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3 commits
Author | SHA1 | Message | Date | |
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Carter Anderson
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ffecb05a0a |
Replace old renderer with new renderer (#3312)
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. |
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Carter Anderson
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2e79951659 |
Shader Imports. Decouple Mesh logic from PBR (#3137)
## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132 |
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Carter Anderson
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015617a774 |
Pipeline Specialization, Shader Assets, and Shader Preprocessing (#3031)
## New Features This adds the following to the new renderer: * **Shader Assets** * Shaders are assets again! Users no longer need to call `include_str!` for their shaders * Shader hot-reloading * **Shader Defs / Shader Preprocessing** * Shaders now support `# ifdef NAME`, `# ifndef NAME`, and `# endif` preprocessor directives * **Bevy RenderPipelineDescriptor and RenderPipelineCache** * Bevy now provides its own `RenderPipelineDescriptor` and the wgpu version is now exported as `RawRenderPipelineDescriptor`. This allows users to define pipelines with `Handle<Shader>` instead of needing to manually compile and reference `ShaderModules`, enables passing in shader defs to configure the shader preprocessor, makes hot reloading possible (because the descriptor can be owned and used to create new pipelines when a shader changes), and opens the doors to pipeline specialization. * The `RenderPipelineCache` now handles compiling and re-compiling Bevy RenderPipelineDescriptors. It has internal PipelineLayout and ShaderModule caches. Users receive a `CachedPipelineId`, which can be used to look up the actual `&RenderPipeline` during rendering. * **Pipeline Specialization** * This enables defining per-entity-configurable pipelines that specialize on arbitrary custom keys. In practice this will involve specializing based on things like MSAA values, Shader Defs, Bind Group existence, and Vertex Layouts. * Adds a `SpecializedPipeline` trait and `SpecializedPipelines<MyPipeline>` resource. This is a simple layer that generates Bevy RenderPipelineDescriptors based on a custom key defined for the pipeline. * Specialized pipelines are also hot-reloadable. * This was the result of experimentation with two different approaches: 1. **"generic immediate mode multi-key hash pipeline specialization"** * breaks up the pipeline into multiple "identities" (the core pipeline definition, shader defs, mesh layout, bind group layout). each of these identities has its own key. looking up / compiling a specific version of a pipeline requires composing all of these keys together * the benefit of this approach is that it works for all pipelines / the pipeline is fully identified by the keys. the multiple keys allow pre-hashing parts of the pipeline identity where possible (ex: pre compute the mesh identity for all meshes) * the downside is that any per-entity data that informs the values of these keys could require expensive re-hashes. computing each key for each sprite tanked bevymark performance (sprites don't actually need this level of specialization yet ... but things like pbr and future sprite scenarios might). * this is the approach rafx used last time i checked 2. **"custom key specialization"** * Pipelines by default are not specialized * Pipelines that need specialization implement a SpecializedPipeline trait with a custom key associated type * This allows specialization keys to encode exactly the amount of information required (instead of needing to be a combined hash of the entire pipeline). Generally this should fit in a small number of bytes. Per-entity specialization barely registers anymore on things like bevymark. It also makes things like "shader defs" way cheaper to hash because we can use context specific bitflags instead of strings. * Despite the extra trait, it actually generally makes pipeline definitions + lookups simpler: managing multiple keys (and making the appropriate calls to manage these keys) was way more complicated. * I opted for custom key specialization. It performs better generally and in my opinion is better UX. Fortunately the way this is implemented also allows for custom caches as this all builds on a common abstraction: the RenderPipelineCache. The built in custom key trait is just a simple / pre-defined way to interact with the cache ## Callouts * The SpecializedPipeline trait makes it easy to inherit pipeline configuration in custom pipelines. The changes to `custom_shader_pipelined` and the new `shader_defs_pipelined` example illustrate how much simpler it is to define custom pipelines based on the PbrPipeline. * The shader preprocessor is currently pretty naive (it just uses regexes to process each line). Ultimately we might want to build a more custom parser for more performance + better error handling, but for now I'm happy to optimize for "easy to implement and understand". ## Next Steps * Port compute pipelines to the new system * Add more preprocessor directives (else, elif, import) * More flexible vertex attribute specialization / enable cheaply specializing on specific mesh vertex layouts |