bevy/crates/bevy_render/src/lib.rs
Tristan Guichaoua 694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00

472 lines
18 KiB
Rust

// FIXME(3492): remove once docs are ready
#![allow(missing_docs)]
#[cfg(target_pointer_width = "16")]
compile_error!("bevy_render cannot compile for a 16-bit platform.");
extern crate core;
pub mod batching;
pub mod camera;
pub mod color;
pub mod deterministic;
pub mod extract_component;
pub mod extract_instances;
mod extract_param;
pub mod extract_resource;
pub mod globals;
pub mod gpu_component_array_buffer;
pub mod mesh;
#[cfg(not(target_arch = "wasm32"))]
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;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
camera::{
Camera, ClearColor, ClearColorConfig, OrthographicProjection, PerspectiveProjection,
Projection,
},
color::Color,
mesh::{morph::MorphWeights, primitives::Meshable, shape, Mesh},
render_resource::Shader,
spatial_bundle::SpatialBundle,
texture::{Image, ImagePlugin},
view::{InheritedVisibility, Msaa, ViewVisibility, Visibility, VisibilityBundle},
ExtractSchedule,
};
}
use bevy_ecs::schedule::ScheduleBuildSettings;
use bevy_utils::prelude::default;
pub use extract_param::Extract;
use bevy_hierarchy::ValidParentCheckPlugin;
use bevy_window::{PrimaryWindow, RawHandleWrapper};
use globals::GlobalsPlugin;
use renderer::{RenderAdapter, RenderAdapterInfo, RenderDevice, RenderQueue};
use crate::deterministic::DeterministicRenderingConfig;
use crate::{
camera::CameraPlugin,
mesh::{morph::MorphPlugin, Mesh, MeshPlugin},
render_asset::prepare_assets,
render_resource::{PipelineCache, Shader, ShaderLoader},
renderer::{render_system, RenderInstance},
settings::RenderCreation,
view::{ViewPlugin, WindowRenderPlugin},
};
use bevy_app::{App, AppLabel, Plugin, SubApp};
use bevy_asset::{load_internal_asset, AssetApp, AssetServer, Handle};
use bevy_ecs::{prelude::*, schedule::ScheduleLabel, system::SystemState};
use bevy_utils::tracing::debug;
use std::{
ops::{Deref, DerefMut},
sync::{Arc, Mutex},
};
/// Contains the default Bevy rendering backend based on wgpu.
///
/// Rendering is done in a [`SubApp`], which exchanges data with the main app
/// between main schedule iterations.
///
/// Rendering can be executed between iterations of the main schedule,
/// or it can be executed in parallel with main schedule when
/// [`PipelinedRenderingPlugin`](pipelined_rendering::PipelinedRenderingPlugin) is enabled.
#[derive(Default)]
pub struct RenderPlugin {
pub render_creation: RenderCreation,
}
/// The labels of the default App rendering sets.
///
/// that runs immediately after the matching system set.
/// These can be useful for ordering, but you almost never want to add your systems to these sets.
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum RenderSet {
/// This is used for applying the commands from the [`ExtractSchedule`]
ExtractCommands,
/// Prepare assets that have been created/modified/removed this frame.
PrepareAssets,
/// Create any additional views such as those used for shadow mapping.
ManageViews,
/// Queue drawable entities as phase items in [`RenderPhase`](crate::render_phase::RenderPhase)s
/// ready for sorting
Queue,
/// A sub-set within [`Queue`](RenderSet::Queue) where mesh entity queue systems are executed. Ensures `prepare_assets::<Mesh>` is completed.
QueueMeshes,
// TODO: This could probably be moved in favor of a system ordering abstraction in `Render` or `Queue`
/// Sort the [`RenderPhases`](render_phase::RenderPhase) here.
PhaseSort,
/// Prepare render resources from extracted data for the GPU based on their sorted order.
/// Create [`BindGroups`](render_resource::BindGroup) that depend on those data.
Prepare,
/// A sub-set within [`Prepare`](RenderSet::Prepare) for initializing buffers, textures and uniforms for use in bind groups.
PrepareResources,
/// Flush buffers after [`PrepareResources`](RenderSet::PrepareResources), but before ['PrepareBindGroups'](RenderSet::PrepareBindGroups).
PrepareResourcesFlush,
/// A sub-set within [`Prepare`](RenderSet::Prepare) for constructing bind groups, or other data that relies on render resources prepared in [`PrepareResources`](RenderSet::PrepareResources).
PrepareBindGroups,
/// Actual rendering happens here.
/// In most cases, only the render backend should insert resources here.
