Commit graph

2592 commits

Author SHA1 Message Date
François
3999365bc1 add Input Method Editor support (#7325)
# Objective

- Fix #7315
- Add IME support

## Solution

- Add two new fields to `Window`, to control if IME is enabled and the candidate box position

This allows the use of dead keys which are needed in French, or the full IME experience to type using Pinyin

I also added a basic general text input example that can handle IME input.

https://user-images.githubusercontent.com/8672791/213941353-5ed73a73-5dd1-4e66-a7d6-a69b49694c52.mp4
2023-01-29 20:27:29 +00:00
Asier Illarramendi
477ef70936 Fix small typo in gamepad.rs docs (#7411)
Fix typo, change: `girls` to `gilrs`.
2023-01-29 20:11:46 +00:00
Marco Buono
1a96d820fd Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">


# Objective

- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.

## Solution

This PR:

- Introduces a new `FogSettings` component that controls distance fog per-camera. 
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.

---

## Changelog

### Added

- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
JoJoJet
209f6f8e83 Fix unsoundness in EntityMut::world_scope (#7387)
# Objective

Found while working on #7385.

The struct `EntityMut` has the safety invariant that it's cached `EntityLocation` must always accurately specify where the entity is stored. Thus, any time its location might be invalidated (such as by calling `EntityMut::world_mut` and moving archetypes), the cached location *must* be updated by calling `EntityMut::update_location`.

The method `world_scope` encapsulates this pattern in safe API by requiring world mutations to be done in a closure, after which `update_location` will automatically be called. However, this method has a soundness hole: if a panic occurs within the closure, then `update_location` will never get called. If the panic is caught in an outer scope, then the `EntityMut` will be left with an outdated location, which is undefined behavior.

An example of this can be seen in the unit test `entity_mut_world_scope_panic`, which has been added to this PR as a regression test. Without the other changes in this PR, that test will invoke undefined behavior in safe code.

## Solution

Call `EntityMut::update_location()` from within a `Drop` impl, which ensures that it will get executed even if `EntityMut::world_scope` unwinds.
2023-01-29 00:10:45 +00:00
François
bfafa781c1 re-enable tests on apple silicon (#7400)
# Objective

- Fixes #6687

## Solution

- The future is now! Rust 1.67 was released with the fix
2023-01-28 19:00:27 +00:00
JoJoJet
299bd37752 Add Ref to the prelude (#7392)
# Objective

Add the change-detection wrapper type `Ref<T>` (originally added in #7097) to `bevy_ecs::prelude`.
2023-01-28 09:28:47 +00:00
JoJoJet
5d912a2f35 Speed up CommandQueue by storing commands more densely (#6391)
# Objective

* Speed up inserting and applying commands. 
* Halve the stack size of `CommandQueue` to 24 bytes.
* Require fewer allocations.

## Solution

Store commands and metadata densely within the same buffer. Each command takes up 1 `usize` of metadata, plus the bytes to store the command itself. Zero-sized types take up no space except for the metadata.

# Benchmarks

All of the benchmarks related to commands.

| Bench                                  | Time      |  % Change         |    p-value |
|----------------------------------------|-----------|--------------|-----------------|
| empty_commands/0_entities              | 4.7780 ns | -18.381% | 0.00  |
| spawn_commands/2000_entities           | 233.11 us | -0.9961%     | 0.00  |
| spawn_commands/4000_entities           | 448.38 us | -3.1466%     | 0.00  |
| spawn_commands/6000_entities           | 693.12 us | -0.3978%     | _0.52_ |
| spawn_commands/8000_entities           | 889.48 us | -2.8802%     | 0.00  |
| insert_commands/insert                 | 609.95 us | -4.8604%     | 0.00  |
| insert_commands/insert_batch           | 355.54 us | -2.8165%     |  0.00 |
| fake_commands/2000_commands            | 4.8018 us | **-17.802%** | 0.00  |
| fake_commands/4000_commands            | 9.5969 us | **-17.337%** | 0.00  |
| fake_commands/6000_commands            | 14.421 us | **-18.454%** | 0.00  |
| fake_commands/8000_commands            | 19.192 us | **-18.261%** | 0.00 |
| sized_commands_0_bytes/2000_commands   | 4.0593 us | -4.7145%     |  0.00 |
| sized_commands_0_bytes/4000_commands   | 8.1541 us | -4.9470%     |  0.00  |
| sized_commands_0_bytes/6000_commands   | 12.806 us | -12.017%     | 0.00 |
| sized_commands_0_bytes/8000_commands   | 17.096 us | -14.070% |  0.00 |
| sized_commands_12_bytes/2000_commands  | 5.3425 us | **-27.632%** | 0.00 |
| sized_commands_12_bytes/4000_commands  | 10.283 us | **-31.158%** |  0.00  |
| sized_commands_12_bytes/6000_commands  | 15.339 us | **-31.418%** |  0.00 |
| sized_commands_12_bytes/8000_commands  | 20.206 us | **-33.133%** |  0.00 |
| sized_commands_512_bytes/2000_commands | 99.118 us | -9.9655%     |  0.00  |
| sized_commands_512_bytes/4000_commands | 201.96 us | -8.8235%     |  0.00 |
| sized_commands_512_bytes/6000_commands | 300.95 us | -9.2344%     |  0.00  |
| sized_commands_512_bytes/8000_commands | 404.69 us | -8.4578%     |  0.00  |
2023-01-28 01:15:51 +00:00
Charles Bournhonesque
cbb4c26cad Enable deriving Reflect on structs with generic types (#7364)
# Objective

I recently had an issue, where I have a struct:
```
struct Property {
   inner: T
}
```
that I use as a wrapper for internal purposes.
I don't want to update my struct definition to 
```
struct Property<T: Reflect>{
   inner: T
}
```
because I still want to be able to build `Property<T>` for types `T` that are not `Reflect`. (and also because I don't want to update my whole code base with `<T: Reflect>` bounds)

I still wanted to have reflection on it (for `bevy_inspector_egui`), but adding `derive(Reflect)` fails with the error:
`T cannot be sent between threads safely. T needs to implement Sync.`

I believe that `bevy_reflect` should adopt the model of other derives in the case of generics, which is to add the `Reflect` implementation only if the generics also implement `Reflect`. (That is the behaviour of other macros such as `derive(Clone)` or `derive(Debug)`.

It's also the current behavior of `derive(FromReflect)`.

Basically doing something like:
```
impl<T> Reflect for Foo<T>
where T: Reflect
```


## Solution

- I updated the derive macros for `Structs` and `TupleStructs` to add extra `where` bounds.
   -  Every type that is reflected will need a `T: Reflect` bound
   -  Ignored types will need a `T: 'static + Send + Sync` bound. Here's the reason. For cases like this:
```
#[derive(Reflect)]
struct Foo<T, U>{
   a: T
   #[reflect(ignore)]
   b: U
}
```
I had to add the bound `'static + Send + Sync` to ignored generics like `U`.
The reason is that we want `Foo<T, U>` to be `Reflect: 'static + Send + Sync`, so `Foo<T, U>` must be able to implement those auto-traits. `Foo<T, U>` will only implement those auto-traits if every generic type implements them, including ignored types.
This means that the previously compile-fail case now compiles:
```
#[derive(Reflect)]
struct Foo<'a> {
    #[reflect(ignore)]
    value: &'a str,
}
```
But `Foo<'a>` will only be useable in the cases where `'a: 'static` and panic if we don't have `'a: 'static`, which is what we want (nice bonus from this PR ;) )



---

## Changelog

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

### Added
Possibility to add `derive(Reflect)` to structs and enums that contain generic types, like so:
```
#[derive(Reflect)]
struct Foo<T>{
   a: T
}
```
Reflection will only be available if the generic type T also implements `Reflect`.
(previously, this would just return a compiler error)
2023-01-28 00:12:06 +00:00
JoJoJet
9ffba9bb1a Allow returning a value from EntityMut::world_scope (#7385)
# Objective

The function `EntityMut::world_scope` is a safe abstraction that allows you to temporarily get mutable access to the underlying `World` of an `EntityMut`. This function is purely stateful, meaning it is not easily possible to return a value from it.

