores two copies of the "main texture". It uses an atomic value to track which is currently the "main texture" (this interior mutability is necessary to accommodate read-only RenderGraph execution). 

`ViewTarget` now has a `post_process_write` method, which will return a source and destination texture. Each call to this method will flip between the two copies of the "main texture".

```rust
let post_process = render_target.post_process_write();
let source_texture = post_process.source;
let destination_texture = post_process.destination;
```
The caller _must_ read from the source texture and write to the destination texture, as it is assumed that the destination texture will become the new "main texture".


For simplicity / understandability `ViewTarget` is now a flat type. "hdr-ness" is a property of the `TextureFormat`. The internals are fully private in the interest of providing simple / consistent apis. Developers can now easily access the main texture by calling `view_target.main_texture()`.

HDR ViewTargets no longer have an "ldr texture" with `TextureFormat::bevy_default`. They _only_ have their two "hdr" textures. This simplifies the mental model.  All we have is the "currently active hdr texture" and the "other hdr texture", which we flip between for post processing effects.

The tonemapping node has been rephrased to use this "post processing pattern". The blit pass has been removed, and it now only runs a pass when HDR is enabled. Notably, both the input and output texture are assumed to be HDR. This means that tonemapping behaves just like any other "post processing effect". It could theoretically be moved anywhere in the "effect chain" and continue to work.

In general, I think these changes will make the lives of people making post processing effects much easier. And they better position us to start building higher level / more structured  "post processing effect stacks".

---

## Changelog

- `ViewTarget` now stores two copies of the "main texture". Calling `ViewTarget::post_process_write` will flip between copies of the main texture.
2022-10-31 20:22:18 +00:00
Hennadii Chernyshchyk
cca0ca5025 Add FromReflect for Visibility (#6410)
# Objective

- `Visibility` don't have `FromReflect` derive.

## Solution

- Add it.

---

## Changelog

### Added

- `FromReflect` for `Visibility`.
2022-10-29 22:32:47 +00:00
JoJoJet
336049da68 Remove outdated uses of single-tuple bundles (#6406)
# Objective

Bevy still has many instances of using single-tuples `(T,)` to create a bundle. Due to #2975, this is no longer necessary.

## Solution

Search for regex `\(.+\s*,\)`. This should have found every instance.
2022-10-29 18:15:28 +00:00
Zhixing Zhang
dd7ff88760 Add multi draw indirect draw calls (#6392)
# Objective

- Allows bevy users to dispatch `multi_draw_indirect`, `multi_draw_indexed_indirect`,  `multi_draw_indirect_count`, `multi_draw_indexed_indirect_count` draw calls.
- Fixes #6216

## Solution

- Added the corresponding wrapper methods to `TrackedRenderPass`

---

## Changelog

> Added  `multi_draw_*` draw calls to `TrackedRenderPass`


Co-authored-by: Zhixing Zhang <me@neoto.xin>
2022-10-28 22:43:16 +00:00
Jakob Hellermann
e71c4d2802 fix nightly clippy warnings (#6395)
# Objective

- fix new clippy lints before they get stable and break CI

## Solution

- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`

## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
2022-10-28 21:03:01 +00:00
Jakob Hellermann
f867319336 add ReflectAsset and ReflectHandle (#5923)
# Objective
![image](https://user-images.githubusercontent.com/22177966/189350194-639a0211-e984-4f73-ae62-0ede44891eb9.png)

^ enable this

Concretely, I need to
- list all handle ids for an asset type
- fetch the asset as `dyn Reflect`, given a `HandleUntyped`
- when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped`

## Solution

- add `ReflectAsset` type containing function pointers for working with assets
```rust
pub struct ReflectAsset {
    type_uuid: Uuid,
    assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource

    get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>,
    get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>,
    get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>,
    add: fn(&mut World, &dyn Reflect) -> HandleUntyped,
    set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped,
    len: fn(&World) -> usize,
    ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>,
    remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>,
}
```
- add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped`
```rust
pub struct ReflectHandle {
    type_uuid: Uuid,
    asset_type_id: TypeId,
    downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>,
}
```
- add the corresponding `FromType` impls
- add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry
---

