# Objective
- Shorten paths by removing unnecessary prefixes
## Solution
- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
# Objective
Keep essentially the same structure of `EntityHasher` from #9903, but
rephrase the multiplication slightly to save an instruction.
cc @superdump
Discord thread:
https://discord.com/channels/691052431525675048/1172033156845674507/1174969772522356756
## Solution
Today, the hash is
```rust
self.hash = i | (i.wrapping_mul(FRAC_U64MAX_PI) << 32);
```
with `i` being `(generation << 32) | index`.
Expanding things out, we get
```rust
i | ( (i * CONST) << 32 )
= (generation << 32) | index | ((((generation << 32) | index) * CONST) << 32)
= (generation << 32) | index | ((index * CONST) << 32) // because the generation overflowed
= (index * CONST | generation) << 32 | index
```
What if we do the same thing, but with `+` instead of `|`? That's almost
the same thing, except that it has carries, which are actually often
better in a hash function anyway, since it doesn't saturate. (`|` can be
dangerous, since once something becomes `-1` it'll stay that, and
there's no mixing available.)
```rust
(index * CONST + generation) << 32 + index
= (CONST << 32 + 1) * index + generation << 32
= (CONST << 32 + 1) * index + (WHATEVER << 32 + generation) << 32 // because the extra overflows and thus can be anything
= (CONST << 32 + 1) * index + ((CONST * generation) << 32 + generation) << 32 // pick "whatever" to be something convenient
= (CONST << 32 + 1) * index + ((CONST << 32 + 1) * generation) << 32
= (CONST << 32 + 1) * index +((CONST << 32 + 1) * (generation << 32)
= (CONST << 32 + 1) * (index + generation << 32)
= (CONST << 32 + 1) * (generation << 32 | index)
= (CONST << 32 + 1) * i
```
So we can do essentially the same thing using a single multiplication
instead of doing multiply-shift-or.
LLVM was already smart enough to merge the shifting into a
multiplication, but this saves the extra `or`:
![image](https://github.com/bevyengine/bevy/assets/18526288/d9396614-2326-4730-abbe-4908c01b5ace)
<https://rust.godbolt.org/z/MEvbz4eo4>
It's a very small change, and often will disappear in load latency
anyway, but it's a couple percent faster in lookups:
![image](https://github.com/bevyengine/bevy/assets/18526288/c365ec85-6adc-4f6d-8fa6-a65146f55a75)
(There was more of an improvement here before #10558, but with `to_bits`
being a single `qword` load now, keeping things mostly as it is turned
out to be better than the bigger changes I'd tried in #10605.)
---
## Changelog
(Probably skip it)
## Migration Guide
(none needed)
# Objective
The `generate_composite_uuid` utility function hidden in
`bevy_reflect::__macro_exports` could be generally useful to users.
For example, I previously relied on `Hash` to generate a `u64` to create
a deterministic `HandleId`. In v0.12, `HandleId` has been replaced by
`AssetId` which now requires a `Uuid`, which I could generate with this
function.
## Solution
Relocate `generate_composite_uuid` from `bevy_reflect::__macro_exports`
to `bevy_utils::uuid`.
It is still re-exported under `bevy_reflect::__macro_exports` so there
should not be any breaking changes (although, users should generally not
rely on pseudo-private/hidden modules like `__macro_exports`).
I chose to keep it in `bevy_reflect::__macro_exports` so as to not
clutter up our public API and to reduce the number of changes in this
PR. We could have also marked the export as `#[doc(hidden)]`, but
personally I like that we have a dedicated module for this (makes it
clear what is public and what isn't when just looking at the macro
code).
---
## Changelog
- Moved `generate_composite_uuid` to `bevy_utils::uuid` and made it
public
- Note: it was technically already public, just hidden
# Objective
Enables warning on `clippy::undocumented_unsafe_blocks` across the
workspace rather than only in `bevy_ecs`, `bevy_transform` and
`bevy_utils`. This adds a little awkwardness in a few areas of code that
have trivial safety or explain safety for multiple unsafe blocks with
one comment however automatically prevents these comments from being
missed.
