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147 commits
Author | SHA1 | Message | Date | |
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robtfm
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6f2a5cb862
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Bind group entries (#9694)
# Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |
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robtfm
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61bad4eb57
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update shader imports (#10180)
# Objective - bump naga_oil to 0.10 - update shader imports to use rusty syntax ## Migration Guide naga_oil 0.10 reworks the import mechanism to support more syntax to make it more rusty, and test for item use before importing to determine which imports are modules and which are items, which allows: - use rust-style imports ``` #import bevy_pbr::{ pbr_functions::{alpha_discard as discard, apply_pbr_lighting}, mesh_bindings, } ``` - import partial paths: ``` #import part::of::path ... path::remainder::function(); ``` which will call to `part::of::path::remainder::function` - use fully qualified paths without importing: ``` // #import bevy_pbr::pbr_functions bevy_pbr::pbr_functions::pbr() ``` - use imported items without qualifying ``` #import bevy_pbr::pbr_functions::pbr // for backwards compatibility the old style is still supported: // #import bevy_pbr::pbr_functions pbr ... pbr() ``` - allows most imported items to end with `_` and numbers (naga_oil#30). still doesn't allow struct members to end with `_` or numbers but it's progress. - the vast majority of existing shader code will work without changes, but will emit "deprecated" warnings for old-style imports. these can be suppressed with the `allow-deprecated` feature. - partly breaks overrides (as far as i'm aware nobody uses these yet) - now overrides will only be applied if the overriding module is added as an additional import in the arguments to `Composer::make_naga_module` or `Composer::add_composable_module`. this is necessary to support determining whether imports are modules or items. |
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robtfm
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c99351f7c2
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allow extensions to StandardMaterial (#7820)
# Objective allow extending `Material`s (including the built in `StandardMaterial`) with custom vertex/fragment shaders and additional data, to easily get pbr lighting with custom modifications, or otherwise extend a base material. # Solution - added `ExtendedMaterial<B: Material, E: MaterialExtension>` which contains a base material and a user-defined extension. - added example `extended_material` showing how to use it - modified AsBindGroup to have "unprepared" functions that return raw resources / layout entries so that the extended material can combine them note: doesn't currently work with array resources, as i can't figure out how to make the OwnedBindingResource::get_binding() work, as wgpu requires a `&'a[&'a TextureView]` and i have a `Vec<TextureView>`. # Migration Guide manual implementations of `AsBindGroup` will need to be adjusted, the changes are pretty straightforward and can be seen in the diff for e.g. the `texture_binding_array` example. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> |
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robtfm
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979c4094d4
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pbr shader cleanup (#10105)
# Objective cleanup some pbr shader code. improve shader stage io consistency and make pbr.wgsl (probably many people's first foray into bevy shader code) a little more human-readable. also fix a couple of small issues with deferred rendering. ## Solution mesh_vertex_output: - rename to forward_io (to align with prepass_io) - rename `MeshVertexOutput` to `VertexOutput` (to align with prepass_io) - move `Vertex` from mesh.wgsl into here (to align with prepass_io) prepass_io: - remove `FragmentInput`, use `VertexOutput` directly (to align with forward_io) - rename `VertexOutput::clip_position` to `position` (to align with forward_io) pbr.wgsl: - restructure so we don't need `#ifdefs` on the actual entrypoint, use VertexOutput and FragmentOutput in all cases and use #ifdefs to import the right struct definitions. - rearrange to make the flow clearer - move alpha_discard up from `pbr_functions::pbr` to avoid needing to call it on some branches and not others - add a bunch of comments deferred_lighting: - move ssao into the `!unlit` block to reflect forward behaviour correctly - fix compile error with deferred + premultiply_alpha ## Migration Guide in custom material shaders: - `pbr_functions::pbr` no longer calls to `pbr_functions::alpha_discard`. if you were using the `pbr` function in a custom shader with alpha mask mode you now also need to call alpha_discard manually - rename imports of `bevy_pbr::mesh_vertex_output` to `bevy_pbr::forward_io` - rename instances of `MeshVertexOutput` to `VertexOutput` in custom material prepass shaders: - rename instances of `VertexOutput::clip_position` to `VertexOutput::position` |
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Robert Swain
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b6286cf570
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Fix 2d_shapes and general 2D mesh instancing (#10051)
# Objective - Fix #10050 ## Solution - Push constants needed to be defined in the pipeline layout and `bevy_sprite` needed to have a `webgl` feature. |
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François
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154a490445
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fix example mesh2d_manual (#9941)
# Objective - After https://github.com/bevyengine/bevy/pull/9903, example `mesh2d_manual` doesn't render anything ## Solution - Fix the example using the new `RenderMesh2dInstances` |
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Robert Swain
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b6ead2be95
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Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903)
# Objective - Improve rendering performance, particularly by avoiding the large system commands costs of using the ECS in the way that the render world does. ## Solution - Define `EntityHasher` that calculates a hash from the `Entity.to_bits()` by `i | (i.wrapping_mul(0x517cc1b727220a95) << 32)`. `0x517cc1b727220a95` is something like `u64::MAX / N` for N that gives a value close to π and that works well for hashing. Thanks for @SkiFire13 for the suggestion and to @nicopap for alternative suggestions and discussion. This approach comes from `rustc-hash` (a.k.a. `FxHasher`) with some tweaks for the case of hashing an `Entity`. `FxHasher` and `SeaHasher` were also tested but were significantly slower. - Define `EntityHashMap` type that uses the `EntityHashser` - Use `EntityHashMap<Entity, T>` for render world entity storage, including: - `RenderMaterialInstances` - contains the `AssetId<M>` of the material associated with the entity. Also for 2D. - `RenderMeshInstances` - contains mesh transforms, flags and properties about mesh entities. Also for 2D. - `SkinIndices` and `MorphIndices` - contains the skin and morph index for an entity, respectively - `ExtractedSprites` - `ExtractedUiNodes` ## Benchmarks All benchmarks have been conducted on an M1 Max connected to AC power. The tests are run for 1500 frames. The 1000th frame is captured for comparison to check for visual regressions. There were none. ### 2D Meshes `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d` #### `--ordered-z` This test spawns the 2D meshes with z incrementing back to front, which is the ideal arrangement allocation order as it matches the sorted render order which means lookups have a high cache hit rate. <img width="1112" alt="Screenshot 2023-09-27 at 07 50 45" src="https://github.com/bevyengine/bevy/assets/302146/e140bc98-7091-4a3b-8ae1-ab75d16d2ccb"> -39.1% median frame time. #### Random This test spawns the 2D meshes with random z. This not only makes the batching and transparent 2D pass lookups get a lot of cache misses, it also currently means that the meshes are almost certain to not be batchable. <img width="1108" alt="Screenshot 2023-09-27 at 07 51 28" src="https://github.com/bevyengine/bevy/assets/302146/29c2e813-645a-43ce-982a-55df4bf7d8c4"> -7.2% median frame time. ### 3D Meshes `many_cubes --benchmark` <img width="1112" alt="Screenshot 2023-09-27 at 07 51 57" src="https://github.com/bevyengine/bevy/assets/302146/1a729673-3254-4e2a-9072-55e27c69f0fc"> -7.7% median frame time. ### Sprites **NOTE: On `main` sprites are using `SparseSet<Entity, T>`!** `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite` #### `--ordered-z` This test spawns the sprites with z incrementing back to front, which is the ideal arrangement allocation order as it matches the sorted render order which means lookups have a high cache hit rate. <img width="1116" alt="Screenshot 2023-09-27 at 07 52 31" src="https://github.com/bevyengine/bevy/assets/302146/bc8eab90-e375-4d31-b5cd-f55f6f59ab67"> +13.0% median frame time. #### Random This test spawns the sprites with random z. This makes the batching and transparent 2D pass lookups get a lot of cache misses. <img width="1109" alt="Screenshot 2023-09-27 at 07 53 01" src="https://github.com/bevyengine/bevy/assets/302146/22073f5d-99a7-49b0-9584-d3ac3eac3033"> +0.6% median frame time. ### UI **NOTE: On `main` UI is using `SparseSet<Entity, T>`!** `many_buttons` <img width="1111" alt="Screenshot 2023-09-27 at 07 53 26" src="https://github.com/bevyengine/bevy/assets/302146/66afd56d-cbe4-49e7-8b64-2f28f6043d85"> +15.1% median frame time. ## Alternatives - Cart originally suggested trying out `SparseSet<Entity, T>` and indeed that is slightly faster under ideal conditions. However, `PassHashMap<Entity, T>` has better worst case performance when data is randomly distributed, rather than in sorted render order, and does not have the worst case memory usage that `SparseSet`'s dense `Vec<usize>` that maps from the `Entity` index to sparse index into `Vec<T>`. This dense `Vec` has to be as large as the largest Entity index used with the `SparseSet`. - I also tested `PassHashMap<u32, T>`, intending to use `Entity.index()` as the key, but this proved to sometimes be slower and mostly no different. - The only outstanding approach that has not been implemented and tested is to _not_ clear the render world of its entities each frame. That has its own problems, though they could perhaps be solved. - Performance-wise, if the entities and their component data were not cleared, then they would incur table moves on spawn, and should not thereafter, rather just their component data would be overwritten. Ideally we would have a neat way of either updating data in-place via `&mut T` queries, or inserting components if not present. This would likely be quite cumbersome to have to remember to do everywhere, but perhaps it only needs to be done in the more performance-sensitive systems. - The main problem to solve however is that we want to both maintain a mapping between main world entities and render world entities, be able to run the render app and world in parallel with the main app and world for pipelined rendering, and at the same time be able to spawn entities in the render world in such a way that those Entity ids do not collide with those spawned in the main world. This is potentially quite solvable, but could well be a lot of ECS work to do it in a way that makes sense. --- ## Changelog - Changed: Component data for entities to be drawn are no longer stored on entities in the render world. Instead, data is stored in a `EntityHashMap<Entity, T>` in various resources. This brings significant performance benefits due to the way the render app clears entities every frame. Resources of most interest are `RenderMeshInstances` and `RenderMaterialInstances`, and their 2D counterparts. ## Migration Guide Previously the render app extracted mesh entities and their component data from the main world and stored them as entities and components in the render world. Now they are extracted into essentially `EntityHashMap<Entity, T>` where `T` are structs containing an appropriate group of data. This means that while extract set systems will continue to run extract queries against the main world they will store their data in hash maps. Also, systems in later sets will either need to look up entities in the available resources such as `RenderMeshInstances`, or maintain their own `EntityHashMap<Entity, T>` for their own data. Before: ```rust fn queue_custom( material_meshes: Query<(Entity, &MeshTransforms, &Handle<Mesh>), With<InstanceMaterialData>>, ) { ... for (entity, mesh_transforms, mesh_handle) in &material_meshes { ... } } ``` After: ```rust fn queue_custom( render_mesh_instances: Res<RenderMeshInstances>, instance_entities: Query<Entity, With<InstanceMaterialData>>, ) { ... for entity in &instance_entities { let Some(mesh_instance) = render_mesh_instances.get(&entity) else { continue; }; // The mesh handle in `AssetId<Mesh>` form, and the `MeshTransforms` can now // be found in `mesh_instance` which is a `RenderMeshInstance` ... } } ``` --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> |
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Robert Swain
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5c884c5a15
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Automatic batching/instancing of draw commands (#9685)
# Objective - Implement the foundations of automatic batching/instancing of draw commands as the next step from #89 - NOTE: More performance improvements will come when more data is managed and bound in ways that do not require rebinding such as mesh, material, and texture data. ## Solution - The core idea for batching of draw commands is to check whether any of the information that has to be passed when encoding a draw command changes between two things that are being drawn according to the sorted render phase order. These should be things like the pipeline, bind groups and their dynamic offsets, index/vertex buffers, and so on. - The following assumptions have been made: - Only entities with prepared assets (pipelines, materials, meshes) are queued to phases - View bindings are constant across a phase for a given draw function as phases are per-view - `batch_and_prepare_render_phase` is the only system that performs this batching and has sole responsibility for preparing the per-object data. As such the mesh binding and dynamic offsets are assumed to only vary as a result of the `batch_and_prepare_render_phase` system, e.g. due to having to split data across separate uniform bindings within the same buffer due to the maximum uniform buffer binding size. - Implement `GpuArrayBuffer` for `Mesh2dUniform` to store Mesh2dUniform in arrays in GPU buffers rather than each one being at a dynamic offset in a uniform buffer. This is the same optimisation that was made for 3D not long ago. - Change batch size for a range in `PhaseItem`, adding API for getting or mutating the range. This is more flexible than a size as the length of the range can be used in place of the size, but the start and end can be otherwise whatever is needed. - Add an optional mesh bind group dynamic offset to `PhaseItem`. This avoids having to do a massive table move just to insert `GpuArrayBufferIndex` components. ## Benchmarks All tests have been run on an M1 Max on AC power. `bevymark` and `many_cubes` were modified to use 1920x1080 with a scale factor of 1. I run a script that runs a separate Tracy capture process, and then runs the bevy example with `--features bevy_ci_testing,trace_tracy` and `CI_TESTING_CONFIG=../benchmark.ron` with the contents of `../benchmark.ron`: ```rust ( exit_after: Some(1500) ) ``` ...in order to run each test for 1500 frames. The recent changes to `many_cubes` and `bevymark` added reproducible random number generation so that with the same settings, the same rng will occur. They also added benchmark modes that use a fixed delta time for animations. Combined this means that the same frames should be rendered both on main and on the branch. The graphs compare main (yellow) to this PR (red). ### 3D Mesh `many_cubes --benchmark` <img width="1411" alt="Screenshot 2023-09-03 at 23 42 10" src="https://github.com/bevyengine/bevy/assets/302146/2088716a-c918-486c-8129-090b26fd2bc4"> The mesh and material are the same for all instances. This is basically the best case for the initial batching implementation as it results in 1 draw for the ~11.7k visible meshes. It gives a ~30% reduction in median frame time. The 1000th frame is identical using the flip tool: ![flip many_cubes-main-mesh3d many_cubes-batching-mesh3d 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/2511f37a-6df8-481a-932f-706ca4de7643) ``` Mean: 0.000000 Weighted median: 0.000000 1st weighted quartile: 0.000000 3rd weighted quartile: 0.000000 Min: 0.000000 Max: 0.000000 Evaluation time: 0.4615 seconds ``` ### 3D Mesh `many_cubes --benchmark --material-texture-count 10` <img width="1404" alt="Screenshot 2023-09-03 at 23 45 18" src="https://github.com/bevyengine/bevy/assets/302146/5ee9c447-5bd2-45c6-9706-ac5ff8916daf"> This run uses 10 different materials by varying their textures. The materials are randomly selected, and there is no sorting by material bind group for opaque 3D so any batching is 'random'. The PR produces a ~5% reduction in median frame time. If we were to sort the opaque phase by the material