`Sprite`, `Text`, and `Handle<MeshletMesh>` were types of renderable
entities that the new segregated visible entity system didn't handle, so
they didn't appear.
Because `bevy_text` depends on `bevy_sprite`, and the visibility
computation of text happens in the latter crate, I had to introduce a
new marker component, `SpriteSource`. `SpriteSource` marks entities that
aren't themselves sprites but become sprites during rendering. I added
this component to `Text2dBundle`. Unfortunately, this is technically a
breaking change, although I suspect it won't break anybody in practice
except perhaps editors.
Fixes#12935.
## Changelog
### Changed
* `Text2dBundle` now includes a new marker component, `SpriteSource`.
Bevy uses this internally to optimize visibility calculation.
## Migration Guide
* `Text` now requires a `SpriteSource` marker component in order to
appear. This component has been added to `Text2dBundle`.
# Objective
Improve performance scalability when adding new event types to a Bevy
app. Currently, just using Bevy in the default configuration, all apps
spend upwards of 100+us in the `First` schedule, every app tick,
evaluating if it should update events or not, even if events are not
being used for that particular frame, and this scales with the number of
Events registered in the app.
## Solution
As `Events::update` is guaranteed `O(1)` by just checking if a
resource's value, swapping two Vecs, and then clearing one of them, the
actual cost of running `event_update_system` is *very* cheap. The
overhead of doing system dependency injection, task scheduling ,and the
multithreaded executor outweighs the cost of running the system by a
large margin.
Create an `EventRegistry` resource that keeps a number of function
pointers that update each event. Replace the per-event type
`event_update_system` with a singular exclusive system uses the
`EventRegistry` to update all events instead. Update `SubApp::add_event`
to use `EventRegistry` instead.
## Performance
This speeds reduces the cost of the `First` schedule in both many_foxes
and many_cubes by over 80%. Note this is with system spans on. The
majority of this is now context-switching costs from launching
`time_system`, which should be mostly eliminated with #12869.
![image](https://github.com/bevyengine/bevy/assets/3137680/037624be-21a2-4dc2-a42f-9d0bfa3e9b4a)
The actual `event_update_system` is usually *very* short, using only a
few microseconds on average.
![image](https://github.com/bevyengine/bevy/assets/3137680/01ff1689-3595-49b6-8f09-5c44bcf903e8)
---
## Changelog
TODO
## Migration Guide
TODO
---------
Co-authored-by: Josh Matthews <josh@joshmatthews.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- I daily drive nightly Rust when developing Bevy, so I notice when new
warnings are raised by `cargo check` and Clippy.
- `cargo +nightly clippy` raises a few of these new warnings.
## Solution
- Fix most warnings from `cargo +nightly clippy`
- I skipped the docs-related warnings because some were covered by
#12692.
- Use `Clone::clone_from` in applicable scenarios, which can sometimes
avoid an extra allocation.
- Implement `Default` for structs that have a `pub const fn new() ->
Self` method.
- Fix an occurrence where generic constraints were defined in both `<C:
Trait>` and `where C: Trait`.
- Removed generic constraints that were implied by the `Bundle` trait.
---
## Changelog
- `BatchingStrategy`, `NonGenericTypeCell`, and `GenericTypeCell` now
implement `Default`.
# Objective
The CI tool currently parses input manually. This has worked fine, but
makes it just a bit more difficult to maintain and extend. Additionally,
it provides no usage help for devs wanting to run the tool locally.
It would be better if parsing was handled by a dedicated CLI library
like [`clap`](https://github.com/clap-rs/clap) or
[`argh`](https://github.com/google/argh).
## Solution
Use `argh` to parse command line input for CI.
`argh` was chosen over `clap` and other tools due to being more
lightweight and already existing in our dependency tree.
Using `argh`, the usage notes are generated automatically:
```
$ cargo run -p ci --quiet -- --help
Usage: ci [--keep-going] [<command>] [<args>]
The CI command line tool for Bevy.
Options:
--keep-going continue running commands even if one fails
--help display usage information
Commands:
lints Alias for running the `format` and `clippy` subcommands.
doc Alias for running the `doc-test` and `doc-check`
subcommands.
compile Alias for running the `compile-fail`, `bench-check`,
`example-check`, `compile-check`, and `test-check`
subcommands.
format Check code formatting.
clippy Check for clippy warnings and errors.
test Runs all tests (except for doc tests).
test-check Checks that all tests compile.
doc-check Checks that all docs compile.
doc-test Runs all doc tests.
compile-check Checks that the project compiles.
cfg-check Checks that the project compiles using the nightly compiler
with cfg checks enabled.
compile-fail Runs the compile-fail tests.
bench-check Checks that the benches compile.
example-check Checks that the examples compile.