## Solution

Allow returning a computed value from the closure. This is similar to how `World::resource_scope` works.

---

## Changelog

- The function `EntityMut::world_scope` now allows returning a value from the immediately-computed closure.
2023-01-27 19:42:10 +00:00
Torstein Grindvik
b6376ce654 Add main_texture_other (#7343)
# Objective

## Use Case

A render node which calls `post_process_write()` on a `ViewTarget` multiple times during a single run of the node means both main textures of this view target is accessed.

If the source texture (which alternate between main textures **a** and **b**) is accessed in a shader during those iterations it means that those textures have to be bound using bind groups.

Preparing bind groups for both main textures ahead of time is desired, which means having access to the _other_ main texture is needed.

## Solution

Add a method on `ViewTarget` for accessing the other main texture.

---

## Changelog

### Added

- `main_texture_other` API on `ViewTarget`
2023-01-27 18:41:01 +00:00
wackbyte
0ff839be1d Fix formatting in Name docs (#7384)
# Objective

There's no period at the end of the first line of the `Name` documentation, and this messes up the grammar of the summary rustdoc creates:
```
                                                                          ↓
Component used to identify an entity. Stores a hash for faster comparisons The hash is eagerly re-computed upon each update to the name.
```

## Solution

I added it.
2023-01-27 17:49:11 +00:00
Chris Ohk
3281aea5c2 Fix minor typos in code and docs (#7378)
# Objective

I found several words in code and docs are incorrect. This should be fixed.

## Solution

- Fix several minor typos

Co-authored-by: Chris Ohk <utilforever@gmail.com>
2023-01-27 12:12:53 +00:00
Jakob Hellermann
0cb0d8b55d add UnsafeWorldCell abstraction (#6404)
alternative to #5922, implements #5956 
builds on top of https://github.com/bevyengine/bevy/pull/6402

# Objective

https://github.com/bevyengine/bevy/issues/5956 goes into more detail, but the TLDR is:
- bevy systems ensure disjoint accesses to resources and components, and for that to work there are methods `World::get_resource_unchecked_mut(&self)`, ..., `EntityRef::get_mut_unchecked(&self)` etc.
- we don't have these unchecked methods for `by_id` variants, so third-party crate authors cannot build their own safe disjoint-access abstractions with these
- having `_unchecked_mut` methods is not great, because in their presence safe code can accidentally violate subtle invariants. Having to go through `world.as_unsafe_world_cell().unsafe_method()` forces you to stop and think about what you want to write in your `// SAFETY` comment.

The alternative is to keep exposing `_unchecked_mut` variants for every operation that we want third-party crates to build upon, but we'd prefer to avoid using these methods alltogether: https://github.com/bevyengine/bevy/pull/5922#issuecomment-1241954543

Also, this is something that **cannot be implemented outside of bevy**, so having either this PR or #5922 as an escape hatch with lots of discouraging comments would be great.

## Solution

- add `UnsafeWorldCell` with `unsafe fn get_resource(&self)`, `unsafe fn get_resource_mut(&self)`
- add `fn World::as_unsafe_world_cell(&mut self) -> UnsafeWorldCell<'_>` (and `as_unsafe_world_cell_readonly(&self)`)
- add `UnsafeWorldCellEntityRef` with `unsafe fn get`, `unsafe fn get_mut` and the other utilities on `EntityRef` (no methods for spawning, despawning, insertion)
- use the `UnsafeWorldCell` abstraction in `ReflectComponent`, `ReflectResource` and `ReflectAsset`, so these APIs are easier to reason about
- remove `World::get_resource_mut_unchecked`, `EntityRef::get_mut_unchecked` and use `unsafe { world.as_unsafe_world_cell().get_mut() }` and `unsafe { world.as_unsafe_world_cell().get_entity(entity)?.get_mut() }` instead

This PR does **not** make use of `UnsafeWorldCell` for anywhere else in `bevy_ecs` such as `SystemParam` or `Query`. That is a much larger change, and I am convinced that having `UnsafeWorldCell` is already useful for third-party crates.

Implemented API:

```rust
struct World { .. }
impl World {
  fn as_unsafe_world_cell(&self) -> UnsafeWorldCell<'_>;
}

struct UnsafeWorldCell<'w>(&'w World);
impl<'w> UnsafeWorldCell {
  unsafe fn world(&self) -> &World;

  fn get_entity(&self) -> UnsafeWorldCellEntityRef<'w>; // returns 'w which is `'self` of the `World::as_unsafe_world_cell(&'w self)`

  unsafe fn get_resource<T>(&self) -> Option<&'w T>;
  unsafe fn get_resource_by_id(&self, ComponentId) -> Option<&'w T>;
  unsafe fn get_resource_mut<T>(&self) -> Option<Mut<'w, T>>;
  unsafe fn get_resource_mut_by_id(&self) -> Option<MutUntyped<'w>>;
  unsafe fn get_non_send_resource<T>(&self) -> Option<&'w T>;
  unsafe fn get_non_send_resource_mut<T>(&self) -> Option<Mut<'w, T>>>;

  // not included: remove, remove_resource, despawn, anything that might change archetypes
}

struct UnsafeWorldCellEntityRef<'w> { .. }
impl UnsafeWorldCellEntityRef<'w> {
  unsafe fn get<T>(&self, Entity) -> Option<&'w T>;
  unsafe fn get_by_id(&self, Entity, ComponentId) -> Option<Ptr<'w>>;
  unsafe fn get_mut<T>(&self, Entity) -> Option<Mut<'w, T>>;
  unsafe fn get_mut_by_id(&self, Entity, ComponentId) -> Option<MutUntyped<'w>>;
  unsafe fn get_change_ticks<T>(&self, Entity) -> Option<Mut<'w, T>>;
  // fn id, archetype, contains, contains_id, containts_type_id
}
```

<details>
<summary>UnsafeWorldCell docs</summary>

Variant of the [`World`] where resource and component accesses takes a `&World`, and the responsibility to avoid
aliasing violations are given to the caller instead of being checked at compile-time by rust's unique XOR shared rule.

### Rationale
In rust, having a `&mut World` means that there are absolutely no other references to the safe world alive at the same time,
without exceptions. Not even unsafe code can change this.

But there are situations where careful shared mutable access through a type is possible and safe. For this, rust provides the [`UnsafeCell`](std::cell::UnsafeCell)
escape hatch, which allows you to get a `*mut T` from a `&UnsafeCell<T>` and around which safe abstractions can be built.

