# Objective
Port bevy_gltf to the pipelined-rendering branch.
## Solution
crates/bevy_gltf has been copied and pasted into pipelined/bevy_gltf2 and modifications were made to work with the pipelined-rendering branch. Notably vertex tangents and vertex colours are not supported.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
notify 5.0.0-pre.11 breaks the interface again, but apparently in a way that's similar to how it used to be
## Solution
Bump `bevy_asset` dependency on notify to `5.0.0-pre.11` and fix the errors that crop up.
It looks like `pre.11` was mentioned in #2528 by @mockersf but there's no mention of why `pre.10` was chosen ultimately.
This decouples the opinionated "core pipeline" from the new (less opinionated) bevy_render crate. The "core pipeline" is intended to be used by crates like bevy_sprites, bevy_pbr, bevy_ui, and 3rd party crates that extends core rendering functionality.
# Objective
There is currently a 1-to-1 mapping between components and real rust types. This means that it is impossible for multiple components to be represented by the same rust type or for a component to not have a rust type at all. This means that component types can't be defined in languages other than rust like necessary for scripting or sandboxed (wasm?) plugins.
## Solution
Refactor `ComponentDescriptor` and `Bundle` to remove `TypeInfo`. `Bundle` now uses `ComponentId` instead. `ComponentDescriptor` is now always created from a rust type instead of through the `TypeInfo` indirection. A future PR may make it possible to construct a `ComponentDescriptor` from it's fields without a rust type being involved.
Makes the "Render App World" directly available to Extract step systems as a `RenderWorld` resource. Prior to this, there was no way to directly read / write render world state during the Extract step. The only way to make changes was through Commands (which were applied at the end of the stage).
```rust
// `thing` is an "app world resource".
fn extract_thing(thing: Res<Thing>, mut render_world: ResMut<RenderWorld>) {
render_world.insert_resource(ExtractedThing::from(thing));
}
```
RenderWorld makes a number of scenarios possible:
* When an extract system does big allocations, it is now possible to reuse them across frames by retrieving old values from RenderWorld (at the cost of reduced parallelism from unique RenderWorld borrows).
* Enables inserting into the same resource across multiple extract systems
* Enables using past RenderWorld state to inform future extract state (this should generally be avoided)
Ultimately this is just a subset of the functionality we want. In the future, it would be great to have "multi-world schedules" to enable fine grained parallelism on the render world during the extract step. But that is a research project that almost certainly won't make it into 0.6. This is a good interim solution that should easily port over to multi-world schedules if/when they land.
# Objective
- Remove all the `.system()` possible.
- Check for remaining missing cases.
## Solution
- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
# Objective
While looking at the code of `World`, I noticed two basic functions (`get` and `get_mut`) that are probably called a lot and with simple code that are not `inline`
## Solution
- Add benchmark to check impact
- Add `#[inline]`
```
group this pr main
----- ---- ----
world_entity/50000_entities 1.00 115.9±11.90µs ? ?/sec 1.71 198.5±29.54µs ? ?/sec
world_get/50000_entities_SparseSet 1.00 409.9±46.96µs ? ?/sec 1.18 483.5±36.41µs ? ?/sec
world_get/50000_entities_Table 1.00 391.3±29.83µs ? ?/sec 1.16 455.6±57.85µs ? ?/sec
world_query_for_each/50000_entities_SparseSet 1.02 121.3±18.36µs ? ?/sec 1.00 119.4±13.88µs ? ?/sec
world_query_for_each/50000_entities_Table 1.03 13.8±0.96µs ? ?/sec 1.00 13.3±0.54µs ? ?/sec
world_query_get/50000_entities_SparseSet 1.00 666.9±54.36µs ? ?/sec 1.03 687.1±57.77µs ? ?/sec
world_query_get/50000_entities_Table 1.01 584.4±55.12µs ? ?/sec 1.00 576.3±36.13µs ? ?/sec
world_query_iter/50000_entities_SparseSet 1.01 169.7±19.50µs ? ?/sec 1.00 168.6±32.56µs ? ?/sec
world_query_iter/50000_entities_Table 1.00 26.2±1.38µs ? ?/sec 1.91 50.0±4.40µs ? ?/sec
```
I didn't add benchmarks for the mutable path but I don't see how it could hurt to make it inline too...
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.
You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.
Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
This logic was in both `remove_bundle` and ` remove_bundle_intersection` but only differed by whether we call `.._forget_missing_..` or `.._drop_missing_..`
# Objective
- There are a few random failures in CI, mostly due to contacting crates.io or checking for deadlinks
- CI can take some time, more than 20 minutes for a full status
- A clippy/format issue stops running tests on other platforms
## Solution
- Use GitHub cache for cargo artefacts
- This speeds up builds and reduce dependencies on outside world
- Reorder and add dependencies between short jobs. They are still setup to run even if one of the dependency failed
- This reduce the number of parallel jobs that are running for one PR. On GitHub free tier, we're limited to 20.
