mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
694c06f3d0
# 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.
472 lines
18 KiB
Rust
472 lines
18 KiB
Rust
// FIXME(3492): remove once docs are ready
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#![allow(missing_docs)]
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#[cfg(target_pointer_width = "16")]
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compile_error!("bevy_render cannot compile for a 16-bit platform.");
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extern crate core;
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pub mod batching;
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pub mod camera;
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pub mod color;
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pub mod deterministic;
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pub mod extract_component;
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pub mod extract_instances;
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mod extract_param;
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pub mod extract_resource;
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pub mod globals;
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pub mod gpu_component_array_buffer;
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pub mod mesh;
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#[cfg(not(target_arch = "wasm32"))]
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pub mod pipelined_rendering;
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pub mod primitives;
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pub mod render_asset;
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pub mod render_graph;
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pub mod render_phase;
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pub mod render_resource;
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pub mod renderer;
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pub mod settings;
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mod spatial_bundle;
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pub mod texture;
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pub mod view;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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camera::{
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Camera, ClearColor, ClearColorConfig, OrthographicProjection, PerspectiveProjection,
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Projection,
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},
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color::Color,
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mesh::{morph::MorphWeights, primitives::Meshable, shape, Mesh},
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render_resource::Shader,
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spatial_bundle::SpatialBundle,
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texture::{Image, ImagePlugin},
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view::{InheritedVisibility, Msaa, ViewVisibility, Visibility, VisibilityBundle},
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ExtractSchedule,
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};
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}
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use bevy_ecs::schedule::ScheduleBuildSettings;
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use bevy_utils::prelude::default;
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pub use extract_param::Extract;
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use bevy_hierarchy::ValidParentCheckPlugin;
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use bevy_window::{PrimaryWindow, RawHandleWrapper};
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use globals::GlobalsPlugin;
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use renderer::{RenderAdapter, RenderAdapterInfo, RenderDevice, RenderQueue};
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use crate::deterministic::DeterministicRenderingConfig;
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use crate::{
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camera::CameraPlugin,
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mesh::{morph::MorphPlugin, Mesh, MeshPlugin},
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render_asset::prepare_assets,
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render_resource::{PipelineCache, Shader, ShaderLoader},
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renderer::{render_system, RenderInstance},
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settings::RenderCreation,
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view::{ViewPlugin, WindowRenderPlugin},
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};
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use bevy_app::{App, AppLabel, Plugin, SubApp};
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use bevy_asset::{load_internal_asset, AssetApp, AssetServer, Handle};
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use bevy_ecs::{prelude::*, schedule::ScheduleLabel, system::SystemState};
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use bevy_utils::tracing::debug;
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use std::{
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ops::{Deref, DerefMut},
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sync::{Arc, Mutex},
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};
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/// Contains the default Bevy rendering backend based on wgpu.
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///
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/// Rendering is done in a [`SubApp`], which exchanges data with the main app
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/// between main schedule iterations.
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///
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/// Rendering can be executed between iterations of the main schedule,
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/// or it can be executed in parallel with main schedule when
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/// [`PipelinedRenderingPlugin`](pipelined_rendering::PipelinedRenderingPlugin) is enabled.
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#[derive(Default)]
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pub struct RenderPlugin {
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pub render_creation: RenderCreation,
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}
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/// The labels of the default App rendering sets.
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///
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/// that runs immediately after the matching system set.
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/// These can be useful for ordering, but you almost never want to add your systems to these sets.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum RenderSet {
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/// This is used for applying the commands from the [`ExtractSchedule`]
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ExtractCommands,
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/// Prepare assets that have been created/modified/removed this frame.
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PrepareAssets,
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/// Create any additional views such as those used for shadow mapping.
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ManageViews,
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/// Queue drawable entities as phase items in [`RenderPhase`](crate::render_phase::RenderPhase)s
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/// ready for sorting
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Queue,
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/// A sub-set within [`Queue`](RenderSet::Queue) where mesh entity queue systems are executed. Ensures `prepare_assets::<Mesh>` is completed.
