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https://github.com/bevyengine/bevy
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2d1b4939d2
# Objective Fixes #15560 Fixes (most of) #15570 Currently a lot of examples (and presumably some user code) depend on toggling certain render features by adding/removing a single component to an entity, e.g. `SpotLight` to toggle a light. Because of the retained render world this no longer works: Extract will add any new components, but when it is removed the entity persists unchanged in the render world. ## Solution Add `SyncComponentPlugin<C: Component>` that registers `SyncToRenderWorld` as a required component for `C`, and adds a component hook that will clear all components from the render world entity when `C` is removed. We add this plugin to `ExtractComponentPlugin` which fixes most instances of the problem. For custom extraction logic we can manually add `SyncComponentPlugin` for that component. We also rename `WorldSyncPlugin` to `SyncWorldPlugin` so we start a naming convention like all the `Extract` plugins. In this PR I also fixed a bunch of breakage related to the retained render world, stemming from old code that assumed that `Entity` would be the same in both worlds. I found that using the `RenderEntity` wrapper instead of `Entity` in data structures when referring to render world entities makes intent much clearer, so I propose we make this an official pattern. ## Testing Run examples like ``` cargo run --features pbr_multi_layer_material_textures --example clearcoat cargo run --example volumetric_fog ``` and see that they work, and that toggles work correctly. But really we should test every single example, as we might not even have caught all the breakage yet. --- ## Migration Guide The retained render world notes should be updated to explain this edge case and `SyncComponentPlugin` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
205 lines
8.5 KiB
Rust
205 lines
8.5 KiB
Rust
use async_channel::{Receiver, Sender};
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use bevy_app::{App, AppExit, AppLabel, Plugin, SubApp};
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use bevy_ecs::{
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schedule::MainThreadExecutor,
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system::Resource,
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world::{Mut, World},
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};
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use bevy_tasks::ComputeTaskPool;
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use crate::RenderApp;
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/// A Label for the sub app that runs the parts of pipelined rendering that need to run on the main thread.
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///
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/// The Main schedule of this app can be used to run logic after the render schedule starts, but
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/// before I/O processing. This can be useful for something like frame pacing.
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#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
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pub struct RenderExtractApp;
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/// Channels used by the main app to send and receive the render app.
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#[derive(Resource)]
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pub struct RenderAppChannels {
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app_to_render_sender: Sender<SubApp>,
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render_to_app_receiver: Receiver<SubApp>,
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render_app_in_render_thread: bool,
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}
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impl RenderAppChannels {
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/// Create a `RenderAppChannels` from a [`async_channel::Receiver`] and [`async_channel::Sender`]
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pub fn new(
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app_to_render_sender: Sender<SubApp>,
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render_to_app_receiver: Receiver<SubApp>,
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) -> Self {
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Self {
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app_to_render_sender,
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render_to_app_receiver,
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render_app_in_render_thread: false,
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}
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}
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/// Send the `render_app` to the rendering thread.
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pub fn send_blocking(&mut self, render_app: SubApp) {
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self.app_to_render_sender.send_blocking(render_app).unwrap();
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self.render_app_in_render_thread = true;
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}
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/// Receive the `render_app` from the rendering thread.
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/// Return `None` if the render thread has panicked.
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pub async fn recv(&mut self) -> Option<SubApp> {
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let render_app = self.render_to_app_receiver.recv().await.ok()?;
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self.render_app_in_render_thread = false;
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Some(render_app)
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}
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}
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impl Drop for RenderAppChannels {
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fn drop(&mut self) {
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if self.render_app_in_render_thread {
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// Any non-send data in the render world was initialized on the main thread.
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// So on dropping the main world and ending the app, we block and wait for
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// the render world to return to drop it. Which allows the non-send data
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// drop methods to run on the correct thread.
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self.render_to_app_receiver.recv_blocking().ok();
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}
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}
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}
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/// The [`PipelinedRenderingPlugin`] can be added to your application to enable pipelined rendering.
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///
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/// This moves rendering into a different thread, so that the Nth frame's rendering can
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/// be run at the same time as the N + 1 frame's simulation.
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///
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/// ```text
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/// |--------------------|--------------------|--------------------|--------------------|
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/// | simulation thread | frame 1 simulation | frame 2 simulation | frame 3 simulation |
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/// |--------------------|--------------------|--------------------|--------------------|
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/// | rendering thread | | frame 1 rendering | frame 2 rendering |
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/// |--------------------|--------------------|--------------------|--------------------|
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/// ```
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///
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/// The plugin is dependent on the [`RenderApp`] added by [`crate::RenderPlugin`] and so must
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/// be added after that plugin. If it is not added after, the plugin will do nothing.