## Solution
This adds `undocumented_unsafe_blocks = "warn"` to the workspace
`Cargo.toml` and fixes / adds a few missed safety comments. I also added
`#[allow(clippy::undocumented_unsafe_blocks)]` where the safety is
explained somewhere above.
There are a couple of safety comments I added I'm not 100% sure about in
`bevy_animation` and `bevy_render/src/view` and I'm not sure about the
use of `#[allow(clippy::undocumented_unsafe_blocks)]` compared to adding
comments like `// SAFETY: See above`.
# Objective
- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796
## Solution
- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```
## Changelog
- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
Preparing next release
This PR has been auto-generated
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
First of all, this PR took heavy inspiration from #7760 and #5715. It
intends to also fix#5569, but with a slightly different approach.
This also fixes#9335 by reexporting `DynEq`.
## Solution
The advantage of this API is that we can intern a value without
allocating for zero-sized-types and for enum variants that have no
fields. This PR does this automatically in the `SystemSet` and
`ScheduleLabel` derive macros for unit structs and fieldless enum
variants. So this should cover many internal and external use cases of
`SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory
will be allocated.
- The interning returns a `Interned<dyn SystemSet>`, which is just a
wrapper around a `&'static dyn SystemSet`.
- `Hash` and `Eq` are implemented in terms of the pointer value of the
reference, similar to my first approach of anonymous system sets in
#7676.
- Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`.
- The debug output of `Interned<T>` is the same as the interned value.
Edit:
- `AppLabel` is now also interned and the old
`derive_label`/`define_label` macros were replaced with the new
interning implementation.
- Anonymous set ids are reused for different `Schedule`s, reducing the
amount of leaked memory.
### Pros
- `InternedSystemSet` and `InternedScheduleLabel` behave very similar to
the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied
without an allocation.
- Many use cases don't allocate at all.
- Very fast lookups and comparisons when using `InternedSystemSet` and
`InternedScheduleLabel`.
- The `intern` module might be usable in other areas.
- `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement
`{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics.
### Cons
- Implementors of `SystemSet` and `ScheduleLabel` still need to
implement `Hash` and `Eq` (and `Clone`) for it to work.
## Changelog
### Added
- Added `intern` module to `bevy_utils`.
- Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`.
### Changed
- Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with
`InternedSystemSet` and `InternedScheduleLabel`.
- Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`.
- Replaced `AppLabelId` with `InternedAppLabel`.
- Changed `AppLabel` to use `Debug` for error messages.
- Changed `AppLabel` to use interning.
- Changed `define_label`/`derive_label` to use interning.
- Replaced `define_boxed_label`/`derive_boxed_label` with
`define_label`/`derive_label`.
- Changed anonymous set ids to be only unique inside a schedule, not
globally.
- Made interned label types implement their label trait.
### Removed
- Removed `define_boxed_label` and `derive_boxed_label`.
## Migration guide
- Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with
`InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`.
- Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with
`InternedSystemSet` or `Interned<dyn SystemSet>`.
- Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn
AppLabel>`.
- Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet`
need to implement:
- `dyn_hash` directly instead of implementing `DynHash`
- `as_dyn_eq`
- Pass labels to `World::try_schedule_scope`, `World::schedule_scope`,
`World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`,
`Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and
`Schedules::get_mut` by value instead of by reference.
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# 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>
This adds support for **Multiple Asset Sources**. You can now register a
named `AssetSource`, which you can load assets from like you normally
would:
```rust
let shader: Handle<Shader> = asset_server.load("custom_source://path/to/shader.wgsl");
```
Notice that `AssetPath` now supports `some_source://` syntax. This can
now be accessed through the `asset_path.source()` accessor.
Asset source names _are not required_. If one is not specified, the
default asset source will be used:
```rust
let shader: Handle<Shader> = asset_server.load("path/to/shader.wgsl");
```
The behavior of the default asset source has not changed. Ex: the
`assets` folder is still the default.