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QueueMeshes,
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// TODO: This could probably be moved in favor of a system ordering abstraction in `Render` or `Queue`
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/// Sort the [`RenderPhases`](render_phase::RenderPhase) here.
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PhaseSort,
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/// Prepare render resources from extracted data for the GPU based on their sorted order.
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/// Create [`BindGroups`](render_resource::BindGroup) that depend on those data.
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Prepare,
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/// A sub-set within [`Prepare`](RenderSet::Prepare) for initializing buffers, textures and uniforms for use in bind groups.
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PrepareResources,
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/// Flush buffers after [`PrepareResources`](RenderSet::PrepareResources), but before ['PrepareBindGroups'](RenderSet::PrepareBindGroups).
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PrepareResourcesFlush,
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/// A sub-set within [`Prepare`](RenderSet::Prepare) for constructing bind groups, or other data that relies on render resources prepared in [`PrepareResources`](RenderSet::PrepareResources).
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PrepareBindGroups,
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/// Actual rendering happens here.
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/// In most cases, only the render backend should insert resources here.
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Render,
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/// Cleanup render resources here.
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Cleanup,
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}
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/// The main render schedule.
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#[derive(ScheduleLabel, Debug, Hash, PartialEq, Eq, Clone)]
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pub struct Render;
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impl Render {
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/// Sets up the base structure of the rendering [`Schedule`].
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///
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/// The sets defined in this enum are configured to run in order.
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pub fn base_schedule() -> Schedule {
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use RenderSet::*;
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let mut schedule = Schedule::new(Self);
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schedule.configure_sets(
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(
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ExtractCommands,
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ManageViews,
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Queue,
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PhaseSort,
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Prepare,
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Render,
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Cleanup,
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)
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.chain(),
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);
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schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain());
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schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<Mesh>));
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schedule.configure_sets(
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(PrepareResources, PrepareResourcesFlush, PrepareBindGroups)
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.chain()
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.in_set(Prepare),
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);
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schedule
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}
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}
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/// Schedule which extract data from the main world and inserts it into the render world.
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///
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/// This step should be kept as short as possible to increase the "pipelining potential" for
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/// running the next frame while rendering the current frame.
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///
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/// This schedule is run on the main world, but its buffers are not applied
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/// until it is returned to the render world.
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#[derive(ScheduleLabel, PartialEq, Eq, Debug, Clone, Hash)]
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pub struct ExtractSchedule;
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/// The simulation [`World`] of the application, stored as a resource.
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/// This resource is only available during [`ExtractSchedule`] and not
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/// during command application of that schedule.
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/// See [`Extract`] for more details.
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#[derive(Resource, Default)]
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pub struct MainWorld(World);
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impl Deref for MainWorld {
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type Target = World;
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fn deref(&self) -> &Self::Target {
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&self.0
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}
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}
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impl DerefMut for MainWorld {
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fn deref_mut(&mut self) -> &mut Self::Target {
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&mut self.0
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}
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}
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pub mod graph {
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use crate::render_graph::RenderLabel;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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pub struct CameraDriverLabel;
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}
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#[derive(Resource)]
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struct FutureRendererResources(
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Arc<
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Mutex<
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Option<(
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RenderDevice,
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RenderQueue,
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RenderAdapterInfo,
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RenderAdapter,
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RenderInstance,
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)>,
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>,
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>,
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);
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/// A Label for the rendering sub-app.
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#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
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pub struct RenderApp;
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pub const INSTANCE_INDEX_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(10313207077636615845);
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pub const MATHS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(10665356303104593376);
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impl Plugin for RenderPlugin {
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/// Initializes the renderer, sets up the [`RenderSet`] and creates the rendering sub-app.
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fn build(&self, app: &mut App) {
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app.init_resource::<DeterministicRenderingConfig>();
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app.init_asset::<Shader>()
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.init_asset_loader::<ShaderLoader>();
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match &self.render_creation {
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RenderCreation::Manual(device, queue, adapter_info, adapter, instance) => {
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let future_renderer_resources_wrapper = Arc::new(Mutex::new(Some((
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device.clone(),
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queue.clone(),
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adapter_info.clone(),
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adapter.clone(),
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instance.clone(),
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))));
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app.insert_resource(FutureRendererResources(
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future_renderer_resources_wrapper.clone(),
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));
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// SAFETY: Plugins should be set up on the main thread.