```
This PR makes each subcommand more modular, allowing them to be called
from other subcommands. This also makes it much easier to extract them
out of `main.rs` and into their own dedicated modules.
Additionally, this PR improves failure output:
```
$ cargo run -p ci -- lints
...
One or more CI commands failed:
format: Please run 'cargo fmt --all' to format your code.
```
Including when run with the `--keep-going` flag:
```
$ cargo run -p ci -- --keep-going lints
...
One or more CI commands failed:
- format: Please run 'cargo fmt --all' to format your code.
- clippy: Please fix clippy errors in output above.
```
### Future Work
There are a lot of other things we could possibly clean up. I chose to
try and keep the API surface as unchanged as I could (for this PR at
least).
For example, now that each subcommand is an actual command, we can
specify custom arguments for each.
The `format` subcommand could include a `--check` (making the default
fun `cargo fmt` as normal). Or the `compile-fail` subcommand could
include `--ecs`, `--reflect`, and `--macros` flags for specifying which
set of compile fail tests to run.
The `--keep-going` flag could be split so that it doesn't do double-duty
where it also enables `--no-fail-fast` for certain commands. Or at least
make it more explicit via renaming or using alternative flags.
---
## Changelog
- Improved the CI CLI tool
- Now includes usage info with the `--help` option!
- [Internal] Cleaned up and refactored the `tools/ci` crate using the
`argh` crate
## Migration Guide
The CI tool no longer supports running multiple subcommands in a single
call. Users who are currently doing so will need to split them across
multiple commands:
```bash
# BEFORE
cargo run -p ci -- lints doc compile
# AFTER
cargo run -p ci -- lints && cargo run -p ci -- doc && cargo run -p ci -- compile
# or
cargo run -p ci -- lints; cargo run -p ci -- doc; cargo run -p ci -- compile
# or
cargo run -p ci -- lints
cargo run -p ci -- doc
cargo run -p ci -- compile
```
This commit splits `VisibleEntities::entities` into four separate lists:
one for lights, one for 2D meshes, one for 3D meshes, and one for UI
elements. This allows `queue_material_meshes` and similar methods to
avoid examining entities that are obviously irrelevant. In particular,
this separation helps scenes with many skinned meshes, as the individual
bones are considered visible entities but have no rendered appearance.
Internally, `VisibleEntities::entities` is a `HashMap` from the `TypeId`
representing a `QueryFilter` to the appropriate `Entity` list. I had to
do this because `VisibleEntities` is located within an upstream crate
from the crates that provide lights (`bevy_pbr`) and 2D meshes
(`bevy_sprite`). As an added benefit, this setup allows apps to provide
their own types of renderable components, by simply adding a specialized
`check_visibility` to the schedule.
This provides a 16.23% end-to-end speedup on `many_foxes` with 10,000
foxes (24.06 ms/frame to 20.70 ms/frame).
## Migration guide
* `check_visibility` and `VisibleEntities` now store the four types of
renderable entities--2D meshes, 3D meshes, lights, and UI
elements--separately. If your custom rendering code examines
`VisibleEntities`, it will now need to specify which type of entity it's
interested in using the `WithMesh2d`, `WithMesh`, `WithLight`, and
`WithNode` types respectively. If your app introduces a new type of
renderable entity, you'll need to add an explicit call to
`check_visibility` to the schedule to accommodate your new component or
components.
## Analysis
`many_foxes`, 10,000 foxes: `main`:
![Screenshot 2024-03-31
114444](https://github.com/bevyengine/bevy/assets/157897/16ecb2ff-6e04-46c0-a4b0-b2fde2084bad)
`many_foxes`, 10,000 foxes, this branch:
![Screenshot 2024-03-31
114256](https://github.com/bevyengine/bevy/assets/157897/94dedae4-bd00-45b2-9aaf-dfc237004ddb)
`queue_material_meshes` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114637](https://github.com/bevyengine/bevy/assets/157897/f90912bd-45bd-42c4-bd74-57d98a0f036e)
`queue_shadows` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114607](https://github.com/bevyengine/bevy/assets/157897/6ce693e3-20c0-4234-8ec9-a6f191299e2d)
# Objective
-
[`clippy::ref_as_ptr`](https://rust-lang.github.io/rust-clippy/master/index.html#/ref_as_ptr)
prevents you from directly casting references to pointers, requiring you
to use `std::ptr::from_ref` instead. This prevents you from accidentally
converting an immutable reference into a mutable pointer (`&x as *mut
T`).
- Follow up to #11818, now that our [`rust-version` is
1.77](11817f4ba4/Cargo.toml (L14)).
## Solution
- Enable lint and fix all warnings.
