bevy/examples/stress_tests/bevymark.rs
Brian Reavis 6b40b6749e
RenderAssetPersistencePolicy → RenderAssetUsages (#11399)
# Objective

Right now, all assets in the main world get extracted and prepared in
the render world (if the asset's using the RenderAssetPlugin). This is
unfortunate for two cases:

1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual
`Image` assets that make up the atlas are cloned and prepared
individually when there's no reason for them to be. The atlas textures
are built on the CPU in the main world. *There can be hundreds of images
that get prepared for rendering only not to be used.*
2. If one loads an Image and needs to transform it in a system before
rendering it, kind of like the [decompression
example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120),
there's a price paid for extracting & preparing the asset that's not
intended to be rendered yet.

------

* References #10520
* References #1782

## Solution

This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt
that the objective with the parameter is so similar in nature to wgpu's
[`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html)
and
[`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html),
that it may as well be just like that.

```rust
// This asset only needs to be in the main world. Don't extract and prepare it.
RenderAssetUsages::MAIN_WORLD

// Keep this asset in the main world and  
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD

// This asset is only needed in the render world. Remove it from the asset server once extracted.
RenderAssetUsages::RENDER_WORLD
```

### Alternate Solution

I considered introducing a third field to `RenderAssetPersistencePolicy`
enum:
```rust
enum RenderAssetPersistencePolicy {
    /// Keep the asset in the main world after extracting to the render world.
    Keep,
    /// Remove the asset from the main world after extracting to the render world.
    Unload,
    /// This doesn't need to be in the render world at all.
    NoExtract, // <-----
}
```
Functional, but this seemed like shoehorning. Another option is renaming
the enum to something like:
```rust
enum RenderAssetExtractionPolicy {
    /// Extract the asset and keep it in the main world.
    Extract,
    /// Remove the asset from the main world after extracting to the render world.
    ExtractAndUnload,
    /// This doesn't need to be in the render world at all.
    NoExtract,
}
```
I think this last one could be a good option if the bitflags are too
clunky.

## Migration Guide

* `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD |
RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`)
* `RenderAssetPersistencePolicy::Unload` →
`RenderAssetUsage::RENDER_WORLD`
* For types implementing the `RenderAsset` trait, change `fn
persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn
asset_usage(&self) -> RenderAssetUsages`.
* Change any references to `cpu_persistent_access`
(`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`).
This applies to `Image`, `Mesh`, and a few other types.
2024-01-30 13:22:10 +00:00