bind group, then this should be a lot faster. This produces about 10.5k draws for the 11.7k visible entities. This makes sense as randomly selecting from 10 materials gives a chance that two adjacent entities randomly select the same material and can be batched. The 1000th frame is identical in flip: ![flip many_cubes-main-mesh3d-mtc10 many_cubes-batching-mesh3d-mtc10 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/2b3a8614-9466-4ed8-b50c-d4aa71615dbb) ``` Mean: 0.000000 Weighted median: 0.000000 1st weighted quartile: 0.000000 3rd weighted quartile: 0.000000 Min: 0.000000 Max: 0.000000 Evaluation time: 0.4537 seconds ``` ### 3D Mesh `many_cubes --benchmark --vary-per-instance` <img width="1394" alt="Screenshot 2023-09-03 at 23 48 44" src="https://github.com/bevyengine/bevy/assets/302146/f02a816b-a444-4c18-a96a-63b5436f3b7f"> This run varies the material data per instance by randomly-generating its colour. This is the worst case for batching and that it performs about the same as `main` is a good thing as it demonstrates that the batching has minimal overhead when dealing with ~11k visible mesh entities. The 1000th frame is identical according to flip: ![flip many_cubes-main-mesh3d-vpi many_cubes-batching-mesh3d-vpi 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/ac5f5c14-9bda-4d1a-8219-7577d4aac68c) ``` Mean: 0.000000 Weighted median: 0.000000 1st weighted quartile: 0.000000 3rd weighted quartile: 0.000000 Min: 0.000000 Max: 0.000000 Evaluation time: 0.4568 seconds ``` ### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d` <img width="1412" alt="Screenshot 2023-09-03 at 23 59 56" src="https://github.com/bevyengine/bevy/assets/302146/cb02ae07-237b-4646-ae9f-fda4dafcbad4"> This spawns 160 waves of 1000 quad meshes that are shaded with ColorMaterial. Each wave has a different material so 160 waves currently should result in 160 batches. This results in a 50% reduction in median frame time. Capturing a screenshot of the 1000th frame main vs PR gives: ![flip bevymark-main-mesh2d bevymark-batching-mesh2d 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/80102728-1217-4059-87af-14d05044df40) ``` Mean: 0.001222 Weighted median: 0.750432 1st weighted quartile: 0.453494 3rd weighted quartile: 0.969758 Min: 0.000000 Max: 0.990296 Evaluation time: 0.4255 seconds ``` So they seem to produce the same results. I also double-checked the number of draws. `main` does 160000 draws, and the PR does 160, as expected. ### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d --material-texture-count 10` <img width="1392" alt="Screenshot 2023-09-04 at 00 09 22" src="https://github.com/bevyengine/bevy/assets/302146/4358da2e-ce32-4134-82df-3ab74c40849c"> This generates 10 textures and generates materials for each of those and then selects one material per wave. The median frame time is reduced by 50%. Similar to the plain run above, this produces 160 draws on the PR and 160000 on `main` and the 1000th frame is identical (ignoring the fps counter text overlay). ![flip bevymark-main-mesh2d-mtc10 bevymark-batching-mesh2d-mtc10 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/ebed2822-dce7-426a-858b-b77dc45b986f) ``` Mean: 0.002877 Weighted median: 0.964980 1st weighted quartile: 0.668871 3rd weighted quartile: 0.982749 Min: 0.000000 Max: 0.992377 Evaluation time: 0.4301 seconds ``` ### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d --vary-per-instance` <img width="1396" alt="Screenshot 2023-09-04 at 00 13 53" src="https://github.com/bevyengine/bevy/assets/302146/b2198b18-3439-47ad-919a-cdabe190facb"> This creates unique materials per instance by randomly-generating the material's colour. This is the worst case for 2D batching. Somehow, this PR manages a 7% reduction in median frame time. Both main and this PR issue 160000 draws. The 1000th frame is the same: ![flip bevymark-main-mesh2d-vpi bevymark-batching-mesh2d-vpi 67ppd ldr](https://github.com/bevyengine/bevy/assets/302146/a2ec471c-f576-4a36-a23b-b24b22578b97) ``` Mean: 0.001214 Weighted median: 0.937499 1st weighted quartile: 0.635467 3rd weighted quartile: 0.979085 Min: 0.000000 Max: 0.988971 Evaluation time: 0.4462 seconds ``` ### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite` <img width="1396" alt="Screenshot 2023-09-04 at 12 21 12" src="https://github.com/bevyengine/bevy/assets/302146/8b31e915-d6be-4cac-abf5-c6a4da9c3d43"> This just spawns 160 waves of 1000 sprites. There should be and is no notable difference between main and the PR. ### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite --material-texture-count 10` <img width="1389" alt="Screenshot 2023-09-04 at 12 36 08" src="https://github.com/bevyengine/bevy/assets/302146/45fe8d6d-c901-4062-a349-3693dd044413"> This spawns the sprites selecting a texture at random per instance from the 10 generated textures. This has no significant change vs main and shouldn't. ### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite --vary-per-instance` <img width="1401" alt="Screenshot 2023-09-04 at 12 29 52" src="https://github.com/bevyengine/bevy/assets/302146/762c5c60-352e-471f-8dbe-bbf10e24ebd6"> This sets the sprite colour as being unique per instance. This can still all be drawn using one batch. There should be no difference but the PR produces median frame times that are 4% higher. Investigation showed no clear sources of cost, rather a mix of give and take that should not happen. It seems like noise in the results. ### Summary | Benchmark | % change in median frame time | | ------------- | ------------- | | many_cubes | 🟩 -30% | | many_cubes 10 materials | 🟩 -5% | | many_cubes unique materials | 🟩 ~0% | | bevymark mesh2d | 🟩 -50% | | bevymark mesh2d 10 materials | 🟩 -50% | | bevymark mesh2d unique materials | 🟩 -7% | | bevymark sprite | 🟥 2% | | bevymark sprite 10 materials | 🟥 0.6% | | bevymark sprite unique materials | 🟥 4.1% | --- ## Changelog - Added: 2D and 3D mesh entities that share the same mesh and material (same textures, same data) are now batched into the same draw command for better performance. --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> |
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Nicola Papale
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47d87e49da
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Refactor rendering systems to use let-else (#9870)
# Objective Some rendering system did heavy use of `if let`, and could be improved by using `let else`. ## Solution - Reduce rightward drift by using let-else over if-let - Extract value-to-key mappings to their own functions so that the system is less bloated, easier to understand - Use a `let` binding instead of untupling in closure argument to reduce indentation ## Note to reviewers Enable the "no white space diff" for easier viewing. In the "Files changed" view, click on the little cog right of the "Jump to" text, on the row where the "Review changes" button is. then enable the "Hide whitespace" checkbox and click reload. |
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Nicola Papale
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7163aabf29
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Use a single line for of large binding lists (#9849)
# Objective - When adding/removing bindings in large binding lists, git would generate very difficult-to-read diffs ## Solution - Move the `@group(X) @binding(Y)` into the same line as the binding type declaration |
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Carter Anderson
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5eb292dc10
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Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal ## Why Does Bevy Need A New Asset System? Asset pipelines are a central part of the gamedev process. Bevy's current asset system is missing a number of features that make it non-viable for many classes of gamedev. After plenty of discussions and [a long community feedback period](https://github.com/bevyengine/bevy/discussions/3972), we've identified a number missing features: * **Asset Preprocessing**: it should be possible to "preprocess" / "compile" / "crunch" assets at "development time" rather than when the game starts up. This enables offloading expensive work from deployed apps, faster asset loading, less runtime memory usage, etc. * **Per-Asset Loader Settings**: Individual assets cannot define their own loaders that override the defaults. Additionally, they cannot provide per-asset settings to their loaders. This is a huge limitation, as many asset types don't provide all information necessary for Bevy _inside_ the asset. For example, a raw PNG image says nothing about how it should be sampled (ex: linear vs nearest). * **Asset `.meta` files**: assets should have configuration files stored adjacent to the asset in question, which allows the user to configure asset-type-specific settings. These settings should be accessible during the pre-processing phase. Modifying a `.meta` file should trigger a re-processing / re-load of the asset. It should be possible to configure asset loaders from the meta file. * **Processed Asset Hot Reloading**: Changes to processed assets (or their dependencies) should result in re-processing them and re-loading the results in live Bevy Apps. * **Asset Dependency Tracking**: The current bevy_asset has no good way to wait for asset dependencies to load. It punts this as an exercise for consumers of the loader apis, which is unreasonable and error prone. There should be easy, ergonomic ways to wait for assets to load and block some logic on an asset's entire dependency tree loading. * **Runtime Asset Loading**: it should be (optionally) possible to load arbitrary assets dynamically at runtime. This necessitates being able to deploy and run the asset server alongside Bevy Apps on _all platforms_. For example, we should be able to invoke the shader compiler at runtime, stream scenes from sources like the internet, etc. To keep deployed binaries (and startup times) small, the runtime asset server configuration should be configurable with different settings compared to the "pre processor asset server". * **Multiple Backends**: It should be possible to load assets from arbitrary sources (filesystems, the internet, remote asset serves, etc). * **Asset Packing**: It should be possible to deploy assets in compressed "packs", which makes it easier and more efficient to distribute assets with Bevy Apps. * **Asset Handoff**: It should be possible to hold a "live" asset handle, which correlates to runtime data, without actually holding the asset in memory. Ex: it must be possible to hold a reference to a GPU mesh generated from a "mesh asset" without keeping the mesh data in CPU memory * **Per-Platform Processed Assets**: Different platforms and app distributions have different capabilities and requirements. Some platforms need lower asset resolutions or different asset formats to operate within the hardware constraints of the platform. It should be possible to define per-platform asset processing profiles. And it should be possible to deploy only the assets required for a given platform. These features have architectural implications that are significant enough to require a full rewrite. The current Bevy Asset implementation got us this far, but it can take us no farther. This PR defines a brand new asset system that implements most of these features, while laying the foundations for the remaining features to be built. ## Bevy Asset V2 Here is a quick overview of the features introduced in this PR. * **Asset Preprocessing**: Preprocess assets at development time into more efficient (and configurable) representations * **Dependency Aware**: Dependencies required to process an asset are tracked. If an asset's processed dependency changes, it will be reprocessed * **Hot Reprocessing/Reloading**: detect changes to asset source files, reprocess them if they have changed, and then hot-reload them in Bevy Apps. * **Only Process Changes**: Assets are only re-processed when their source file (or meta file) has changed. This uses hashing and timestamps to avoid processing assets that haven't changed. * **Transactional and Reliable**: Uses write-ahead logging (a technique commonly used by databases) to recover from crashes / forced-exits. Whenever possible it avoids full-reprocessing / only uncompleted transactions will be reprocessed. When the processor is running in parallel with a Bevy App, processor asset writes block Bevy App asset reads. Reading metadata + asset bytes is guaranteed to be transactional / correctly paired. * **Portable / Run anywhere / Database-free**: The processor does not rely on an in-memory database (although it uses some database techniques for reliability). This is important because pretty much all in-memory databases have unsupported platforms or build complications. * **Configure Processor Defaults Per File Type**: You can say "use this processor for all files of this type". * **Custom Processors**: The `Processor` trait is flexible and unopinionated. It can be implemented by downstream plugins. * **LoadAndSave Processors**: Most asset processing scenarios can be expressed as "run AssetLoader A, save the results using AssetSaver X, and then load the result using AssetLoader B". For example, load this png image using `PngImageLoader`, which produces an `Image` asset and then save it using `CompressedImageSaver` (which also produces an `Image` asset, but in a compressed format), which takes an `Image` asset as input. This means if you have an `AssetLoader` for an asset, you are already half way there! It also means that you can share AssetSavers across multiple loaders. Because `CompressedImageSaver` accepts Bevy's generic Image asset as input, it means you can also use it with some future `JpegImageLoader`. * **Loader and Saver Settings**: Asset Loaders and Savers can now define their own settings types, which are passed in as input when an asset is loaded / saved. Each asset can define its own settings. * **Asset `.meta` files**: configure asset loaders, their settings, enable/disable processing, and configure processor settings * **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex: if an asset contains a `Handle<Image>`) are tracked by the asset server. An event is emitted when an asset and all of its dependencies have been loaded * **Unprocessed Asset Loading**: Assets do not require preprocessing. They can be loaded directly. A processed asset is just a "normal" asset with some extra metadata. Asset Loaders don't need to know or care about whether or not an asset was processed. * **Async Asset IO**: Asset readers/writers use async non-blocking interfaces. Note that because Rust doesn't yet support async traits, there is a bit of manual Boxing / Future boilerplate. This will hopefully be removed in the near future when Rust gets async traits. * **Pluggable Asset Readers and Writers**: Arbitrary asset source readers/writers are supported, both by the processor and the asset server. * **Better Asset Handles** * **Single Arc Tree**: Asset Handles now use a single arc tree that represents the lifetime of the asset. This makes their implementation simpler, more efficient, and allows us to cheaply attach metadata to handles. Ex: the AssetPath of a handle is now directly accessible on the handle itself! * **Const Typed Handles**: typed handles can be constructed in a const context. No more weird "const untyped converted to typed at runtime" patterns! * **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed `Handle<T>` is now much smaller in memory and `AssetId<T>` is even smaller. * **Weak Handle Usage Reduction**: In general Handles are now considered to be "strong". Bevy features that previously used "weak `Handle<T>`" have been ported to `AssetId<T>`, which makes it statically clear that the features do not hold strong handles (while retaining strong type information). Currently Handle::Weak still exists, but it is very possible that we can remove that entirely. * **Efficient / Dense Asset Ids**: Assets now have efficient dense runtime asset ids, which means we can avoid expensive hash lookups. Assets are stored in Vecs instead of HashMaps. There are now typed and untyped ids, which means we no longer need to store dynamic type information in the ID for typed handles. "AssetPathId" (which was a nightmare from a performance and correctness standpoint) has been entirely removed in favor of dense ids (which are retrieved for a path on load) * **Direct Asset Loading, with Dependency Tracking**: Assets that are defined at runtime can still have their dependencies tracked by the Asset Server (ex: if you create a material at runtime, you can still wait for its textures to load). This is accomplished via the (currently optional) "asset dependency visitor" trait. This system can also be used to define a set of assets to load, then wait for those assets to load. * **Async folder loading**: Folder loading also uses this system and immediately returns a handle to the LoadedFolder asset, which means folder loading no longer blocks on directory traversals. * **Improved Loader Interface**: Loaders now have a specific "top level asset type", which makes returning the top-level asset simpler and statically typed. * **Basic Image Settings and Processing**: Image assets can now be processed into the gpu-friendly Basic Universal format. The ImageLoader now has a setting to define what format the image should be loaded as. Note that this is just a minimal MVP ... plenty of additional work to do here. To demo this, enable the `basis-universal` feature and turn on asset processing. * **Simpler Audio Play / AudioSink API**: Asset handle providers are cloneable, which