I ported the two existing PCF techniques to the cubemap domain as best I
could. Generally, the technique is to create a 2D orthonormal basis
using Gram-Schmidt normalization, then apply the technique over that
basis. The results look fine, though the shadow bias often needs
adjusting.
For comparison, Unity uses a 4-tap pattern for PCF on point lights of
(1, 1, 1), (-1, -1, 1), (-1, 1, -1), (1, -1, -1). I tried this but
didn't like the look, so I went with the design above, which ports the
2D techniques to the 3D domain. There's surprisingly little material on
point light PCF.
I've gone through every example using point lights and verified that the
shadow maps look fine, adjusting biases as necessary.
Fixes#3628.
---
## Changelog
### Added
* Shadows from point lights now support percentage-closer filtering
(PCF), and as a result look less aliased.
### Changed
* `ShadowFilteringMethod::Castano13` and
`ShadowFilteringMethod::Jimenez14` have been renamed to
`ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal`
respectively.
## Migration Guide
* `ShadowFilteringMethod::Castano13` and
`ShadowFilteringMethod::Jimenez14` have been renamed to
`ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal`
respectively.
# Objective
Fixes#11996
The deprecated shape Quad's flip field role migrated to
StandardMaterial's flip/flipped methods
## Solution
flip/flipping methods of StandardMaterial is applicable to any mesh
---
## Changelog
- Added flip and flipped methods to the StandardMaterial implementation
- Added FLIP_HORIZONTAL, FLIP_VERTICAL, FLIP_X, FLIP_Y, FLIP_Z constants
## Migration Guide
Instead of using `Quad::flip` field, call `flipped(true, false)` method
on the StandardMaterial instance when adding the mesh.
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- The CI tool is slowly getting more difficult to maintain and could use
a bit of refactoring.
## Solution
- Do a first pass of small improvements.
## For Reviewers
This PR is best reviewed commit-by-commit, because I separate it into a
collection of small changes. :)
Currently, `MeshUniform`s are rather large: 160 bytes. They're also
somewhat expensive to compute, because they involve taking the inverse
of a 3x4 matrix. Finally, if a mesh is present in multiple views, that
mesh will have a separate `MeshUniform` for each and every view, which
is wasteful.
This commit fixes these issues by introducing the concept of a *mesh
input uniform* and adding a *mesh uniform building* compute shader pass.
The `MeshInputUniform` is simply the minimum amount of data needed for
the GPU to compute the full `MeshUniform`. Most of this data is just the
transform and is therefore only 64 bytes. `MeshInputUniform`s are
computed during the *extraction* phase, much like skins are today, in
order to avoid needlessly copying transforms around on CPU. (In fact,
the render app has been changed to only store the translation of each
mesh; it no longer cares about any other part of the transform, which is
stored only on the GPU and the main world.) Before rendering, the
`build_mesh_uniforms` pass runs to expand the `MeshInputUniform`s to the
full `MeshUniform`.
The mesh uniform building pass does the following, all on GPU:
1. Copy the appropriate fields of the `MeshInputUniform` to the
`MeshUniform` slot. If a single mesh is present in multiple views, this
effectively duplicates it into each view.
2. Compute the inverse transpose of the model transform, used for
transforming normals.
3. If applicable, copy the mesh's transform from the previous frame for
TAA. To support this, we double-buffer the `MeshInputUniform`s over two
frames and swap the buffers each frame. The `MeshInputUniform`s for the
current frame contain the index of that mesh's `MeshInputUniform` for
the previous frame.
This commit produces wins in virtually every CPU part of the pipeline:
`extract_meshes`, `queue_material_meshes`,
`batch_and_prepare_render_phase`, and especially
`write_batched_instance_buffer` are all faster. Shrinking the amount of
CPU data that has to be shuffled around speeds up the entire rendering
process.
| Benchmark | This branch | `main` | Speedup |
|------------------------|-------------|---------|---------|
| `many_cubes -nfc` | 17.259 | 24.529 | 42.12% |
| `many_cubes -nfc -vpi` | 302.116 | 312.123 | 3.31% |
| `many_foxes` | 3.227 | 3.515 | 8.92% |
Because mesh uniform building requires compute shader, and WebGL 2 has
no compute shader, the existing CPU mesh uniform building code has been
left as-is. Many types now have both CPU mesh uniform building and GPU
mesh uniform building modes. Developers can opt into the old CPU mesh
uniform building by setting the `use_gpu_uniform_builder` option on
`PbrPlugin` to `false`.
Below are graphs of the CPU portions of `many-cubes
--no-frustum-culling`. Yellow is this branch, red is `main`.