## Changelog

- add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time
2022-10-28 20:42:33 +00:00
Jakob Hellermann
0401f04ba9 update camera projection if viewport changed (#5945)
fixes https://github.com/bevyengine/bevy/issues/5944

Uses the second solution:
> 2. keep track of the old viewport in the computed_state, and if camera.viewport != camera.computed_state.old_viewport, then update the projection. This is more reliable, but needs to store two UVec2s more in the camera (probably not a big deal).
2022-10-28 19:56:31 +00:00
JoJoJet
456971381c Resolve most remaining execution-order ambiguities (#6341)
# Objective

Bevy's internal plugins have lots of execution-order ambiguities, which makes the ambiguity detection tool very noisy for our users.

## Solution

Silence every last ambiguity that can currently be resolved.
Each time an ambiguity is silenced, it is accompanied by a comment describing why it is correct. This description should be based on the public API of the respective systems. Thus, I have added documentation to some systems describing how they use some resources.

# Future work

Some ambiguities remain, due to issues out of scope for this PR. 

* The ambiguity checker does not respect `Without<>` filters, leading to false positives.
* Ambiguities between `bevy_ui` and `bevy_animation` cannot be resolved, since neither crate knows that the other exists. We will need a general solution to this problem.
2022-10-27 12:56:03 +00:00
Carter Anderson
4d3d3c869e Support arbitrary RenderTarget texture formats (#6380)
# Objective

Currently, Bevy only supports rendering to the current "surface texture format". This means that "render to texture" scenarios must use the exact format the primary window's surface uses, or Bevy will crash. This is even harder than it used to be now that we detect preferred surface formats at runtime instead of using hard coded BevyDefault values.

## Solution

1. Look up and store each window surface's texture format alongside other extracted window information
2. Specialize the upscaling pass on the current `RenderTarget`'s texture format, now that we can cheaply correlate render targets to their current texture format
3. Remove the old `SurfaceTextureFormat` and `AvailableTextureFormats`: these are now redundant with the information stored on each extracted window, and probably should not have been globals in the first place (as in theory each surface could have a different format). 

This means you can now use any texture format you want when rendering to a texture! For example, changing the `render_to_texture` example to use `R16Float` now doesn't crash / properly only stores the red component:
![image](https://user-images.githubusercontent.com/2694663/198140125-c606dd0e-6fdf-4544-b93d-dbbd10dbadd2.png)
2022-10-26 23:12:12 +00:00
Jakob Hellermann
838b318863 separate tonemapping and upscaling passes (#3425)
Attempt to make features like bloom https://github.com/bevyengine/bevy/pull/2876 easier to implement.

**This PR:**
- Moves the tonemapping from `pbr.wgsl` into a separate pass
- also add a separate upscaling pass after the tonemapping which writes to the swap chain (enables resolution-independant rendering and post-processing after tonemapping)
- adds a `hdr` bool to the camera which controls whether the pbr and sprite shaders render into a `Rgba16Float` texture

**Open questions:**
- ~should the 2d graph work the same as the 3d one?~ it is the same now
- ~The current solution is a bit inflexible because while you can add a post processing pass that writes to e.g. the `hdr_texture`, you can't write to a separate `user_postprocess_texture` while reading the `hdr_texture` and tell the tone mapping pass to read from the `user_postprocess_texture` instead. If the tonemapping and upscaling render graph nodes were to take in a `TextureView` instead of the view entity this would almost work, but the bind groups for their respective input textures are already created in the `Queue` render stage in the hardcoded order.~ solved by creating bind groups in render node

**New render graph:**

![render_graph](https://user-images.githubusercontent.com/22177966/147767249-57dd4229-cfab-4ec5-9bf3-dc76dccf8e8b.png)
<details>
<summary>Before</summary>

![render_graph_old](https://user-images.githubusercontent.com/22177966/147284579-c895fdbd-4028-41cf-914c-e1ffef60e44e.png)
</details>

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-10-26 20:13:59 +00:00
targrub
c18b1a839b Prepare for upcoming rustlang by fixing upcoming clippy warnings (#6376)
# Objective

- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.

## Solution

- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`.  No clippy warnings in either after changes made.