means the Audio resource can mint its own handles. This means you can now do `let sink_handle = audio.play(music)` instead of `let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that this might still be replaced by https://github.com/bevyengine/bevy/pull/8424. **Removed Handle Casting From Engine Features**: Ex: FontAtlases no longer use casting between handle types ## Using The New Asset System ### Normal Unprocessed Asset Loading By default the `AssetPlugin` does not use processing. It behaves pretty much the same way as the old system. If you are defining a custom asset, first derive `Asset`: ```rust #[derive(Asset)] struct Thing { value: String, } ``` Initialize the asset: ```rust app.init_asset:<Thing>() ``` Implement a new `AssetLoader` for it: ```rust #[derive(Default)] struct ThingLoader; #[derive(Serialize, Deserialize, Default)] pub struct ThingSettings { some_setting: bool, } impl AssetLoader for ThingLoader { type Asset = Thing; type Settings = ThingSettings; fn load<'a>( &'a self, reader: &'a mut Reader, settings: &'a ThingSettings, load_context: &'a mut LoadContext, ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> { Box::pin(async move { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; // convert bytes to value somehow Ok(Thing { value }) }) } fn extensions(&self) -> &[&str] { &["thing"] } } ``` Note that this interface will get much cleaner once Rust gets support for async traits. `Reader` is an async futures_io::AsyncRead. You can stream bytes as they come in or read them all into a `Vec<u8>`, depending on the context. You can use `let handle = load_context.load(path)` to kick off a dependency load, retrieve a handle, and register the dependency for the asset. Then just register the loader in your Bevy app: ```rust app.init_asset_loader::<ThingLoader>() ``` Now just add your `Thing` asset files into the `assets` folder and load them like this: ```rust fn system(asset_server: Res<AssetServer>) { let handle = Handle<Thing> = asset_server.load("cool.thing"); } ``` You can check load states directly via the asset server: ```rust if asset_server.load_state(&handle) == LoadState::Loaded { } ``` You can also listen for events: ```rust fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) { for event in events.iter() { if event.is_loaded_with_dependencies(&handle) { } } } ``` Note the new `AssetEvent::LoadedWithDependencies`, which only fires when the asset is loaded _and_ all dependencies (and their dependencies) have loaded. Unlike the old asset system, for a given asset path all `Handle<T>` values point to the same underlying Arc. This means Handles can cheaply hold more asset information, such as the AssetPath: ```rust // prints the AssetPath of the handle info!("{:?}", handle.path()) ``` ### Processed Assets Asset processing can be enabled via the `AssetPlugin`. When developing Bevy Apps with processed assets, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev())) ``` This runs the `AssetProcessor` in the background with hot-reloading. It reads assets from the `assets` folder, processes them, and writes them to the `.imported_assets` folder. Asset loads in the Bevy App will wait for a processed version of the asset to become available. If an asset in the `assets` folder changes, it will be reprocessed and hot-reloaded in the Bevy App. When deploying processed Bevy apps, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed())) ``` This does not run the `AssetProcessor` in the background. It behaves like `AssetPlugin::unprocessed()`, but reads assets from `.imported_assets`. When the `AssetProcessor` is running, it will populate sibling `.meta` files for assets in the `assets` folder. Meta files for assets that do not have a processor configured look like this: ```rust ( meta_format_version: "1.0", asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` This is metadata for an image asset. For example, if you have `assets/my_sprite.png`, this could be the metadata stored at `assets/my_sprite.png.meta`. Meta files are totally optional. If no metadata exists, the default settings will be used. In short, this file says "load this asset with the ImageLoader and use the file extension to determine the image type". This type of meta file is supported in all AssetPlugin modes. If in `Unprocessed` mode, the asset (with the meta settings) will be loaded directly. If in `ProcessedDev` mode, the asset file will be copied directly to the `.imported_assets` folder. The meta will also be copied directly to the `.imported_assets` folder, but with one addition: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 12415480888597742505, full_hash: 14344495437905856884, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` `processed_info` contains `hash` (a direct hash of the asset and meta bytes), `full_hash` (a hash of `hash` and the hashes of all `process_dependencies`), and `process_dependencies` (the `path` and `full_hash` of every process_dependency). A "process dependency" is an asset dependency that is _directly_ used when processing the asset. Images do not have process dependencies, so this is empty. When the processor is enabled, you can use the `Process` metadata config: ```rust ( meta_format_version: "1.0", asset: Process( processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>", settings: ( loader_settings: ( format: FromExtension, ), saver_settings: ( generate_mipmaps: true, ), ), ), ) ``` This configures the asset to use the `LoadAndSave` processor, which runs an AssetLoader and feeds the result into an AssetSaver (which saves the given Asset and defines a loader to load it with). (for terseness LoadAndSave will likely get a shorter/friendlier type name when [Stable Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common processor type, but arbitrary processors are supported. `CompressedImageSaver` saves an `Image` in the Basis Universal format and configures the ImageLoader to load it as basis universal. The `AssetProcessor` will read this meta, run it through the LoadAndSave processor, and write the basis-universal version of the image to `.imported_assets`. The final metadata will look like this: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 905599590923828066, full_hash: 9948823010183819117, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: Format(Basis), ), ), ) ``` To try basis-universal processing out in Bevy examples, (for example `sprite.rs`), change `add_plugins(DefaultPlugins)` to `add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run with the `basis-universal` feature enabled: `cargo run --features=basis-universal --example sprite`. To create a custom processor, there are two main paths: 1. Use the `LoadAndSave` processor with an existing `AssetLoader`. Implement the `AssetSaver` trait, register the processor using `asset_processor.register_processor::<LoadAndSave<ImageLoader, CompressedImageSaver>>(image_saver.into())`. 2. Implement the `Process` trait directly and register it using: `asset_processor.register_processor(thing_processor)`. You can configure default processors for file extensions like this: ```rust asset_processor.set_default_processor::<ThingProcessor>("thing") ``` There is one more metadata type to be aware of: ```rust ( meta_format_version: "1.0", asset: Ignore, ) ``` This will ignore the asset during processing / prevent it from being written to `.imported_assets`. The AssetProcessor stores a transaction log at `.imported_assets/log` and uses it to gracefully recover from unexpected stops. This means you can force-quit the processor (and Bevy Apps running the processor in parallel) at arbitrary times! `.imported_assets` is "local state". It should _not_ be checked into source control. It should also be considered "read only". In practice, you _can_ modify processed assets and processed metadata if you really need to test something. But those modifications will not be represented in the hashes of the assets, so the processed state will be "out of sync" with the source assets. The processor _will not_ fix this for you. Either revert the change after you have tested it, or delete the processed files so they can be re-populated. ## Open Questions There are a number of open questions to be discussed. We should decide if they need to be addressed in this PR and if so, how we will address them: ### Implied Dependencies vs Dependency Enumeration There are currently two ways to populate asset dependencies: * **Implied via AssetLoaders**: if an AssetLoader loads an asset (and retrieves a handle), a dependency is added to the list. * **Explicit via the optional Asset::visit_dependencies**: if `server.load_asset(my_asset)` is called, it will call `my_asset.visit_dependencies`, which will grab dependencies that have been manually defined for the asset via the Asset trait impl (which can be derived). This means that defining explicit dependencies is optional for "loaded assets". And the list of dependencies is always accurate because loaders can only produce Handles if they register dependencies. If an asset was loaded with an AssetLoader, it only uses the implied dependencies. If an asset was created at runtime and added with `asset_server.load_asset(MyAsset)`, it will use `Asset::visit_dependencies`. However this can create a behavior mismatch between loaded assets and equivalent "created at runtime" assets if `Assets::visit_dependencies` doesn't exactly match the dependencies produced by the AssetLoader. This behavior mismatch can be resolved by completely removing "implied loader dependencies" and requiring `Asset::visit_dependencies` to supply dependency data. But this creates two problems: * It makes defining loaded assets harder and more error prone: Devs must remember to manually annotate asset dependencies with `#[dependency]` when deriving `Asset`. For more complicated assets (such as scenes), the derive likely wouldn't be sufficient and a manual `visit_dependencies` impl would be required. * Removes the ability to immediately kick off dependency loads: When AssetLoaders retrieve a Handle, they also immediately kick off an asset load for the handle, which means it can start loading in parallel _before_ the asset finishes loading. For large assets, this could be significant. (although this could be mitigated for processed assets if we store dependencies in the processed meta file and load them ahead of time) ### Eager ProcessorDev Asset Loading I made a controversial call in the interest of fast startup times ("time to first pixel") for the "processor dev mode configuration". When initializing the AssetProcessor, current processed versions of unchanged assets are yielded immediately, even if their dependencies haven't been checked yet for reprocessing. This means that non-current-state-of-filesystem-but-previously-valid assets might be returned to the App first, then hot-reloaded if/when their dependencies change and the asset is reprocessed. Is this behavior desirable? There is largely one alternative: do not yield an asset from the processor to the app until all of its dependencies have been checked for changes. In some common cases (load dependency has not changed since last run) this will increase startup time. The main question is "by how much" and is that slower startup time worth it in the interest of only yielding assets that are true to the current state of the filesystem. Should this be configurable? I'm starting to think we should only yield an asset after its (historical) dependencies have been checked for changes + processed as necessary, but I'm curious what you all think. ### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs? In this implementation AssetPaths are the only canonical asset identifier (just like the previous Bevy Asset system and Godot). Moving assets will result in re-scans (and currently reprocessing, although reprocessing can easily be avoided with some changes). Asset renames/moves will break code and assets that rely on specific paths, unless those paths are fixed up. Do we want / need "stable asset uuids"? Introducing them is very possible: 1. Generate a UUID and include it in .meta files 2. Support UUID in AssetPath 3. Generate "asset indices" which are loaded on startup and map UUIDs to paths. 4 (maybe). Consider only supporting UUIDs for processed assets so we can generate quick-to-load indices instead of scanning meta files. The main "pro" is that assets referencing UUIDs don't need to be migrated when a path changes. The main "con" is that UUIDs cannot be "lazily resolved" like paths. They need a full view of all assets to answer the question "does this UUID exist". Which means UUIDs require the AssetProcessor to fully finish startup scans before saying an asset doesnt exist. And they essentially require asset pre-processing to use in apps, because scanning all asset metadata files at runtime to resolve a UUID is not viable for medium-to-large apps. It really requires a pre-generated UUID index, which must be loaded before querying for assets. I personally think this should be investigated in a separate PR. Paths aren't going anywhere ... _everyone_ uses filesystems (and filesystem-like apis) to manage their asset source files. I consider them permanent canonical asset information. Additionally, they behave well for both processed and unprocessed asset modes. Given that Bevy is supporting both, this feels like the right canonical ID to start with. UUIDS (and maybe even other indexed-identifier types) can be added later as necessary. ### Folder / File Naming Conventions All asset processing config currently lives in the `.imported_assets` folder. The processor transaction log is in `.imported_assets/log`. Processed assets are added to `.imported_assets/Default`, which will make migrating to processed asset profiles (ex: a `.imported_assets/Mobile` profile) a non-breaking change. It also allows us to create top-level files like `.imported_assets/log` without it being interpreted as an asset. Meta files currently have a `.meta` suffix. Do we like these names and conventions? ### Should the `AssetPlugin::processed_dev` configuration enable `watch_for_changes` automatically? Currently it does (which I think makes sense), but it does make it the only configuration that enables watch_for_changes by default. ### Discuss on_loaded High Level Interface: This PR includes a very rough "proof of concept" `on_loaded` system adapter that uses the `LoadedWithDependencies` event in combination with `asset_server.load_asset` dependency tracking to support this pattern ```rust fn main() { App::new() .init_asset::<MyAssets>() .add_systems(Update, on_loaded(create_array_texture)) .run(); } #[derive(Asset, Clone)] struct MyAssets { #[dependency] picture_of_my_cat: Handle<Image>, #[dependency] picture_of_my_other_cat: Handle<Image>, } impl FromWorld for ArrayTexture { fn from_world(world: &mut World) -> Self { picture_of_my_cat: server.load("meow.png"), picture_of_my_other_cat: server.load("meeeeeeeow.png"), } } fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) { commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_cat.clone(), ..default() }); commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_other_cat.clone(), ..default() }); } ``` The implementation is _very_ rough. And it is currently unsafe because `bevy_ecs` doesn't expose some internals to do this safely from inside `bevy_asset`. There are plenty of unanswered questions like: * "do we add a Loadable" derive? (effectively automate the FromWorld implementation above) * Should `MyAssets` even be an Asset? (largely implemented this way because it elegantly builds on `server.load_asset(MyAsset { .. })` dependency tracking). We should think hard about what our ideal API looks like (and if this is a pattern we want to support). Not necessarily something we need to solve in this PR. The current `on_loaded` impl should probably be removed from this PR before merging. ## Clarifying Questions ### What about Assets as Entities? This Bevy Asset V2 proposal implementation initially stored Assets as ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used `Entity` as the asset id and Asset values were just ECS components. There are plenty of compelling reasons to do this: 1. Easier to inline assets in Bevy Scenes (as they are "just" normal entities + components) 2. More flexible queries: use the power of the ECS to filter assets (ex: `Query<Mesh, With<Tree>>`). 3. Extensible. Users can add arbitrary component data to assets. 