586 lines
18 KiB
Rust

//! This example provides a 2D benchmark.
//!
//! Usage: spawn more entities by clicking on the screen.
use std::str::FromStr;
use argh::FromArgs;
use bevy::{
diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
render::{
render_asset::RenderAssetUsages,
render_resource::{Extent3d, TextureDimension, TextureFormat},
},
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
utils::Duration,
window::{PresentMode, WindowResolution},
};
use rand::{rngs::StdRng, seq::SliceRandom, Rng, SeedableRng};
const BIRDS_PER_SECOND: u32 = 10000;
const GRAVITY: f32 = -9.8 * 100.0;
const MAX_VELOCITY: f32 = 750.;
const BIRD_SCALE: f32 = 0.15;
const BIRD_TEXTURE_SIZE: usize = 256;
const HALF_BIRD_SIZE: f32 = BIRD_TEXTURE_SIZE as f32 * BIRD_SCALE * 0.5;
#[derive(Resource)]
struct BevyCounter {
pub count: usize,
pub color: Color,
}
#[derive(Component)]
struct Bird {
velocity: Vec3,
}
#[derive(FromArgs, Resource)]
/// `bevymark` sprite / 2D mesh stress test
struct Args {
/// whether to use sprite or mesh2d
#[argh(option, default = "Mode::Sprite")]
mode: Mode,
/// whether to step animations by a fixed amount such that each frame is the same across runs.
/// If spawning waves, all are spawned up-front to immediately start rendering at the heaviest
/// load.
#[argh(switch)]
benchmark: bool,
/// how many birds to spawn per wave.
#[argh(option, default = "0")]
per_wave: usize,
/// the number of waves to spawn.
#[argh(option, default = "0")]
waves: usize,
/// whether to vary the material data in each instance.
#[argh(switch)]
vary_per_instance: bool,
/// the number of different textures from which to randomly select the material color. 0 means no textures.
#[argh(option, default = "1")]
material_texture_count: usize,
/// generate z values in increasing order rather than randomly
#[argh(switch)]
ordered_z: bool,
}
#[derive(Default, Clone)]
enum Mode {
#[default]
Sprite,
Mesh2d,
}
impl FromStr for Mode {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s {
"sprite" => Ok(Self::Sprite),
"mesh2d" => Ok(Self::Mesh2d),
_ => Err(format!(
"Unknown mode: '{s}', valid modes: 'sprite', 'mesh2d'"
)),
}
}
}
const FIXED_TIMESTEP: f32 = 0.2;
fn main() {
// `from_env` panics on the web
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args = Args::from_args(&[], &[]).unwrap();
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "BevyMark".into(),
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
present_mode: PresentMode::AutoNoVsync,
..default()
}),
..default()
}),
FrameTimeDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.insert_resource(args)
.insert_resource(BevyCounter {
count: 0,
color: Color::WHITE,
})
.add_systems(Startup, setup)
.add_systems(FixedUpdate, scheduled_spawner)
.add_systems(
Update,
(
mouse_handler,
movement_system,
collision_system,
counter_system,
),
)
.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs_f32(
FIXED_TIMESTEP,
)))
.run();
}
#[derive(Resource)]
struct BirdScheduled {
waves: usize,
per_wave: usize,
}
fn scheduled_spawner(
mut commands: Commands,
args: Res<Args>,
windows: Query<&Window>,
mut scheduled: ResMut<BirdScheduled>,
mut counter: ResMut<BevyCounter>,
bird_resources: ResMut<BirdResources>,
) {
let window = windows.single();
if scheduled.waves > 0 {
let bird_resources = bird_resources.into_inner();
spawn_birds(
&mut commands,
args.into_inner(),
&window.resolution,
&mut counter,
scheduled.per_wave,
bird_resources,
None,
scheduled.waves - 1,
);
scheduled.waves -= 1;
}
}
#[derive(Resource)]
struct BirdResources {
textures: Vec<Handle<Image>>,
materials: Vec<Handle<ColorMaterial>>,
quad: Mesh2dHandle,
color_rng: StdRng,
material_rng: StdRng,
velocity_rng: StdRng,
transform_rng: StdRng,
}
#[derive(Component)]
struct StatsText;
#[allow(clippy::too_many_arguments)]
fn setup(
mut commands: Commands,
args: Res<Args>,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
material_assets: ResMut<Assets<ColorMaterial>>,
images: ResMut<Assets<Image>>,
windows: Query<&Window>,
counter: ResMut<BevyCounter>,
) {
warn!(include_str!("warning_string.txt"));
let args = args.into_inner();
let images = images.into_inner();
let mut textures = Vec::with_capacity(args.material_texture_count.max(1));
if matches!(args.mode, Mode::Sprite) || args.material_texture_count > 0 {