`extract_meshes`:
![Screenshot 2024-04-02
124842](https://github.com/bevyengine/bevy/assets/157897/a6748ea4-dd05-47b6-9254-45d07d33cb10)
It's notable that we get a small win even though we're now writing to a
GPU buffer.
`queue_material_meshes`:
![Screenshot 2024-04-02
124911](https://github.com/bevyengine/bevy/assets/157897/ecb44d78-65dc-448d-ba85-2de91aa2ad94)
There's a bit of a regression here; not sure what's causing it. In any
case it's very outweighed by the other gains.
`batch_and_prepare_render_phase`:
![Screenshot 2024-04-02
125123](https://github.com/bevyengine/bevy/assets/157897/4e20fc86-f9dd-4e5c-8623-837e4258f435)
There's a huge win here, enough to make batching basically drop off the
profile.
`write_batched_instance_buffer`:
![Screenshot 2024-04-02
125237](https://github.com/bevyengine/bevy/assets/157897/401a5c32-9dc1-4991-996d-eb1cac6014b2)
There's a massive improvement here, as expected. Note that a lot of it
simply comes from the fact that `MeshInputUniform` is `Pod`. (This isn't
a maintainability problem in my view because `MeshInputUniform` is so
simple: just 16 tightly-packed words.)
## Changelog
### Added
* Per-mesh instance data is now generated on GPU with a compute shader
instead of CPU, resulting in rendering performance improvements on
platforms where compute shaders are supported.
## Migration guide
* Custom render phases now need multiple systems beyond just
`batch_and_prepare_render_phase`. Code that was previously creating
custom render phases should now add a `BinnedRenderPhasePlugin` or
`SortedRenderPhasePlugin` as appropriate instead of directly adding
`batch_and_prepare_render_phase`.
# Objective
- Fixes#12905.
## Solution
- Use proper code `` tags for `TaskPoolBuilder::thread_name`.
- Remove leftover documentation in `TaskPool` referencing the deleted
`TaskPoolInner` struct.
- It may be possible to rephrase this, but I do not know enough about
the task pool to write something. (cc @james7132 who made the change
removing `TaskPoolInner`.)
- Ignore a buggy rustdoc lint that thinks `App` is already in scope for
`UpdateMode` doc. (Extracted from #12692.)
# Objective
- All gizmos APIs besides `gizmos.primitive_3d` use `impl Into<Color>`
as their type for `color`.
## Solution
- This PR changes `primitive_3d()` to use `impl Into<Color>` aswell.
# Objective
- Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials`
with `RenderAssets` to enable implementing changes to one thing,
`RenderAssets`, that applies to all use cases rather than duplicating
changes everywhere for multiple things that should be one thing.
- Adopts #8149
## Solution
- Make RenderAsset generic over the destination type rather than the
source type as in #8149
- Use `RenderAssets<PreparedMaterial<M>>` etc for render materials
---
## Changelog
- Changed:
- The `RenderAsset` trait is now implemented on the destination type.
Its `SourceAsset` associated type refers to the type of the source
asset.
- `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have
been replaced by `RenderAssets<PreparedMaterial<M>>` and similar.
## Migration Guide
- `RenderAsset` is now implemented for the destination type rather that
the source asset type. The source asset type is now the `RenderAsset`
trait's `SourceAsset` associated type.
Allows the user to select a scene to load, then a loading screen is
shown until all assets are loaded, and pipelines compiled.
# Objective
- Fixes#12654
## Solution
- Add desired assets to be monitored to a list.
- While there are assets that are not fully loaded, show a loading
screen.
- Once all assets are loaded, and pipelines compiled, show the scene
that was loaded.
# Objective
- Ongoing work for #10572
- Implement the `Meshable` trait for `Triangle3d`, allowing 3d triangle
primitives to produce meshes.
## Solution
The `Meshable` trait for `Triangle3d` directly produces a `Mesh`, much
like that of `Triangle2d`. The mesh consists only of a single triangle
(the triangle itself), and its vertex data consists of:
- Vertex positions, which are the triangle's vertices themselves (i.e.
the triangle provides its own coordinates in mesh space directly)
- Normals, which are all the normal of the triangle itself
- Indices, which are directly inferred from the vertex order (note that
this is slightly different than `Triangle2d` which, because of its lower
dimension, has an orientation which can be corrected for so that it
always faces "the right way")
- UV coordinates, which are produced as follows:
1. The first coordinate is coincident with the `ab` direction of the
triangle.
2. The second coordinate maps to be perpendicular to the first in mesh
space, so that the UV-mapping is skew-free.
3. The UV-coordinates map to the smallest rectangle possible containing
the triangle, given the preceding constraints.