---

## Changelog

- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
2022-10-26 19:15:15 +00:00
François
5622d56be1 Use plugin setup for resource only used at setup time (#6360)
# Objective

- Build on #6336 for more plugin configurations

## Solution

- `LogSettings`, `ImageSettings` and `DefaultTaskPoolOptions` are now plugins settings rather than resources

---

## Changelog

- `LogSettings` plugin settings have been move to `LogPlugin`, `ImageSettings` to `ImagePlugin` and `DefaultTaskPoolOptions` to `CorePlugin`

## Migration Guide

The `LogSettings` settings have been moved from a resource to `LogPlugin` configuration:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(LogSettings {
    level: Level::DEBUG,
    filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
  })
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(LogPlugin {
    level: Level::DEBUG,
    filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
}))
```


The `ImageSettings` settings have been moved from a resource to `ImagePlugin` configuration:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(ImageSettings::default_nearest())
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
```


The `DefaultTaskPoolOptions` settings have been moved from a resource to `CorePlugin::task_pool_options`:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(DefaultTaskPoolOptions::with_num_threads(4))
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(CorePlugin {
  task_pool_options: TaskPoolOptions::with_num_threads(4),
}))
```
2022-10-25 22:19:34 +00:00
TheRawMeatball
3c13c75036 Optimize rendering slow-down at high entity counts (#5509)
# Objective

- Improve #3953

## Solution

- The very specific circumstances under which the render world is reset meant that the flush_as_invalid function could be replaced with one that had a noop as its init method.
- This removes a double-writing issue leading to greatly increased performance.

Running the reproduction code in the linked issue, this change nearly doubles the framerate.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-10-24 19:24:49 +00:00
Matthias Deiml
3689d5d086 Avoid creating SurfaceConfiguration in prepare_windows (#6255)
# Objective

- Avoids creating a `SurfaceConfiguration` for every window in every frame for the `prepare_windows` system
- As such also avoid calling `get_supported_formats` for every window in every frame

## Solution

- Construct `SurfaceConfiguration` lazyly in `prepare_windows`

---

This also changes the error message for failed initial surface configuration from "Failed to acquire next swapchain texture" to "Error configuring surface".
2022-10-24 15:38:51 +00:00
François
0cbd1bbe43 expose window alpha mode (#6331)
# Objective

- Being able to set the `CompositeAlphaMode`

## Solution

- Expose it on `WindowDescriptor`, in the same way as `PresentMode` is exposed
2022-10-24 14:53:19 +00:00
dataphract
e8368a0761 doc: document PerspectiveProjection (#6310)
# Objective

Fixes #6279.

## Solution

Added documentation explaining the meanings and default values of `PerspectiveProjection`'s fields.


Co-authored-by: dataphract <86984145+dataphract@users.noreply.github.com>
2022-10-24 14:53:14 +00:00
Cameron
7989cb2650 Add global time scaling (#5752)
# Objective

- Make `Time` API more consistent.
- Support time accel/decel/pause.

## Solution

This is just the `Time` half of #3002. I was told that part isn't controversial.

- Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming.
- Implement accelerating / decelerating the passage of time.
- Implement stopping time.

---

## Changelog

- Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly.
- Added `relative_speed` and `set_relative_speed` methods.
- Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.)
- Added `raw_*` variants of the "delta time" and "total elapsed time" methods.
- Added `first_update` method because there's a non-zero duration between startup and the first update.

## Migration Guide

- `time.time_since_startup()` -> `time.elapsed()`
- `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()`
- `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()`

If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
2022-10-22 18:52:29 +00:00
Sludge
abbc0cf339 Register RenderLayers type in CameraPlugin (#6308)
# Objective

The `RenderLayers` type is never registered, making it unavailable for reflection.

## Solution

Register it in `CameraPlugin`, the same plugin that registers the related `Visibility*` types.
2022-10-19 21:48:19 +00:00
VitalyR
c313e21d65 Update wgpu to 0.14.0, naga to 0.10.0, winit to 0.27.4, raw-window-handle to 0.5.0, ndk to 0.7 (#6218)
# Objective

- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.

## Solution

---

## Changelog

### Changed

- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.

- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.

## Migration Guide

- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
2022-10-19 17:40:23 +00:00
James Sully
88700f3595 Add mutating toggle method to Visibility component (#6268)
# Objective

Make toggling the visibility of an entity slightly more convenient.

## Solution

Add a mutating `toggle` method to the `Visibility` component

