Commit graph

46 commits

Author SHA1 Message Date
William Batista
9f47697e40 Switched the TODO comment in image_texture_conversion.rs (#2981)
# Objective

The current TODO comment is out of date

## Solution

I switched up the comment


Co-authored-by: William Batista <45850508+billyb2@users.noreply.github.com>
2021-10-25 21:59:24 +00:00
François
2f4bcc5bf7 Update for edition 2021 (#2997)
# Objective

- update for Edition 2021

## Solution

- remove the `resolver = "2"`
- update for https://doc.rust-lang.org/edition-guide/rust-2021/reserving-syntax.html by adding a few ` `
2021-10-25 18:00:13 +00:00
Jakob Hellermann
432ce72faf fix window resize after wgpu 0.11 upgrade (#2953)
The fix originally got introduced in [#2858](https://github.com/bevyengine/bevy/pull/2858/files#diff-0f34eeda7ac2fe1f9e9b27de92d9290e0b360ffa6f032770aff22b5fef4eaa63R137-R143) but got lost in the upgrade to wgpu 0.11 at https://github.com/bevyengine/bevy/pull/2933
2021-10-15 23:27:58 +00:00
Carter Anderson
43e8a156fb Upgrade to wgpu 0.11 (#2933)
Upgrades both the old and new renderer to wgpu 0.11 (and naga 0.7). This builds on @zicklag's work here #2556.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-10-08 19:55:24 +00:00
Robert Swain
40fccd29ca Use RenderQueue in BufferVec (#2847)
Using RenderQueue in BufferVec allows removal of the staging buffer entirely, as well as removal of the SpriteNode.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-10-07 19:24:48 +00:00
Kurt Kühnert
bf19ddf191 removed unused RenderResourceId and SwapChainFrame (#2890)
# Objective

- removed unused RenderResourceId and SwapChainFrame (already unified with TextureView)
- added deref to BindGroup, this makes conversion to wgpu::BindGroup easier

## Solution

- cleans up the API
2021-10-06 00:24:01 +00:00
Robert Swain
44ed7e32d8 bevy_render2: Add tracing spans around render subapp and stages (#2907)
Add tracing spans around the renderer subapp and render stages in bevy_render2 to allow profiling / visualisation of stages.
From:
<img width="1181" alt="Screenshot 2021-10-02 122336" src="https://user-images.githubusercontent.com/302146/135712361-8aec28ae-0f1e-4c27-9b6e-ca5e5f45d6b9.png">
To:
<img width="1229" alt="Screenshot 2021-10-02 122509" src="https://user-images.githubusercontent.com/302146/135712365-6414d424-4e15-4265-9952-483876da9f9a.png">
2021-10-02 19:16:32 +00:00
VVishion
d2bba8cb15 Add set_stencil_reference to TrackedRenderPass (#2885)
`TrackedRenderPass` is a wrapper around wgpu's `RenderPass` and should expose needed methods such as `set_stencil_reference`.
2021-09-28 21:46:30 +00:00
Robert Swain
fb33d591df Fix window size change panic (#2858)
# Objective

Using fullscreen or trying to resize a window caused a panic. Fix that.

## Solution

- Don't wholesale overwrite the ExtractedWindows resource when extracting windows
  - This could cause an accumulation of unused windows that are holding onto swap chain frames?
- Check the if width and/or height changed since the last frame
- If the size changed, recreate the swap chain
- Ensure dimensions are >= 1 to avoid panics due to any dimension being 0
2021-09-23 20:55:18 +00:00
Carter Anderson
08969a24b8 Modular Rendering (#2831)
This changes how render logic is composed to make it much more modular. Previously, all extraction logic was centralized for a given "type" of rendered thing. For example, we extracted meshes into a vector of ExtractedMesh, which contained the mesh and material asset handles, the transform, etc. We looked up bindings for "drawn things" using their index in the `Vec<ExtractedMesh>`. This worked fine for built in rendering, but made it hard to reuse logic for "custom" rendering. It also prevented us from reusing things like "extracted transforms" across contexts.