As referenced in #9714
## Why?
**Multiple Asset Sources** enables a number of often-asked-for
scenarios:
* **Loading some assets from other locations on disk**: you could create
a `config` asset source that reads from the OS-default config folder
(not implemented in this PR)
* **Loading some assets from a remote server**: you could register a new
`remote` asset source that reads some assets from a remote http server
(not implemented in this PR)
* **Improved "Binary Embedded" Assets**: we can use this system for
"embedded-in-binary assets", which allows us to replace the old
`load_internal_asset!` approach, which couldn't support asset
processing, didn't support hot-reloading _well_, and didn't make
embedded assets accessible to the `AssetServer` (implemented in this pr)
## Adding New Asset Sources
An `AssetSource` is "just" a collection of `AssetReader`, `AssetWriter`,
and `AssetWatcher` entries. You can configure new asset sources like
this:
```rust
app.register_asset_source(
"other",
AssetSource::build()
.with_reader(|| Box::new(FileAssetReader::new("other")))
)
)
```
Note that `AssetSource` construction _must_ be repeatable, which is why
a closure is accepted.
`AssetSourceBuilder` supports `with_reader`, `with_writer`,
`with_watcher`, `with_processed_reader`, `with_processed_writer`, and
`with_processed_watcher`.
Note that the "asset source" system replaces the old "asset providers"
system.
## Processing Multiple Sources
The `AssetProcessor` now supports multiple asset sources! Processed
assets can refer to assets in other sources and everything "just works".
Each `AssetSource` defines an unprocessed and processed `AssetReader` /
`AssetWriter`.
Currently this is all or nothing for a given `AssetSource`. A given
source is either processed or it is not. Later we might want to add
support for "lazy asset processing", where an `AssetSource` (such as a
remote server) can be configured to only process assets that are
directly referenced by local assets (in order to save local disk space
and avoid doing extra work).
## A new `AssetSource`: `embedded`
One of the big features motivating **Multiple Asset Sources** was
improving our "embedded-in-binary" asset loading. To prove out the
**Multiple Asset Sources** implementation, I chose to build a new
`embedded` `AssetSource`, which replaces the old `load_interal_asset!`
system.
The old `load_internal_asset!` approach had a number of issues:
* The `AssetServer` was not aware of (or capable of loading) internal
assets.
* Because internal assets weren't visible to the `AssetServer`, they
could not be processed (or used by assets that are processed). This
would prevent things "preprocessing shaders that depend on built in Bevy
shaders", which is something we desperately need to start doing.
* Each "internal asset" needed a UUID to be defined in-code to reference
it. This was very manual and toilsome.
The new `embedded` `AssetSource` enables the following pattern:
```rust
// Called in `crates/bevy_pbr/src/render/mesh.rs`
embedded_asset!(app, "mesh.wgsl");
// later in the app
let shader: Handle<Shader> = asset_server.load("embedded://bevy_pbr/render/mesh.wgsl");
```
Notice that this always treats the crate name as the "root path", and it
trims out the `src` path for brevity. This is generally predictable, but
if you need to debug you can use the new `embedded_path!` macro to get a
`PathBuf` that matches the one used by `embedded_asset`.
You can also reference embedded assets in arbitrary assets, such as WGSL
shaders:
```rust
#import "embedded://bevy_pbr/render/mesh.wgsl"
```
This also makes `embedded` assets go through the "normal" asset
lifecycle. They are only loaded when they are actually used!
We are also discussing implicitly converting asset paths to/from shader
modules, so in the future (not in this PR) you might be able to load it
like this:
```rust
#import bevy_pbr::render::mesh::Vertex
```
Compare that to the old system!
```rust
pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450);
load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);
// The mesh asset is the _only_ accessible via MESH_SHADER_HANDLE and _cannot_ be loaded via the AssetServer.
```
## Hot Reloading `embedded`
You can enable `embedded` hot reloading by enabling the
`embedded_watcher` cargo feature:
```
cargo run --features=embedded_watcher
```
## Improved Hot Reloading Workflow
First: the `filesystem_watcher` cargo feature has been renamed to
`file_watcher` for brevity (and to match the `FileAssetReader` naming
convention).