4. Things like "component visualization tools" work out of the box to visualize asset data. However Assets as Entities has a ton of caveats right now: * We need to be able to allocate entity ids without a direct World reference (aka rework id allocator in Entities ... i worked around this in my prototypes by just pre allocating big chunks of entities) * We want asset change events in addition to ECS change tracking ... how do we populate them when mutations can come from anywhere? Do we use Changed queries? This would require iterating over the change data for all assets every frame. Is this acceptable or should we implement a new "event based" component change detection option? * Reconciling manually created assets with asset-system managed assets has some nuance (ex: are they "loaded" / do they also have that component metadata?) * "how do we handle "static" / default entity handles" (ties in to the Entity Indices discussion: https://github.com/bevyengine/bevy/discussions/8319). This is necessary for things like "built in" assets and default handles in things like SpriteBundle. * Storing asset information as a component makes it easy to "invalidate" asset state by removing the component (or forcing modifications). Ideally we have ways to lock this down (some combination of Rust type privacy and ECS validation) In practice, how we store and identify assets is a reasonably superficial change (porting off of Assets as Entities and implementing dedicated storage + ids took less than a day). So once we sort out the remaining challenges the flip should be straightforward. Additionally, I do still have "Assets as Entities" in my commit history, so we can reuse that work. I personally think "assets as entities" is a good endgame, but it also doesn't provide _significant_ value at the moment and it certainly isn't ready yet with the current state of things. ### Why not Distill? [Distill](https://github.com/amethyst/distill) is a high quality fully featured asset system built in Rust. It is very natural to ask "why not just use Distill?". It is also worth calling out that for awhile, [we planned on adopting Distill / I signed off on it](https://github.com/bevyengine/bevy/issues/708). However I think Bevy has a number of constraints that make Distill adoption suboptimal: * **Architectural Simplicity:** * Distill's processor requires an in-memory database (lmdb) and RPC networked API (using Cap'n Proto). Each of these introduces API complexity that increases maintenance burden and "code grokability". Ignoring tests, documentation, and examples, Distill has 24,237 lines of Rust code (including generated code for RPC + database interactions). If you ignore generated code, it has 11,499 lines. * Bevy builds the AssetProcessor and AssetServer using pluggable AssetReader/AssetWriter Rust traits with simple io interfaces. They do not necessitate databases or RPC interfaces (although Readers/Writers could use them if that is desired). Bevy Asset V2 (at the time of writing this PR) is 5,384 lines of Rust code (ignoring tests, documentation, and examples). Grain of salt: Distill does have more features currently (ex: Asset Packing, GUIDS, remote-out-of-process asset processor). I do plan to implement these features in Bevy Asset V2 and I personally highly doubt they will meaningfully close the 6115 lines-of-code gap. * This complexity gap (which while illustrated by lines of code, is much bigger than just that) is noteworthy to me. Bevy should be hackable and there are pillars of Distill that are very hard to understand and extend. This is a matter of opinion (and Bevy Asset V2 also has complicated areas), but I think Bevy Asset V2 is much more approachable for the average developer. * Necessary disclaimer: counting lines of code is an extremely rough complexity metric. Read the code and form your own opinions. * **Optional Asset Processing:** Not all Bevy Apps (or Bevy App developers) need / want asset preprocessing. Processing increases the complexity of the development environment by introducing things like meta files, imported asset storage, running processors in the background, waiting for processing to finish, etc. Distill _requires_ preprocessing to work. With Bevy Asset V2 processing is fully opt-in. The AssetServer isn't directly aware of asset processors at all. AssetLoaders only care about converting bytes to runtime Assets ... they don't know or care if the bytes were pre-processed or not. Processing is "elegantly" (forgive my self-congratulatory phrasing) layered on top and builds on the existing Asset system primitives. * **Direct Filesystem Access to Processed Asset State:** Distill stores processed assets in a database. This makes debugging / inspecting the processed outputs harder (either requires special tooling to query the database or they need to be "deployed" to be inspected). Bevy Asset V2, on the other hand, stores processed assets in the filesystem (by default ... this is configurable). This makes interacting with the processed state more natural. Note that both Godot and Unity's new asset system store processed assets in the filesystem. * **Portability**: Because Distill's processor uses lmdb and RPC networking, it cannot be run on certain platforms (ex: lmdb is a non-rust dependency that cannot run on the web, some platforms don't support running network servers). Bevy should be able to process assets everywhere (ex: run the Bevy Editor on the web, compile + process shaders on mobile, etc). Distill does partially mitigate this problem by supporting "streaming" assets via the RPC protocol, but this is not a full solve from my perspective. And Bevy Asset V2 can (in theory) also stream assets (without requiring RPC, although this isn't implemented yet) Note that I _do_ still think Distill would be a solid asset system for Bevy. But I think the approach in this PR is a better solve for Bevy's specific "asset system requirements". ### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the point? "True async file io" has limited / spotty platform support. async-fs (and the rust async ecosystem generally ... ex Tokio) currently use async wrappers over std::fs that offload blocking requests to separate threads. This may feel unsatisfying, but it _does_ still provide value because it prevents our task pools from blocking on file system operations (which would prevent progress when there are many tasks to do, but all threads in a pool are currently blocking on file system ops). Additionally, using async APIs for our AssetReaders and AssetWriters also provides value because we can later add support for "true async file io" for platforms that support it. _And_ we can implement other "true async io" asset backends (such as networked asset io). ## Draft TODO - [x] Fill in missing filesystem event APIs: file removed event (which is expressed as dangling RenameFrom events in some cases), file/folder renamed event - [x] Assets without loaders are not moved to the processed folder. This breaks things like referenced `.bin` files for GLTFs. This should be configurable per-non-asset-type. - [x] Initial implementation of Reflect and FromReflect for Handle. The "deserialization" parity bar is low here as this only worked with static UUIDs in the old impl ... this is a non-trivial problem. Either we add a Handle::AssetPath variant that gets "upgraded" to a strong handle on scene load or we use a separate AssetRef type for Bevy scenes (which is converted to a runtime Handle on load). This deserves its own discussion in a different pr. - [x] Populate read_asset_bytes hash when run by the processor (a bit of a special case .. when run by the processor the processed meta will contain the hash so we don't need to compute it on the spot, but we don't want/need to read the meta when run by the main AssetServer) - [x] Delay hot reloading: currently filesystem events are handled immediately, which creates timing issues in some cases. For example hot reloading images can sometimes break because the image isn't finished writing. We should add a delay, likely similar to the [implementation in this PR](https://github.com/bevyengine/bevy/pull/8503). - [x] Port old platform-specific AssetIo implementations to the new AssetReader interface (currently missing Android and web) - [x] Resolve on_loaded unsafety (either by removing the API entirely or removing the unsafe) - [x] Runtime loader setting overrides - [x] Remove remaining unwraps that should be error-handled. There are number of TODOs here - [x] Pretty AssetPath Display impl - [x] Document more APIs - [x] Resolve spurious "reloading because it has changed" events (to repro run load_gltf with `processed_dev()`) - [x] load_dependency hot reloading currently only works for processed assets. If processing is disabled, load_dependency changes are not hot reloaded. - [x] Replace AssetInfo dependency load/fail counters with `loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from (potentially) breaking counters. Storing this will also enable "dependency reloaded" events (see [Next Steps](#next-steps)) - [x] Re-add filesystem watcher cargo feature gate (currently it is not optional) - [ ] Migration Guide - [ ] Changelog ## Followup TODO - [ ] Replace "eager unchanged processed asset loading" behavior with "don't returned unchanged processed asset until dependencies have been checked". - [ ] Add true `Ignore` AssetAction that does not copy the asset to the imported_assets folder. - [ ] Finish "live asset unloading" (ex: free up CPU asset memory after uploading an image to the GPU), rethink RenderAssets, and port renderer features. The `Assets` collection uses `Option<T>` for asset storage to support its removal. (1) the Option might not actually be necessary ... might be able to just remove from the collection entirely (2) need to finalize removal apis - [ ] Try replacing the "channel based" asset id recycling with something a bit more efficient (ex: we might be able to use raw atomic ints with some cleverness) - [ ] Consider adding UUIDs to processed assets (scoped just to helping identify moved assets ... not exposed to load queries ... see [Next Steps](#next-steps)) - [ ] Store "last modified" source asset and meta timestamps in processed meta files to enable skipping expensive hashing when the file wasn't changed - [ ] Fix "slow loop" handle drop fix - [ ] Migrate to TypeName - [x] Handle "loader preregistration". See #9429 ## Next Steps * **Configurable per-type defaults for AssetMeta**: It should be possible to add configuration like "all png image meta should default to using nearest sampling" (currently this hard-coded per-loader/processor Settings::default() impls). Also see the "Folder Meta" bullet point. * **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical asset ids" discussion in [Open Questions](#open-questions) and the relevant bullet point in [Draft TODO](#draft-todo). Even without canonical ids, folder renames could avoid reprocessing in some cases. * **Multiple Asset Sources**: Expand AssetPath to support "asset source names" and support multiple AssetReaders in the asset server (ex: `webserver://some_path/image.png` backed by an Http webserver AssetReader). The "default" asset reader would use normal `some_path/image.png` paths. Ideally this works in combination with multiple AssetWatchers for hot-reloading * **Stable Type Names**: this pr removes the TypeUuid requirement from assets in favor of `std::any::type_name`. This makes defining assets easier (no need to generate a new uuid / use weird proc macro syntax). It also makes reading meta files easier (because things have "friendly names"). We also use type names for components in scene files. If they are good enough for components, they are good enough for assets. And consistency across Bevy pillars is desirable. However, `std::any::type_name` is not guaranteed to be stable (although in practice it is). We've developed a [stable type path](https://github.com/bevyengine/bevy/pull/7184) to resolve this, which should be adopted when it is ready. * **Command Line Interface**: It should be possible to run the asset processor in a separate process from the command line. This will also require building a network-server-backed AssetReader to communicate between the app and the processor. We've been planning to build a "bevy cli" for awhile. This seems like a good excuse to build it. * **Asset Packing**: This is largely an additive feature, so it made sense to me to punt this until we've laid the foundations in this PR. * **Per-Platform Processed Assets**: It should be possible to generate assets for multiple platforms by supporting multiple "processor profiles" per asset (ex: compress with format X on PC and Y on iOS). I think there should probably be arbitrary "profiles" (which can be separate from actual platforms), which are then assigned to a given platform when generating the final asset distribution for that platform. Ex: maybe devs want a "Mobile" profile that is shared between iOS and Android. Or a "LowEnd" profile shared between web and mobile. * **Versioning and Migrations**: Assets, Loaders, Savers, and Processors need to have versions to determine if their schema is valid. If an asset / loader version is incompatible with the current version expected at runtime, the processor should be able to migrate them. I think we should try using Bevy Reflect for this, as it would allow us to load the old version as a dynamic Reflect type without actually having the old Rust type. It would also allow us to define "patches" to migrate between versions (Bevy Reflect devs are currently working on patching). The `.meta` file already has its own format version. Migrating that to new versions should also be possible. * **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write type) currently used by AssetPath can still result in String clones that aren't actually necessary (cloning an Owned Cow clones the contents). Bevy's asset system requires cloning AssetPaths in a number of places, which result in actual clones of the internal Strings. This is not efficient. AssetPath internals should be reworked to exhibit truer cow-like-behavior that reduces String clones to the absolute minimum. * **Consider processor-less processing**: In theory the AssetServer could run processors "inline" even if the background AssetProcessor is disabled. If we decide this is actually desirable, we could add this. But I don't think its a priority in the short or medium term. * **Pre-emptive dependency loading**: We could encode dependencies in processed meta files, which could then be used by the Asset Server to kick of dependency loads as early as possible (prior to starting the actual asset load). Is this desirable? How much time would this save in practice? * **Optimize Processor With UntypedAssetIds**: The processor exclusively uses AssetPath to identify assets currently. It might be possible to swap these out for UntypedAssetIds in some places, which are smaller / cheaper to hash and compare. * **One to Many Asset Processing**: An asset source file that produces many assets currently must be processed into a single "processed" asset source. If labeled assets can be written separately they can each have their own configured savers _and_ they could be loaded more granularly. Definitely worth exploring! * **Automatically Track "Runtime-only" Asset Dependencies**: Right now, tracking "created at runtime" asset dependencies requires adding them via `asset_server.load_asset(StandardMaterial::default())`. I think with some cleverness we could also do this for `materials.add(StandardMaterial::default())`, making tracking work "everywhere". There are challenges here relating to change detection / ensuring the server is made aware of dependency changes. This could be expensive in some cases. * **"Dependency Changed" events**: Some assets have runtime artifacts that need to be re-generated when one of their dependencies change (ex: regenerate a material's bind group when a Texture needs to change). We are generating the dependency graph so we can definitely produce these events. Buuuuut generating these events will have a cost / they could be high frequency for some assets, so we might want this to be opt-in for specific cases. * **Investigate Storing More Information In Handles**: Handles can now store arbitrary information, which makes it cheaper and easier to access. How much should we move into them? Canonical asset load states (via atomics)? (`handle.is_loaded()` would be very cool). Should we store the entire asset and remove the `Assets<T>` collection? (`Arc<RwLock<Option<Image>>>`?) * **Support processing and loading files without extensions**: This is a pretty arbitrary restriction and could be supported with very minimal changes. * **Folder Meta**: It would be nice if we could define per folder processor configuration defaults (likely in a `.meta` or `.folder_meta` file). Things like "default to linear filtering for all Images in this folder". * **Replace async_broadcast with event-listener?** This might be approximately drop-in for some uses and it feels more light weight * **Support Running the AssetProcessor on the Web**: Most of the hard work is done here, but there are some easy straggling TODOs (make the transaction log an interface instead of a direct file writer so we can write a web storage backend, implement an AssetReader/AssetWriter that reads/writes to something like LocalStorage). * **Consider identifying and preventing circular dependencies**: This is especially important for "processor dependencies", as processing will silently never finish in these cases. * **Built-in/Inlined Asset Hot Reloading**: This PR regresses "built-in/inlined" asset hot reloading (previously provided by the DebugAssetServer). I'm intentionally punting this because I think it can be cleanly implemented with "multiple asset sources" by registering a "debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset paths) in combination with an AssetWatcher for that asset source and support for "manually loading pats with asset bytes instead of AssetReaders". The old DebugAssetServer was quite nasty and I'd love to avoid that hackery going forward. * **Investigate ways to remove double-parsing meta files**: Parsing meta files currently involves parsing once with "minimal" versions of the meta file to extract the type name of the loader/processor config, then parsing again to parse the "full" meta. This is suboptimal. We should be able to define custom deserializers that (1) assume the loader/processor type name comes first (2) dynamically looks up the loader/processor registrations to deserialize settings in-line (similar to components in the bevy scene format). Another alternative: deserialize as dynamic Reflect objects and then convert. * **More runtime loading configuration**: Support using the Handle type as a hint to select an asset loader (instead of relying on AssetPath extensions) * **More high level Processor trait implementations**: For example, it might be worth adding support for arbitrary chains of "asset transforms" that modify an in-memory asset representation between loading and saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by a `flip_normals` transform, then save the mesh to an efficient compressed format). * **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO item](#draft-todo) for context) * **Explore High Level Load Interfaces**: See [this discussion](#discuss-on_loaded-high-level-interface) for one prototype. * **Asset Streaming**: It would be great if we could stream Assets (ex: stream a long video file piece by piece) * **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than they need to be because they have a Uuid enum variant. If we implement an "id exchanging" system that trades Uuids for "efficient runtime ids", we can cut down on the size of AssetIds, making them more efficient. This has some open design questions, such as how to spawn entities with "default" handle values (as these wouldn't have access to the exchange api in the current system). * **Asset Path Fixup Tooling**: Assets that inline asset paths inside them will break when an asset moves. The asset system provides the functionality to detect when paths break. We should build a framework that enables formats to define "path migrations". This is especially important for scene files. For editor-generated files, we should also consider using UUIDs (see other bullet point) to avoid the need to migrate in these cases. --------- Co-authored-by: BeastLe9enD <beastle9end@outlook.de> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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Joseph