```rust
fn my_system(mut query: Query<&mut Visibility, With<SomeMarker>>) {
    let mut visibility = query.single_mut();
    // before: 
    visibility.is_visible = !visibility.is_visible;
    // after:
    visibility.toggle();
}
```

## Changelog

### Added
- Added a mutating `toggle` method to the `Visibility` component
2022-10-17 15:42:43 +00:00
Rob Parrett
b840ba3eaf Tidy up surface creation in RenderPlugin (#6276)
# Objective

Tidy up a bit
2022-10-17 15:26:39 +00:00
targrub
964b047466 Make raw_window_handle field in Window and ExtractedWindow an Option. (#6114)
# Objective

- Trying to make it possible to do write tests that don't require a raw window handle.
- Fixes https://github.com/bevyengine/bevy/issues/6106.

## Solution

- Make the interface and type changes.  Avoid accessing `None`.
---

## Changelog

- Converted `raw_window_handle` field in both `Window` and `ExtractedWindow` to `Option<RawWindowHandleWrapper>`.
- Revised accessor function `Window::raw_window_handle()` to return `Option<RawWindowHandleWrapper>`.
- Skip conditions in loops that would require a raw window handle (to create a `Surface`, for example).

## Migration Guide

`Window::raw_window_handle()` now returns `Option<RawWindowHandleWrapper>`.


Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-10-17 14:19:24 +00:00
Lena Milizé
5878a62c3f Link to linux_dependencies.md in the panic message when failing to detect a GPU (#6261)
As suggested in #6104, it would be nice to link directly to `linux_dependencies.md` file in the panic message when running on Linux. And when not compiling for Linux, we fall back to the old message.

Signed-off-by: Lena Milizé <me@lvmn.org>

# Objective

Resolves #6104.

## Solution

Add link to `linux_dependencies.md` when compiling for Linux, and fall back to the old one when not.
2022-10-17 14:01:52 +00:00
François
13dcdba05f use bevy default texture format if the surface is not yet available (#6233)
# Objective

- Fix #6231

## Solution

- In case no supported format is found, try to use Bevy default instead of panicking
2022-10-11 12:32:03 +00:00
Noah
6ae46f6403 Fixes Camera not being serializable due to missing registrations in core functionality. (#6170)
…

# Objective

- Fixes Camera not being serializable due to missing registrations in core functionality. 
- Fixes #6169

## Solution

- Updated Bevy_Render CameraPlugin with registrations for Option<Viewport> and then Bevy_Core CorePlugin with registrations for ReflectSerialize and ReflectDeserialize for type data Range<f32> respectively according to the solution in #6169



Co-authored-by: Noah <noahshomette@gmail.com>
2022-10-10 16:34:22 +00:00
VitalyR
f5322cd757 get proper texture format after the renderer is initialized, fix #3897 (#5413)
# Objective
There is no Srgb support on some GPU and display protocols with `winit` (for example, Nvidia's GPUs with Wayland). Thus `TextureFormat::bevy_default()` which returns `Rgba8UnormSrgb` or `Bgra8UnormSrgb` will cause panics on such platforms. This patch will resolve this problem. Fix https://github.com/bevyengine/bevy/issues/3897.

## Solution

Make `initialize_renderer` expose `wgpu::Adapter` and `first_available_texture_format`, use the `first_available_texture_format` by default.

## Changelog

* Fixed https://github.com/bevyengine/bevy/issues/3897.
2022-10-10 16:10:05 +00:00
Zicklag
cfba7312ef Reflect Default for ComputedVisibility and Handle<T> (#6187)
# Objective

- Reflecting `Default` is required for scripts to create `Reflect` types at runtime with no static type information.
- Reflecting `Default` on `Handle<T>` and `ComputedVisibility` should allow scripts from `bevy_mod_js_scripting` to actually spawn sprites from scratch, without needing any hand-holding from the host-game.

## Solution

- Derive `ReflectDefault` for `Handle<T>` and `ComputedVisiblity`.