To make rendering more modular, I made a number of changes:

* Entities now drive rendering:
  * We extract "render components" from "app components" and store them _on_ entities. No more centralized uber lists! We now have true "ECS-driven rendering"
  * To make this perform well, I implemented #2673 in upstream Bevy for fast batch insertions into specific entities. This was merged into the `pipelined-rendering` branch here: #2815
* Reworked the `Draw` abstraction:
  * Generic `PhaseItems`: each draw phase can define its own type of "rendered thing", which can define its own "sort key"
  * Ported the 2d, 3d, and shadow phases to the new PhaseItem impl (currently Transparent2d, Transparent3d, and Shadow PhaseItems)
  * `Draw` trait and and `DrawFunctions` are now generic on PhaseItem
  * Modular / Ergonomic `DrawFunctions` via `RenderCommands`
    * RenderCommand is a trait that runs an ECS query and produces one or more RenderPass calls. Types implementing this trait can be composed to create a final DrawFunction. For example the DrawPbr DrawFunction is created from the following DrawCommand tuple. Const generics are used to set specific bind group locations:
        ```rust
         pub type DrawPbr = (
            SetPbrPipeline,
            SetMeshViewBindGroup<0>,
            SetStandardMaterialBindGroup<1>,
            SetTransformBindGroup<2>,
            DrawMesh,
        );
        ```
    * The new `custom_shader_pipelined` example illustrates how the commands above can be reused to create a custom draw function:
       ```rust
       type DrawCustom = (
           SetCustomMaterialPipeline,
           SetMeshViewBindGroup<0>,
           SetTransformBindGroup<2>,
           DrawMesh,
       );
       ``` 
* ExtractComponentPlugin and UniformComponentPlugin:
  * Simple, standardized ways to easily extract individual components and write them to GPU buffers
* Ported PBR and Sprite rendering to the new primitives above.
* Removed staging buffer from UniformVec in favor of direct Queue usage
  * Makes UniformVec much easier to use and more ergonomic. Completely removes the need for custom render graph nodes in these contexts (see the PbrNode and view Node removals and the much simpler call patterns in the relevant Prepare systems).
* Added a many_cubes_pipelined example to benchmark baseline 3d rendering performance and ensure there were no major regressions during this port. Avoiding regressions was challenging given that the old approach of extracting into centralized vectors is basically the "optimal" approach. However thanks to a various ECS optimizations and render logic rephrasing, we pretty much break even on this benchmark!
* Lifetimeless SystemParams: this will be a bit divisive, but as we continue to embrace "trait driven systems" (ex: ExtractComponentPlugin, UniformComponentPlugin, DrawCommand), the ergonomics of `(Query<'static, 'static, (&'static A, &'static B, &'static)>, Res<'static, C>)` were getting very hard to bear. As a compromise, I added "static type aliases" for the relevant SystemParams. The previous example can now be expressed like this: `(SQuery<(Read<A>, Read<B>)>, SRes<C>)`. If anyone has better ideas / conflicting opinions, please let me know!
* RunSystem trait: a way to define Systems via a trait with a SystemParam associated type. This is used to implement the various plugins mentioned above. I also added SystemParamItem and QueryItem type aliases to make "trait stye" ecs interactions nicer on the eyes (and fingers).
* RenderAsset retrying: ensures that render assets are only created when they are "ready" and allows us to create bind groups directly inside render assets (which significantly simplified the StandardMaterial code). I think ultimately we should swap this out on "asset dependency" events to wait for dependencies to load, but this will require significant asset system changes.
* Updated some built in shaders to account for missing MeshUniform fields
2021-09-23 06:16:11 +00:00
Jakob Hellermann
1e03a97e73 fix Default implementation of Image so that size and data match (#2833)
Before using this image resulted in an `Error in Queue::write_texture: copy of 0..4 would end up overrunning the bounds of the Source buffer of size 0`
2021-09-16 22:50:21 +00:00
VVishion
52fd626fed Expose wgpu's StencilOperation with bevy (#2819)
# Objective

Bevy should expose all wgpu types needed for building rendering pipelines.
Closes #2818

## Solution

Add wgpu's StencilOperation to bevy_render2::render_resource's export.
2021-09-16 07:17:07 +00:00
Carter Anderson
11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00
Loch Wansbrough
59bfbd3295 Add Deref implementation for ComputePipeline (#2759)
# Objective

Fixes a usability problem where the user is unable to use their reference to a ComputePipeline in their compute pass.