Here is a visual demonstration; here, the `ab` direction of the triangle
is horizontal, left to right — the point `c` moves, expanding the
bounding rectangle of the triangle when it pushes past `a` or `b`:
<img width="1440" alt="Screenshot 2024-03-23 at 5 36 01 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/bef4d786-7b82-4207-abd4-ac4557d0f8b8">
<img width="1440" alt="Screenshot 2024-03-23 at 5 38 12 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/c0f72b8f-8e70-46fa-a750-2041ba6dfb78">
<img width="1440" alt="Screenshot 2024-03-23 at 5 37 15 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/db287e4f-2b0b-4fd4-8d71-88f4e7a03b7c">
The UV-mapping of `Triangle2d` has also been changed to use the same
logic.
---
## Changelog
- Implemented `Meshable` for `Triangle3d`.
- Changed UV-mapping of `Triangle2d` to match that of `Triangle3d`.
## Migration Guide
The UV-mapping of `Triangle2d` has changed with this PR; the main
difference is that the UVs are no longer dependent on the triangle's
absolute coordinates, but instead follow translations of the triangle
itself in its definition. If you depended on the old UV-coordinates for
`Triangle2d`, then you will have to update affected areas to use the new
ones which, briefly, can be described as follows:
- The first coordinate is parallel to the line between the first two
vertices of the triangle.
- The second coordinate is orthogonal to this, pointing in the direction
of the third point.
Generally speaking, this means that the first two points will have
coordinates `[_, 0.]`, while the third coordinate will be `[_, 1.]`,
with the exact values depending on the position of the third point
relative to the first two. For acute triangles, the first two vertices
always have UV-coordinates `[0., 0.]` and `[1., 0.]` respectively. For
obtuse triangles, the third point will have coordinate `[0., 1.]` or
`[1., 1.]`, with the coordinate of one of the two other points shifting
to maintain proportionality.
For example:
- The default `Triangle2d` has UV-coordinates `[0., 0.]`, `[0., 1.]`,
[`0.5, 1.]`.
- The triangle with vertices `vec2(0., 0.)`, `vec2(1., 0.)`, `vec2(2.,
1.)` has UV-coordinates `[0., 0.]`, `[0.5, 0.]`, `[1., 1.]`.
- The triangle with vertices `vec2(0., 0.)`, `vec2(1., 0.)`, `vec2(-2.,
1.)` has UV-coordinates `[2./3., 0.]`, `[1., 0.]`, `[0., 1.]`.
## Discussion
### Design considerations
1. There are a number of ways to UV-map a triangle (at least two of
which are fairly natural); for instance, we could instead declare the
second axis to be essentially `bc` so that the vertices are always `[0.,
0.]`, `[0., 1.]`, and `[1., 0.]`. I chose this method instead because it
is skew-free, so that the sampling from textures has only bilinear
scaling. I think this is better for cases where a relatively "uniform"
texture is mapped to the triangle, but it's possible that we might want
to support the other thing in the future. Thankfully, we already have
the capability of easily expanding to do that with Builders if the need
arises. This could also allow us to provide things like barycentric
subdivision.
2. Presently, the mesh-creation code for `Triangle3d` is set up to never
fail, even in the case that the triangle is degenerate. I have mixed
feelings about this, but none of our other primitive meshes fail, so I
decided to take the same approach. Maybe this is something that could be
worth revisiting in the future across the board.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jakub Marcowski <37378746+Chubercik@users.noreply.github.com>
# Objective
Minimize the number of dependencies low in the tree.
## Solution
* Remove the dependency on rustc-hash in bevy_ecs (not used) and
bevy_macro_utils (only used in one spot).
* Deduplicate the dependency on `sha1_smol` with the existing blake3
dependency already being used for bevy_asset.
* Remove the unused `ron` dependency on `bevy_app`
* Make the `serde` dependency for `bevy_ecs` optional. It's only used
for serializing Entity.
* Change the `wgpu` dependency to `wgpu-types`, and make it optional for
`bevy_color`.
* Remove the unused `thread-local` dependency on `bevy_render`.
* Make multiple dependencies for `bevy_tasks` optional and enabled only
when running with the `multi-threaded` feature. Preferably they'd be
disabled all the time on wasm, but I couldn't find a clean way to do
this.
---
## Changelog
TODO
## Migration Guide
TODO
# Objective
- Example `compute_shader_game_of_life` is random and not following the
rules of the game of life: at each steps, it randomly reads some pixel
of the current step and some of the previous step instead of only from
the previous step
- Fixes#9353
## Solution
- Adopted from #9678
- Added a switch of the texture displayed every frame otherwise the game
of life looks wrong
- Added a way to display the texture bigger so that I could manually
check everything was right
---------
Co-authored-by: Sludge <96552222+SludgePhD@users.noreply.github.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Fixed a bug where skybox ddsfile would crash from wgpu while trying to
read past the file buffer.