Access to resources and components can be done uniquely using [`World::resource_mut`] and [`World::entity_mut`], and shared using [`World::resource`] and [`World::entity`].
These methods use lifetimes to check at compile time that no aliasing rules are being broken.

This alone is not enough to implement bevy systems where multiple systems can access *disjoint* parts of the world concurrently. For this, bevy stores all values of
resources and components (and [`ComponentTicks`](crate::component::ComponentTicks)) in [`UnsafeCell`](std::cell::UnsafeCell)s, and carefully validates disjoint access patterns using
APIs like [`System::component_access`](crate::system::System::component_access).

A system then can be executed using [`System::run_unsafe`](crate::system::System::run_unsafe) with a `&World` and use methods with interior mutability to access resource values.
access resource values.

### Example Usage

[`UnsafeWorldCell`] can be used as a building block for writing APIs that safely allow disjoint access into the world.
In the following example, the world is split into a resource access half and a component access half, where each one can
safely hand out mutable references.

```rust
use bevy_ecs::world::World;
use bevy_ecs::change_detection::Mut;
use bevy_ecs::system::Resource;
use bevy_ecs::world::unsafe_world_cell_world::UnsafeWorldCell;

// INVARIANT: existance of this struct means that users of it are the only ones being able to access resources in the world
struct OnlyResourceAccessWorld<'w>(UnsafeWorldCell<'w>);
// INVARIANT: existance of this struct means that users of it are the only ones being able to access components in the world
struct OnlyComponentAccessWorld<'w>(UnsafeWorldCell<'w>);

impl<'w> OnlyResourceAccessWorld<'w> {
    fn get_resource_mut<T: Resource>(&mut self) -> Option<Mut<'w, T>> {
        // SAFETY: resource access is allowed through this UnsafeWorldCell
        unsafe { self.0.get_resource_mut::<T>() }
    }
}
// impl<'w> OnlyComponentAccessWorld<'w> {
//     ...
// }

// the two interior mutable worlds borrow from the `&mut World`, so it cannot be accessed while they are live
fn split_world_access(world: &mut World) -> (OnlyResourceAccessWorld<'_>, OnlyComponentAccessWorld<'_>) {
    let resource_access = OnlyResourceAccessWorld(unsafe { world.as_unsafe_world_cell() });
    let component_access = OnlyComponentAccessWorld(unsafe { world.as_unsafe_world_cell() });
    (resource_access, component_access)
}
```


</details>
2023-01-27 00:12:13 +00:00
ira
aab518af92 Update toml_edit to 0.18 (#7370)
Removes a duplicate dependency from the tree

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-01-26 18:09:43 +00:00
Rob Parrett
461497fa2d Fix a few uninlined_format_args lints (#7368)
# Objective

Prevent things from breaking tomorrow when rust 1.67 is released.

## Solution

Fix a few `uninlined_format_args` lints in recently introduced code.
2023-01-26 17:34:52 +00:00
研究社交
6b38863313 Request WGPU Capabilities for Non-uniform Indexing (#6995)
# Objective

Fixes #6952 

## Solution

- Request WGPU capabilities `SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING`, `SAMPLER_NON_UNIFORM_INDEXING` and `UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING` when corresponding features are enabled.
- Add an example (`shaders/texture_binding_array`) illustrating (and testing) the use of non-uniform indexed textures and samplers.

![image](https://user-images.githubusercontent.com/16053640/209448310-defa4eae-6bcb-460d-9b3d-a3d2fad4316c.png)

## Changelog

- Added new capabilities for shader validation.
- Added example `shaders/texture_binding_array`.
2023-01-26 13:18:15 +00:00
Daniel Chia
c3a46822e1 Cascaded shadow maps. (#7064)
Co-authored-by: Robert Swain <robert.swain@gmail.com>

# Objective

Implements cascaded shadow maps for directional lights, which produces better quality shadows without needing excessively large shadow maps.

Fixes #3629

Before
![image](https://user-images.githubusercontent.com/1222141/210061203-bbd965a4-8d11-4cec-9a88-67fc59d0819f.png)

After
![image](https://user-images.githubusercontent.com/1222141/210061334-2ff15334-e6d7-4a31-9314-f34a7805cac6.png)


## Solution

Rather than rendering a single shadow map for directional light, the view frustum is divided into a series of cascades, each of which gets its own shadow map. The correct cascade is then sampled for shadow determination.

---

## Changelog

Directional lights now use cascaded shadow maps for improved shadow quality.


## Migration Guide

You no longer have to manually specify a `shadow_projection` for a directional light, and these settings should be removed. If customization of how cascaded shadow maps work is desired, modify the `CascadeShadowConfig` component instead.
2023-01-25 12:35:39 +00:00
James Liu
958a898b4a Remove App::add_sub_app (#7290)
# Objective
Fixes #7286. Both `App::add_sub_app` and `App::insert_sub_app` are rather redundant. Before 0.10 is shipped, one of them should be removed.

## Solution
Remove `App::add_sub_app` to prefer `App::insert_sub_app`.

Also hid away `SubApp::extract` since that can be a footgun if someone mutates it for whatever reason. Willing to revert this change if there are objections.

Perhaps we should make `SubApp: Deref<Target=App>`? Might change if we decide to move `!Send` resources into it.

---

## Changelog
Added: `SubApp::new`
Removed: `App::add_sub_app`

## Migration Guide
`App::add_sub_app` has been removed in favor of `App::insert_sub_app`. Use `SubApp::new` and insert it via `App::add_sub_app`

Old:

```rust
let mut sub_app = App::new()
// Build subapp here
app.add_sub_app(MySubAppLabel, sub_app);
```

New:

```rust
let mut sub_app = App::new()
// Build subapp here
app.insert_sub_app(MySubAppLabel, SubApp::new(sub_app, extract_fn));
```
2023-01-24 21:24:25 +00:00
IceSentry
3c63c0dab7 Move prepass functions to prepass_utils (#7354)
# Objective

- The functions added to utils.wgsl by the prepass assume that mesh_view_bindings are present, which isn't always the case
- Fixes https://github.com/bevyengine/bevy/issues/7353

## Solution

- Move these functions to their own `prepass_utils.wgsl` file


Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-01-24 20:36:40 +00:00
ickshonpe
cf612c8349 fix upsert_leaf not setting a MeasureFunc for new leaf nodes (#7351)
# Problem

The `upsert_leaf` method creates a new `MeasureFunc` and, if required, a new leaf node, but then it only adds the new `MeasureFunc` to existing leaf nodes.

## Solution

Add the `MeasureFunc` to new leaf nodes as well.
2023-01-24 16:09:52 +00:00
Jakob Hellermann
671e7a0de8 schedule_v3: fix default set for systems not being applied (#7350)
# Objective

`add_system(system)` without any `.in_set` configuration should land in `CoreSet::Update`.
We check that the sets are empty, but for systems there is always the `SystemTypeset`.

## Solution

- instead of `is_empty()`, check that the only set it the `SystemTypeSet`
2023-01-24 14:44:46 +00:00
Stephen Martindale
6e44d8a251 Docs: DefaultPlugins vs. MinimalPlugins and ScheduleRunnerPlugin (#7226)
# Objective

The naming of the two plugin groups `DefaultPlugins` and `MinimalPlugins` suggests that one is a super-set of the other but this is not the case. Instead, the two plugin groups are intended for very different purposes.