More importantly, hot asset reloading is no longer configured in-code by
default. If you enable any asset watcher feature (such as `file_watcher`
or `rust_source_watcher`), asset watching will be automatically enabled.
This removes the need to _also_ enable hot reloading in your app code.
That means you can replace this:
```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes()))
```
with this:
```rust
app.add_plugins(DefaultPlugins)
```
If you want to hot reload assets in your app during development, just
run your app like this:
```
cargo run --features=file_watcher
```
This means you can use the same code for development and deployment! To
deploy an app, just don't include the watcher feature
```
cargo build --release
```
My intent is to move to this approach for pretty much all dev workflows.
In a future PR I would like to replace `AssetMode::ProcessedDev` with a
`runtime-processor` cargo feature. We could then group all common "dev"
cargo features under a single `dev` feature:
```sh
# this would enable file_watcher, embedded_watcher, runtime-processor, and more
cargo run --features=dev
```
## AssetMode
`AssetPlugin::Unprocessed`, `AssetPlugin::Processed`, and
`AssetPlugin::ProcessedDev` have been replaced with an `AssetMode` field
on `AssetPlugin`.
```rust
// before
app.add_plugins(DefaultPlugins.set(AssetPlugin::Processed { /* fields here */ })
// after
app.add_plugins(DefaultPlugins.set(AssetPlugin { mode: AssetMode::Processed, ..default() })
```
This aligns `AssetPlugin` with our other struct-like plugins. The old
"source" and "destination" `AssetProvider` fields in the enum variants
have been replaced by the "asset source" system. You no longer need to
configure the AssetPlugin to "point" to custom asset providers.
## AssetServerMode
To improve the implementation of **Multiple Asset Sources**,
`AssetServer` was made aware of whether or not it is using "processed"
or "unprocessed" assets. You can check that like this:
```rust
if asset_server.mode() == AssetServerMode::Processed {
/* do something */
}
```
Note that this refactor should also prepare the way for building "one to
many processed output files", as it makes the server aware of whether it
is loading from processed or unprocessed sources. Meaning we can store
and read processed and unprocessed assets differently!
## AssetPath can now refer to folders
The "file only" restriction has been removed from `AssetPath`. The
`AssetServer::load_folder` API now accepts an `AssetPath` instead of a
`Path`, meaning you can load folders from other asset sources!
## Improved AssetPath Parsing
AssetPath parsing was reworked to support sources, improve error
messages, and to enable parsing with a single pass over the string.
`AssetPath::new` was replaced by `AssetPath::parse` and
`AssetPath::try_parse`.
## AssetWatcher broken out from AssetReader
`AssetReader` is no longer responsible for constructing `AssetWatcher`.
This has been moved to `AssetSourceBuilder`.
## Duplicate Event Debouncing
Asset V2 already debounced duplicate filesystem events, but this was
_input_ events. Multiple input event types can produce the same _output_
`AssetSourceEvent`. Now that we have `embedded_watcher`, which does
expensive file io on events, it made sense to debounce output events
too, so I added that! This will also benefit the AssetProcessor by
preventing integrity checks for duplicate events (and helps keep the
noise down in trace logs).
## Next Steps
* **Port Built-in Shaders**: Currently the primary (and essentially
only) user of `load_interal_asset` in Bevy's source code is "built-in
shaders". I chose not to do that in this PR for a few reasons:
1. We need to add the ability to pass shader defs in to shaders via meta
files. Some shaders (such as MESH_VIEW_TYPES) need to pass shader def
values in that are defined in code.
2. We need to revisit the current shader module naming system. I think
we _probably_ want to imply modules from source structure (at least by
default). Ideally in a way that can losslessly convert asset paths
to/from shader modules (to enable the asset system to resolve modules
using the asset server).