- Split CI checks (format & clippy) in its own job
- This speeds up test jobs, and allow us to not kill all platform tests for a format issue
- Retry in case of dead links check failure
- Internet is just that kind of place where things may seem dead at some point but back alive 5 seconds later
## Before
<img width="1062" alt="Screenshot 2021-07-27 at 01 18 52" src="https://user-images.githubusercontent.com/8672791/127071973-9a2c5ce8-c871-4f8d-9b17-08871824b6c4.png">
## After (with all cache live)
<img width="1063" alt="Screenshot 2021-07-27 at 01 18 28" src="https://user-images.githubusercontent.com/8672791/127071986-767a7e65-53ed-45fd-8d75-51a571f0b851.png">
# Objective
- Related to #2514 - not sure if it's a proper fix long term
- CI was complaining Error: Path `"/usr/local/lib/android/sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/aarch64-linux-android31-clang"` was not found
- A lot of questions started popping up 10 days ago about ["android build tools 31 corrupted"](https://www.google.com/search?q=android+build+tools+31+corrupted)
- https://stackoverflow.com/questions/68387270/android-studio-error-installed-build-tools-revision-31-0-0-is-corrupted
- Uninstalling `"build-tools;31.0.0"` doesn't seem to work, as it removes other components even though `"build-tools;30.0.3"` are available
## Solution
- Uninstalling `"platforms;android-31"` seems to do the trick and `cargo-apk` stops trying to target `...31`
Android is not my thing, this solution was found with a lot of trials and errors. I am not sure how long term it is, I don't know the release schedule of android build tools, or if we need to target this 31 thing. I just wanted to stop all those failed ci everywhere...
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne
* cornell_box_pipelined: Remove bias tweaks
* bevy_pbr2: Simplify shadow biases by moving them to linear depth
* bevy_pbr2: Do not use DepthBiasState
* bevy_pbr2: Do not use bilinear filtering for sampling depth textures
* pbr.wgsl: Remove unnecessary comment
* bevy_pbr2: Do manual shadow map depth comparisons for more flexibility
* examples: Add shadow_biases_pipelined example
This is useful for stress testing biases.
* bevy_pbr2: Scale the point light normal bias by the shadow map texel size
This allows the normal bias to be small close to the light source where the
shadow map texel to screen texel ratio is high, but is appropriately large
further away from the light source where the shadow map texel can easily cover
multiple screen texels.
* shadow_biases_pipelined: Add support for toggling directional / point light
* shadow_biases_pipelined: Cleanup
* bevy_pbr2: Scale the directional light normal bias by the shadow map texel size
* shadow_biases_pipelined: Fit the orthographic projection around the scene
* bevy_pbr2: Directional lights should have no shadows outside their projection
Before this change, sampling a fragment position from outside the ndc volume
would result in the return sample being clamped to the edge in x,y or possibly
always casting a shadow for fragment positions past the orthographic
projection's far plane.
* bevy_pbr2: Fix the default directional light normal bias
* Revert "bevy_pbr2: Do manual shadow map depth comparisons for more flexibility"
This reverts commit 7df1bab38a42d8a33bc50ca583d4be37bd9c9f0d.
* shadow_biases_pipelined: Adjust directional light normal bias in 0.1 increments
* pbr.wgsl: Add a couple of clarifying comments
* Revert "bevy_pbr2: Do not use bilinear filtering for sampling depth textures"
This reverts commit f53baab0232ce218866a45cad6902b470f4cf2c4.
* shadow_biases_pipelined: Print usage to terminal
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne
* cornell_box_pipelined: Remove bias tweaks
* bevy_pbr2: Simplify shadow biases by moving them to linear depth
* bevy_pbr2: Add support for most of the StandardMaterial textures
Normal maps are not included here as they require tangents in a vertex attribute.
* bevy_pbr2: Ensure RenderCommandQueue is ready for PbrShaders init
* texture_pipelined: Add a light to the scene so we can see stuff
* WIP bevy_pbr2: back to front sorting hack
* bevy_pbr2: Uniform control flow for texture sampling in pbr.frag
From 'fintelia' on the Bevy Render Rework Round 2 discussion:
"My understanding is that GPUs these days never use the "execute both branches
and select the result" strategy. Rather, what they do is evaluate the branch
condition on all threads of a warp, and jump over it if all of them evaluate to
false. If even a single thread needs to execute the if statement body, however,
then the remaining threads are paused until that is completed."
* bevy_pbr2: Simplify texture and sampler names
The StandardMaterial_ prefix is no longer needed
* bevy_pbr2: Match default 'AmbientColor' of current bevy_pbr for now
* bevy_pbr2: Convert from non-linear to linear sRGB for the color uniform
* bevy_pbr2: Add pbr_pipelined example
* Fix view vector in pbr frag to work in ortho
* bevy_pbr2: Use a 90 degree y fov and light range projection for lights
* bevy_pbr2: Add AmbientLight resource
* bevy_pbr2: Convert PointLight color to linear sRGB for use in fragment shader
* bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection
The uniform contains the view_projection matrix so this was incorrect.
* bevy_pbr2: PointLight is an OmniLight as it has a radius
* bevy_pbr2: Factoring out duplicated code
* bevy_pbr2: Implement RenderAsset for StandardMaterial
* Remove unnecessary texture and sampler clones
* fix comment formatting
* remove redundant Buffer:from
* Don't extract meshes when their material textures aren't ready
* make missing textures in the queue step an error
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>