Added a unit-test to prevent regression.
Bumped ddsfile dependency version to 0.5.2
# Objective
Prevents a crash when loading dds skybox.
## Solution
ddsfile already automatically sets array layers to be 6 for skyboxes.
Removed bevy's extra *= 6 multiplication.
---
This is a copy of
[#12598](https://github.com/bevyengine/bevy/pull/12598) ... I made that
one off of main and wasn't able to make more pull requests without
making a new branch.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Fixes#12411
- Add an example demonstrating the usage of asset meta files.
## Solution
- Add a new example displaying a basic scene of three pixelated images
- Apply a .meta file to one of the assets setting Nearest filtering
- Use AssetServer::load_with_settings on the last one as another way to
achieve the same effect
- The result is one blurry image and two crisp images demonstrating a
common scenario in which changing settings are useful.
# Objective
- It's pretty common for users to want to read data back from the gpu
and into the main world
## Solution
- Add a simple example that shows how to read data back from the gpu and
send it to the main world using a channel.
- The example is largely based on this wgpu example but adapted to bevy
-
fb305b85f6/examples/src/repeated_compute/mod.rs
---------
Co-authored-by: stormy <120167078+stowmyy@users.noreply.github.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
- Fix a potential out-of-bounds access in the `pbr_functions.wgsl`
shader.
## Solution
- Correctly compute the `GpuLights::directional_lights` array length.
## Comments
I think this solves this comment in the code, but need someone to test
it:
```rust
//NOTE: When running bevy on Adreno GPU chipsets in WebGL, any value above 1 will result in a crash
// when loading the wgsl "pbr_functions.wgsl" in the function apply_fog.
```
# Objective
- Attempts to solve two items from
https://github.com/bevyengine/bevy/issues/11478.
## Solution
- Moved `intern` module from `bevy_utils` into `bevy_ecs` crate and
updated all relevant imports.
- Moved `label` module from `bevy_utils` into `bevy_ecs` crate and
updated all relevant imports.
---
## Migration Guide
- Replace `bevy_utils::define_label` imports with
`bevy_ecs::define_label` imports.
- Replace `bevy_utils:🏷️:DynEq` imports with
`bevy_ecs:🏷️:DynEq` imports.
- Replace `bevy_utils:🏷️:DynHash` imports with
`bevy_ecs:🏷️:DynHash` imports.
- Replace `bevy_utils::intern::Interned` imports with
`bevy_ecs::intern::Interned` imports.
- Replace `bevy_utils::intern::Internable` imports with
`bevy_ecs::intern::Internable` imports.
- Replace `bevy_utils::intern::Interner` imports with
`bevy_ecs::intern::Interner` imports.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Make `ReflectComponent::apply`, `ReflectComponent::reflect_mut` and
`ReflectBundle::apply` work with `EntityMut` too (currently they only
work with the more restricting `EntityWorldMut`);
- Note: support for the `Filtered*` variants has been left out since the
conversion in that case is more expensive. Let me know if I should add
support for them too.
## Solution
- Make `ReflectComponent::apply`, `ReflectComponent::reflect_mut` and
`ReflectBundle::apply` take an `impl Into<EntityMut<'a>>`;
- Make the corresponding `*Fns` function pointers take a `EntityMut`.
---
## Changelog
- `ReflectComponent::apply`, `ReflectComponent::reflect_mut` and
`ReflectBundle::apply` now accept `EntityMut` as well
## Migration Guide
- `ReflectComponentFns`'s `apply` and `reflect_mut` fields now take
`EntityMut` instead of `&mut EntityWorldMut`
- `ReflectBundleFns`'s `apply` field now takes `EntityMut` instead of
`&mut EntityWorldMut`
# Objective
- Upload previous frame's inverse_view matrix to the GPU for use with
https://github.com/bevyengine/bevy/pull/12898.
---
## Changelog
- Added `prepass_bindings::previous_view_uniforms.inverse_view`.
- Renamed `prepass_bindings::previous_view_proj` to
`prepass_bindings::previous_view_uniforms.view_proj`.
- Renamed `PreviousViewProjectionUniformOffset` to
`PreviousViewUniformOffset`.
- Renamed `PreviousViewProjection` to `PreviousViewData`.
## Migration Guide
- Renamed `prepass_bindings::previous_view_proj` to
`prepass_bindings::previous_view_uniforms.view_proj`.
- Renamed `PreviousViewProjectionUniformOffset` to
`PreviousViewUniformOffset`.
- Renamed `PreviousViewProjection` to `PreviousViewData`.
