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This is a continuation of this PR: #8062 # Objective - Reorder render schedule sets to allow data preparation when phase item order is known to support improved batching - Part of the batching/instancing etc plan from here: https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074 - The original idea came from @inodentry and proved to be a good one. Thanks! - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new ordering ## Solution - Move `Prepare` and `PrepareFlush` after `PhaseSortFlush` - Add a `PrepareAssets` set that runs in parallel with other systems and sets in the render schedule. - Put prepare_assets systems in the `PrepareAssets` set - If explicit dependencies are needed on Mesh or Material RenderAssets then depend on the appropriate system. - Add `ManageViews` and `ManageViewsFlush` sets between `ExtractCommands` and Queue - Move `queue_mesh*_bind_group` to the Prepare stage - Rename them to `prepare_` - Put systems that prepare resources (buffers, textures, etc.) into a `PrepareResources` set inside `Prepare` - Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set after `PrepareResources` - Move `prepare_lights` to the `ManageViews` set - `prepare_lights` creates views and this must happen before `Queue` - This system needs refactoring to stop handling all responsibilities - Gather lights, sort, and create shadow map views. Store sorted light entities in a resource - Remove `BatchedPhaseItem` - Replace `batch_range` with `batch_size` representing how many items to skip after rendering the item or to skip the item entirely if `batch_size` is 0. - `queue_sprites` has been split into `queue_sprites` for queueing phase items and `prepare_sprites` for batching after the `PhaseSort` - `PhaseItem`s are still inserted in `queue_sprites` - After sorting adjacent compatible sprite phase items are accumulated into `SpriteBatch` components on the first entity of each batch, containing a range of vertex indices. The associated `PhaseItem`'s `batch_size` is updated appropriately. - `SpriteBatch` items are then drawn skipping over the other items in the batch based on the value in `batch_size` - A very similar refactor was performed on `bevy_ui` --- ## Changelog Changed: - Reordered and reworked render app schedule sets. The main change is that data is extracted, queued, sorted, and then prepared when the order of data is known. - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the reordering. ## Migration Guide - Assets such as materials and meshes should now be created in `PrepareAssets` e.g. `prepare_assets<Mesh>` - Queueing entities to `RenderPhase`s continues to be done in `Queue` e.g. `queue_sprites` - Preparing resources (textures, buffers, etc.) should now be done in `PrepareResources`, e.g. `prepare_prepass_textures`, `prepare_mesh_uniforms` - Prepare bind groups should now be done in `PrepareBindGroups` e.g. `prepare_mesh_bind_group` - Any batching or instancing can now be done in `Prepare` where the order of the phase items is known e.g. `prepare_sprites` ## Next Steps - Introduce some generic mechanism to ensure items that can be batched are grouped in the phase item order, currently you could easily have `[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching. - Investigate improved orderings for building the MeshUniform buffer - Implementing batching across the rest of bevy --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
35 lines
1.2 KiB
TOML
35 lines
1.2 KiB
TOML
[package]
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name = "bevy_pbr"
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version = "0.12.0-dev"
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edition = "2021"
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description = "Adds PBR rendering to Bevy Engine"
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homepage = "https://bevyengine.org"
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repository = "https://github.com/bevyengine/bevy"
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license = "MIT OR Apache-2.0"
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keywords = ["bevy"]
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[features]
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webgl = []
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[dependencies]
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# bevy
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bevy_app = { path = "../bevy_app", version = "0.12.0-dev" }
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bevy_asset = { path = "../bevy_asset", version = "0.12.0-dev" }
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bevy_core_pipeline = { path = "../bevy_core_pipeline", version = "0.12.0-dev" }
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bevy_ecs = { path = "../bevy_ecs", version = "0.12.0-dev" }
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bevy_math = { path = "../bevy_math", version = "0.12.0-dev" }
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bevy_reflect = { path = "../bevy_reflect", version = "0.12.0-dev", features = ["bevy"] }
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bevy_render = { path = "../bevy_render", version = "0.12.0-dev" }
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bevy_transform = { path = "../bevy_transform", version = "0.12.0-dev" }
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bevy_utils = { path = "../bevy_utils", version = "0.12.0-dev" }
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bevy_window = { path = "../bevy_window", version = "0.12.0-dev" }
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bevy_derive = { path = "../bevy_derive", version = "0.12.0-dev" }
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# other
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bitflags = "2.3"
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fixedbitset = "0.4"
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# direct dependency required for derive macro
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bytemuck = { version = "1", features = ["derive"] }
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naga_oil = "0.8"
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radsort = "0.1"
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smallvec = "1.6"
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