Render,
/// Cleanup render resources here.
Cleanup,
}
/// The main render schedule.
#[derive(ScheduleLabel, Debug, Hash, PartialEq, Eq, Clone)]
pub struct Render;
impl Render {
/// Sets up the base structure of the rendering [`Schedule`].
///
/// The sets defined in this enum are configured to run in order.
pub fn base_schedule() -> Schedule {
use RenderSet::*;
let mut schedule = Schedule::new(Self);
schedule.configure_sets(
(
ExtractCommands,
ManageViews,
Queue,
PhaseSort,
Prepare,
Render,
Cleanup,
)
.chain(),
);
schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain());
schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<Mesh>));
schedule.configure_sets(
(PrepareResources, PrepareResourcesFlush, PrepareBindGroups)
.chain()
.in_set(Prepare),
);
schedule
}
}
/// Schedule which extract data from the main world and inserts 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.
///
/// This schedule is run on the main world, but its buffers are not applied
/// until it is returned to the render world.
#[derive(ScheduleLabel, PartialEq, Eq, Debug, Clone, Hash)]
pub struct ExtractSchedule;
/// The simulation [`World`] of the application, stored as a resource.
/// This resource is only available during [`ExtractSchedule`] and not
/// during command application of that schedule.
/// See [`Extract`] for more details.
#[derive(Resource, Default)]
pub struct MainWorld(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 graph {
use crate::render_graph::RenderLabel;
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct CameraDriverLabel;
}
#[derive(Resource)]
struct FutureRendererResources(
Arc<
Mutex<
Option<(
RenderDevice,
RenderQueue,
RenderAdapterInfo,
RenderAdapter,
RenderInstance,
)>,
>,
>,
);
/// A Label for the rendering sub-app.
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
pub struct RenderApp;
pub const INSTANCE_INDEX_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(10313207077636615845);
pub const MATHS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(10665356303104593376);
impl Plugin for RenderPlugin {
/// Initializes the renderer, sets up the [`RenderSet`] and creates the rendering sub-app.
fn build(&self, app: &mut App) {
app.init_resource::<DeterministicRenderingConfig>();
app.init_asset::<Shader>()
.init_asset_loader::<ShaderLoader>();
match &self.render_creation {
RenderCreation::Manual(device, queue, adapter_info, adapter, instance) => {
let future_renderer_resources_wrapper = Arc::new(Mutex::new(Some((
device.clone(),
queue.clone(),
adapter_info.clone(),
adapter.clone(),
instance.clone(),
))));
app.insert_resource(FutureRendererResources(
future_renderer_resources_wrapper.clone(),
));
// SAFETY: Plugins should be set up on the main thread.
unsafe { initialize_render_app(app) };
}
RenderCreation::Automatic(render_creation) => {
if let Some(backends) = render_creation.backends {
let future_renderer_resources_wrapper = Arc::new(Mutex::new(None));
app.insert_resource(FutureRendererResources(
future_renderer_resources_wrapper.clone(),
));
let mut system_state: SystemState<
Query<&RawHandleWrapper, With<PrimaryWindow>>,
> = SystemState::new(&mut app.world);
let primary_window = system_state.get(&app.world).get_single().ok().cloned();
let settings = render_creation.clone();
let async_renderer = async move {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends,
dx12_shader_compiler: settings.dx12_shader_compiler.clone(),
flags: settings.instance_flags,
gles_minor_version: settings.gles3_minor_version,
});
// SAFETY: Plugins should be set up on the main thread.
let surface = primary_window.map(|wrapper| unsafe {
let handle = wrapper.get_handle();
instance
.create_surface(handle)
.expect("Failed to create wgpu surface")
});
let request_adapter_options = wgpu::RequestAdapterOptions {
power_preference: settings.power_preference,
compatible_surface: surface.as_ref(),
..Default::default()
};
let (device, queue, adapter_info, render_adapter) =
renderer::initialize_renderer(
&instance,
&settings,
&request_adapter_options,
)
.await;
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
let mut future_renderer_resources_inner =
future_renderer_resources_wrapper.lock().unwrap();
*future_renderer_resources_inner = Some((
device,
queue,
adapter_info,
render_adapter,
RenderInstance(Arc::new(instance)),
));
};
// In wasm, spawn a task and detach it for execution
#[cfg(target_arch = "wasm32")]
bevy_tasks::IoTaskPool::get()
.spawn_local(async_renderer)
.detach();
// Otherwise, just block for it to complete
#[cfg(not(target_arch = "wasm32"))]
futures_lite::future::block_on(async_renderer);
// SAFETY: Plugins should be set up on the main thread.
