#[cfg(target_pointer_width = "16")] compile_error!("bevy_render cannot compile for a 16-bit platform."); extern crate core; pub mod camera; pub mod color; pub mod extract_component; mod extract_param; pub mod extract_resource; pub mod globals; pub mod mesh; pub mod pipelined_rendering; pub mod primitives; pub mod render_asset; pub mod render_graph; pub mod render_phase; pub mod render_resource; pub mod renderer; pub mod settings; mod spatial_bundle; pub mod texture; pub mod view; use bevy_hierarchy::ValidParentCheckPlugin; pub use extract_param::Extract; pub mod prelude { #[doc(hidden)] pub use crate::{ camera::{Camera, OrthographicProjection, PerspectiveProjection, Projection}, color::Color, mesh::{shape, Mesh}, render_resource::Shader, spatial_bundle::SpatialBundle, texture::{Image, ImagePlugin}, view::{ComputedVisibility, Msaa, Visibility, VisibilityBundle}, }; } use bevy_window::{PrimaryWindow, RawHandleWrapper}; use globals::GlobalsPlugin; pub use once_cell; use crate::{ camera::CameraPlugin, mesh::MeshPlugin, render_resource::{PipelineCache, Shader, ShaderLoader}, renderer::{render_system, RenderInstance}, settings::WgpuSettings, view::{ViewPlugin, WindowRenderPlugin}, }; use bevy_app::{App, AppLabel, Plugin, SubApp}; use bevy_asset::{AddAsset, AssetServer}; use bevy_ecs::{prelude::*, system::SystemState}; use bevy_utils::tracing::debug; use std::{ any::TypeId, ops::{Deref, DerefMut}, }; /// Contains the default Bevy rendering backend based on wgpu. #[derive(Default)] pub struct RenderPlugin { pub wgpu_settings: WgpuSettings, } /// The labels of the default App rendering stages. #[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)] pub enum RenderStage { /// Extract data from the "app world" and insert it into the "render world". /// This step should be kept as short as possible to increase the "pipelining potential" for /// running the next frame while rendering the current frame. Extract, /// A stage for applying the commands from the [`Extract`] stage ExtractCommands, /// Prepare render resources from the extracted data for the GPU. Prepare, /// Create [`BindGroups`](crate::render_resource::BindGroup) that depend on /// [`Prepare`](RenderStage::Prepare) data and queue up draw calls to run during the /// [`Render`](RenderStage::Render) stage. Queue, // TODO: This could probably be moved in favor of a system ordering abstraction in Render or Queue /// Sort the [`RenderPhases`](crate::render_phase::RenderPhase) here. PhaseSort, /// Actual rendering happens here. /// In most cases, only the render backend should insert resources here. Render, /// Cleanup render resources here. Cleanup, } /// Resource for holding the extract stage of the rendering schedule. #[derive(Resource)] pub struct ExtractStage(pub SystemStage); /// The simulation [`World`] of the application, stored as a resource. /// This resource is only available during [`RenderStage::Extract`] and not /// during command application of that stage. /// See [`Extract`] for more details. #[derive(Resource, Default)] pub struct MainWorld(World); /// The Render App World. This is only available as a resource during the Extract step. #[derive(Resource, Default)] pub struct RenderWorld(World); impl Deref for MainWorld { type Target = World; fn deref(&self) -> &Self::Target { &self.0 } } impl DerefMut for MainWorld { fn deref_mut(&mut self) -> &mut Self::Target { &mut self.0 } } pub mod main_graph { pub mod node { pub const CAMERA_DRIVER: &str = "camera_driver"; } } /// A Label for the rendering sub-app. #[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)] pub struct RenderApp; impl Plugin for RenderPlugin { /// Initializes the renderer, sets up the [`RenderStage`](RenderStage) and creates the rendering sub-app. fn build(&self, app: &mut App) { app.add_asset::() .add_debug_asset::() .init_asset_loader::() .init_debug_asset_loader::(); let mut system_state: SystemState>> = SystemState::new(&mut app.world); let primary_window = system_state.get(&app.world); if let Some(backends) = self.wgpu_settings.backends { let instance = wgpu::Instance::new(backends); let surface = primary_window.get_single().ok().map(|wrapper| unsafe { // SAFETY: Plugins should be set up on the main thread. let handle = wrapper.get_handle(); instance.create_surface(&handle) }); let request_adapter_options = wgpu::RequestAdapterOptions { power_preference: self.wgpu_settings.power_preference, compatible_surface: surface.as_ref(), ..Default::default() }; let (device, queue, adapter_info, render_adapter) = futures_lite::future::block_on(renderer::initialize_renderer( &instance, &self.wgpu_settings, &request_adapter_options, )); debug!("Configured wgpu adapter Limits: {:#?}", device.limits()); debug!("Configured wgpu adapter Features: {:#?