|
02b520b4e8
|
Split ComputedVisibility into two components to allow for accurate change detection and speed up visibility propagation (#9497)
# Objective Fix #8267. Fixes half of #7840. The `ComputedVisibility` component contains two flags: hierarchy visibility, and view visibility (whether its visible to any cameras). Due to the modular and open-ended way that view visibility is computed, it triggers change detection every single frame, even when the value does not change. Since hierarchy visibility is stored in the same component as view visibility, this means that change detection for inherited visibility is completely broken. At the company I work for, this has become a real issue. We are using change detection to only re-render scenes when necessary. The broken state of change detection for computed visibility means that we have to to rely on the non-inherited `Visibility` component for now. This is workable in the early stages of our project, but since we will inevitably want to use the hierarchy, we will have to either: 1. Roll our own solution for computed visibility. 2. Fix the issue for everyone. ## Solution Split the `ComputedVisibility` component into two: `InheritedVisibilty` and `ViewVisibility`. This allows change detection to behave properly for `InheritedVisibility`. View visiblity is still erratic, although it is less useful to be able to detect changes for this flavor of visibility. Overall, this actually simplifies the API. Since the visibility system consists of self-explaining components, it is much easier to document the behavior and usage. This approach is more modular and "ECS-like" -- one could strip out the `ViewVisibility` component entirely if it's not needed, and rely only on inherited visibility. --- ## Changelog - `ComputedVisibility` has been removed in favor of: `InheritedVisibility` and `ViewVisiblity`. ## Migration Guide The `ComputedVisibilty` component has been split into `InheritedVisiblity` and `ViewVisibility`. Replace any usages of `ComputedVisibility::is_visible_in_hierarchy` with `InheritedVisibility::get`, and replace `ComputedVisibility::is_visible_in_view` with `ViewVisibility::get`. ```rust // Before: commands.spawn(VisibilityBundle { visibility: Visibility::Inherited, computed_visibility: ComputedVisibility::default(), }); // After: commands.spawn(VisibilityBundle { visibility: Visibility::Inherited, inherited_visibility: InheritedVisibility::default(), view_visibility: ViewVisibility::default(), }); ``` ```rust // Before: fn my_system(q: Query<&ComputedVisibilty>) { for vis in &q { if vis.is_visible_in_hierarchy() { // After: fn my_system(q: Query<&InheritedVisibility>) { for inherited_visibility in &q { if inherited_visibility.get() { ``` ```rust // Before: fn my_system(q: Query<&ComputedVisibilty>) { for vis in &q { if vis.is_visible_in_view() { // After: fn my_system(q: Query<&ViewVisibility>) { for view_visibility in &q { if view_visibility.get() { ``` ```rust // Before: fn my_system(mut q: Query<&mut ComputedVisibilty>) { for vis in &mut q { vis.set_visible_in_view(); // After: fn my_system(mut q: Query<&mut ViewVisibility>) { for view_visibility in &mut q { view_visibility.set(); ``` --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> |
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lelo
|
42e6dc8987
|
Refactor EventReader::iter to read (#9631)
# Objective - The current `EventReader::iter` has been determined to cause confusion among new Bevy users. It was suggested by @JoJoJet to rename the method to better clarify its usage. - Solves #9624 ## Solution - Rename `EventReader::iter` to `EventReader::read`. - Rename `EventReader::iter_with_id` to `EventReader::read_with_id`. - Rename `ManualEventReader::iter` to `ManualEventReader::read`. - Rename `ManualEventReader::iter_with_id` to `ManualEventReader::read_with_id`. --- ## Changelog - `EventReader::iter` has been renamed to `EventReader::read`. - `EventReader::iter_with_id` has been renamed to `EventReader::read_with_id`. - `ManualEventReader::iter` has been renamed to `ManualEventReader::read`. - `ManualEventReader::iter_with_id` has been renamed to `ManualEventReader::read_with_id`. - Deprecated `EventReader::iter` - Deprecated `EventReader::iter_with_id` - Deprecated `ManualEventReader::iter` - Deprecated `ManualEventReader::iter_with_id` ## Migration Guide - Existing usages of `EventReader::iter` and `EventReader::iter_with_id` will have to be changed to `EventReader::read` and `EventReader::read_with_id` respectively. - Existing usages of `ManualEventReader::iter` and `ManualEventReader::iter_with_id` will have to be changed to `ManualEventReader::read` and `ManualEventReader::read_with_id` respectively. |
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James O'Brien
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4f1d9a6315
|
Reorder render sets, refactor bevy_sprite to take advantage (#9236)
This is a continuation of this PR: #8062 # Objective - Reorder render schedule sets to allow data preparation when phase item order is known to support improved batching - Part of the batching/instancing etc plan from here: https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074 - The original idea came from @inodentry and proved to be a good one. Thanks! - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new ordering ## Solution - Move `Prepare` and `PrepareFlush` after `PhaseSortFlush` - Add a `PrepareAssets` set that runs in parallel with other systems and sets in the render schedule. - Put prepare_assets systems in the `PrepareAssets` set - If explicit dependencies are needed on Mesh or Material RenderAssets then depend on the appropriate system. - Add `ManageViews` and `ManageViewsFlush` sets between `ExtractCommands` and Queue - Move `queue_mesh*_bind_group` to the Prepare stage - Rename them to `prepare_` - Put systems that prepare resources (buffers, textures, etc.) into a `PrepareResources` set inside `Prepare` - Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set after `PrepareResources` - Move `prepare_lights` to the `ManageViews` set - `prepare_lights` creates views and this must happen before `Queue` - This system needs refactoring to stop handling all responsibilities - Gather lights, sort, and create shadow map views. Store sorted light entities in a resource - Remove `BatchedPhaseItem` - Replace `batch_range` with `batch_size` representing how many items to skip after rendering the item or to skip the item entirely if `batch_size` is 0. - `queue_sprites` has been split into `queue_sprites` for queueing phase items and `prepare_sprites` for batching after the `PhaseSort` - `PhaseItem`s are still inserted in `queue_sprites` - After sorting adjacent compatible sprite phase items are accumulated into `SpriteBatch` components on the first entity of each batch, containing a range of vertex indices. The associated `PhaseItem`'s `batch_size` is updated appropriately. - `SpriteBatch` items are then drawn skipping over the other items in the batch based on the value in `batch_size` - A very similar refactor was performed on `bevy_ui` --- ## Changelog Changed: - Reordered and reworked render app schedule sets. The main change is that data is extracted, queued, sorted, and then prepared when the order of data is known. - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the reordering. ## Migration Guide - Assets such as materials and meshes should now be created in `PrepareAssets` e.g. `prepare_assets<Mesh>` - Queueing entities to `RenderPhase`s continues to be done in `Queue` e.g. `queue_sprites` - Preparing resources (textures, buffers, etc.) should now be done in `PrepareResources`, e.g. `prepare_prepass_textures`, `prepare_mesh_uniforms` - Prepare bind groups should now be done in `PrepareBindGroups` e.g. `prepare_mesh_bind_group` - Any batching or instancing can now be done in `Prepare` where the order of the phase items is known e.g. `prepare_sprites` ## Next Steps - Introduce some generic mechanism to ensure items that can be batched are grouped in the phase item order, currently you could easily have `[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching. - Investigate improved orderings for building the MeshUniform buffer - Implementing batching across the rest of bevy --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> |
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Gino Valente
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aeeb20ec4c
|
bevy_reflect: FromReflect Ergonomics Implementation (#6056)
# Objective **This implementation is based on https://github.com/bevyengine/rfcs/pull/59.** --- Resolves #4597 Full details and motivation can be found in the RFC, but here's a brief summary. `FromReflect` is a very powerful and important trait within the reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to be formed into Real ones (e.g., `Vec<i32>`, etc.). This mainly comes into play concerning deserialization, where the reflection deserializers both return a `Box<dyn Reflect>` that almost always contain one of these Dynamic representations of a Real type. To convert this to our Real type, we need to use `FromReflect`. It also sneaks up in other ways. For example, it's a required bound for `T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`. It's also required by all fields of an enum as it's used as part of the `Reflect::apply` implementation. So in other words, much like `GetTypeRegistration` and `Typed`, it is very much a core reflection trait. The problem is that it is not currently treated like a core trait and is not automatically derived alongside `Reflect`. This makes using it a bit cumbersome and easy to forget. ## Solution Automatically derive `FromReflect` when deriving `Reflect`. Users can then choose to opt-out if needed using the `#[reflect(from_reflect = false)]` attribute. ```rust #[derive(Reflect)] struct Foo; #[derive(Reflect)] #[reflect(from_reflect = false)] struct Bar; fn test<T: FromReflect>(value: T) {} test(Foo); // <-- OK test(Bar); // <-- Panic! Bar does not implement trait `FromReflect` ``` #### `ReflectFromReflect` This PR also automatically adds the `ReflectFromReflect` (introduced in #6245) registration to the derived `GetTypeRegistration` impl— if the type hasn't opted out of `FromReflect` of course. <details> <summary><h4>Improved Deserialization</h4></summary> > **Warning** > This section includes changes that have since been descoped from this PR. They will likely be implemented again in a followup PR. I am mainly leaving these details in for archival purposes, as well as for reference when implementing this logic again. And since we can do all the above, we might as well improve deserialization. We can now choose to deserialize into a Dynamic type or automatically convert it using `FromReflect` under the hood. `[Un]TypedReflectDeserializer::new` will now perform the conversion and return the `Box`'d Real type. `[Un]TypedReflectDeserializer::new_dynamic` will work like what we have now and simply return the `Box`'d Dynamic type. ```rust // Returns the Real type let reflect_deserializer = UntypedReflectDeserializer::new(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; // Returns the Dynamic type let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; ``` </details> --- ## Changelog * `FromReflect` is now automatically derived within the `Reflect` derive macro * This includes auto-registering `ReflectFromReflect` in the derived `GetTypeRegistration` impl * ~~Renamed `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` to `TypedReflectDeserializer::new_dynamic` and `UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped** * ~~Changed `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` to automatically convert the deserialized output using `FromReflect`~~ **Descoped** ## Migration Guide * `FromReflect` is now automatically derived within the `Reflect` derive macro. Items with both derives will need to remove the `FromReflect` one. ```rust // OLD #[derive(Reflect, FromReflect)] struct Foo; // NEW #[derive(Reflect)] struct Foo; ``` If using a manual implementation of `FromReflect` and the `Reflect` derive, users will need to opt-out of the automatic implementation. ```rust // OLD #[derive(Reflect)] struct Foo; impl FromReflect for Foo {/* ... */} // NEW #[derive(Reflect)] #[reflect(from_reflect = false)] struct Foo; impl FromReflect for Foo {/* ... */} ``` <details> <summary><h4>Removed Migrations</h4></summary> > **Warning** > This section includes changes that have since been descoped from this PR. They will likely be implemented again in a followup PR. I am mainly leaving these details in for archival purposes, as well as for reference when implementing this logic again. * The reflect deserializers now perform a `FromReflect` conversion internally. The expected output of `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` is no longer a Dynamic (e.g., `DynamicList`), but its Real counterpart (e.g., `Vec<i32>`). ```rust let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; // OLD let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; // NEW let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; ``` Alternatively, if this behavior isn't desired, use the `TypedReflectDeserializer::new_dynamic` and `UntypedReflectDeserializer::new_dynamic` methods instead: ```rust // OLD let reflect_deserializer = UntypedReflectDeserializer::new(®istry); // NEW let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); ``` </details> --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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robtfm
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10f5c92068
|
improve shader import model (#5703)
# Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs. |
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Edgar Geier
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f18f28874a
|
Allow tuples and single plugins in add_plugins , deprecate add_plugin (#8097)
# Objective - Better consistency with `add_systems`. - Deprecating `add_plugin` in favor of a more powerful `add_plugins`. - Allow passing `Plugin` to `add_plugins`. - Allow passing tuples to `add_plugins`. ## Solution - `App::add_plugins` now takes an `impl Plugins` parameter. - `App::add_plugin` is deprecated. - `Plugins` is a new sealed trait that is only implemented for `Plugin`, `PluginGroup` and tuples over `Plugins`. - All examples, benchmarks and tests are changed to use `add_plugins`, using tuples where appropriate. --- ## Changelog ### Changed - `App::add_plugins` now accepts all types that implement `Plugins`, which is implemented for: - Types that implement `Plugin`. - Types that implement `PluginGroup`. - Tuples (up to 16 elements) over types that implement `Plugins`. - Deprecated `App::add_plugin` in favor of `App::add_plugins`. ## Migration Guide - Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Raffaele Ragni
|
7fc6db32ce
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Add FromReflect where Reflect is used (#8776)
# Objective Discovered that PointLight did not implement FromReflect. Adding FromReflect where Reflect is used. I overreached and applied this rule everywhere there was a Reflect without a FromReflect, except from where the compiler wouldn't allow me. Based from question: https://github.com/bevyengine/bevy/discussions/8774 ## Solution - Adding FromReflect where Reflect was already derived ## Notes First PR I do in this ecosystem, so not sure if this is the usual approach, that is, to touch many files at once. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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radiish
|
1efc762924
|
reflect: stable type path v2 (#7184)
# Objective
- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.
## Solution
- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.
---
## Changelog
- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.
## Migration Guide
- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.
## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](
|
||
François
|
bea7fd1c0b
|
update bitflags to 2.3 (#8728)
# Objective - Update bitflags to 2.3 |
||
Tin Rabzelj
|
335afbf77a
|
Make Material2d pipeline systems public (#8642)
# Objective Make `Material2dPipeline` reusable. This was already done for PBR materials in #7548. ## Solution Expose `extract_materials_2d`, `prepare_materials_2d` and `ExtractedMaterials2d`. --- ## Changelog - bevy_sprite: Make `prepare_materials_2d`, `extract_materials_2d` and `ExtractedMaterials2d` public. |
||
François
|
71842c5ac9
|
Webgpu support (#8336)
# Objective - Support WebGPU - alternative to #5027 that doesn't need any async / await - fixes #8315 - Surprise fix #7318 ## Solution ### For async renderer initialisation - Update the plugin lifecycle: - app builds the plugin - calls `plugin.build` - registers the plugin - app starts the event loop - event loop waits for `ready` of all registered plugins in the same order - returns `true` by default - then call all `finish` then all `cleanup` in the same order as registered - then execute the schedule In the case of the renderer, to avoid anything async: - building the renderer plugin creates a detached task that will send back the initialised renderer through a mutex in a resource - `ready` will wait for the renderer to be present in the resource - `finish` will take that renderer and place it in the expected resources by other plugins - other plugins (that expect the renderer to be available) `finish` are called and they are able to set up their pipelines - `cleanup` is called, only custom one is still for pipeline rendering ### For WebGPU support - update the `build-wasm-example` script to support passing `--api webgpu` that will build the example with WebGPU support - feature for webgl2 was always enabled when building for wasm. it's now in the default feature list and enabled on all platforms, so check for this feature must also check that the target_arch is `wasm32` --- ## Migration Guide - `Plugin::setup` has been renamed `Plugin::cleanup` - `Plugin::finish` has been added, and plugins adding pipelines should do it in this function instead of `Plugin::build` ```rust // Before impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.insert_resource::<MyResource> .add_systems(Update, my_system); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<RenderResourceNeedingDevice>() .init_resource::<OtherRenderResource>(); } } // After impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.insert_resource::<MyResource> .add_systems(Update, my_system); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<OtherRenderResource>(); } fn finish(&self, app: &mut App) { let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<RenderResourceNeedingDevice>(); } } ``` |
||
Ludo
|
1a43ce15ed
|
added match statement instead of if-else block (#8500)
# Objective Replaced the if-else statement block in favor of a match statement to give a more cleaner code. |
||
Airing
|
4d54ce14aa
|
Updated to wgpu 0.16.0, wgpu-hal 0.16.0 and naga 0.12.0 (#8446)
# Objective - Updated to wgpu 0.16.0 and wgpu-hal 0.16.0 --- ## Changelog 1. Upgrade wgpu to 0.16.0 and wgpu-hal to 0.16.0 2. Fix the error in native when using a filterable `TextureSampleType::Float` on a multisample `BindingType::Texture`. ([https://github.com/gfx-rs/wgpu/pull/3686](https://github.com/gfx-rs/wgpu/pull/3686)) --------- Co-authored-by: François <mockersf@gmail.com> |
||
ira
|
6b774c0fda
|
Compute vertex_count for indexed meshes on GpuMesh (#8460)
# Objective Compute the `vertex_count` for indexed meshes as well as non-indexed meshes. I will need this in a future PR based on #8427 that adds a gizmo component that draws the normals of a mesh when attached to an entity ([branch](https://github.com/devil-ira/bevy/compare/instanced-line-rendering...devil-ira:bevy:instanced-line-rendering-normals)). <details><summary>Example image</summary> <p> ![image](https://user-images.githubusercontent.com/29694403/233789526-cb5feb47-0aa7-4e69-90a2-e31ec24aadff.png) </p> </details> ## Solution Move `vertex_count` field from `GpuBufferInfo::NonIndexed` to `GpuMesh` ## Migration Guide `vertex_count` is now stored directly on `GpuMesh` instead of `GpuBufferInfo::NonIndexed`. |
||
Carter Anderson
|
aefe1f0739
|
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com> |
||
JoJoJet
|
fd1af7c8b8
|
Replace multiple calls to add_system with add_systems (#8001)
|
||
shuo
|
0b794c8f1e |
Use Image::default for 1 pixel white texture directly (#7884)
for place holder image, it should use `default` directly. |
||
JoJoJet
|
b8263b55fb |
Support system.in_schedule() and system.on_startup() (#7790)
# Objective Support the following syntax for adding systems: ```rust App::new() .add_system(setup.on_startup()) .add_systems(( show_menu.in_schedule(OnEnter(GameState::Paused)), menu_ssytem.in_set(OnUpdate(GameState::Paused)), hide_menu.in_schedule(OnExit(GameState::Paused)), )) ``` ## Solution Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to. --- ## Changelog + Added the extension methods `in_schedule(label)` and `on_startup()` for configuring the schedule a system belongs to. ## Future Work * Replace all uses of `add_startup_system` in the engine. * Deprecate this method |
||
JMS55
|
03575aef22 |
EnvironmentMapLight support for WebGL2 (#7737)
# Objective - Fix the environment map shader not working under webgl due to textureNumLevels() not being supported - Fixes https://github.com/bevyengine/bevy/issues/7722 ## Solution - Instead of using textureNumLevels(), put an extra field in the GpuLights uniform to store the mip count |
||
Griffin
|
912fb58869 |
Initial tonemapping options (#7594)
# Objective Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR. Address https://github.com/bevyengine/bevy/issues/2264. Adds tone mapping options: - None: Bypasses tonemapping for instances where users want colors output to match those set. - Reinhard - Reinhard Luminance: Bevy's exiting tonemapping - [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264 - [AgX](https://github.com/sobotka/AgX) - SomewhatBoringDisplayTransform - TonyMcMapface - Blender Filmic This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images. ## Migration Guide - Tonemapping is now an enum with NONE and the various tonemappers. - The DebandDither is now a separate component. Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> |
||
Zhixing Zhang
|
16feb9acb7 |
Add push contant config to layout (#7681)
# Objective Allow for creating pipelines that use push constants. To be able to use push constants. Fixes #4825 As of right now, trying to call `RenderPass::set_push_constants` will trigger the following error: ``` thread 'main' panicked at 'wgpu error: Validation Error Caused by: In a RenderPass note: encoder = `<CommandBuffer-(0, 59, Vulkan)>` In a set_push_constant command provided push constant is for stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT, however the pipeline layout has no push constant range for the stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT ``` ## Solution Add a field push_constant_ranges to` RenderPipelineDescriptor` and `ComputePipelineDescriptor`. This PR supersedes #4908 which now contains merge conflicts due to significant changes to `bevy_render`. Meanwhile, this PR also made the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor` non-optional. If the user do not need to specify the bind group layouts, they can simply supply an empty vector here. No need for it to be optional. --- ## Changelog - Add a field push_constant_ranges to RenderPipelineDescriptor and ComputePipelineDescriptor - Made the `layout` field of RenderPipelineDescriptor and ComputePipelineDescriptor non-optional. ## Migration Guide - Add push_constant_ranges: Vec::new() to every `RenderPipelineDescriptor` and `ComputePipelineDescriptor` - Unwrap the optional values on the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor`. If the descriptor has no layout, supply an empty vector. Co-authored-by: Zhixing Zhang <me@neoto.xin> |
||
Niklas Eicker
|
0bce78439b |
Cleanup system sets called labels (#7678)
# Objective We have a few old system labels that are now system sets but are still named or documented as labels. Documentation also generally mentioned system labels in some places. ## Solution - Clean up naming and documentation regarding system sets ## Migration Guide `PrepareAssetLabel` is now called `PrepareAssetSet` |
||
Torstein Grindvik
|
38766faccb |
Refactor Globals and View structs into separate shaders (#7512)
fixes #6799 # Objective We should be able to reuse the `Globals` or `View` shader struct definitions from anywhere (including third party plugins) without needing to worry about defining unrelated shader defs. Also we'd like to refactor these structs to not be repeatedly defined. ## Solution Refactor both `Globals` and `View` into separate importable shaders. Use the imports throughout. Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com> |
||
Mike
|
cd447fb4e6 |
Cleanup render schedule (#7589)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/7531 ## Solution - Add systems to prepare set - Also remove a unnecessary apply_systems_buffers from ExtractCommands set. |
||
Alice Cecile
|
206c7ce219 |
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets. |
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robtfm
|
e8e61631b7 |
set cull mode: None for Mesh2d (#7514)
# Objective allow negatively-scaled mesh2ds to render correctly by disabling back-face culling. this brings the mesh2d pipeline into line with the sprite pipeline. i don't see any cases where backface-culling would be useful for 2d meshes. |
||
Elabajaba
|
bfd1d4b0a7 |
Wgpu 0.15 (#7356)
# Objective Update Bevy to wgpu 0.15. ## Changelog - Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11 - Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest)) ## Migration Guide ### WGSL Top-Level `let` is now `const` All top level constants are now declared with `const`, catching up with the wgsl spec. `let` is no longer allowed at the global scope, only within functions. ```diff -let SOME_CONSTANT = 12.0; +const SOME_CONSTANT = 12.0; ``` #### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to. #### The DirectX Shader Compiler (DXC) is now supported on DX12 DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC. You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC. `WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory). |
||
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> |
||
Daniel Chia
|
517deda215 |
Make PipelineCache internally mutable. (#7205)
# Objective - Allow rendering queue systems to use a `Res<PipelineCache>` even for queueing up new rendering pipelines. This is part of unblocking parallel execution queue systems. ## Solution - Make `PipelineCache` internally mutable w.r.t to queueing new pipelines. Pipelines are no longer immediately updated into the cache state, but rather queued into a Vec. The Vec of pending new pipelines is then later processed at the same time we actually create the queued pipelines on the GPU device. --- ## Changelog `PipelineCache` no longer requires mutable access in order to queue render / compute pipelines. ## Migration Guide * Most usages of `resource_mut::<PipelineCache>` and `ResMut<PipelineCache>` can be changed to `resource::<PipelineCache>` and `Res<PipelineCache>` as long as they don't use any methods requiring mutability - the only public method requiring it is `process_queue`. |
||
Sludge
|
908c40dd88 |
Implement Clone for all pipeline types (#6653)
# Objective Pipelines can be customized by wrapping an existing pipeline in a newtype and adding custom logic to its implementation of `SpecializedMeshPipeline::specialize`. To make that easier, the wrapped pipeline type needs to implement `Clone`. For example, the current non-cloneable pipelines require wrapper pipelines to pull apart the wrapped pipeline like this: ```rust impl FromWorld for Wireframe2dPipeline { fn from_world(world: &mut World) -> Self { let p = &world.resource::<Material2dPipeline<ColorMaterial>>(); Self { mesh2d_pipeline: p.mesh2d_pipeline.clone(), material2d_layout: p.material2d_layout.clone(), vertex_shader: p.vertex_shader.clone(), fragment_shader: p.fragment_shader.clone(), } } } ``` ## Solution Derive or implement `Clone` on all built-in pipeline types. This is easy to do since they mostly just contain cheaply clonable reference-counted types. --- ## Changelog Implement `Clone` for all pipeline types. |
||
James Liu
|
2d727afaf7 |
Flatten render commands (#6885)
# Objective Speed up the render phase of rendering. Simplify the trait structure for render commands. ## Solution - Merge `EntityPhaseItem` into `PhaseItem` (`EntityPhaseItem::entity` -> `PhaseItem::entity`) - Merge `EntityRenderCommand` into `RenderCommand`. - Add two associated types to `RenderCommand`: `RenderCommand::ViewWorldQuery` and `RenderCommand::WorldQuery`. - Use the new associated types to construct two `QueryStates`s for `RenderCommandState`. - Hoist any `SQuery<T>` fetches in `EntityRenderCommand`s into the aformentioned two queries. Batch fetch them all at once. ## Performance `main_opaque_pass_3d` is slightly faster on `many_foxes` (427.52us -> 401.15us) ![image](https://user-images.githubusercontent.com/3137680/206359804-9928b20a-7d92-41f8-bf7d-6e8c5cc802f0.png) The shadow pass node is also slightly faster (344.52 -> 338.24us) ![image](https://user-images.githubusercontent.com/3137680/206359977-1212198d-f933-49a0-80f1-62ff88eb5727.png) ## Future Work - Can we hoist the view level queries out of the core loop? --- ## Changelog Added: `PhaseItem::entity` Added: `RenderCommand::ViewWorldQuery` associated type. Added: `RenderCommand::ItemorldQuery` associated type. Added: `Draw<T>::prepare` optional trait function. Removed: `EntityPhaseItem` trait ## Migration Guide TODO |
||
IceSentry
|
f119d9df8e |
Add DrawFunctionsInternals::id() (#6745)
# Objective - Every usage of `DrawFunctionsInternals::get_id()` was followed by a `.unwrap()`. which just adds boilerplate. ## Solution - Introduce a fallible version of `DrawFunctionsInternals::get_id()` and use it where possible. - I also took the opportunity to improve the error message a little in the case where it fails. --- ## Changelog - Added `DrawFunctionsInternals::id()` |
||
François
|
d44e86507f |
Shader defs can now have a value (#5900)
# Objective - shaders defs can now have a `bool` or `int` value - `#if SHADER_DEF <operator> 3` - ok if `SHADER_DEF` is defined, has the correct type and pass the comparison - `==`, `!=`, `>=`, `>`, `<`, `<=` supported - `#SHADER_DEF` or `#{SHADER_DEF}` - will be replaced by the value in the shader code --- ## Migration Guide - replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());` - if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders |
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François
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0a853f1ca6 |
wasm: pad globals uniform also in 2d (#6643)
# Objective - Fix a panic in wasm when using globals in a shader ## Solution - Similar to #6460 |
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Aevyrie
|
72fbcc7633 |
Fix color banding by dithering image before quantization (#5264)
# Objective - Closes #5262 - Fix color banding caused by quantization. ## Solution - Adds dithering to the tonemapping node from #3425. - This is inspired by Godot's default "debanding" shader: https://gist.github.com/belzecue/ - Unlike Godot: - debanding happens after tonemapping. My understanding is that this is preferred, because we are running the debanding at the last moment before quantization (`[f32, f32, f32, f32]` -> `f32`). This ensures we aren't biasing the dithering strength by applying it in a different (linear) color space. - This code instead uses and reference the origin source, Valve at GDC 2015 ![Screenshot from 2022-11-10 13-44-46](https://user-images.githubusercontent.com/2632925/201218880-70f4cdab-a1ed-44de-a88c-8759e77197f1.png) ![Screenshot from 2022-11-10 13-41-11](https://user-images.githubusercontent.com/2632925/201218883-72393352-b162-41da-88bb-6e54a1e26853.png) ## Additional Notes Real time rendering to standard dynamic range outputs is limited to 8 bits of depth per color channel. Internally we keep everything in full 32-bit precision (`vec4<f32>`) inside passes and 16-bit between passes until the image is ready to be displayed, at which point the GPU implicitly converts our `vec4<f32>` into a single 32bit value per pixel, with each channel (rgba) getting 8 of those 32 bits. ### The Problem 8 bits of color depth is simply not enough precision to make each step invisible - we only have 256 values per channel! Human vision can perceive steps in luma to about 14 bits of precision. When drawing a very slight gradient, the transition between steps become visible because with a gradient, neighboring pixels will all jump to the next "step" of precision at the same time. ### The Solution One solution is to simply output in HDR - more bits of color data means the transition between bands will become smaller. However, not everyone has hardware that supports 10+ bit color depth. Additionally, 10 bit color doesn't even fully solve the issue, banding will result in coherent bands on shallow gradients, but the steps will be harder to perceive. The solution in this PR adds noise to the signal before it is "quantized" or resampled from 32 to 8 bits. Done naively, it's easy to add unneeded noise to the image. To ensure dithering is correct and absolutely minimal, noise is adding *within* one step of the output color depth. When converting from the 32bit to 8bit signal, the value is rounded to the nearest 8 bit value (0 - 255). Banding occurs around the transition from one value to the next, let's say from 50-51. Dithering will never add more than +/-0.5 bits of noise, so the pixels near this transition might round to 50 instead of 51 but will never round more than one step. This means that the output image won't have excess variance: - in a gradient from 49 to 51, there will be a step between each band at 49, 50, and 51. - Done correctly, the modified image of this gradient will never have a adjacent pixels more than one step (0-255) from each other. - I.e. when scanning across the gradient you should expect to see: ``` |-band-| |-band-| |-band-| Baseline: 49 49 49 50 50 50 51 51 51 Dithered: 49 50 49 50 50 51 50 51 51 Dithered (wrong): 49 50 51 49 50 51 49 51 50 ``` ![Screenshot from 2022-11-10 14-12-36](https://user-images.githubusercontent.com/2632925/201219075-ab3f46be-d4e9-4869-b66b-a92e1706f49e.png) ![Screenshot from 2022-11-10 14-11-48](https://user-images.githubusercontent.com/2632925/201219079-ec5d2add-817d-487a-8fc1-84569c9cda73.png) You can see from above how correct dithering "fuzzes" the transition between bands to reduce distinct steps in color, without adding excess noise. ### HDR The previous section (and this PR) assumes the final output is to an 8-bit texture, however this is not always the case. When Bevy adds HDR support, the dithering code will need to take the per-channel depth into account instead of assuming it to be 0-255. Edit: I talked with Rob about this and it seems like the current solution is okay. We may need to revisit once we have actual HDR final image output. --- ## Changelog ### Added - All pipelines now support deband dithering. This is enabled by default in 3D, and can be toggled in the `Tonemapping` component in camera bundles. Banding is a graphical artifact created when the rendered image is crunched from high precision (f32 per color channel) down to the final output (u8 per channel in SDR). This results in subtle gradients becoming blocky due to the reduced color precision. Deband dithering applies a small amount of noise to the signal before it is "crunched", which breaks up the hard edges of blocks (bands) of color. Note that this does not add excess noise to the image, as the amount of noise is less than a single step of a color channel - just enough to break up the transition between color blocks in a gradient. Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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TimJentzsch
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694c980c82 |
Fix clippy::iter_with_drain (#6485)
# Objective Fixes #6483. - Fix the [`clippy::iter_with_drain`](https://rust-lang.github.io/rust-clippy/master/index.html#iter_with_drain) warnings - From the docs: "`.into_iter()` is simpler with better performance" ## Solution - Replace `.drain(..)` for `Vec` with `.into_iter()` |
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Robert Swain
|
fc56c686af |
bevy_pbr: Fix incorrect and unnecessary normal-mapping code (#5766)
# Objective - Fixes #4019 - Fix lighting of double-sided materials when using a negative scale - The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary. ## Solution - Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale. - Negate the world normal for a double-sided back face only when not using normal mapping ### Before, on `main`, flipping T, B, and N <img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png"> ### After, on this PR <img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png"> ### Double-sided material without normal maps https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4 --- ## Changelog - Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale - Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material ## Migration Guide `prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked. Before: ```rust pbr_input.world_normal = in.world_normal; pbr_input.N = prepare_normal( pbr_input.material.flags, in.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, in.is_front, ); ``` After: ```rust pbr_input.world_normal = prepare_world_normal( in.world_normal, (material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u, in.is_front, ); pbr_input.N = apply_normal_mapping( pbr_input.material.flags, pbr_input.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, ); ``` |
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Jakob Hellermann
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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 |
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Jakob Hellermann
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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> |
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Torstein Grindvik
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55d126cab9 |
Add globals struct to mesh2d (#6222)
See commit message.