textures.push(asset_server.load("branding/icon.png"));
}
init_textures(&mut textures, args, images);
let material_assets = material_assets.into_inner();
let materials = init_materials(args, &textures, material_assets);
let mut bird_resources = BirdResources {
textures,
materials,
quad: meshes
.add(shape::Quad::new(Vec2::splat(BIRD_TEXTURE_SIZE as f32)))
.into(),
color_rng: StdRng::seed_from_u64(42),
material_rng: StdRng::seed_from_u64(42),
velocity_rng: StdRng::seed_from_u64(42),
transform_rng: StdRng::seed_from_u64(42),
};
let text_section = move |color, value: &str| {
TextSection::new(
value,
TextStyle {
font_size: 40.0,
color,
..default()
},
)
};
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
position_type: PositionType::Absolute,
padding: UiRect::all(Val::Px(5.0)),
..default()
},
z_index: ZIndex::Global(i32::MAX),
background_color: Color::BLACK.with_a(0.75).into(),
..default()
})
.with_children(|c| {
c.spawn((
TextBundle::from_sections([
text_section(Color::GREEN, "Bird Count: "),
text_section(Color::CYAN, ""),
text_section(Color::GREEN, "\nFPS (raw): "),
text_section(Color::CYAN, ""),
text_section(Color::GREEN, "\nFPS (SMA): "),
text_section(Color::CYAN, ""),
text_section(Color::GREEN, "\nFPS (EMA): "),
text_section(Color::CYAN, ""),
]),
StatsText,
));
});
let mut scheduled = BirdScheduled {
per_wave: args.per_wave,
waves: args.waves,
};
if args.benchmark {
let counter = counter.into_inner();
for wave in (0..scheduled.waves).rev() {
spawn_birds(
&mut commands,
args,
&windows.single().resolution,
counter,
scheduled.per_wave,
&mut bird_resources,
Some(wave),
wave,
);
}
scheduled.waves = 0;
}
commands.insert_resource(bird_resources);
commands.insert_resource(scheduled);
}
#[allow(clippy::too_many_arguments)]
fn mouse_handler(
mut commands: Commands,
args: Res<Args>,
time: Res<Time>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
windows: Query<&Window>,
bird_resources: ResMut<BirdResources>,
mut counter: ResMut<BevyCounter>,
mut rng: Local<Option<StdRng>>,
mut wave: Local<usize>,
) {
if rng.is_none() {
*rng = Some(StdRng::seed_from_u64(42));
}
let rng = rng.as_mut().unwrap();
let window = windows.single();
if mouse_button_input.just_released(MouseButton::Left) {
counter.color = Color::rgb_linear(rng.gen(), rng.gen(), rng.gen());
}
if mouse_button_input.pressed(MouseButton::Left) {
let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_seconds_f64()) as usize;
spawn_birds(
&mut commands,
args.into_inner(),
&window.resolution,
&mut counter,
spawn_count,
bird_resources.into_inner(),
None,
*wave,
);
*wave += 1;
}
}
fn bird_velocity_transform(
half_extents: Vec2,
mut translation: Vec3,
velocity_rng: &mut StdRng,
waves: Option<usize>,
dt: f32,
) -> (Transform, Vec3) {
let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);
if let Some(waves) = waves {
// Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
// and with dt-spaced frames of simulation
for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
step_movement(&mut translation, &mut velocity, dt);
handle_collision(half_extents, &translation, &mut velocity);
}
}
(
Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
velocity,
)
}
const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;
#[allow(clippy::too_many_arguments)]
fn spawn_birds(
commands: &mut Commands,
args: &Args,
primary_window_resolution: &WindowResolution,
counter: &mut BevyCounter,
spawn_count: usize,
bird_resources: &mut BirdResources,
waves_to_simulate: Option<usize>,
wave: usize,
) {
let bird_x = (primary_window_resolution.width() / -2.) + HALF_BIRD_SIZE;
let bird_y = (primary_window_resolution.height() / 2.) - HALF_BIRD_SIZE;
let half_extents = 0.5
* Vec2::new(
primary_window_resolution.width(),
primary_window_resolution.height(),
);
let color = counter.color;
let current_count = counter.count;
match args.mode {
Mode::Sprite => {
let batch = (0..spawn_count)
.map(|count| {
let bird_z = if args.ordered_z {
(current_count + count) as f32 * 0.00001
} else {
bird_resources.transform_rng.gen::<f32>()
};
let (transform, velocity) = bird_velocity_transform(
half_extents,
Vec3::new(bird_x, bird_y, bird_z),
&mut bird_resources.velocity_rng,
waves_to_simulate,
FIXED_DELTA_TIME,
);
let color = if args.vary_per_instance {
Color::rgb_linear(
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