---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.

- The `Default` trait is now reflected for `Handle<T>` and `ComputedVisibility`
2022-10-06 19:31:47 +00:00
ira
37860a09de Add Camera::viewport_to_world (#6126)
# Objective

Add a method for getting a world space ray from a viewport position.

Opted to add a `Ray` type to `bevy_math` instead of returning a tuple of `Vec3`'s as this is clearer and easier to document
The docs on `viewport_to_world` are okay, but I'm not super happy with them.

## Changelog
* Add `Camera::viewport_to_world`
* Add `Camera::ndc_to_world`
* Add `Ray` to `bevy_math`
* Some doc tweaks

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-10-05 22:16:26 +00:00
Charles
8073362039 add globals to mesh view bind group (#5409)
# Objective

- It's often really useful to have access to the time when writing shaders.

## Solution

- Add a UnifformBuffer in the mesh view bind group
- This buffer contains the time, delta time and a wrapping frame count

https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4

---

## Changelog

- Added a `GlobalsUniform` at position 9 of the mesh view bind group

## Notes

The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it.

I named this `globals` instead of just time because we could potentially add more things to it.

## References in other engines

- Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins>
    - Global time since startup, in seconds, by default resets to 0 after 3600 seconds
    - Doesn't seem to have anything else
- Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/>
    - Generic time value that updates every frame. Can be paused or scaled.
    - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/>
- Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html>
    - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds
    - Also has delta time, sin time and cos time
- ShaderToy: <https://www.shadertoy.com/howto>
    - iTime is the time since startup in seconds.
    - iFrameRate
    - iTimeDelta
    - iFrame frame counter

Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
Charles
018509c3a1 log pipeline cache errors earlier (#6115)
# Objective

- Currently, errors aren't logged as soon as they are found, they are logged only on the next frame. This means your shader could have an unreported error that could have been reported on the first frame.

## Solution

- Log the error as soon as they are found, don't wait until next frame

## Notes

I discovered this issue because I was simply unwrapping the `Result` from `PipelinCache::get_render_pipeline()` which caused it to fail without any explanations. Admittedly, this was a bit of a user error, I shouldn't have unwrapped that, but it seems a bit strange to wait until the next time the pipeline is processed to log the error instead of just logging it as soon as possible since we already have all the info necessary.
2022-09-28 04:04:55 +00:00
SpecificProtagonist
128c169503 remove copyless (#6100)
# Objective
Remove copyless
copyless apparently isn't needed anymore to prevent extraneous memcopies and therefore got deprecated: https://github.com/kvark/copyless/issues/22
2022-09-27 18:11:40 +00:00
Charles
deb07fe957 add support for .comp glsl shaders (#6084)
# Objective

- Support `.comp` extension for glsl compute shaders

## Solution

- Add `.comp` to the shader asset loader
2022-09-27 01:30:40 +00:00
Carter Anderson
dc3f801239 Exclusive Systems Now Implement System. Flexible Exclusive System Params (#6083)
# Objective

The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move.

This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns).

## Solution

This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). 

This means you can remove all cases of `exclusive_system()`:

```rust
// before
commands.add_system(some_system.exclusive_system());
// after
commands.add_system(some_system);
```

I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems:

```rust
fn some_exclusive_system(
    world: &mut World,
    transforms: &mut QueryState<&Transform>,
    state: &mut SystemState<(Res<Time>, Query<&Player>)>,
) {
    for transform in transforms.iter(world) {
        println!("{transform:?}");
    }
    let (time, players) = state.get(world);
    for player in players.iter() {
        println!("{player:?}");
    }
}
```

Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system.

I added some targeted SystemParam `static` constraints, which removed the need for this:
``` rust
fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {}
```

## Related

- #2923
- #3001
- #3946

## Changelog

- `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait.
- `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems
- `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam`
- Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api.

## Migration Guide

Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems:

```rust
// Old (0.8)
app.add_system(some_exclusive_system.exclusive_system());
// New (0.9)
app.add_system(some_exclusive_system);
```

Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis:

```rust
// Old (0.8)
app.add_system(some_system.exclusive_system().at_end());
// New (0.9)
app.add_system(some_system.at_end());
```

Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons:
```rust
// Old (0.8)
fn some_system(world: &mut World) {
  let mut transforms = world.query::<&Transform>();
  for transform in transforms.iter(world) {
  }
}
// New (0.9)
fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) {
  for transform in transforms.iter(world) {
  }
}
```
2022-09-26 23:57:07 +00:00
Carter Anderson
01aedc8431 Spawn now takes a Bundle (#6054)
# Objective

Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands).

## Solution

All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input:

```rust
// before:
commands
  .spawn()
  .insert((A, B, C));
world
  .spawn()
  .insert((A, B, C);

// after
commands.spawn((A, B, C));
world.spawn((A, B, C));
```

All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api.  

By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`).

This improves spawn performance by over 10%:
![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png)

To take this measurement, I added a new `world_spawn` benchmark.

Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main.

**Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** 

---

## Changelog

- All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input
- All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api
- World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior.  

## Migration Guide

```rust
// Old (0.8):
commands
  .spawn()
  .insert_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));

// Old (0.8):
commands.spawn_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));

// Old (0.8):
let entity = commands.spawn().id();
// New (0.9)
let entity = commands.spawn_empty().id();

// Old (0.8)
let entity = world.spawn().id();
// New (0.9)
let entity = world.spawn_empty();
```
2022-09-23 19:55:54 +00:00
Okko Hakola
69d08c5ef4 Reconfigure surface on present mode change (#6049)
# Objective

- Reconfigure surface after present mode changes. It seems that this is not done currently at runtime. It's pretty common for games to change such graphical settings at runtime.
- Fixes present mode issue in #5111 

## Solution

- Exactly like resolution change gets tracked when extracting window, do the same for present mode.

Additionally, I added present mode (vsync) toggling to window settings example.
2022-09-21 22:35:15 +00:00
Carter Anderson
cd15f0f5be Accept Bundles for insert and remove. Deprecate insert/remove_bundle (#6039)
# Objective

Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there.

## Solution

- Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World)
- Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection`
- Add `remove_intersection`

---

## Changelog

- Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World)
- `insert_bundle` and `remove_bundle` are deprecated
 

## Migration Guide

Replace `insert_bundle` with `insert`:
```rust
// Old (0.8)
commands.spawn().insert_bundle(SomeBundle::default());
// New (0.9)
commands.spawn().insert(SomeBundle::default());
```

Replace `remove_bundle` with `remove`:
```rust
// Old (0.8)
commands.entity(some_entity).remove_bundle::<SomeBundle>();
// New (0.9)
commands.entity(some_entity).remove::<SomeBundle>();
```

Replace `remove_bundle_intersection` with `remove_intersection`:
```rust
// Old (0.8)
world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>();
// New (0.9)
world.entity_mut(some_entity).remove_intersection::<SomeBundle>();
```

Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves:
```rust
// Old (0.8)
commands.spawn()
  .insert_bundle(SomeBundle::default())
  .insert(SomeComponent);

// New (0.9) - Option 1
commands.spawn().insert((
  SomeBundle::default(),
  SomeComponent,
))