I noticed I couldn't use `globals.time` when using `Material2d`.
I copied the solution from
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Charles
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740ae9a37f |
remove mandatory mesh attributes (#6127)
# Objective - It's possible to create a mesh without positions or normals, but currently bevy forces these attributes to be present on any mesh. ## Solution - Don't assume these attributes are present and add a shader defs for each attributes - I updated 2d and 3d meshes to use the same logic. --- ## Changelog - Meshes don't require any attributes # Notes I didn't update the pbr.wgsl shader because I'm not sure how to handle it. It doesn't really make sense to use it without positions or normals. |
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VitalyR
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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. |
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CatThingy
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5e71d7f833 |
Call mesh2d_tangent_local_to_world with the right arguments (#6209)
# Objective Allow `Mesh2d` shaders to work with meshes that have vertex tangents ## Solution Correctly pass `mesh.model` into `mesh2d_tangent_local_to_world` |
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Carter Anderson
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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) { } } ``` |
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Carter Anderson
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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(); ``` |
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ira
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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> |
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robtfm
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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 |
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Lain-dono
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24e5e10cd4 |
Use 3 bits of PipelineKey to store MSAA sample count (#5826)
Sample count always power of two. Thus, it is enough to store `log2(sample_count)`. This can be implemented using [u32::trailing_zeros](https://doc.rust-lang.org/stable/std/primitive.u32.html#method.trailing_zeros). Then we can restore sample count with the `1 << stored`. You get 3 bits instead of 6 and up to 128x MSAA. This is more than is supported by any common hardware. Full table of possible variations: ``` original MSAA sample count stored loaded * 00000000000000000000000000000000 -> 000 -> 00000001 1 00000000000000000000000000000001 -> 000 -> 00000001 1 00000000000000000000000000000010 -> 001 -> 00000010 2 00000000000000000000000000000100 -> 010 -> 00000100 4 00000000000000000000000000001000 -> 011 -> 00001000 8 00000000000000000000000000010000 -> 100 -> 00010000 16 00000000000000000000000000100000 -> 101 -> 00100000 32 00000000000000000000000001000000 -> 110 -> 01000000 64 00000000000000000000000010000000 -> 111 -> 10000000 128 * 00000000000000000000000100000000 -> 000 -> 00000001 256 * 00000000000000000000001000000000 -> 001 -> 00000010 512 * 00000000000000000000010000000000 -> 010 -> 00000100 1024 * 00000000000000000000100000000000 -> 011 -> 00001000 2048 * 00000000000000000001000000000000 -> 100 -> 00010000 4096 * 00000000000000000010000000000000 -> 101 -> 00100000 8192 * 00000000000000000100000000000000 -> 110 -> 01000000 16384 * 00000000000000001000000000000000 -> 111 -> 10000000 32768 * 00000000000000010000000000000000 -> 000 -> 00000001 65536 * 00000000000000100000000000000000 -> 001 -> 00000010 131072 * 00000000000001000000000000000000 -> 010 -> 00000100 262144 * 00000000000010000000000000000000 -> 011 -> 00001000 524288 * 00000000000100000000000000000000 -> 100 -> 00010000 1048576 * 00000000001000000000000000000000 -> 101 -> 00100000 2097152 * 00000000010000000000000000000000 -> 110 -> 01000000 4194304 * 00000000100000000000000000000000 -> 111 -> 10000000 8388608 * 00000001000000000000000000000000 -> 000 -> 00000001 16777216 * 00000010000000000000000000000000 -> 001 -> 00000010 33554432 * 00000100000000000000000000000000 -> 010 -> 00000100 67108864 * 00001000000000000000000000000000 -> 011 -> 00001000 134217728 * 00010000000000000000000000000000 -> 100 -> 00010000 268435456 * 00100000000000000000000000000000 -> 101 -> 00100000 536870912 * 01000000000000000000000000000000 -> 110 -> 01000000 1073741824 * 10000000000000000000000000000000 -> 111 -> 10000000 2147483648 ``` |
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Jonas Wagner
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110831150e |
Make vertex colors work without textures in bevy_sprite (#5685)
# Objective This PR changes it possible to use vertex colors without a texture using the bevy_sprite ColorMaterial. Fixes #5679 ## Solution - Made multiplication of the output color independent of the COLOR_MATERIAL_FLAGS_TEXTURE_BIT bit - Extended mesh2d_vertex_color_texture example to show off both vertex colors and tinting Not sure if extending the existing example was the right call but it seems to be reasonable to me. I couldn't find any tests for the shaders and I think adding shader testing would be beyond the scope of this PR. So no tests in this PR. 😬 Co-authored-by: Jonas Wagner <jonas@29a.ch> |
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ira
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992681b59b |
Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Timo Kösters
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2ac744331b | Fix shader syntax (#5613) | ||
Azervu
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6752c9c59b |
Fix View by adding missing fields present in ViewUniform (#5512)
# Objective View mesh2d_view_types.wgsl was missing a couple of fields present in bevy::render::ViewUniform, causing rendering issues for shaders using later fields. ## Solution Solved by adding the fields in question |
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adsick
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99440c11b3 |
removed duplicated doc line in material.rs (#5405)
# Objective I've found there is a duplicated line, probably left after some copy paste. ## Solution - removed it --- Co-authored-by: adsick <vadimgangsta73@gmail.com> |
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Johan Klokkhammer Helsing
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8810a73e87 |
Support AsBindGroup for 2d materials as well (#5312)
Port changes made to Material in #5053 to Material2d as well. This is more or less an exact copy of the implementation in bevy_pbr; I simply pretended the API existed, then copied stuff over until it started building and the shapes example was working again. # Objective The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well. ## Solution This makes the same kind of changes in Material2d in bevy_sprite. This makes the following work: ```rust //! Draws a circular purple bevy in the middle of the screen using a custom shader use bevy::{ prelude::*, reflect::TypeUuid, render::render_resource::{AsBindGroup, ShaderRef}, sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle}, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(Material2dPlugin::<CustomMaterial>::default()) .add_startup_system(setup) .run(); } /// set up a simple 2D scene fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>, ) { commands.spawn_bundle(MaterialMesh2dBundle { mesh: meshes.add(shape::Circle::new(50.).into()).into(), material: materials.add(CustomMaterial { color: Color::PURPLE, color_texture: Some(asset_server.load("branding/icon.png")), }), transform: Transform::from_translation(Vec3::new(-100., 0., 0.)), ..default() }); commands.spawn_bundle(Camera2dBundle::default()); } /// The Material2d trait is very configurable, but comes with sensible defaults for all methods. /// You only need to implement functions for features that need non-default behavior. See the Material api docs for details! impl Material2d for CustomMaterial { fn fragment_shader() -> ShaderRef { "shaders/custom_material.wgsl".into() } } // This is the struct that will be passed to your shader #[derive(AsBindGroup, TypeUuid, Debug, Clone)] #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] pub struct CustomMaterial { #[uniform(0)] color: Color, #[texture(1)] #[sampler(2)] color_texture: Option<Handle<Image>>, } ``` |
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Carter Anderson
|
40d4992401 |
Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310)
# Objective Fixes #4907. Fixes #838. Fixes #5089. Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114 Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities. Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information. ## Solution Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function. Additionally, all entities that have `Visibility` now also have `ComputedVisibility`. Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate. This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views. Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice. Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite. ![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png) Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale. ## Follow up work * Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?. * Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset. * Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc). --- ## Changelog * ComputedVisibility now takes hierarchy visibility into account. * 2D, UI and Light entities now use the ComputedVisibility component. ## Migration Guide If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead: ```rust // before (0.7) fn system(query: Query<&Visibility>) { for visibility in query.iter() { if visibility.is_visible { log!("found visible entity"); } } } // after (0.8) fn system(query: Query<&ComputedVisibility>) { for visibility in query.iter() { if visibility.is_visible() { log!("found visible entity"); } } } ``` Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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François
|
814f8d1635 |
update wgpu to 0.13 (#5168)
# Objective - Update wgpu to 0.13 - ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now - Also update parking_lot to 0.12 and naga to 0.9 ## Solution - Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax - Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes - fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704 |
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ira
|
4847f7e3ad |
Update codebase to use IntoIterator where possible. (#5269)
Remove unnecessary calls to `iter()`/`iter_mut()`. Mainly updates the use of queries in our code, docs, and examples. ```rust // From for _ in list.iter() { for _ in list.iter_mut() { // To for _ in &list { for _ in &mut list { ``` We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library. ## Note for reviewers As you can see the additions and deletions are exactly equal. Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line. I already experienced enough pain making this PR :) Co-authored-by: devil-ira <justthecooldude@gmail.com> |
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Daniel McNab
|
7b2cf98896 |
Make RenderStage::Extract run on the render world (#4402)
# Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Tethys Svensson
|
aa0cd7c7dc |
Make the fields of the Material2dKey public (#5212)
# Objective Make it easier to create pipelines derived from the `Material2dPipeline`. Currently this is made difficult because the fields of `Material2dKey` are private. ## Solution Make the fields public. |
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CGMossa
|
33f9b3940d |
Updated glam to 0.21 . (#5142)
Removed `const_vec2`/`const_vec3` and replaced with equivalent `.from_array`. # Objective Fixes #5112 ## Solution - `encase` needs to update to `glam` as well. See teoxoy/encase#4 on progress on that. - `hexasphere` also needs to be updated, see OptimisticPeach/hexasphere#12. |
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Robert Swain
|
b333386271 |
Add reusable shader functions for transforming position/normal/tangent (#4901)
# Objective - Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way - The next step in #3969 so check there for more details. ## Solution - Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports - These contain `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` - Use them everywhere where it is appropriate - Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there - NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D. --- ## Changelog - Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` ## Migration Guide - The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import |
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François
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f969c62f7b |
Fix wasm examples (#4967)
# Objective
Fix #4958
There was 4 issues:
- this is not true in WASM and on macOS:
|
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Aevyrie
|
772d15238c |
Change default Image FilterMode to Linear (#4465)
# Objective - Closes #4464 ## Solution - Specify default mag and min filter types for `Image` instead of using `wgpu`'s defaults. --- ## Changelog ### Changed - Default `Image` filtering changed from `Nearest` to `Linear`. Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Carter Anderson
|
f487407e07 |
Camera Driven Rendering (#4745)
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915): ![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png) Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id: ```rust // main camera (main window) commands.spawn_bundle(Camera2dBundle::default()); // second camera (other window) commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, ..default() }); ``` Rendering to a texture is as simple as pointing the camera at a texture: ```rust commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle), ..default() }, ..default() }); ``` Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`). ```rust // main pass camera with a default priority of 0 commands.spawn_bundle(Camera2dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle.clone()), priority: -1, ..default() }, ..default() }); commands.spawn_bundle(SpriteBundle { texture: image_handle, ..default() }) ``` Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system: ```rust commands.spawn_bundle(Camera3dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { // this will render 2d entities "on top" of the default 3d camera's render priority: 1, ..default() }, ..default() }); ``` There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active. Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections. ```rust // old 3d perspective camera commands.spawn_bundle(PerspectiveCameraBundle::default()) // new 3d perspective camera commands.spawn_bundle(Camera3dBundle::default()) ``` ```rust // old 2d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_2d()) // new 2d orthographic camera commands.spawn_bundle(Camera2dBundle::default()) ``` ```rust // old 3d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_3d()) // new 3d orthographic camera commands.spawn_bundle(Camera3dBundle { projection: OrthographicProjection { scale: 3.0, scaling_mode: ScalingMode::FixedVertical, ..default() }.into(), ..default() }) ``` Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors. If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component: ```rust commands.spawn_bundle(Camera3dBundle { camera_render_graph: CameraRenderGraph::new(some_render_graph_name), ..default() }) ``` Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added. Speaking of using components to configure graphs / passes, there are a number of new configuration options: ```rust commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // overrides the default global clear color clear_color: ClearColorConfig::Custom(Color::RED), ..default() }, ..default() }) commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // disables clearing clear_color: ClearColorConfig::None, ..default() }, ..default() }) ``` Expect to see more of the "graph configuration Components on Cameras" pattern in the future. By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component: ```rust commands .spawn_bundle(Camera3dBundle::default()) .insert(CameraUi { is_enabled: false, ..default() }) ``` ## Other Changes * The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr. * I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization. * I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. * All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr. * Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic. * Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals: 1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs. 2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense. ## Follow Up Work * Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen) * Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor) * Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system). * Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable. * Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home. |
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Robert Swain
|
cc4062ec43 |
Split mesh shader files (#4867)
# Objective - Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable. - See #3969 for details. I'm doing this in multiple steps to make review easier. --- ## Changelog - Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings` ## Migration Guide - In shaders for 3D meshes: - `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings` - `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types` - NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings. - In shaders for 2D meshes: - `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings` - `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types` - NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings. |
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Robert Swain