Closes: https://github.com/bevyengine/bevy/issues/7173

## Solution

This merge request adds doc. comments that compensate for this and try save the user from confusion.

1. `DefaultPlugins` and `MinimalPlugins` intentions are described.
2. A strong emphasis on embracing `DefaultPlugins` as a whole but controlling what it contains with *Cargo* *features* is added – this is because the ordering in `DefaultPlugins` appears to be important so preventing users with "minimalist" foibles (That's Me!) from recreating the code seems worthwhile.
3. Notes are added explaining the confusing fact that `MinimalPlugins` contains `ScheduleRunnerPlugin` (which is very "important"-sounding) but `DefaultPlugins` does not.
2023-01-24 05:25:03 +00:00
Testare
ef8746a91a AppExit documentation updates (#7067) (#7347)
# Objective

Help users understand how to write code that runs when the app is exiting.

See:

- #7067 (Partial resolution)

## Solution

Added documentation to `AppExit` class that mentions using the `Drop` trait for code that needs to run on program exit, as well as linking to the caveat about `App::run()` not being guaranteed to return.
2023-01-23 23:42:56 +00:00
JoJoJet
e84907fc55 Add context to compile tests (#7342)
# Objective

`bevy_ecs/system_param.rs` contains many seemingly-arbitrary struct definitions which serve as compile tests.

## Solution

Add a comment to each one, linking the issue or PR that motivated its addition.
2023-01-23 22:34:32 +00:00
张林伟
02978053cd Rename dynamic feature (#7340)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/7334

## Solution

- Rename `dynamic` feature to `dynamic_linking`.

---

## Migration Guide
- `dynamic` feature was renamed to `dynamic_linking`
2023-01-23 14:28:00 +00:00
Gino Valente
8cd59b6a03 bevy_reflect: Pre-parsed paths (#7321)
# Objective

> ℹ️ **This is an adoption of #4081 by @james7132**

Fixes #4080.

Provide a way to pre-parse reflection paths so as to avoid having to parse at each call to `GetPath::path` (or similar method).

## Solution

Adds the `ParsedPath` struct (named `FieldPath` in the original PR) that parses and caches the sequence of accesses to a reflected element. This is functionally similar to the `GetPath` trait, but removes the need to parse an unchanged path more than once.

### Additional Changes

Included in this PR from the original is cleaner code as well as the introduction of a new pathing operation: field access by index. This allows struct and struct variant fields to be accessed in a more performant (albeit more fragile) way if needed. This operation is faster due to not having to perform string matching. As an example, if we wanted the third field on a struct, we'd write `#2`—where `#` denotes indexed access and `2` denotes the desired field index.

This PR also contains improved documentation for `GetPath` and friends, including renaming some of the methods to be more clear to the end-user with a reduced risk of getting them mixed up.

### Future Work

There are a few things that could be done as a separate PR (order doesn't matter— they could be followup PRs or done in parallel). These are:

- [x] ~~Add support for `Tuple`. Currently, we hint that they work but they do not.~~ See #7324
- [ ] Cleanup `ReflectPathError`. I think it would be nicer to give `ReflectPathError` two variants: `ReflectPathError::ParseError` and `ReflectPathError::AccessError`, with all current variants placed within one of those two. It's not obvious when one might expect to receive one type of error over the other, so we can help by explicitly categorizing them.

---

## Changelog

- Cleaned up `GetPath` logic
- Added `ParsedPath` for cached reflection paths
- Added new reflection path syntax: struct field access by index (example syntax: `foo#1`)
- Renamed methods on `GetPath`:
  - `path` -> `reflect_path`
  - `path_mut` -> `reflect_path_mut`
  - `get_path` -> `path`
  - `get_path_mut` -> `path_mut`

## Migration Guide

`GetPath` methods have been renamed according to the following:
- `path` -> `reflect_path`
- `path_mut` -> `reflect_path_mut`
- `get_path` -> `path`
- `get_path_mut` -> `path_mut`


Co-authored-by: Gino Valente <gino.valente.code@gmail.com>
2023-01-22 23:35:33 +00:00
Johan Klokkhammer Helsing
7ebc68bb84 Allow not preventing default event behaviors on wasm (#7304)
# Objective

On wasm, bevy applications currently prevent any of the normal browser hotkeys from working normally (Ctrl+R, F12, F5, Ctrl+F5, tab, etc.).

Some of those events you may want to override, perhaps you can hold the tab key for showing in-game stats?

However, if you want to make a well-behaved game, you probably don't want to needlessly prevent that behavior unless you have a good reason.

Secondary motivation: Also, consider the workaround presented here to get audio working: https://developer.chrome.com/blog/web-audio-autoplay/#moving-forward ; It won't work (for keydown events) if we stop event propagation.

## Solution

- Winit has a field that allows it to not stop event propagation, expose it on the window settings to allow the user to choose the desired behavior. Default to `true` for backwards compatibility.

---

## Changelog

- Added `Window::prevent_default_event_handling` . This allows bevy apps to not override default browser behavior on hotkeys like F5, F12, Ctrl+R etc.
2023-01-22 23:35:32 +00:00
ira
38691ee95c Fix dynamic linking (on linux) (#7333)
# Problemo

Some code in #5911 and #5454 does not compile with dynamic linking enabled.
The code is behind a feature gate to prevent dynamically linked builds from breaking, but it's not quite set up correctly.

## Solution

Forward the `dynamic` feature flag to the `bevy_diagnostic` crate and gate the code behind it.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-01-22 20:41:28 +00:00
James Liu
5f18033dd3 Use toml_edit instead of toml (#7327)
# Objective
Fixes #5675. Replace `toml` with `toml_edit`

## Solution
Replace `toml` with `toml_edit`. This conveniently also removes the `serde` dependency from `bevy_macro_utils`, which may speed up cold compilation by removing the serde bottleneck from most of the macro crates in the engine.
2023-01-22 19:41:48 +00:00
James Liu
7a176ae0a8 Optimize color computation in prepare_uinodes (#7311)
# Objective
Speed up `prepare_uinodes`. The color `[f32; 4]` is being computed separately for every vertex in the UI, even though the color is the same for all 6 verticies.

## Solution
Avoid recomputing the color and cache it for all 6 verticies.

## Performance
On `many_buttons`, this shaved off 33% of the time in `prepare_uinodes` (7.67ms -> 5.09ms) on my local machine.
![image](https://user-images.githubusercontent.com/3137680/213862448-236ac6e4-040a-4c86-a801-b947d99cc581.png)
2023-01-22 06:51:31 +00:00
James Liu
a85b740f24 Support recording multiple CommandBuffers in RenderContext (#7248)
# Objective
`RenderContext`, the core abstraction for running the render graph, currently only supports recording one `CommandBuffer` across the entire render graph. This means the entire buffer must be recorded sequentially, usually via the render graph itself. This prevents parallelization and forces users to only encode their commands in the render graph.

## Solution
Allow `RenderContext` to store a `Vec<CommandBuffer>` that it progressively appends to. By default, the context will not have a command encoder, but will create one as soon as either `begin_tracked_render_pass` or the `command_encoder` accesor is first called. `RenderContext::add_command_buffer` allows users to interrupt the current command encoder, flush it to the vec, append a user-provided `CommandBuffer` and reset the command encoder to start a new buffer. Users or the render graph will call `RenderContext::finish` to retrieve the series of buffers for submitting to the queue.

