Makes some tweaks to the SubApp labeling introduced in #2695:
* Ergonomics improvements
* Removes unnecessary allocation when retrieving subapp label
* Removes the newly added "app macros" crate in favor of bevy_derive
* renamed RenderSubApp to RenderApp
@zicklag (for reference)
This is a rather simple but wide change, and it involves adding a new `bevy_app_macros` crate. Let me know if there is a better way to do any of this!
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# Objective
- Allow adding and accessing sub-apps by using a label instead of an index
## Solution
- Migrate the bevy label implementation and derive code to the `bevy_utils` and `bevy_macro_utils` crates and then add a new `SubAppLabel` trait to the `bevy_app` crate that is used when adding or getting a sub-app from an app.
This decouples the opinionated "core pipeline" from the new (less opinionated) bevy_render crate. The "core pipeline" is intended to be used by crates like bevy_sprites, bevy_pbr, bevy_ui, and 3rd party crates that extends core rendering functionality.
Makes the "Render App World" directly available to Extract step systems as a `RenderWorld` resource. Prior to this, there was no way to directly read / write render world state during the Extract step. The only way to make changes was through Commands (which were applied at the end of the stage).
```rust
// `thing` is an "app world resource".
fn extract_thing(thing: Res<Thing>, mut render_world: ResMut<RenderWorld>) {
render_world.insert_resource(ExtractedThing::from(thing));
}
```
RenderWorld makes a number of scenarios possible:
* When an extract system does big allocations, it is now possible to reuse them across frames by retrieving old values from RenderWorld (at the cost of reduced parallelism from unique RenderWorld borrows).
* Enables inserting into the same resource across multiple extract systems
* Enables using past RenderWorld state to inform future extract state (this should generally be avoided)
Ultimately this is just a subset of the functionality we want. In the future, it would be great to have "multi-world schedules" to enable fine grained parallelism on the render world during the extract step. But that is a research project that almost certainly won't make it into 0.6. This is a good interim solution that should easily port over to multi-world schedules if/when they land.