3. I want to keep this change set minimal / get this merged first.
* **Deprecate `load_internal_asset`**: we can't do that until we do (1)
and (2)
* **Relative Asset Paths**: This PR significantly increases the need for
relative asset paths (which was already pretty high). Currently when
loading dependencies, it is assumed to be an absolute path, which means
if in an `AssetLoader` you call `context.load("some/path/image.png")` it
will assume that is the "default" asset source, _even if the current
asset is in a different asset source_. This will cause breakage for
AssetLoaders that are not designed to add the current source to whatever
paths are being used. AssetLoaders should generally not need to be aware
of the name of their current asset source, or need to think about the
"current asset source" generally. We should build apis that support
relative asset paths and then encourage using relative paths as much as
possible (both via api design and docs). Relative paths are also
important because they will allow developers to move folders around
(even across providers) without reprocessing, provided there is no path
breakage.
# 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>
# 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>
I'm adopting this ~~child~~ PR.
# Objective
- Working with exclusive world access is not always easy: in many cases,
a standard system or three is more ergonomic to write, and more
modularly maintainable.
- For small, one-off tasks (commonly handled with scripting), running an
event-reader system incurs a small but flat overhead cost and muddies
the schedule.
- Certain forms of logic (e.g. turn-based games) want very fine-grained
linear and/or branching control over logic.
- SystemState is not automatically cached, and so performance can suffer
and change detection breaks.
- Fixes https://github.com/bevyengine/bevy/issues/2192.
- Partial workaround for https://github.com/bevyengine/bevy/issues/279.
## Solution
- Adds a SystemRegistry resource to the World, which stores initialized
systems keyed by their SystemSet.
- Allows users to call world.run_system(my_system) and
commands.run_system(my_system), without re-initializing or losing state
(essential for change detection).
- Add a Callback type to enable convenient use of dynamic one shot
systems and reduce the mental overhead of working with Box<dyn
SystemSet>.
- Allow users to run systems based on their SystemSet, enabling more
complex user-made abstractions.
## Future work
- Parameterized one-shot systems would improve reusability and bring
them closer to events and commands. The API could be something like
run_system_with_input(my_system, my_input) and use the In SystemParam.
- We should evaluate the unification of commands and one-shot systems
since they are two different ways to run logic on demand over a World.
### Prior attempts
- https://github.com/bevyengine/bevy/pull/2234
- https://github.com/bevyengine/bevy/pull/2417
- https://github.com/bevyengine/bevy/pull/4090
- https://github.com/bevyengine/bevy/pull/7999
This PR continues the work done in
https://github.com/bevyengine/bevy/pull/7999.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alejandro Pascual Pozo <alejandro.pascual.pozo@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fix#9747
## Solution
Linkers don't like what we're doing with CowArc (I'm guessing it has
something to do with `?Sized`). Weirdly the `Reflect` derive on
`AssetPath` doesn't fail, despite `CowArc` not implementing `Reflect`.
To resolve this, we manually implement "reflect value" for
`AssetPath<'static>`. It sadly cannot use `impl_reflect_value` because
that macro doesn't support static lifetimes.
---------
Co-authored-by: Martin Dickopp <martin@zero-based.org>
# Objective
The `AssetServer` and `AssetProcessor` do a lot of `AssetPath` cloning
(across many threads). To store the path on the handle, to store paths
in dependency lists, to pass an owned path to the offloaded thread, to
pass a path to the LoadContext, etc , etc. Cloning multiple string
allocations multiple times like this will add up. It is worth optimizing
this.
Referenced in #9714
## Solution
Added a new `CowArc<T>` type to `bevy_util`, which behaves a lot like
`Cow<T>`, but the Owned variant is an `Arc<T>`. Use this in place of
`Cow<str>` and `Cow<Path>` on `AssetPath`.