This allows users to encode their own `CommandBuffer`s outside of the render graph, potentially in different threads, and store them in components or resources.

Ideally, in the future, the core pipeline passes can run in `RenderStage::Render` systems and end up saving the completed command buffers to either `Commands` or a field in `RenderPhase`. 

## Alternatives
The alternative is to use to use wgpu's `RenderBundle`s, which can achieve similar results; however it's not universally available (no OpenGL, WebGL, and DX11).

---

## Changelog
Added: `RenderContext::new`
Added: `RenderContext::add_command_buffer`
Added: `RenderContext::finish`
Changed: `RenderContext::render_device` is now private. Use the accessor `RenderContext::render_device()` instead.
Changed: `RenderContext::command_encoder` is now private. Use the accessor `RenderContext::command_encoder()` instead.
Changed: `RenderContext` now supports adding external `CommandBuffer`s for inclusion into the render graphs. These buffers can be encoded outside of the render graph (i.e. in a system).

## Migration Guide
`RenderContext`'s fields are now private. Use the accessors on `RenderContext` instead, and construct it with `RenderContext::new`.
2023-01-22 00:21:55 +00:00
Marco Buono
603cb439d9 Standard Material Blend Modes (#6644)
# Objective

- This PR adds support for blend modes to the PBR `StandardMaterial`.

<img width="1392" alt="Screenshot 2022-11-18 at 20 00 56" src="https://user-images.githubusercontent.com/418473/202820627-0636219a-a1e5-437a-b08b-b08c6856bf9c.png">

<img width="1392" alt="Screenshot 2022-11-18 at 20 01 01" src="https://user-images.githubusercontent.com/418473/202820615-c8d43301-9a57-49c4-bd21-4ae343c3e9ec.png">

## Solution

- The existing `AlphaMode` enum is extended, adding three more modes: `AlphaMode::Premultiplied`, `AlphaMode::Add` and `AlphaMode::Multiply`;
- All new modes are rendered in the existing `Transparent3d` phase;
- The existing mesh flags for alpha mode are reorganized for a more compact/efficient representation, and new values are added;
- `MeshPipelineKey::TRANSPARENT_MAIN_PASS` is refactored into `MeshPipelineKey::BLEND_BITS`.
  -  `AlphaMode::Opaque` and `AlphaMode::Mask(f32)` share a single opaque pipeline key: `MeshPipelineKey::BLEND_OPAQUE`;
  - `Blend`, `Premultiplied` and `Add` share a single premultiplied alpha pipeline key, `MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA`. In the shader, color values are premultiplied accordingly (or not) depending on the blend mode to produce the three different results after PBR/tone mapping/dithering;
  - `Multiply` uses its own independent pipeline key, `MeshPipelineKey::BLEND_MULTIPLY`;
- Example and documentation are provided.
---

## Changelog

### Added

- Added support for additive and multiplicative blend modes in the PBR `StandardMaterial`, via `AlphaMode::Add` and `AlphaMode::Multiply`;
- Added support for premultiplied alpha in the PBR `StandardMaterial`, via `AlphaMode::Premultiplied`;
2023-01-21 21:46:53 +00:00
Molot2032
cef56a0d47 Allow users of Text/TextBundle to choose from glyph_brush_layout's BuiltInLineBreaker options. (#7283)
# Objective
Currently, Text always uses the default linebreaking behaviour in glyph_brush_layout `BuiltInLineBreaker::Unicode` which breaks lines at word boundaries. However, glyph_brush_layout also supports breaking lines at any character by setting the linebreaker to `BuiltInLineBreaker::AnyChar`. Having text wrap character-by-character instead of at word boundaries is desirable in some cases - consider that consoles/terminals usually wrap this way.

As a side note, the default Unicode linebreaker does not seem to handle emergency cases, where there is no word boundary on a line to break at. In that case, the text runs out of bounds. Issue #1867 shows an example of this.

## Solution
Basically just copies how TextAlignment is exposed, but for a new enum TextLineBreakBehaviour.
This PR exposes glyph_brush_layout's two simple linebreaking options (Unicode, AnyChar) to users of Text via the enum TextLineBreakBehaviour (which just translates those 2 aforementioned options), plus a method 'with_linebreak_behaviour' on Text and TextBundle. 

## Changelog

Added `Text::with_linebreak_behaviour`
Added `TextBundle::with_linebreak_behaviour` 
`TextPipeline::queue_text` and `GlyphBrush::compute_glyphs` now need a TextLineBreakBehaviour argument, in order to pass through the new field.
Modified the `text2d` example to show both linebreaking behaviours. 


## Example
Here's what the modified example looks like
![image](https://user-images.githubusercontent.com/117271367/213589184-b1a54bf3-116c-4721-8cb6-1cb69edb3070.png)
2023-01-21 00:17:11 +00:00
François
a94830f0c9 break feedback loop when moving cursor (#7298)
# Objective

- Fixes #7294

## Solution

- Do not trigger change detection when setting the cursor position from winit

When moving the cursor continuously, Winit sends events:
- CursorMoved(0)
- CursorMoved(1)
- => start of Bevy schedule execution
- CursorMoved(2)
- CursorMoved(3)
- <= End of Bevy schedule execution

if Bevy schedule runs after the event 1, events 2 and 3 would happen during the execution but would be read only on the next system run. During the execution, the system would detect a change on cursor position, and send back an order to winit to move it back to 1, so event 2 and 3 would be ignored. By bypassing change detection when setting the cursor from winit event, it doesn't trigger sending back that change to winit out of order.
2023-01-21 00:01:28 +00:00
Jonah Henriksson
eda3ffb0af Added resource_id and changed init_resource and init_non_send_resource to return ComponentId (#7284)
# Objective

- `Components::resource_id` doesn't exist. Like `Components::component_id` but for resources.

## Solution

- Created `Components::resource_id` and added some docs.

---

## Changelog

- Added `Components::resource_id`.
- Changed `World::init_resource` to return the generated `ComponentId`.
- Changed `World::init_non_send_resource` to return the generated `ComponentId`.
2023-01-20 19:08:04 +00:00
Jakob Hellermann
02637b609e fix clippy (#7302)
# Objective

- `cargo clippy` should work (except for clippy::type_complexity)

## Solution

- fix new clippy lints
2023-01-20 14:25:25 +00:00
François
0804136dcd expose cursor position with scale (#7297)
# Objective

- Fixes #7288
- Do not expose access directly to cursor position as it is the physical position, ignoring scale

## Solution

- Make cursor position private
- Expose getter/setter on the window to have access to the scale
2023-01-20 14:25:24 +00:00
François
efa2c6edad revert stage changed for window closing (#7296)
# Objective

- Fix #7287 

## Solution

- Revert stage changed in windows as entities PR for window closing systems

how it was before:
f0c504947c/crates/bevy_window/src/lib.rs (L92-L100)
2023-01-20 14:25:23 +00:00
Sjael
06ada2e93d Changed Msaa to Enum (#7292)
# Objective

Fixes #6931 

Continues #6954 by squashing `Msaa` to a flat enum

Helps out  #7215 

# Solution
```
pub enum Msaa {
    Off = 1,
    #[default]
    Sample4 = 4,
}
```

# Changelog

- Modified
    - `Msaa` is now enum
    - Defaults to 4 samples
    - Uses `.samples()` method to get the sample number as `u32`

# Migration Guide
```
let multi = Msaa { samples: 4 } 
// is now
let multi = Msaa::Sample4

multi.samples
// is now
multi.samples()
```



Co-authored-by: Sjael <jakeobrien44@gmail.com>
2023-01-20 14:25:21 +00:00
JoJoJet
5d5a504685 Revise SystemParam docs (#7274)
# Objective

Increase clarity in a few places for the `SystemParam` docs.
2023-01-20 13:39:23 +00:00
Pascal Hertleif
f024bce2b8 Demand newer async-channel version (#7301)
After #6503, bevy_render uses the `send_blocking` method introduced in async-channel 1.7, but depended only on ^1.4.
I saw this after pulling main without running cargo update.