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///
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/// A single frame of execution looks something like below
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///
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/// ```text
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/// |---------------------------------------------------------------------------|
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/// | | | RenderExtractApp schedule | winit events | main schedule |
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/// | sync | extract |----------------------------------------------------------|
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/// | | | extract commands | rendering schedule |
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/// |---------------------------------------------------------------------------|
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/// ```
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///
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/// - `sync` is the step where the entity-entity mapping between the main and render world is updated.
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/// This is run on the main app's thread. For more information checkout [`SyncWorldPlugin`].
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/// - `extract` is the step where data is copied from the main world to the render world.
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/// This is run on the main app's thread.
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/// - On the render thread, we first apply the `extract commands`. This is not run during extract, so the
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/// main schedule can start sooner.
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/// - Then the `rendering schedule` is run. See [`RenderSet`](crate::RenderSet) for the standard steps in this process.
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/// - In parallel to the rendering thread the [`RenderExtractApp`] schedule runs. By
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/// default, this schedule is empty. But it is useful if you need something to run before I/O processing.
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/// - Next all the `winit events` are processed.
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/// - And finally the `main app schedule` is run.
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/// - Once both the `main app schedule` and the `render schedule` are finished running, `extract` is run again.
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///
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/// [`SyncWorldPlugin`]: crate::sync_world::SyncWorldPlugin
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#[derive(Default)]
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pub struct PipelinedRenderingPlugin;
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impl Plugin for PipelinedRenderingPlugin {
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fn build(&self, app: &mut App) {
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// Don't add RenderExtractApp if RenderApp isn't initialized.
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if app.get_sub_app(RenderApp).is_none() {
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return;
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}
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app.insert_resource(MainThreadExecutor::new());
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let mut sub_app = SubApp::new();
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sub_app.set_extract(renderer_extract);
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app.insert_sub_app(RenderExtractApp, sub_app);
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}
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// Sets up the render thread and inserts resources into the main app used for controlling the render thread.
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fn cleanup(&self, app: &mut App) {
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// skip setting up when headless
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if app.get_sub_app(RenderExtractApp).is_none() {
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return;
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}
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let (app_to_render_sender, app_to_render_receiver) = async_channel::bounded::<SubApp>(1);
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let (render_to_app_sender, render_to_app_receiver) = async_channel::bounded::<SubApp>(1);
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let mut render_app = app
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.remove_sub_app(RenderApp)
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.expect("Unable to get RenderApp. Another plugin may have removed the RenderApp before PipelinedRenderingPlugin");
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// clone main thread executor to render world
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let executor = app.world().get_resource::<MainThreadExecutor>().unwrap();
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render_app.world_mut().insert_resource(executor.clone());
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render_to_app_sender.send_blocking(render_app).unwrap();
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app.insert_resource(RenderAppChannels::new(
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app_to_render_sender,
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render_to_app_receiver,
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));
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std::thread::spawn(move || {
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#[cfg(feature = "trace")]
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let _span = bevy_utils::tracing::info_span!("render thread").entered();
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let compute_task_pool = ComputeTaskPool::get();
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loop {
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// run a scope here to allow main world to use this thread while it's waiting for the render app
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let sent_app = compute_task_pool
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.scope(|s| {
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s.spawn(async { app_to_render_receiver.recv().await });
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})
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.pop();
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let Some(Ok(mut render_app)) = sent_app else {
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break;
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};
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{
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#[cfg(feature = "trace")]
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let _sub_app_span =
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bevy_utils::tracing::info_span!("sub app", name = ?RenderApp).entered();
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render_app.update();
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}
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if render_to_app_sender.send_blocking(render_app).is_err() {
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break;
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}
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}
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bevy_utils::tracing::debug!("exiting pipelined rendering thread");
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});
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}
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}
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// This function waits for the rendering world to be received,
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// runs extract, and then sends the rendering world back to the render thread.
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fn renderer_extract(app_world: &mut World, _world: &mut World) {
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app_world.resource_scope(|world, main_thread_executor: Mut<MainThreadExecutor>| {
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world.resource_scope(|world, mut render_channels: Mut<RenderAppChannels>| {
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// we use a scope here to run any main thread tasks that the render world still needs to run
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// while we wait for the render world to be received.
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if let Some(mut render_app) = ComputeTaskPool::get()
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.scope_with_executor(true, Some(&*main_thread_executor.0), |s| {
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s.spawn(async { render_channels.recv().await });
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})
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.pop()
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.unwrap()
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{
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render_app.extract(world);
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render_channels.send_blocking(render_app);
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} else {
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// Renderer thread panicked
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world.send_event(AppExit::error());
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}
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});
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});
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}
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