}", device.features()); app.insert_resource(device.clone()) .insert_resource(queue.clone()) .insert_resource(adapter_info.clone()) .insert_resource(render_adapter.clone()) .init_resource::(); let pipeline_cache = PipelineCache::new(device.clone()); let asset_server = app.world.resource::().clone(); let mut render_app = App::empty(); let mut extract_stage = SystemStage::parallel().with_system(PipelineCache::extract_shaders); // Get the ComponentId for MainWorld. This does technically 'waste' a `WorldId`, but that's probably fine render_app.init_resource::(); render_app.world.remove_resource::(); let main_world_in_render = render_app .world .components() .get_resource_id(TypeId::of::()); // `Extract` systems must read from the main world. We want to emit an error when that doesn't occur // Safe to unwrap: Ensured it existed just above extract_stage.set_must_read_resource(main_world_in_render.unwrap()); // don't apply buffers when the stage finishes running // extract stage runs on the render world, but buffers are applied // after access to the main world is removed // See also https://github.com/bevyengine/bevy/issues/5082 extract_stage.set_apply_buffers(false); // This stage applies the commands from the extract stage while the render schedule // is running in parallel with the main app. let mut extract_commands_stage = SystemStage::parallel(); extract_commands_stage.add_system(apply_extract_commands.at_start()); render_app .add_stage(RenderStage::Extract, extract_stage) .add_stage(RenderStage::ExtractCommands, extract_commands_stage) .add_stage(RenderStage::Prepare, SystemStage::parallel()) .add_stage(RenderStage::Queue, SystemStage::parallel()) .add_stage(RenderStage::PhaseSort, SystemStage::parallel()) .add_stage( RenderStage::Render, SystemStage::parallel() // Note: Must run before `render_system` in order to // processed newly queued pipelines. .with_system(PipelineCache::process_pipeline_queue_system) .with_system(render_system.at_end()), ) .add_stage( RenderStage::Cleanup, SystemStage::parallel().with_system(World::clear_entities.at_end()), ) .init_resource::() .insert_resource(RenderInstance(instance)) .insert_resource(device) .insert_resource(queue) .insert_resource(render_adapter) .insert_resource(adapter_info) .insert_resource(pipeline_cache) .insert_resource(asset_server); let (sender, receiver) = bevy_time::create_time_channels(); app.insert_resource(receiver); render_app.insert_resource(sender); app.insert_sub_app(RenderApp, SubApp::new(render_app, move |app_world, render_app| { #[cfg(feature = "trace")] let _render_span = bevy_utils::tracing::info_span!("extract main app to render subapp").entered(); { #[cfg(feature = "trace")] let _stage_span = bevy_utils::tracing::info_span!("stage", name = "reserve_and_flush") .entered(); // reserve all existing app entities for use in render_app // they can only be spawned using `get_or_spawn()` let total_count = app_world.entities().total_count(); assert_eq!( render_app.world.entities().len(), 0, "An entity was spawned after the entity list was cleared last frame and before the extract stage began. This is not supported", ); // This is safe given the clear_entities call in the past frame and the assert above unsafe { render_app .world .entities_mut() .flush_and_reserve_invalid_assuming_no_entities(total_count); } } { #[cfg(feature = "trace")] let _stage_span = bevy_utils::tracing::info_span!("stage", name = "extract").entered(); // extract extract(app_world, render_app); } })); } app.add_plugin(ValidParentCheckPlugin::::default()) .add_plugin(WindowRenderPlugin) .add_plugin(CameraPlugin) .add_plugin(ViewPlugin) .add_plugin(MeshPlugin) .add_plugin(GlobalsPlugin); app.register_type::() .register_type::() .register_type::() .register_type::() .register_type::(); } fn setup(&self, app: &mut App) { if let Ok(render_app) = app.get_sub_app_mut(RenderApp) { // move the extract stage to a resource so render_app.run() does not run it. let stage = render_app .schedule .remove_stage(RenderStage::Extract) .unwrap() .downcast::() .unwrap(); render_app.world.insert_resource(ExtractStage(*stage)); } } } /// A "scratch" world used to avoid allocating new worlds every frame when /// swapping out the [`MainWorld`] for [`RenderStage::Extract`]. #[derive(Resource, Default)] struct ScratchMainWorld(World); /// Executes the [`Extract`](RenderStage::Extract) stage of the renderer. /// This updates the render world with the extracted ECS data of the current frame. fn extract(app_world: &mut World, render_app: &mut App) { render_app .world .resource_scope(|render_world, mut extract_stage: Mut| { // temporarily add the app world to the render world as a resource let scratch_world = app_world.remove_resource::().unwrap(); let inserted_world = std::mem::replace(app_world, scratch_world.0); render_world.insert_resource(MainWorld(inserted_world)); extract_stage.0.run(render_world); // move the app world back, as if nothing happened. let inserted_world = render_world.remove_resource::().unwrap(); let scratch_world = std::mem::replace(app_world, inserted_world.0); app_world.insert_resource(ScratchMainWorld(scratch_world)); }); } // system for render app to apply the extract commands fn apply_extract_commands(world: &mut World) { world.resource_scope(|world, mut extract_stage: Mut| { extract_stage.0.apply_buffers(world); }); }