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unsafe { initialize_render_app(app) };
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}
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RenderCreation::Automatic(render_creation) => {
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if let Some(backends) = render_creation.backends {
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let future_renderer_resources_wrapper = Arc::new(Mutex::new(None));
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app.insert_resource(FutureRendererResources(
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future_renderer_resources_wrapper.clone(),
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));
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let mut system_state: SystemState<
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Query<&RawHandleWrapper, With<PrimaryWindow>>,
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> = SystemState::new(&mut app.world);
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let primary_window = system_state.get(&app.world).get_single().ok().cloned();
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let settings = render_creation.clone();
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let async_renderer = async move {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends,
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dx12_shader_compiler: settings.dx12_shader_compiler.clone(),
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flags: settings.instance_flags,
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gles_minor_version: settings.gles3_minor_version,
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});
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// SAFETY: Plugins should be set up on the main thread.
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let surface = primary_window.map(|wrapper| unsafe {
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let handle = wrapper.get_handle();
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instance
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.create_surface(handle)
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.expect("Failed to create wgpu surface")
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});
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let request_adapter_options = wgpu::RequestAdapterOptions {
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power_preference: settings.power_preference,
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compatible_surface: surface.as_ref(),
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..Default::default()
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};
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let (device, queue, adapter_info, render_adapter) =
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renderer::initialize_renderer(
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&instance,
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&settings,
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&request_adapter_options,
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)
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.await;
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debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
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debug!("Configured wgpu adapter Features: {:#?}", device.features());
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let mut future_renderer_resources_inner =
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future_renderer_resources_wrapper.lock().unwrap();
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*future_renderer_resources_inner = Some((
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device,
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queue,
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adapter_info,
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render_adapter,
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RenderInstance(Arc::new(instance)),
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));
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};
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// In wasm, spawn a task and detach it for execution
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#[cfg(target_arch = "wasm32")]
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bevy_tasks::IoTaskPool::get()
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.spawn_local(async_renderer)
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.detach();
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// Otherwise, just block for it to complete
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#[cfg(not(target_arch = "wasm32"))]
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futures_lite::future::block_on(async_renderer);
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// SAFETY: Plugins should be set up on the main thread.
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unsafe { initialize_render_app(app) };
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}
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}
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};
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app.add_plugins((
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ValidParentCheckPlugin::<view::InheritedVisibility>::default(),
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WindowRenderPlugin,
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CameraPlugin,
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ViewPlugin,
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MeshPlugin,
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GlobalsPlugin,
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MorphPlugin,
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));
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app.register_type::<color::Color>()
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.register_type::<primitives::Aabb>()
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.register_type::<primitives::CascadesFrusta>()
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.register_type::<primitives::CubemapFrusta>()
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.register_type::<primitives::Frustum>();
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}
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fn ready(&self, app: &App) -> bool {
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app.world
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.get_resource::<FutureRendererResources>()
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.and_then(|frr| frr.0.try_lock().map(|locked| locked.is_some()).ok())
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.unwrap_or(true)
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}
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fn finish(&self, app: &mut App) {
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load_internal_asset!(app, MATHS_SHADER_HANDLE, "maths.wgsl", Shader::from_wgsl);
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if let Some(future_renderer_resources) =
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app.world.remove_resource::<FutureRendererResources>()
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{
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let (device, queue, adapter_info, render_adapter, instance) =
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future_renderer_resources.0.lock().unwrap().take().unwrap();
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app.insert_resource(device.clone())
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.insert_resource(queue.clone())
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.insert_resource(adapter_info.clone())
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.insert_resource(render_adapter.clone());
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let render_app = app.sub_app_mut(RenderApp);
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render_app
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.insert_resource(instance)
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.insert_resource(PipelineCache::new(device.clone()))
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.insert_resource(device)
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.insert_resource(queue)
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.insert_resource(render_adapter)
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.insert_resource(adapter_info);
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}
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}
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}
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/// A "scratch" world used to avoid allocating new worlds every frame when
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/// swapping out the [`MainWorld`] for [`ExtractSchedule`].