# Objective
make morph targets and tonemapping more tolerant of delayed image
loading.
neither of these actually fail currently unless using a bespoke loader
(and even then it would be rare), but i am working on adding throttling
for asset gpu uploads (as a stopgap until we can do proper asset
streaming) and they break with that.
## Solution
when a mesh with morph targets is uploaded to the gpu, the prepare
function uploads the morph target texture if it's available, otherwise
it uploads without morph targets. this is generally fine as long as
morph targets are typically loaded from bytes (in gltf loader), but may
fail for a custom loader if the asset server async-loads the target
texture and the texture is not available yet. the mesh fails to render
and doesn't update when the image is loaded
-> if morph targets are specified but not ready yet, retry mesh upload
next frame
tonemapping `unwrap`s on the lookup table image. this is never a problem
since the image is added via `include_bytes!`, but could be a problem in
future with asset gpu throttling/streaming.
-> if the lookup texture is not yet available, use a fallback
-> in the node, check if the fallback was used before caching the bind
group
# Objective
- Implement `From<&'w mut EntityMut>` for `EntityMut<'w>`;
- Make it possible to pass `&mut EntityMut` where `impl Into<EntityMut>`
is required;
- Helps with #12895.
## Solution
- Implement `From<&'w mut EntityMut>` for `EntityMut<'w>`
---
## Changelog
- `EntityMut<'w>` now implements `From<&'w mut EntityMut>`
# Objective
- When viewport is set to the same size as the window on creation, when
adjusting to SizedFullscreen, the window may be smaller than the
viewport for a moment, which caused the arguments to be invalid and
panic.
- Fixes#12000.
## Solution
- The fix consists of matching the size of the viewport to the lower
size of the window ( if the x value of the window is lower, I update
only the x value of the viewport, same for the y value). Also added a
test to show that it does not panic anymore.
---
# Objective
- #12791 broke example `irradiance_volumes`
- Fixes#12876
```
wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `pbr_opaque_mesh_pipeline`
Color state [0] is invalid
Sample count 8 is not supported by format Rgba8UnormSrgb on this device. The WebGPU spec guarentees [1, 4] samples are supported by this format. With the TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES feature your device supports [1, 2, 4].
```
## Solution
- Shift bits a bit more
# Objective
- Add a way to easily get currently waiting pipelines IDs.
## Solution
- Added a method to get waiting pipelines `CachedPipelineId`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Since BufferVec was first introduced, `bytemuck` has added additional
traits with fewer restrictions than `Pod`. Within BufferVec, we only
rely on the constraints of `bytemuck::cast_slice` to a `u8` slice, which
now only requires `T: NoUninit` which is a strict superset of `Pod`
types.
## Solution
Change out the `Pod` generic type constraint with `NoUninit`. Also
taking the opportunity to substitute `cast_slice` with
`must_cast_slice`, which avoids a runtime panic in place of a compile
time failure if `T` cannot be used.
---
## Changelog
Changed: `BufferVec` now supports working with types containing
`NoUninit` but not `Pod` members.
Changed: `BufferVec` will now fail to compile if used with a type that
cannot be safely read from. Most notably, this includes ZSTs, which
would previously always panic at runtime.
# Objective
Augment Bevy's random sampling capabilities by providing good tools for
producing random directions and rotations.
## Solution
The `rand` crate has a natural tool for providing `Distribution`s whose
output is a type that doesn't require any additional data to sample
values — namely,
[`Standard`](https://docs.rs/rand/latest/rand/distributions/struct.Standard.html).
Here, our existing `ShapeSample` implementations have been put to good
use in providing these, resulting in patterns like the following:
```rust
// Using thread-local rng
let random_direction1: Dir3 = random();
// Using an explicit rng
let random_direction2: Dir3 = rng.gen();
// Using an explicit rng coupled explicitly with Standard
let random_directions: Vec<Dir3> = rng.sample_iter(Standard).take(5).collect();
```
Furthermore, we have introduced a trait `FromRng` which provides sugar
for `rng.gen()` that is more namespace-friendly (in this author's
opinion):
```rust
let random_direction = Dir3::from_rng(rng);
```
The types this has been implemented for are `Dir2`, `Dir3`, `Dir3A`, and
`Quat`. Notably, `Quat` uses `glam`'s implementation rather than an
in-house one, and as a result, `bevy_math`'s "rand" feature now enables
that of `glam`.
---
## Changelog
- Created `standard` submodule in `sampling` to hold implementations and
other items related to the `Standard` distribution.
- "rand" feature of `bevy_math` now enables that of `glam`.
