Currently `tracy` interprets the entire trace as one frame because the marker for frames isn't being recorded.
~~When an event with `tracy.trace_marker=true` is recorded, `tracing-tracy` will mark the frame as finished:
<aa0b96b2ae/tracing-tracy/src/lib.rs (L240)>~~
~~Unfortunately this leads to~~
```rs
INFO bevy_app:frame: bevy_app::app: finished frame tracy.frame_mark=true
```
~~being printed every frame (we can't use DEBUG because bevy_log sets `max_release_level_info`.~~
Instead of emitting an event that gets logged every frame, we can depend on tracy-client itself and call `finish_continuous_frame!();`
# Objective
- Support compressed textures including 'universal' formats (ETC1S, UASTC) and transcoding of them to
- Support `.dds`, `.ktx2`, and `.basis` files
## Solution
- Fixes https://github.com/bevyengine/bevy/issues/3608 Look there for more details.
- Note that the functionality is all enabled through non-default features. If it is desirable to enable some by default, I can do that.
- The `basis-universal` crate, used for `.basis` file support and for transcoding, is built on bindings against a C++ library. It's not feasible to rewrite in Rust in a short amount of time. There are no Rust alternatives of which I am aware and it's specialised code. In its current state it doesn't support the wasm target, but I don't know for sure. However, it is possible to build the upstream C++ library with emscripten, so there is perhaps a way to add support for web too with some shenanigans.
- There's no support for transcoding from BasisLZ/ETC1S in KTX2 files as it was quite non-trivial to implement and didn't feel important given people could use `.basis` files for ETC1S.
# Objective
The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.
## Solution
I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.
~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_
## Remaining work
- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)
## Remaining questions
- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Our crevice is still called "crevice", which we can't use for a release
- Users would need to use our "crevice" directly to be able to use the derive macro
## Solution
- Rename crevice to bevy_crevice, and crevice-derive to bevy-crevice-derive
- Re-export it from bevy_render, and use it from bevy_render everywhere
- Fix derive macro to work either from bevy_render, from bevy_crevice, or from bevy
## Remaining
- It is currently re-exported as `bevy::render::bevy_crevice`, is it the path we want?
- After a brief suggestion to Cart, I changed the version to follow Bevy version instead of crevice, do we want that?
- Crevice README.md need to be updated
- in the `Cargo.toml`, there are a few things to change. How do we want to change them? How do we keep attributions to original Crevice?
```
authors = ["Lucien Greathouse <me@lpghatguy.com>"]
documentation = "https://docs.rs/crevice"
homepage = "https://github.com/LPGhatguy/crevice"
repository = "https://github.com/LPGhatguy/crevice"
```
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
### Problem
- shader processing errors are not displayed
- during hot reloading when encountering a shader with errors, the whole app crashes
### Solution
- log `error!`s for shader processing errors
- when `cfg(debug_assertions)` is enabled (i.e. you're running in `debug` mode), parse shaders before passing them to wgpu. This lets us handle errors early.
# Objective
- 3d examples fail to run in webgl2 because of unsupported texture formats or texture too large
## Solution
- switch to supported formats if a feature is enabled. I choose a feature instead of a build target to not conflict with a potential webgpu support
Very inspired by 6813b2edc5, and need #3290 to work.
I named the feature `webgl2`, but it's only needed if one want to use PBR in webgl2. Examples using only 2D already work.
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
Fixes#3352Fixes#3208
## Solution
- Update wgpu to 0.12
- Update naga to 0.8
- Resolve compilation errors
- Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it)
- Replace `elseif` with `else if` in pbr.wgsl
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
# Objective
- Update vendor crevice to have the latest update from crevice 0.8.0
- Using https://github.com/ElectronicRU/crevice/tree/arrays which has the changes to make arrays work
## Solution
- Also updated glam and hexasphere to only have one version of glam
- From the original PR, using crevice to write GLSL code containing arrays would probably not work but it's not something used by Bevy
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).
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.
* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
* Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive.
* People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach.
* I like keeping the root clean and noise free
* There is precedent for putting the apache and mit license text in sub folders (amethyst)
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.
As a follow-up we should update the website to properly describe the new license.
Closes#2373
This was tested using cargo generate-lockfile -Zminimal-versions.
The following indirect dependencies also have minimal version
dependencies. For at least num, rustc-serialize and rand this is
necessary to compile on rustc versions that are not older than 1.0.
* num = "0.1.27"
* rustc-serialize = "0.3.20"
* termcolor = "1.0.4"
* libudev-sys = "0.1.1"
* rand = "0.3.14"
* ab_glyph = "0.2.7
Based on https://github.com/bevyengine/bevy/pull/2455
# Objective
Reduce compilation time
# Solution
Remove unused dependencies. While this PR doesn't remove any crates from `Cargo.lock`, it may unlock more build parallelism.