|
a0a3d8798b |
ExtractResourcePlugin (#3745)
# Objective - Add an `ExtractResourcePlugin` for convenience and consistency ## Solution - Add an `ExtractResourcePlugin` similar to `ExtractComponentPlugin` but for ECS `Resource`s. The system that is executed simply clones the main world resource into a render world resource, if and only if the main world resource was either added or changed since the last execution of the system. - Add an `ExtractResource` trait with a `fn extract_resource(res: &Self) -> Self` function. This is used by the `ExtractResourcePlugin` to extract the resource - Add a derive macro for `ExtractResource` on a `Resource` with the `Clone` trait, that simply returns `res.clone()` - Use `ExtractResourcePlugin` wherever both possible and appropriate |
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Herbert "TheBracket
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a6eb3fa6d6 |
Apply vertex colors to ColorMaterial and Mesh2D (#4812)
# Objective - Add Vertex Color support to 2D meshes and ColorMaterial. This extends the work from #4528 (which in turn builds on the excellent tangent handling). ## Solution - Added `#ifdef` wrapped support for vertex colors in the 2D mesh shader and `ColorMaterial` shader. - Added an example, `mesh2d_vertex_color_texture` to demonstrate it in action. ![image](https://user-images.githubusercontent.com/14896751/169530930-6ae0c6be-2f69-40e3-a600-ba91d7178bc3.png) --- ## Changelog - Added optional (ifdef wrapped) vertex color support to the 2dmesh and color material systems. |
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Teodor Tanasoaia
|
7cb4d3cb43 |
Migrate to encase from crevice (#4339)
# Objective - Unify buffer APIs - Also see #4272 ## Solution - Replace vendored `crevice` with `encase` --- ## Changelog Changed `StorageBuffer` Added `DynamicStorageBuffer` Replaced `UniformVec` with `UniformBuffer` Replaced `DynamicUniformVec` with `DynamicUniformBuffer` ## Migration Guide ### `StorageBuffer` removed `set_body()`, `values()`, `values_mut()`, `clear()`, `push()`, `append()` added `set()`, `get()`, `get_mut()` ### `UniformVec` -> `UniformBuffer` renamed `uniform_buffer()` to `buffer()` removed `len()`, `is_empty()`, `capacity()`, `push()`, `reserve()`, `clear()`, `values()` added `set()`, `get()` ### `DynamicUniformVec` -> `DynamicUniformBuffer` renamed `uniform_buffer()` to `buffer()` removed `capacity()`, `reserve()` Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Aron Derenyi
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2e8dfc02ef |
Fixing confusing near and far fields in Camera (#4457)
# Objective - Fixes #4456 ## Solution - Removed the `near` and `far` fields from the camera and the views. --- ## Changelog - Removed the `near` and `far` fields from the camera and the views. - Removed the `ClusterFarZMode::CameraFarPlane` far z mode. ## Migration Guide - Cameras no longer accept near and far values during initialization - `ClusterFarZMode::Constant` should be used with the far value instead of `ClusterFarZMode::CameraFarPlane` |
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Dusty DeWeese
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82d849d3dc |
Add support for vertex colors (#4528)
# Objective Add support for vertex colors ## Solution This change is modeled after how vertex tangents are handled, so the shader is conditionally compiled with vertex color support if the mesh has the corresponding attribute set. Vertex colors are multiplied by the base color. I'm not sure if this is the best for all cases, but may be useful for modifying vertex colors without creating a new mesh. I chose `VertexFormat::Float32x4`, but I'd prefer 16-bit floats if/when support is added. ## Changelog ### Added - Vertex colors can be specified using the `Mesh::ATTRIBUTE_COLOR` mesh attribute. |
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Robert Swain
|
479f43bbf3 |
Filter material handles on extraction (#4178)
# Objective - While optimising many_cubes, I noticed that all material handles are extracted regardless of whether the entity to which the handle belongs is visible or not. As such >100k handles are extracted when only <20k are visible. ## Solution - Only extract material handles of visible entities. - This improves `many_cubes -- sphere` from ~42fps to ~48fps. It reduces not only the extraction time but also system commands time. `Handle<StandardMaterial>` extraction and its system commands went from 0.522ms + 3.710ms respectively, to 0.267ms + 0.227ms an 88% reduction for this system for this case. It's very view dependent but... |
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Christopher Durham
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3d4e0066f4 |
Move float_ord from bevy_core to bevy_utils (#4189)
# Objective Reduce the catch-all grab-bag of functionality in bevy_core by moving FloatOrd to bevy_utils. A step in addressing #2931 and splitting bevy_core into more specific locations. ## Solution Move FloatOrd into bevy_utils. Fix the compile errors. As a result, bevy_core_pipeline, bevy_pbr, bevy_sprite, bevy_text, and bevy_ui no longer depend on bevy_core (they were only using it for `FloatOrd` previously). |
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KDecay
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7a7f097485 |
Move Size to bevy_ui (#4285)
# Objective - Related #4276. - Part of the splitting process of #3503. ## Solution - Move `Size` to `bevy_ui`. ## Reasons - `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2` replacement in other areas. - `Vec2` is more powerful than `Size` so it should be used whenever possible. - Discussion in #3503. ## Changelog ### Changed - The `Size` type got moved from `bevy_math` to `bevy_ui`. ## Migration Guide - The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead. Co-authored-by: KDecay <KDecayMusic@protonmail.com> |
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Robert Swain
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c5963b4fd5 |
Use storage buffers for clustered forward point lights (#3989)
# Objective - Make use of storage buffers, where they are available, for clustered forward bindings to support far more point lights in a scene - Fixes #3605 - Based on top of #4079 This branch on an M1 Max can keep 60fps with about 2150 point lights of radius 1m in the Sponza scene where I've been testing. The bottleneck is mostly assigning lights to clusters which grows faster than linearly (I think 1000 lights was about 1.5ms and 5000 was 7.5ms). I have seen papers and presentations leveraging compute shaders that can get this up to over 1 million. That said, I think any further optimisations should probably be done in a separate PR. ## Solution - Add `RenderDevice` to the `Material` and `SpecializedMaterial` trait `::key()` functions to allow setting flags on the keys depending on feature/limit availability - Make `GpuPointLights` and `ViewClusterBuffers` into enums containing `UniformVec` and `StorageBuffer` variants. Implement the necessary API on them to make usage the same for both cases, and the only difference is at initialisation time. - Appropriate shader defs in the shader code to handle the two cases ## Context on some decisions / open questions - I'm using `max_storage_buffers_per_shader_stage >= 3` as a check to see if storage buffers are supported. I was thinking about diving into 'binding resource management' but it feels like we don't have enough use cases to understand the problem yet, and it is mostly a separate concern to this PR, so I think it should be handled separately. - Should `ViewClusterBuffers` and `ViewClusterBindings` be merged, duplicating the count variables into the enum variants? Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Chris Russell
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2b35dbabfd |
impl Reflect and Debug for Mesh2dHandle (#4368)
# Objective An entity spawned with `MaterialMesh2dBundle<M>` cannot be saved and spawned using `DynamicScene` because the `Mesh2dHandle` component does not `impl Reflect`. ## Solution Add `#[derive(Reflect)]` and `#[reflect(Component)]` to `Mesh2dHandle`, and call `register_type` in `SpritePlugin`. Also add `#[derive(Debug)]` since I'm touching the `derive`s anyway. |
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Kurt Kühnert
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9e450f2827 |
Compute Pipeline Specialization (#3979)
# Objective - Fixes #3970 - To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the `PipelinenCache` to accommodate both compute and render pipelines. ## Solution - renamed `RenderPipelineCache` to `PipelineCache` - Cached Pipelines are now represented by an enum (render, compute) - split the `SpecializedPipelines` into `SpecializedRenderPipelines` and `SpecializedComputePipelines` - updated the game of life example ## Open Questions - should `SpecializedRenderPipelines` and `SpecializedComputePipelines` be merged and how would we do that? - should the `get_render_pipeline` and `get_compute_pipeline` methods be merged? - is pipeline specialization for different entry points a good pattern Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Boxy
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024d98457c |
yeet unsound lifetime annotations on Query methods (#4243)
# Objective Continuation of #2964 (I really should have checked other methods when I made that PR) yeet unsound lifetime annotations on `Query` methods. Example unsoundness: ```rust use bevy::prelude::*; fn main() { App::new().add_startup_system(bar).add_system(foo).run(); } pub fn bar(mut cmds: Commands) { let e = cmds.spawn().insert(Foo { a: 10 }).id(); cmds.insert_resource(e); } #[derive(Component, Debug, PartialEq, Eq)] pub struct Foo { a: u32, } pub fn foo(mut query: Query<&mut Foo>, e: Res<Entity>) { dbg!("hi"); { let data: &Foo = query.get(*e).unwrap(); let data2: Mut<Foo> = query.get_mut(*e).unwrap(); assert_eq!(data, &*data2); // oops UB } { let data: &Foo = query.single(); let data2: Mut<Foo> = query.single_mut(); assert_eq!(data, &*data2); // oops UB } { let data: &Foo = query.get_single().unwrap(); let data2: Mut<Foo> = query.get_single_mut().unwrap(); assert_eq!(data, &*data2); // oops UB } { let data: &Foo = query.iter().next().unwrap(); let data2: Mut<Foo> = query.iter_mut().next().unwrap(); assert_eq!(data, &*data2); // oops UB } { let mut opt_data: Option<&Foo> = None; let mut opt_data_2: Option<Mut<Foo>> = None; query.for_each(|data| opt_data = Some(data)); query.for_each_mut(|data| opt_data_2 = Some(data)); assert_eq!(opt_data.unwrap(), &*opt_data_2.unwrap()); // oops UB } dbg!("bye"); } ``` ## Solution yeet unsound lifetime annotations on `Query` methods Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Robert Swain
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0529f633f9 |
KTX2/DDS/.basis compressed texture support (#3884)
# Objective - Support compressed textures including 'universal' formats (ETC1S, UASTC) and transcoding of them to - Support `.dds`, `.ktx2`, and `.basis` files ## Solution - Fixes https://github.com/bevyengine/bevy/issues/3608 Look there for more details. - Note that the functionality is all enabled through non-default features. If it is desirable to enable some by default, I can do that. - The `basis-universal` crate, used for `.basis` file support and for transcoding, is built on bindings against a C++ library. It's not feasible to rewrite in Rust in a short amount of time. There are no Rust alternatives of which I am aware and it's specialised code. In its current state it doesn't support the wasm target, but I don't know for sure. However, it is possible to build the upstream C++ library with emscripten, so there is perhaps a way to add support for web too with some shenanigans. - There's no support for transcoding from BasisLZ/ETC1S in KTX2 files as it was quite non-trivial to implement and didn't feel important given people could use `.basis` files for ETC1S. |
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Alice Cecile
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557ab9897a |
Make get_resource (and friends) infallible (#4047)
# Objective - In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`. - Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs). ## Solution - Add an infallible variant named `.resource` and so on. - Use these infallible variants over `.get_resource().unwrap()` across the code base. ## Notes I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939. ## Migration Guide Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped. Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`. ## Impact - `.unwrap` search results before: 1084 - `.unwrap` search results after: 942 - internal `unwrap_or_else` calls added: 4 - trivial unwrap calls removed from tests and code: 146 - uses of the new `try_get_resource` API: 11 - percentage of the time the unwrapping API was used internally: 93% |
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Carter Anderson
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e369a8ad51 |
Mesh vertex buffer layouts (#3959)
This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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KDecay
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544b6dfb86 |
Change default ColorMaterial color to white (#3981)
# Context I wanted to add a `texture` to my `ColorMaterial` without explicitly adding a `color`. To do this I used `..Default::default()` which in turn gave me unexpected results. I was expecting that my texture would render without any color modifications, but to my surprise it got rendered in a purple tint (`Color::rgb(1.0, 0.0, 1.0)`). To fix this I had to explicitly define the `color` using `color: Color::WHITE`. ## What I wanted to use ```rust commands .spawn_bundle(MaterialMesh2dBundle { mesh: mesh_handle.clone().into(), transform: Transform::default().with_scale(Vec3::splat(8.)), material: materials.add(ColorMaterial { texture: Some(texture_handle.clone()), ..Default::default() // here }), ..Default::default() }) ``` ![image](https://user-images.githubusercontent.com/75334794/154765141-4a8161ce-4ec8-4687-b7d5-18ddf1b58660.png) ## What I had to use instead ```rust commands .spawn_bundle(MaterialMesh2dBundle { mesh: mesh_handle.clone().into(), transform: Transform::default().with_scale(Vec3::splat(8.)), material: materials.add(ColorMaterial { texture: Some(texture_handle.clone()), color: Color::WHITE, // here }), ..Default::default() }) ``` ![image](https://user-images.githubusercontent.com/75334794/154765225-f1508b41-9d5b-4f0c-af7b-e89c1a82d85b.png) |
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Carter Anderson
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98938a8555 |
Internal Asset Hot Reloading (#3966)
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access. This is accomplished via the following: * Add a new `debug_asset_server` feature flag * When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions. * Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events. This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code. This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation. Fixes #3660 |
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Carter Anderson
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e9f52b9dd2 |
Move import_path definitions into shader source (#3976)
This enables shaders to (optionally) define their import path inside their source. This has a number of benefits: 1. enables users to define their own custom paths directly in their assets 2. moves the import path "close" to the asset instead of centralized in the plugin definition, which seems "better" to me. 3. makes "internal hot shader reloading" way more reasonable (see #3966) 4. logically opens the door to importing "parts" of a shader by defining "import_path blocks". ```rust #define_import_path bevy_pbr::mesh_struct struct Mesh { model: mat4x4<f32>; inverse_transpose_model: mat4x4<f32>; // 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options. flags: u32; }; let MESH_FLAGS_SHADOW_RECEIVER_BIT: u32 = 1u; ``` |
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Loch Wansbrough
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56b0e88b53 |
Add view transform to view uniform (#3885)
(cherry picked from commit de943381bd2a8b242c94db99e6c7bbd70006d7c3) # Objective The view uniform lacks view transform information. The inverse transform is currently provided but this is not sufficient if you do not have access to an `inverse` function (such as in WGSL). ## Solution Grab the view transform, put it in the view uniform, use the same matrix to compute the inverse as well. |
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Hennadii Chernyshchyk
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458cb7a9e9 |
Add headless mode (#3439)
# Objective In this PR I added the ability to opt-out graphical backends. Closes #3155. ## Solution I turned backends into `Option` ~~and removed panicking sub app API to force users handle the error (was suggested by `@cart`)~~. |
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davier
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c2da7800e3 |
Add 2d meshes and materials (#3460)
# Objective The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d. ## Solution I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes. ~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_ ## Remaining work - ~~don't require mesh normals~~ _out of scope_ - ~~add an example~~ _done_ - support 2d meshes & materials in the UI? - bikeshed names (I didn't think hard about naming, please check if it's fine) ## Remaining questions - ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_ - ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_ - ~~how to customize vertex attributes?~~ _#3120_ Co-authored-by: Carter Anderson <mcanders1@gmail.com> |