# Objective

- Fix minimum dependency version of async-channel

## Solution

- Bump async-channel version constraint to ^1.8, which is currently the latest version.

NOTE: Both bevy_ecs and bevy_tasks also depend on async-channel but they didn't use any newer features.
2023-01-20 13:20:28 +00:00
James Liu
dfea88c64d Basic adaptive batching for parallel query iteration (#4777)
# Objective
Fixes #3184. Fixes #6640. Fixes #4798. Using `Query::par_for_each(_mut)` currently requires a `batch_size` parameter, which affects how it chunks up large archetypes and tables into smaller chunks to run in parallel. Tuning this value is difficult, as the performance characteristics entirely depends on the state of the `World` it's being run on. Typically, users will just use a flat constant and just tune it by hand until it performs well in some benchmarks. However, this is both error prone and risks overfitting the tuning on that benchmark.

This PR proposes a naive automatic batch-size computation based on the current state of the `World`.

## Background
`Query::par_for_each(_mut)` schedules a new Task for every archetype or table that it matches. Archetypes/tables larger than the batch size are chunked into smaller tasks. Assuming every entity matched by the query has an identical workload, this makes the worst case scenario involve using a batch size equal to the size of the largest matched archetype or table. Conversely, a batch size of `max {archetype, table} size / thread count * COUNT_PER_THREAD` is likely the sweetspot where the overhead of scheduling tasks is minimized, at least not without grouping small archetypes/tables together.

There is also likely a strict minimum batch size below which the overhead of scheduling these tasks is heavier than running the entire thing single-threaded.

## Solution

- [x] Remove the `batch_size` from `Query(State)::par_for_each`  and friends.
- [x] Add a check to compute `batch_size = max {archeytpe/table} size / thread count  * COUNT_PER_THREAD`
- [x] ~~Panic if thread count is 0.~~ Defer to `for_each` if the thread count is 1 or less.
- [x] Early return if there is no matched table/archetype. 
- [x] Add override option for users have queries that strongly violate the initial assumption that all iterated entities have an equal workload.

---

## Changelog
Changed: `Query::par_for_each(_mut)` has been changed to `Query::par_iter(_mut)` and will now automatically try to produce a batch size for callers based on the current `World` state.

## Migration Guide
The `batch_size` parameter for `Query(State)::par_for_each(_mut)` has been removed. These calls will automatically compute a batch size for you. Remove these parameters from all calls to these functions.

Before:
```rust
fn parallel_system(query: Query<&MyComponent>) {
   query.par_for_each(32, |comp| {
        ...
   });
}
```

After:

```rust
fn parallel_system(query: Query<&MyComponent>) {
   query.par_iter().for_each(|comp| {
        ...
   });
}
```

Co-authored-by: Arnav Choubey <56453634+x-52@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Corey Farwell <coreyf@rwell.org>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
2023-01-20 08:47:20 +00:00
ickshonpe
cab065bad4 remove the image loaded check for nodes without images in extract_uinodes (#7280)
## Problem

`extract_uinodes` checks if an image is loaded for nodes without images

## Solution

Move the image loading skip check so that it is only performed for nodes with a `UiImage` component.
2023-01-20 01:05:30 +00:00
Mike
2027af4c54 Pipelined Rendering (#6503)
# Objective

- Implement pipelined rendering
- Fixes #5082
- Fixes #4718

## User Facing Description

Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance.

![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png)
*tracy capture of many_foxes example*

To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually.

```rust
use bevy::prelude::*;
use bevy::render::pipelined_rendering::PipelinedRenderingPlugin;

fn main() {
    App::new()
        // whatever other plugins you need
        .add_plugin(RenderPlugin)
        // needs to be added after RenderPlugin
        .add_plugin(PipelinedRenderingPlugin)
        .run();
}
```

If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way.

```rust
use bevy::prelude::*;
use bevy::render::pipelined_rendering::PipelinedRenderingPlugin;

fn main() {
    App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>());
}
```

### A setup function was added to plugins

A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread.

```rust
struct MyPlugin;
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        
    }
    
    // optional function
    fn setup(&self, app: &mut App) {
        // do some final setup before runner is called
    }
}
```

### A Stage for Frame Pacing

In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to.  The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy`

```text
|-------------------------------------------------------------------|
|         | BeforeIoAfterRenderStart | winit events | main schedule |
| extract |---------------------------------------------------------|
|         | extract commands | rendering schedule                   |
|-------------------------------------------------------------------|
```

### Small API additions

* `Schedule::remove_stage`
* `App::insert_sub_app`
* `App::remove_sub_app` 
* `TaskPool::scope_with_executor`

## Problems and Solutions

### Moving render app to another thread

Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691.

### Unsoundness with Sending World with NonSend resources

Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem.

More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552.

### NonSend Systems in render world

The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works.

To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on. 

### Scopes executors between render and main should not share tasks

Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details.

To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule.

## Performance

My machine is Windows 11, AMD Ryzen 5600x, RX 6600

### Examples

#### This PR with pipelining vs Main

> Note that these were run on an older version of main and the performance profile has probably changed due to optimizations

Seeing a perf gain from 29% on many lights to 7% on many sprites.

<html>
<body>
<!--StartFragment--><google-sheets-html-origin>

  | percent |   |   | Diff |   |   | Main |   |   | PR |   |  
-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --
tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma
many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56
many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83
many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52
3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86
many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72
many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35

<!--EndFragment-->
</body>
</html>

#### This PR with pipelining disabled vs Main

Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518)

<html>
<body>
<!--StartFragment--><google-sheets-html-origin>

  | percent |   |   | Diff |   |   | Main |   |   | PR no pipelining |   |  
-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --
tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma
many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78
many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01
many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2
3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64
many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03
many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15

<!--EndFragment-->
</body>
</html>

### Benchmarks

Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems.