unsafe { initialize_render_app(app) };
}
}
};
app.add_plugins((
ValidParentCheckPlugin::<view::InheritedVisibility>::default(),
WindowRenderPlugin,
CameraPlugin,
ViewPlugin,
MeshPlugin,
GlobalsPlugin,
MorphPlugin,
));
app.register_type::<color::Color>()
.register_type::<primitives::Aabb>()
.register_type::<primitives::CascadesFrusta>()
.register_type::<primitives::CubemapFrusta>()
.register_type::<primitives::Frustum>();
}
fn ready(&self, app: &App) -> bool {
app.world
.get_resource::<FutureRendererResources>()
.and_then(|frr| frr.0.try_lock().map(|locked| locked.is_some()).ok())
.unwrap_or(true)
}
fn finish(&self, app: &mut App) {
load_internal_asset!(app, MATHS_SHADER_HANDLE, "maths.wgsl", Shader::from_wgsl);
if let Some(future_renderer_resources) =
app.world.remove_resource::<FutureRendererResources>()
{
let (device, queue, adapter_info, render_adapter, instance) =
future_renderer_resources.0.lock().unwrap().take().unwrap();
app.insert_resource(device.clone())
.insert_resource(queue.clone())
.insert_resource(adapter_info.clone())
.insert_resource(render_adapter.clone());
let render_app = app.sub_app_mut(RenderApp);
render_app
.insert_resource(instance)
.insert_resource(PipelineCache::new(device.clone()))
.insert_resource(device)
.insert_resource(queue)
.insert_resource(render_adapter)
.insert_resource(adapter_info);
}
}
}
/// A "scratch" world used to avoid allocating new worlds every frame when
/// swapping out the [`MainWorld`] for [`ExtractSchedule`].
#[derive(Resource, Default)]
struct ScratchMainWorld(World);
/// Executes the [`ExtractSchedule`] step of the renderer.
/// This updates the render world with the extracted ECS data of the current frame.
fn extract(main_world: &mut World, render_app: &mut App) {
// temporarily add the app world to the render world as a resource
let scratch_world = main_world.remove_resource::<ScratchMainWorld>().unwrap();
let inserted_world = std::mem::replace(main_world, scratch_world.0);
render_app.world.insert_resource(MainWorld(inserted_world));
render_app.world.run_schedule(ExtractSchedule);
// move the app world back, as if nothing happened.
let inserted_world = render_app.world.remove_resource::<MainWorld>().unwrap();
let scratch_world = std::mem::replace(main_world, inserted_world.0);
main_world.insert_resource(ScratchMainWorld(scratch_world));
}
/// SAFETY: this function must be called from the main thread.
unsafe fn initialize_render_app(app: &mut App) {
app.init_resource::<ScratchMainWorld>();
let mut render_app = App::empty();
render_app.main_schedule_label = Render.intern();
let mut extract_schedule = Schedule::new(ExtractSchedule);
// We skip applying any commands during the ExtractSchedule
// so commands can be applied on the render thread.
extract_schedule.set_build_settings(ScheduleBuildSettings {
auto_insert_apply_deferred: false,
..default()
});
extract_schedule.set_apply_final_deferred(false);
render_app
.add_schedule(extract_schedule)
.add_schedule(Render::base_schedule())
.init_resource::<render_graph::RenderGraph>()
.insert_resource(app.world.resource::<AssetServer>().clone())
.add_systems(ExtractSchedule, PipelineCache::extract_shaders)
.add_systems(
Render,
(
// This set applies the commands from the extract schedule while the render schedule
// is running in parallel with the main app.
apply_extract_commands.in_set(RenderSet::ExtractCommands),
(
PipelineCache::process_pipeline_queue_system.before(render_system),
render_system,
)
.in_set(RenderSet::Render),
World::clear_entities.in_set(RenderSet::Cleanup),
),
);
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 |main_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!("reserve_and_flush")
.entered();
// reserve all existing main world entities for use in render_app
// they can only be spawned using `get_or_spawn()`
let total_count = main_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 schedule began. This is not supported",
);
// SAFETY: 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);
}
}
// run extract schedule
extract(main_world, render_app);
}));
}
/// Applies the commands from the extract schedule. This happens during
/// the render schedule rather than during extraction to allow the commands to run in parallel with the
/// main app when pipelined rendering is enabled.
fn apply_extract_commands(render_world: &mut World) {
render_world.resource_scope(|render_world, mut schedules: Mut<Schedules>| {
schedules
.get_mut(ExtractSchedule)
.unwrap()
.apply_deferred(render_world);
});
}