---
## Changelog
- `AssetPath` now internally uses `CowArc`, making clone operations much
cheaper
- `AssetPath` now serializes as `AssetPath("some_path.extension#Label")`
instead of as `AssetPath { path: "some_path.extension", label:
Some("Label) }`
## Migration Guide
```rust
// Old
AssetPath::new("logo.png", None);
// New
AssetPath::new("logo.png");
// Old
AssetPath::new("scene.gltf", Some("Mesh0");
// New
AssetPath::new("scene.gltf").with_label("Mesh0");
```
`AssetPath` now serializes as `AssetPath("some_path.extension#Label")`
instead of as `AssetPath { path: "some_path.extension", label:
Some("Label) }`
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
Any time we wish to transform the output of a system, we currently use
system piping to do so:
```rust
my_system.pipe(|In(x)| do_something(x))
```
Unfortunately, system piping is not a zero cost abstraction. Each call
to `.pipe` requires allocating two extra access sets: one for the second
system and one for the combined accesses of both systems. This also adds
extra work to each call to `update_archetype_component_access`, which
stacks as one adds multiple layers of system piping.
## Solution
Add the `AdapterSystem` abstraction: similar to `CombinatorSystem`, this
allows you to implement a trait to generically control how a system is
run and how its inputs and outputs are processed. Unlike
`CombinatorSystem`, this does not have any overhead when computing world
accesses which makes it ideal for simple operations such as inverting or
ignoring the output of a system.
Add the extension method `.map(...)`: this is similar to `.pipe(...)`,
only it accepts a closure as an argument instead of an `In<T>` system.
```rust
my_system.map(do_something)
```
This has the added benefit of making system names less messy: a system
that ignores its output will just be called `my_system`, instead of
`Pipe(my_system, ignore)`
---
## Changelog
TODO
## Migration Guide
The `system_adapter` functions have been deprecated: use `.map` instead,
which is a lightweight alternative to `.pipe`.
```rust
// Before:
my_system.pipe(system_adapter::ignore)
my_system.pipe(system_adapter::unwrap)
my_system.pipe(system_adapter::new(T::from))
// After:
my_system.map(std::mem::drop)
my_system.map(Result::unwrap)
my_system.map(T::from)
// Before:
my_system.pipe(system_adapter::info)
my_system.pipe(system_adapter::dbg)
my_system.pipe(system_adapter::warn)
my_system.pipe(system_adapter::error)
// After:
my_system.map(bevy_utils::info)
my_system.map(bevy_utils::dbg)
my_system.map(bevy_utils::warn)
my_system.map(bevy_utils::error)
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#9509
## Solution
We use the assumption, that enum types are uppercase in contrast to
module names.
[`collapse_type_name`](crates/bevy_util/src/short_names) is now
retaining the second last segment, if it starts with a uppercase
character.
---------
Co-authored-by: Emi <emanuel.boehm@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
CI-capable version of #9086
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
Fix typos throughout the project.
## Solution
[`typos`](https://github.com/crate-ci/typos) project was used for
scanning, but no automatic corrections were applied. I checked
everything by hand before fixing.
Most of the changes are documentation/comments corrections. Also, there
are few trivial changes to code (variable name, pub(crate) function name
and a few error/panic messages).
## Unsolved
`bevy_reflect_derive` has
[typo](1b51053f19/crates/bevy_reflect/bevy_reflect_derive/src/type_path.rs (L76))
in enum variant name that I didn't fix. Enum is `pub(crate)`, so there
shouldn't be any trouble if fixed. However, code is tightly coupled with
macro usage, so I decided to leave it for more experienced contributor
just in case.
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
# Objective
Reduce missing docs warning noise when building examples for wasm
## Solution
Added "#[allow(missing_docs)]" on the wasm specific version of
BoxedFuture
# Objective
Methods for interacting with world schedules currently have two
variants: one that takes `impl ScheduleLabel` and one that takes `&dyn
ScheduleLabel`. Operations such as `run_schedule` or `schedule_scope`
only use the label by reference, so there is little reason to have an
owned variant of these functions.
## Solution
Decrease maintenance burden by merging the `ref` variants of these
functions with the owned variants.
---
## Changelog
- Deprecated `World::run_schedule_ref`. It is now redundant, since
`World::run_schedule` can take values by reference.
## Migration Guide
The method `World::run_schedule_ref` has been deprecated, and will be
removed in the next version of Bevy. Use `run_schedule` instead.