---
## Discussion
From a quick glance at `Quat`'s distribution implementation in `glam`, I
am a bit suspicious, since it is simple and doesn't match any algorithm
that I came across in my research. I will do a little more digging as a
follow-up to this and see if it's actually uniform (maybe even using
those tools I wrote — what a thrill).
As an aside, I'd also like to say that I think
[`Distribution`](https://docs.rs/rand/latest/rand/distributions/trait.Distribution.html)
is really, really good. It integrates with distributions provided
externally (e.g. in `rand` itself and its extensions) along with doing a
good job of isolating the source of randomness, so that output can be
reliably reproduced if need be. Finally, `Distribution::sample_iter` is
quite good for ergonomically acquiring lots of random values. At one
point I found myself writing traits to describe random sampling and
essentially reinvented this one. I just think it's good, and I think
it's worth centralizing around to a significant extent.
# Objective
See https://github.com/gfx-rs/wgpu/issues/5488 for context and
rationale.
## Solution
- Disables `wgpu::Features::RAY_QUERY` and
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE` by default. They
must be explicitly opted into now.
---
## Changelog
- Disables `wgpu::Features::RAY_QUERY` and
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE` by default. They
must be explicitly opted into now.
## Migration Guide
- If you need `wgpu::Features::RAY_QUERY` or
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE`, enable them
explicitly using `WgpuSettings::features`
# Objective
- Fix#7303
- bevy would spawn a lot of tasks in parallel iteration when it matchs a
large storage and many small storage ,it significantly increase the
overhead of schedule.
## Solution
- collect small storage into one task
# Objective
- There is a little mistake in a line comment.
## Solution
- Fixed the comment to correctly describe what happens in the documented
calculation.
# Objective
Fix#11931
## Solution
- Make stepping a non-default feature
- Adjust documentation and examples
- In particular, make the breakout example not show the stepping prompt
if compiled without the feature (shows a log message instead)
---
## Changelog
- Removed `bevy_debug_stepping` from default features
## Migration Guide
The system-by-system stepping feature is now disabled by default; to use
it, enable the `bevy_debug_stepping` feature explicitly:
```toml
[dependencies]
bevy = { version = "0.14", features = ["bevy_debug_stepping"] }
```
Code using
[`Stepping`](https://docs.rs/bevy/latest/bevy/ecs/schedule/struct.Stepping.html)
will still compile with the feature disabled, but will print a runtime
error message to the console if the application attempts to enable
stepping.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
A help thread on discord asked how to use signed URLs for assets. This
currently fails because the query parameters are included in the
extension, which causes no suitable loader to be found:
```
Failed to load asset 'http://localhost:4566/dev/1711921849174.jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject' with asset loader 'bevy_render::texture::image_loader::ImageLoader':
Could not load texture file: Error reading image file localhost:4566/dev/1711921849174.jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject: invalid image extension: jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject, this is an error in `bevy_render`.
```
## Solution
Make `get_full_extension` remove everything after the first `?`
character.
If this is accepted then it should also be documented in `AssetPath`
that extensions cannot include question marks.
An alternative is to special case this handling only for wasm, but that
would be annoying for the
[bevy_web_asset](https://github.com/johanhelsing/bevy_web_asset) plugin,
and in my opinion also just more confusing overall.
# Objective
- Remove `close_on_esc`
- For context about why we are removing it see:
[discord](https://discordapp.com/channels/691052431525675048/692572690833473578/1225075194524073985)
## Migration Guide
- Users who added `close_on_esc` in their application will have to
replace it with their own solution.
```rust
pub fn close_on_esc(
mut commands: Commands,
focused_windows: Query<(Entity, &Window)>,
input: Res<ButtonInput<KeyCode>>,
) {
for (window, focus) in focused_windows.iter() {
if !focus.focused {
continue;
}
if input.just_pressed(KeyCode::Escape) {
commands.entity(window).despawn();
}
}
}
```
# Objective
- Add `remove_by_id` method to `EntityWorldMut` and `EntityCommands`
- This is a duplicate of the awesome work by @mateuseap, last updated
04/09/23 - #9663
- I'm opening a second one to ensure the feature makes it into `0.14`
- Fixes#9261
## Solution
Almost identical to #9663 with three exceptions
- Uses a closure instead of struct for commands, consistent with other
similar commands
- Does not refactor `EntityCommands::insert`, so no migration guide
- `EntityWorldMut::remove_by_id` is now safe containing unsafe blocks, I
think thats what @SkiFire13 was indicating should happen [in this
comment](https://github.com/bevyengine/bevy/pull/9663#discussion_r1314307525)
## Changelog
- Added `EntityWorldMut::remove_by_id` method and its tests.
- Added `EntityCommands::remove_by_id` method and its tests.
---------
Co-authored-by: James Liu <contact@jamessliu.com>