)
} else {
color
};
(
SpriteBundle {
texture: bird_resources
.textures
.choose(&mut bird_resources.material_rng)
.unwrap()
.clone(),
transform,
sprite: Sprite { color, ..default() },
..default()
},
Bird { velocity },
)
})
.collect::<Vec<_>>();
commands.spawn_batch(batch);
}
Mode::Mesh2d => {
let batch = (0..spawn_count)
.map(|count| {
let bird_z = if args.ordered_z {
(current_count + count) as f32 * 0.00001
} else {
bird_resources.transform_rng.gen::<f32>()
};
let (transform, velocity) = bird_velocity_transform(
half_extents,
Vec3::new(bird_x, bird_y, bird_z),
&mut bird_resources.velocity_rng,
waves_to_simulate,
FIXED_DELTA_TIME,
);
let material =
if args.vary_per_instance || args.material_texture_count > args.waves {
bird_resources
.materials
.choose(&mut bird_resources.material_rng)
.unwrap()
.clone()
} else {
bird_resources.materials[wave % bird_resources.materials.len()].clone()
};
(
MaterialMesh2dBundle {
mesh: bird_resources.quad.clone(),
material,
transform,
..default()
},
Bird { velocity },
)
})
.collect::<Vec<_>>();
commands.spawn_batch(batch);
}
}
counter.count += spawn_count;
counter.color = Color::rgb_linear(
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
);
}
fn step_movement(translation: &mut Vec3, velocity: &mut Vec3, dt: f32) {
translation.x += velocity.x * dt;
translation.y += velocity.y * dt;
velocity.y += GRAVITY * dt;
}
fn movement_system(
args: Res<Args>,
time: Res<Time>,
mut bird_query: Query<(&mut Bird, &mut Transform)>,
) {
let dt = if args.benchmark {
FIXED_DELTA_TIME
} else {
time.delta_seconds()
};
for (mut bird, mut transform) in &mut bird_query {
step_movement(&mut transform.translation, &mut bird.velocity, dt);
}
}
fn handle_collision(half_extents: Vec2, translation: &Vec3, velocity: &mut Vec3) {
if (velocity.x > 0. && translation.x + HALF_BIRD_SIZE > half_extents.x)
|| (velocity.x <= 0. && translation.x - HALF_BIRD_SIZE < -half_extents.x)
{
velocity.x = -velocity.x;
}
let velocity_y = velocity.y;
if velocity_y < 0. && translation.y - HALF_BIRD_SIZE < -half_extents.y {
velocity.y = -velocity_y;
}
if translation.y + HALF_BIRD_SIZE > half_extents.y && velocity_y > 0.0 {
velocity.y = 0.0;
}
}
fn collision_system(windows: Query<&Window>, mut bird_query: Query<(&mut Bird, &Transform)>) {
let window = windows.single();
let half_extents = 0.5 * Vec2::new(window.width(), window.height());
for (mut bird, transform) in &mut bird_query {
handle_collision(half_extents, &transform.translation, &mut bird.velocity);
}
}
fn counter_system(
diagnostics: Res<DiagnosticsStore>,
counter: Res<BevyCounter>,
mut query: Query<&mut Text, With<StatsText>>,
) {
let mut text = query.single_mut();
if counter.is_changed() {
text.sections[1].value = counter.count.to_string();
}
if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
if let Some(raw) = fps.value() {
text.sections[3].value = format!("{raw:.2}");
}
if let Some(sma) = fps.average() {
text.sections[5].value = format!("{sma:.2}");
}
if let Some(ema) = fps.smoothed() {
text.sections[7].value = format!("{ema:.2}");
}
};
}
fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
let mut color_rng = StdRng::seed_from_u64(42);
while textures.len() < args.material_texture_count {
let pixel = [color_rng.gen(), color_rng.gen(), color_rng.gen(), 255];
textures.push(images.add(Image::new_fill(
Extent3d {
width: BIRD_TEXTURE_SIZE as u32,
height: BIRD_TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&pixel,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
)));
}
}
fn init_materials(
args: &Args,
textures: &[Handle<Image>],
assets: &mut Assets<ColorMaterial>,
) -> Vec<Handle<ColorMaterial>> {
let capacity = if args.vary_per_instance {
args.per_wave * args.waves
} else {
args.material_texture_count.max(args.waves)
}
.max(1);
let mut materials = Vec::with_capacity(capacity);
materials.push(assets.add(ColorMaterial {
color: Color::WHITE,
texture: textures.first().cloned(),
}));
let mut color_rng = StdRng::seed_from_u64(42);
let mut texture_rng = StdRng::seed_from_u64(42);
materials.extend(
std::iter::repeat_with(|| {
assets.add(ColorMaterial {
color: Color::rgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
texture: textures.choose(&mut texture_rng).cloned(),
})
})
.take(capacity - materials.len()),
);
materials
}