// New (0.9) - Option 2
commands.spawn_bundle((
  SomeBundle::default(),
  SomeComponent,
))
```

## Next Steps

Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
2022-09-21 21:47:53 +00:00
ira
2b80a3f279 Implement IntoIterator for &Extract<P> (#6025)
# Objective

Implement `IntoIterator` for `&Extract<P>` if the system parameter it wraps implements `IntoIterator`.

Enables the use of `IntoIterator` with an extracted query.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-09-20 00:29:10 +00:00
Nicola Papale
6c5403cf47 Add warning when a hierarchy component is missing (#5590)
# Objective

A common pitfall since 0.8 is the requirement on `ComputedVisibility`
being present on all ancestors of an entity that itself has
`ComputedVisibility`, without which, the entity becomes invisible.

I myself hit the issue and got very confused, and saw a few people hit
it as well, so it makes sense to provide a hint of what to do when such
a situation is encountered.

- Fixes #5849
- Closes #5616
- Closes #2277 
- Closes #5081

## Solution

We now check that all entities with both a `Parent` and a
`ComputedVisibility` component have parents that themselves have a
`ComputedVisibility` component.

Note that the warning is only printed once.

We also add a similar warning to `GlobalTransform`.

This only emits a warning. Because sometimes it could be an intended
behavior.

Alternatives:
- Do nothing and keep repeating to newcomers how to avoid recurring
  pitfalls
- Make the transform and visibility propagation tolerant to missing
  components (#5616)
- Probably archetype invariants, though the current draft would not
  allow detecting that kind of errors

---

## Changelog

- Add a warning when encountering dubious component hierarchy structure


Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2022-09-19 16:12:11 +00:00
Michael Clayton
91109f6f18 add Debug, Copy, Clone derives to Circle (#6009)
# Objective

- all the shapes except Circle have derives for Debug, Copy, and Clone

## Solution

- add derive to Circle for Debug, Copy, and Clone
2022-09-18 02:03:10 +00:00
SpecificProtagonist
e96b21a24a Fix DrawFunctionId typo (#5996)
Fix extra slashes visible in documentation of `DrawFunctionId`. Also point to where the type is used.
2022-09-17 12:49:00 +00:00
robtfm
503c2a9677 adjust cluster index for viewport origin (#5947)
# Objective

fixes #5946

## Solution

adjust cluster index calculation for viewport origin.

from reading point 2 of the rasterization algorithm description in https://gpuweb.github.io/gpuweb/#rasterization, it looks like framebuffer space (and so @bulitin(position)) is not meant to be adjusted for viewport origin, so we need to subtract that to get the right cluster index.

- add viewport origin to rust `ExtractedView` and wgsl `View` structs
- subtract from frag coord for cluster index calculation
2022-09-15 21:58:14 +00:00
Kurt Kühnert
c256c38486 Add TextureFormat::Rg16Unorm support for Image and derive Resource for SpecializedComputePipelines (#5991)
# Objective

Currently some TextureFormats are not supported by the Image type.
The `TextureFormat::Rg16Unorm` format is useful for storing minmax heightmaps.
Similar to #5249 I now additionally require image to support the dual channel variant.

## Solution

Added `TextureFormat::Rg16Unorm` support to Image.

Additionally this PR derives `Resource` for `SpecializedComputePipelines`, because for some reason this was missing.
All other special pipelines do derive `Resource` already.


Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
2022-09-15 15:57:04 +00:00
ira
76ae6f4c6e Miscellaneous code-quality improvements. (#5860)
Does what it do.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-09-05 00:30:21 +00:00
micron-mushroom
cbb884cb02 Expose Image conversion functions (fixes #5452) (#5527)
## Solution
Exposes the image <-> "texture" as methods on `Image`.

## Extra
I'm wondering if `image_texture_conversion.rs` should be renamed to `image_conversion.rs`. That or the file be deleted altogether in favour of putting the code alongside the rest of the `Image` impl. Its kind-of weird to refer to the `Image`  as a texture.

Also `Image::convert` is a public method so I didn't want to edit its signature, but it might be nice to have the function consume the image instead of just passing a reference to it because it would eliminate a clone.

## Changelog
> Rename `image_to_texture` to `Image::from_dynamic`
> Rename `texture_to_image` to `Image::try_into_dynamic`
> `Image::try_into_dynamic` now returns a `Result` (this is to make it easier for users who didn't read that only a few conversions are supported to figure it out.)
2022-09-03 17:47:38 +00:00
Jerome Humbert
6a54683491 Document the bevy_render::camera module tree (#3528)
# Objective

Document most of the public items of the `bevy_render::camera` module and its
sub-modules.

## Solution

Add docs to most public items. Follow-up from #3447.
2022-09-03 14:30:44 +00:00
Jerome Humbert
26d30fe412 Document PipelineCache and related types (#5600)
# Objective

Document `PipelineCache` and a few other related types.

## Solution

Add documenting comments to `PipelineCache` and a few other related
types in the same file.
2022-09-02 16:33:18 +00:00
François
480b3baa44 Helpers to check pipeline cache status (#5796)
# Objective

- In WASM, creating a pipeline can easily take 2 seconds, freezing the game while doing so
- Preloading pipelines can be done during a "loading" state, but it is not trivial to know which pipeline to preload, or when it's done

## Solution

- Add a log with shaders being loaded and their shader defs
- add a function on `PipelineCache` to return the number of ready pipelines
2022-09-02 12:18:43 +00:00