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#[derive(Resource, Default)]
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struct ScratchMainWorld(World);
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/// Executes the [`ExtractSchedule`] step of the renderer.
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/// This updates the render world with the extracted ECS data of the current frame.
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fn extract(main_world: &mut World, render_app: &mut App) {
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// temporarily add the app world to the render world as a resource
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let scratch_world = main_world.remove_resource::<ScratchMainWorld>().unwrap();
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let inserted_world = std::mem::replace(main_world, scratch_world.0);
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render_app.world.insert_resource(MainWorld(inserted_world));
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render_app.world.run_schedule(ExtractSchedule);
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// move the app world back, as if nothing happened.
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let inserted_world = render_app.world.remove_resource::<MainWorld>().unwrap();
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let scratch_world = std::mem::replace(main_world, inserted_world.0);
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main_world.insert_resource(ScratchMainWorld(scratch_world));
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}
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/// SAFETY: this function must be called from the main thread.
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unsafe fn initialize_render_app(app: &mut App) {
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app.init_resource::<ScratchMainWorld>();
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let mut render_app = App::empty();
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render_app.main_schedule_label = Render.intern();
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let mut extract_schedule = Schedule::new(ExtractSchedule);
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// We skip applying any commands during the ExtractSchedule
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// so commands can be applied on the render thread.
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extract_schedule.set_build_settings(ScheduleBuildSettings {
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auto_insert_apply_deferred: false,
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..default()
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});
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extract_schedule.set_apply_final_deferred(false);
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render_app
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.add_schedule(extract_schedule)
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.add_schedule(Render::base_schedule())
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.init_resource::<render_graph::RenderGraph>()
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.insert_resource(app.world.resource::<AssetServer>().clone())
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.add_systems(ExtractSchedule, PipelineCache::extract_shaders)
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.add_systems(
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Render,
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(
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// This set applies the commands from the extract schedule while the render schedule
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// is running in parallel with the main app.
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apply_extract_commands.in_set(RenderSet::ExtractCommands),
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(
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PipelineCache::process_pipeline_queue_system.before(render_system),
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render_system,
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)
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.in_set(RenderSet::Render),
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World::clear_entities.in_set(RenderSet::Cleanup),
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),
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);
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let (sender, receiver) = bevy_time::create_time_channels();
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app.insert_resource(receiver);
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render_app.insert_resource(sender);
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app.insert_sub_app(RenderApp, SubApp::new(render_app, move |main_world, render_app| {
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#[cfg(feature = "trace")]
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let _render_span = bevy_utils::tracing::info_span!("extract main app to render subapp").entered();
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{
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#[cfg(feature = "trace")]
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let _stage_span =
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bevy_utils::tracing::info_span!("reserve_and_flush")
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.entered();
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// reserve all existing main world entities for use in render_app
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// they can only be spawned using `get_or_spawn()`
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let total_count = main_world.entities().total_count();
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assert_eq!(
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render_app.world.entities().len(),
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0,
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"An entity was spawned after the entity list was cleared last frame and before the extract schedule began. This is not supported",
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);
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// SAFETY: This is safe given the clear_entities call in the past frame and the assert above
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unsafe {
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render_app
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.world
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.entities_mut()
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.flush_and_reserve_invalid_assuming_no_entities(total_count);
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}
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}
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// run extract schedule
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extract(main_world, render_app);
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}));
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}
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/// Applies the commands from the extract schedule. This happens during
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/// the render schedule rather than during extraction to allow the commands to run in parallel with the
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/// main app when pipelined rendering is enabled.
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fn apply_extract_commands(render_world: &mut World) {
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render_world.resource_scope(|render_world, mut schedules: Mut<Schedules>| {
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schedules
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.get_mut(ExtractSchedule)
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.unwrap()
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.apply_deferred(render_world);
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});
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}
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