<details>
<summary>Click Me</summary>

```text
group                                                             main                                         maybe-pipelining+1
-----                                                             -------------------------                ------------------
busy_systems/01x_entities_03_systems                              1.07     30.7±1.32µs        ? ?/sec      1.00     28.6±1.35µs        ? ?/sec
busy_systems/01x_entities_06_systems                              1.10     52.1±1.10µs        ? ?/sec      1.00     47.2±1.08µs        ? ?/sec
busy_systems/01x_entities_09_systems                              1.00     74.6±1.36µs        ? ?/sec      1.00     75.0±1.93µs        ? ?/sec
busy_systems/01x_entities_12_systems                              1.03    100.6±6.68µs        ? ?/sec      1.00     98.0±1.46µs        ? ?/sec
busy_systems/01x_entities_15_systems                              1.11    128.5±3.53µs        ? ?/sec      1.00    115.5±1.02µs        ? ?/sec
busy_systems/02x_entities_03_systems                              1.16     50.4±2.56µs        ? ?/sec      1.00     43.5±3.00µs        ? ?/sec
busy_systems/02x_entities_06_systems                              1.00     87.1±1.27µs        ? ?/sec      1.05     91.5±7.15µs        ? ?/sec
busy_systems/02x_entities_09_systems                              1.04    139.9±6.37µs        ? ?/sec      1.00    134.0±1.06µs        ? ?/sec
busy_systems/02x_entities_12_systems                              1.05    179.2±3.47µs        ? ?/sec      1.00    170.1±3.17µs        ? ?/sec
busy_systems/02x_entities_15_systems                              1.01    219.6±3.75µs        ? ?/sec      1.00    218.1±2.55µs        ? ?/sec
busy_systems/03x_entities_03_systems                              1.10     70.6±2.33µs        ? ?/sec      1.00     64.3±0.69µs        ? ?/sec
busy_systems/03x_entities_06_systems                              1.02    130.2±3.11µs        ? ?/sec      1.00    128.0±1.34µs        ? ?/sec
busy_systems/03x_entities_09_systems                              1.00   195.0±10.11µs        ? ?/sec      1.00    194.8±1.41µs        ? ?/sec
busy_systems/03x_entities_12_systems                              1.01    261.7±4.05µs        ? ?/sec      1.00    259.8±4.11µs        ? ?/sec
busy_systems/03x_entities_15_systems                              1.00    318.0±3.04µs        ? ?/sec      1.06   338.3±20.25µs        ? ?/sec
busy_systems/04x_entities_03_systems                              1.00     82.9±0.63µs        ? ?/sec      1.02     84.3±0.63µs        ? ?/sec
busy_systems/04x_entities_06_systems                              1.01    181.7±3.65µs        ? ?/sec      1.00    179.8±1.76µs        ? ?/sec
busy_systems/04x_entities_09_systems                              1.04    265.0±4.68µs        ? ?/sec      1.00    255.3±1.98µs        ? ?/sec
busy_systems/04x_entities_12_systems                              1.00    335.9±3.00µs        ? ?/sec      1.05   352.6±15.84µs        ? ?/sec
busy_systems/04x_entities_15_systems                              1.00   418.6±10.26µs        ? ?/sec      1.08   450.2±39.58µs        ? ?/sec
busy_systems/05x_entities_03_systems                              1.07    114.3±0.95µs        ? ?/sec      1.00    106.9±1.52µs        ? ?/sec
busy_systems/05x_entities_06_systems                              1.08    229.8±2.90µs        ? ?/sec      1.00    212.3±4.18µs        ? ?/sec
busy_systems/05x_entities_09_systems                              1.03    329.3±1.99µs        ? ?/sec      1.00    319.2±2.43µs        ? ?/sec
busy_systems/05x_entities_12_systems                              1.06    454.7±6.77µs        ? ?/sec      1.00    430.1±3.58µs        ? ?/sec
busy_systems/05x_entities_15_systems                              1.03    554.6±6.15µs        ? ?/sec      1.00   538.4±23.87µs        ? ?/sec
contrived/01x_entities_03_systems                                 1.00     14.0±0.15µs        ? ?/sec      1.08     15.1±0.21µs        ? ?/sec
contrived/01x_entities_06_systems                                 1.04     28.5±0.37µs        ? ?/sec      1.00     27.4±0.44µs        ? ?/sec
contrived/01x_entities_09_systems                                 1.00     41.5±4.38µs        ? ?/sec      1.02     42.2±2.24µs        ? ?/sec
contrived/01x_entities_12_systems                                 1.06     55.9±1.49µs        ? ?/sec      1.00     52.6±1.36µs        ? ?/sec
contrived/01x_entities_15_systems                                 1.02     68.0±2.00µs        ? ?/sec      1.00     66.5±0.78µs        ? ?/sec
contrived/02x_entities_03_systems                                 1.03     25.2±0.38µs        ? ?/sec      1.00     24.6±0.52µs        ? ?/sec
contrived/02x_entities_06_systems                                 1.00     46.3±0.49µs        ? ?/sec      1.04     48.1±4.13µs        ? ?/sec
contrived/02x_entities_09_systems                                 1.02     70.4±0.99µs        ? ?/sec      1.00     68.8±1.04µs        ? ?/sec
contrived/02x_entities_12_systems                                 1.06     96.8±1.49µs        ? ?/sec      1.00     91.5±0.93µs        ? ?/sec
contrived/02x_entities_15_systems                                 1.02    116.2±0.95µs        ? ?/sec      1.00    114.2±1.42µs        ? ?/sec
contrived/03x_entities_03_systems                                 1.00     33.2±0.38µs        ? ?/sec      1.01     33.6±0.45µs        ? ?/sec
contrived/03x_entities_06_systems                                 1.00     62.4±0.73µs        ? ?/sec      1.01     63.3±1.05µs        ? ?/sec
contrived/03x_entities_09_systems                                 1.02     96.4±0.85µs        ? ?/sec      1.00     94.8±3.02µs        ? ?/sec
contrived/03x_entities_12_systems                                 1.01    126.3±4.67µs        ? ?/sec      1.00    125.6±2.27µs        ? ?/sec
contrived/03x_entities_15_systems                                 1.03    160.2±9.37µs        ? ?/sec      1.00    156.0±1.53µs        ? ?/sec
contrived/04x_entities_03_systems                                 1.02     41.4±3.39µs        ? ?/sec      1.00     40.5±0.52µs        ? ?/sec
contrived/04x_entities_06_systems                                 1.00     78.9±1.61µs        ? ?/sec      1.02     80.3±1.06µs        ? ?/sec
contrived/04x_entities_09_systems                                 1.02    121.8±3.97µs        ? ?/sec      1.00    119.2±1.46µs        ? ?/sec
contrived/04x_entities_12_systems                                 1.00    157.8±1.48µs        ? ?/sec      1.01    160.1±1.72µs        ? ?/sec
contrived/04x_entities_15_systems                                 1.00    197.9±1.47µs        ? ?/sec      1.08   214.2±34.61µs        ? ?/sec
contrived/05x_entities_03_systems                                 1.00     49.1±0.33µs        ? ?/sec      1.01     49.7±0.75µs        ? ?/sec
contrived/05x_entities_06_systems                                 1.00     95.0±0.93µs        ? ?/sec      1.00     94.6±0.94µs        ? ?/sec
contrived/05x_entities_09_systems                                 1.01    143.2±1.68µs        ? ?/sec      1.00    142.2±2.00µs        ? ?/sec
contrived/05x_entities_12_systems                                 1.00    191.8±2.03µs        ? ?/sec      1.01    192.7±7.88µs        ? ?/sec
contrived/05x_entities_15_systems                                 1.02    239.7±3.71µs        ? ?/sec      1.00    235.8±4.11µs        ? ?/sec
empty_systems/000_systems                                         1.01     47.8±0.67ns        ? ?/sec      1.00     47.5±2.02ns        ? ?/sec
empty_systems/001_systems                                         1.00  1743.2±126.14ns        ? ?/sec     1.01  1761.1±70.10ns        ? ?/sec
empty_systems/002_systems                                         1.01      2.2±0.04µs        ? ?/sec      1.00      2.2±0.02µs        ? ?/sec
empty_systems/003_systems                                         1.02      2.7±0.09µs        ? ?/sec      1.00      2.7±0.16µs        ? ?/sec
empty_systems/004_systems                                         1.00      3.1±0.11µs        ? ?/sec      1.00      3.1±0.24µs        ? ?/sec
empty_systems/005_systems                                         1.00      3.5±0.05µs        ? ?/sec      1.11      3.9±0.70µs        ? ?/sec
empty_systems/010_systems                                         1.00      5.5±0.12µs        ? ?/sec      1.03      5.7±0.17µs        ? ?/sec
empty_systems/015_systems                                         1.00      7.9±0.19µs        ? ?/sec      1.06      8.4±0.16µs        ? ?/sec
empty_systems/020_systems                                         1.00     10.4±1.25µs        ? ?/sec      1.02     10.6±0.18µs        ? ?/sec
empty_systems/025_systems                                         1.00     12.4±0.39µs        ? ?/sec      1.14     14.1±1.07µs        ? ?/sec
empty_systems/030_systems                                         1.00     15.1±0.39µs        ? ?/sec      1.05     15.8±0.62µs        ? ?/sec
empty_systems/035_systems                                         1.00     16.9±0.47µs        ? ?/sec      1.07     18.0±0.37µs        ? ?/sec
empty_systems/040_systems                                         1.00     19.3±0.41µs        ? ?/sec      1.05     20.3±0.39µs        ? ?/sec
empty_systems/045_systems                                         1.00     22.4±1.67µs        ? ?/sec      1.02     22.9±0.51µs        ? ?/sec
empty_systems/050_systems                                         1.00     24.4±1.67µs        ? ?/sec      1.01     24.7±0.40µs        ? ?/sec
empty_systems/055_systems                                         1.05     28.6±5.27µs        ? ?/sec      1.00     27.2±0.70µs        ? ?/sec
empty_systems/060_systems                                         1.02     29.9±1.64µs        ? ?/sec      1.00     29.3±0.66µs        ? ?/sec
empty_systems/065_systems                                         1.02     32.7±3.15µs        ? ?/sec      1.00     32.1±0.98µs        ? ?/sec
empty_systems/070_systems                                         1.00     33.0±1.42µs        ? ?/sec      1.03     34.1±1.44µs        ? ?/sec
empty_systems/075_systems                                         1.00     34.8±0.89µs        ? ?/sec      1.04     36.2±0.70µs        ? ?/sec
empty_systems/080_systems                                         1.00     37.0±1.82µs        ? ?/sec      1.05     38.7±1.37µs        ? ?/sec
empty_systems/085_systems                                         1.00     38.7±0.76µs        ? ?/sec      1.05     40.8±0.83µs        ? ?/sec
empty_systems/090_systems                                         1.00     41.5±1.09µs        ? ?/sec      1.04     43.2±0.82µs        ? ?/sec
empty_systems/095_systems                                         1.00     43.6±1.10µs        ? ?/sec      1.04     45.2±0.99µs        ? ?/sec
empty_systems/100_systems                                         1.00     46.7±2.27µs        ? ?/sec      1.03     48.1±1.25µs        ? ?/sec
```
</details>