## Solution

Implements Deref, allowing the user to obtain the reference to the underlying wgpu::ComputePipeline
2021-08-31 20:33:21 +00:00
Robert Swain
045f324e97 Use the infinite reverse right-handed perspective projection (#2543)
# Objective

Forward perspective projections have poor floating point precision distribution over the depth range. Reverse projections fair much better, and instead of having to have a far plane, with the reverse projection, using an infinite far plane is not a problem. The infinite reverse perspective projection has become the industry standard. The renderer rework is a great time to migrate to it.

## Solution

All perspective projections, including point lights, have been moved to using `glam::Mat4::perspective_infinite_reverse_rh()` and so have no far plane. As various depth textures are shared between orthographic and perspective projections, a quirk of this PR is that the near and far planes of the orthographic projection are swapped when the Mat4 is computed. This has no impact on 2D/3D orthographic projection usage, and provides consistency in shaders, texture clear values, etc. throughout the codebase.

## Known issues

For some reason, when looking along -Z, all geometry is black. The camera can be translated up/down / strafed left/right and geometry will still be black. Moving forward/backward or rotating the camera away from looking exactly along -Z causes everything to work as expected.

I have tried to debug this issue but both in macOS and Windows I get crashes when doing pixel debugging. If anyone could reproduce this and debug it I would be very grateful. Otherwise I will have to try to debug it further without pixel debugging, though the projections and such all looked fine to me.
2021-08-27 20:15:09 +00:00
Carter Anderson
9898469e9e Sub app label changes (#2717)
Makes some tweaks to the SubApp labeling introduced in #2695:

* Ergonomics improvements
* Removes unnecessary allocation when retrieving subapp label
* Removes the newly added "app macros" crate in favor of bevy_derive
* renamed RenderSubApp to RenderApp

@zicklag (for reference)
2021-08-24 06:37:28 +00:00
Zicklag
e290a7e29c Implement Sub-App Labels (#2695)
This is a rather simple but wide change, and it involves adding a new `bevy_app_macros` crate. Let me know if there is a better way to do any of this!

---

# Objective

- Allow adding and accessing sub-apps by using a label instead of an index

## Solution

- Migrate the bevy label implementation and derive code to the `bevy_utils` and `bevy_macro_utils` crates and then add a new `SubAppLabel` trait to the `bevy_app` crate that is used when adding or getting a sub-app from an app.
2021-08-24 00:31:21 +00:00
Robert Swain
993ce84bc7 bevy_render2: Make default near plane more sensible at 0.1 (#2703)
# Objective

The default perspective projection near plane being at 1 unit feels very far away if one considers units to directly map to real world units such as metres. Not being able to see anything that is closer than 1m is unnecessarily limiting. Using a default of 0.1 makes more sense as it is difficult to even focus on things closer than 10cm in the real world.