# Objective
Label traits such as `ScheduleLabel` currently have a major footgun: the
trait is implemented for `Box<dyn ScheduleLabel>`, but the
implementation does not function as one would expect since `Box<T>` is
considered to be a distinct type from `T`. This is because the behavior
of the `ScheduleLabel` trait is specified mainly through blanket
implementations, which prevents `Box<dyn ScheduleLabel>` from being
properly special-cased.
## Solution
Replace the blanket-implemented behavior with a series of methods
defined on `ScheduleLabel`. This allows us to fully special-case
`Box<dyn ScheduleLabel>` .
---
## Changelog
Fixed a bug where boxed label types (such as `Box<dyn ScheduleLabel>`)
behaved incorrectly when compared with concretely-typed labels.
## Migration Guide
The `ScheduleLabel` trait has been refactored to no longer depend on the
traits `std::any::Any`, `bevy_utils::DynEq`, and `bevy_utils::DynHash`.
Any manual implementations will need to implement new trait methods in
their stead.
```rust
impl ScheduleLabel for MyType {
// Before:
fn dyn_clone(&self) -> Box<dyn ScheduleLabel> { ... }
// After:
fn dyn_clone(&self) -> Box<dyn ScheduleLabel> { ... }
fn as_dyn_eq(&self) -> &dyn DynEq {
self
}
// No, `mut state: &mut` is not a typo.
fn dyn_hash(&self, mut state: &mut dyn Hasher) {
self.hash(&mut state);
// Hashing the TypeId isn't strictly necessary, but it prevents collisions.
TypeId::of::<Self>().hash(&mut state);
}
}
```
# Objective
The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.
As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.
## Solution
Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.
The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.
### Unresolved issues
Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
# Objective
The function `SyncUnsafeCell::from_mut` returns `&SyncUnsafeCell<T>`,
even though it could return `&mut SyncUnsafeCell<T>`. This means it is
not possible to call `get_mut` on the returned value, so you need to use
unsafe code to get exclusive access back.
## Solution
Return `&mut Self` instead of `&Self` in `SyncUnsafeCell::from_mut`.
This is consistent with my proposal for `UnsafeCell::from_mut`:
https://github.com/rust-lang/libs-team/issues/198.
Replace an unsafe pointer dereference with a safe call to `get_mut`.
---
## Changelog
+ The function `bevy_utils::SyncUnsafeCell::get_mut` now returns a value
of type `&mut SyncUnsafeCell<T>`. Previously, this returned an immutable
reference.
## Migration Guide
The function `bevy_utils::SyncUnsafeCell::get_mut` now returns a value
of type `&mut SyncUnsafeCell<T>`. Previously, this returned an immutable
reference.
# Objective
While working on #7442 i discovered that `get_short_name` does not work well with sub paths after closing brackets. It currently turns `bevy_asset::assets::Assets<bevy_scene::dynamic_scene::DynamicScene>::asset_event_system` into `Assets<DynamicScene>asset_event_system`. This PR fixes that.
## Solution
- Retain `::` after a closing bracket like `>`, `)` or `]`.
- Add a test for all sub path after closing bracket cases.
# Objective
The type `SyncCell<T>` (added in #5483) is used to force any wrapped type to be `Sync`, by only allowing exclusive access to the wrapped value. This restriction is unnecessary for types which are already `Sync`.
---
## Changelog
+ Added the method `read` to `SyncCell`, which allows shared access to values that already implement the `Sync` trait.
# Objective
- Fixes#5432
- Fixes#6680
## Solution
- move code responsible for generating the `impl TypeUuid` from `type_uuid_derive` into a new function, `gen_impl_type_uuid`.
- this allows the new proc macro, `impl_type_uuid`, to call the code for generation.
- added struct `TypeUuidDef` and implemented `syn::Parse` to allow parsing of the input for the new macro.
- finally, used the new macro `impl_type_uuid` to implement `TypeUuid` for the standard library (in `crates/bevy_reflect/src/type_uuid_impl.rs`).