## Migration Guide

### App `runner` and SubApp `extract` functions are now required to be Send 

This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed.

## ToDo

* [x] redo benchmarking
* [x] reinvestigate the perf of the try_tick -> run change for task pool scope
2023-01-19 23:45:46 +00:00
IceSentry
b3224e135b Add depth and normal prepass (#6284)
# Objective

- Add a configurable prepass
- A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw.
- The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass.

## Solution

The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw.

The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials.

The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored.

The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps.

---

## Changelog

- Add a new `PrepassNode` that runs before the main pass
- Add a `PrepassPlugin` to extract/prepare/queue the necessary data
- Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes.
- Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not.
- Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false.
- Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material`

## Notes

In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes.

The prepass is also used by @JMS55 for TAA and GTAO

discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187>

This PR was built on top of the work of multiple people

Co-Authored-By: @superdump 
Co-Authored-By: @robtfm 
Co-Authored-By: @JMS55 

Co-authored-by: Charles <IceSentry@users.noreply.github.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
Aceeri
519f6f45de Remove unnecessary windows.rs file (#7277)
# Objective
Accidentally re-added this old file at some point during the Windows as Entities PR apparently

## Solution
Removed the file, its unused
2023-01-19 06:05:39 +00:00
Mike
884ebbf4b7 min version of fixedbitset was changed (#7275)
# Objective

- schedule v3 is using is_clear which was added in 0.4.2, so bump the version
2023-01-19 05:08:55 +00:00
JoJoJet
fe382acfd0 Fix a typo on Window::set_minimized (#7276)
# Objective

There is a typo on the method `Window::set_minimized`.

## Solution

fix it
2023-01-19 04:35:46 +00:00
JoJoJet
629cfab135 Improve safety for CommandQueue internals (#7039)
# Objective

- Safety comments for the `CommandQueue` type are quite sparse and very imprecise. Sometimes, they are right for the wrong reasons or use circular reasoning.

## Solution

- Document previously-implicit safety invariants.
- Rewrite safety comments to actually reflect the specific invariants of each operation.
- Use `OwningPtr` instead of raw pointers, to encode an invariant in the type system instead of via comments.
- Use typed pointer methods when possible to increase reliability.

---

## Changelog

+ Added the function `OwningPtr::read_unaligned`.
2023-01-19 03:04:39 +00:00
Aceeri
ddfafab971 Windows as Entities (#5589)
# Objective

Fix https://github.com/bevyengine/bevy/issues/4530

- Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component.
- Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open)

## Solution

- Move all properties of window descriptor to ~components~ a component.
- Replace `WindowId` with `Entity`.
- ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~
  Check each field individually to see what we need to update, events are still kept for user convenience.

---

## Changelog

- `WindowDescriptor` renamed to `Window`.
    - Width/height consolidated into a `WindowResolution` component.
    - Requesting maximization/minimization is done on the [`Window::state`] field.
- `WindowId` is now `Entity`.

## Migration Guide

- Replace `WindowDescriptor` with `Window`.
    - Change `width` and `height` fields in a `WindowResolution`, either by doing
      ```rust
      WindowResolution::new(width, height) // Explicitly
      // or using From<_> for tuples for convenience
      (1920., 1080.).into()
      ```
- Replace any `WindowCommand` code to just modify the `Window`'s fields directly  and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so:
  ```rust
  let window = commands.spawn(Window { ... }).id(); // open window
  commands.entity(window).despawn(); // close window
  ```

## Unresolved
- ~How do we tell when a window is minimized by a user?~
  ~Currently using the `Resize(0, 0)` as an indicator of minimization.~
  No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized.
  
 ## Future work
 - Move `exit_on_close` functionality out from windowing and into app(?)
 - https://github.com/bevyengine/bevy/issues/5621
 - https://github.com/bevyengine/bevy/issues/7099
 - https://github.com/bevyengine/bevy/issues/7098


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00