## Solution

- Changed the default perspective projection near plane to 0.1.
2021-08-23 23:28:45 +00:00
Dimev
5fa0b5b498 Added ComputePipelineDescriptor (#2628)
# Objective
Fix ComputePipelineDescriptor missing from WGPU exports

## Solution
Added it to the pub use wgpu::{ ... }


Co-authored-by: Dimas <skythedragon@outlook.com>
2021-08-11 20:28:50 +00:00
Dimev
2f32a2a861 Added StorageTextureAccess to the exposed wgpu API (#2614)
# Objective
This fixes not having access to StorageTextureAccess in the API, which is needed for using storage textures

## Solution
Added it to the use in render_resource module


Co-authored-by: Dimas <skythedragon@outlook.com>
2021-08-08 19:10:39 +00:00
Carter Anderson
7b336fd779 fix nightly clippy lints (#2568)
Fix new nightly clippy lints on `pipelined-rendering`
2021-07-30 03:17:27 +00:00
Robert Swain
6944d38a14 bevy_render2: Log adapter info on initialization (#2542)
It is useful to see which adapter is being used and which wgpu backend.
2021-07-29 00:02:10 +00:00
Carter Anderson
3ec6b3f9a0 move bevy_core_pipeline to its own plugin (#2552)
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.
2021-07-28 21:29:32 +00:00
Carter Anderson
0973d40a9f Add RenderWorld to Extract step (#2555)
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.
2021-07-28 17:52:24 +00:00
Carter Anderson
2e99d84cdc remove .system from pipelined code (#2538)
Now that we have main features, lets use them!
2021-07-26 23:44:23 +00:00
Jakob Hellermann
30b8324672 expose subgraph iterator (#25) 2021-07-24 16:43:37 -07:00
John
7bbeb11ed7 Fixed issue with how texture arrays were uploaded with write_texture. (#24) 2021-07-24 16:43:37 -07:00
Carter Anderson
e0205019ef fmt + clippy 2021-07-24 16:43:37 -07:00
Carter Anderson
3542ddcd0c add glsl support 2021-07-24 16:43:37 -07:00
James Liu
a2cac6a0d5 Small Fixes (#20)
* Fix writing less than the full capacity to the staging buffer

* Add missing TrackedRenderPass::draw command
2021-07-24 16:43:37 -07:00
Carter Anderson
ac6b27925e fix clippy 2021-07-24 16:43:37 -07:00
Carter Anderson
bc769d9641 omni light -> point light 2021-07-24 16:43:37 -07:00
Robert Swain
858065ef8d Do not queue sprites/meshes if there are no views (#13)
* bevy_sprite2/_pbr2: Do not queue sprites/meshes if there are no views
2021-07-24 16:43:37 -07:00
bilsen
e1e4055a51 Allows resizing of windows (#8) 2021-07-24 16:43:37 -07:00
TheRawMeatball
7792b29aa4 Force main thread for prepare_windows system (#11)
Force main thread for prepare_windows system
2021-07-24 16:43:37 -07:00
Carter Anderson
61c8475069 Begin WGSL port (sprites work, pbr lights are broken) 2021-07-24 16:43:37 -07:00
Robert Swain
b1a91a823f bevy_pbr2: Add support for most of the StandardMaterial textures (#4)
* 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>
2021-07-24 16:43:37 -07:00
Carter Anderson
25de2d1819 Port Mesh to RenderAsset, add Slab and FrameSlabMap garbage collection for Bind Groups 2021-07-24 16:43:37 -07:00
Carter Anderson
3ef951dcbc RenderAssetPlugin 2021-07-24 16:43:37 -07:00
Carter Anderson
09043b66ce fix tracing and add graph spans 2021-07-24 16:43:37 -07:00
Carter Anderson
13ca00178a bevy_render now uses wgpu directly 2021-07-24 16:43:37 -07:00
Robert Swain
01116b1fdb StandardMaterial flat values (#3)
StandardMaterial flat values
2021-07-24 16:43:37 -07:00
Carter Anderson
3400fb4e61 SubGraphs, Views, Shadows, and more 2021-07-24 16:43:37 -07:00
StarArawn
a0347195c0 Share code between passes for setting bind groups.
Renamed PipelineDescriptor to RenderPipelineDescriptor
2021-07-24 16:43:37 -07:00
StarArawn
cdf06ea293 Added compute to the new pipelined renderer. 2021-07-24 16:43:37 -07:00
Carter Anderson
4ac2ed7cc6 pipelined rendering proof of concept 2021-07-24 16:43:37 -07:00