- fixes#6680 by doing a wrapping add of the param's index to its `TYPE_UUID`
Co-authored-by: dis-da-moe <84386186+dis-da-moe@users.noreply.github.com>
Profiles show that in extremely hot loops, like the draw loops in the renderer, invoking the trace! macro has noticeable overhead, even if the trace log level is not enabled.
Solve this by introduce a 'wrapper' detailed_trace macro around trace, that wraps the trace! log statement in a trivially false if statement unless a cargo feature is enabled
# Objective
- Eliminate significant overhead observed with trace-level logging in render hot loops, even when trace log level is not enabled.
- This is an alternative solution to the one proposed in #7223
## Solution
- Introduce a wrapper around the `trace!` macro called `detailed_trace!`. This macro wraps the `trace!` macro with an if statement that is conditional on a new cargo feature, `detailed_trace`. When the feature is not enabled (the default), then the if statement is trivially false and should be optimized away at compile time.
- Convert the observed hot occurrences of trace logging in `TrackedRenderPass` with this new macro.
Testing the results of
```
cargo run --profile stress-test --features bevy/trace_tracy --example many_cubes -- spheres
```
![image](https://user-images.githubusercontent.com/1222141/218298552-38551717-b062-4c64-afdc-a60267ac984d.png)
shows significant improvement of the `main_opaque_pass_3d` of the renderer, a median time decrease from 6.0ms to 3.5ms.
---
## Changelog
- For performance reasons, some detailed renderer trace logs now require the use of cargo feature `detailed_trace` in addition to setting the log level to `TRACE` in order to be shown.
## Migration Guide
- Some detailed bevy trace events now require the use of the cargo feature `detailed_trace` in addition to enabling `TRACE` level logging to view. Should you wish to see these logs, please compile your code with the bevy feature `detailed_trace`. Currently, the only logs that are affected are the renderer logs pertaining to `TrackedRenderPass` functions
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.
# Objective
I found several words in code and docs are incorrect. This should be fixed.
## Solution
- Fix several minor typos
Co-authored-by: Chris Ohk <utilforever@gmail.com>
# Objective
Complete the first part of the migration detailed in bevyengine/rfcs#45.
## Solution
Add all the new stuff.
### TODO
- [x] Impl tuple methods.
- [x] Impl chaining.
- [x] Port ambiguity detection.
- [x] Write docs.
- [x] ~~Write more tests.~~(will do later)
- [ ] Write changelog and examples here?
- [x] ~~Replace `petgraph`.~~ (will do later)
Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: Michael Hsu <mike.hsu@gmail.com>
Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
# Objective
- The function `BlobVec::replace_unchecked` has informal use of safety comments.
- This function does strange things with `OwningPtr` in order to get around the borrow checker.
## Solution
- Put safety comments in front of each unsafe operation. Describe the specific invariants of each operation and how they apply here.
- Added a guard type `OnDrop`, which is used to simplify ownership transfer in case of a panic.
---
## Changelog
+ Added the guard type `bevy_utils::OnDrop`.
+ Added conversions from `Ptr`, `PtrMut`, and `OwningPtr` to `NonNull<u8>`.
# Objective
Partially address #3492.
## Solution
Document the remaining undocumented members of `bevy_utils` and set `warn(missing_docs)` on the crate level. Also enabled `clippy::undocumented_unsafe_blocks` as a warning on the crate to keep it in sync with `bevy_ecs`'s warnings.
# Objective
Currently, `Local` has a `Sync` bound. Theoretically this is unnecessary as a local can only ever be accessed from its own system, ensuring exclusive access on one thread. This PR removes this restriction.
## Solution
- By removing the `Resource` bound from `Local` and adding the new `SyncCell` threading primative, `Local` can have the `Sync` bound removed.
## Changelog
### Added
- Added `SyncCell` to `bevy_utils`
### Changed
- Removed `Resource` bound from `Local`
- `Local` is now wrapped in a `SyncCell`
## Migration Guide
- Any code relying on `Local<T>` having `T: Resource` may have to be changed, but this is unlikely.
Co-authored-by: PROMETHIA-27 <42193387+PROMETHIA-27@users.noreply.github.com>