mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
bef9bc1844
# Objective Speed up the render phase for rendering. ## Solution - Follow up #6988 and make the internals of atomic IDs `NonZeroU32`. This niches the `Option`s of the IDs in draw state, which reduces the size and branching behavior when evaluating for equality. - Require `&RenderDevice` to get the device's `Limits` when initializing a `TrackedRenderPass` to preallocate the bind groups and vertex buffer state in `DrawState`, this removes the branch on needing to resize those `Vec`s. ## Performance This produces a similar speed up akin to that of #6885. This shows an approximate 6% speed up in `main_opaque_pass_3d` on `many_foxes` (408.79 us -> 388us). This should be orthogonal to the gains seen there. ![image](https://user-images.githubusercontent.com/3137680/209906239-e430f026-63c2-4b95-957e-a2045b810d79.png) --- ## Changelog Added: `RenderContext::begin_tracked_render_pass`. Changed: `TrackedRenderPass` now requires a `&RenderDevice` on construction. Removed: `bevy_render::render_phase::DrawState`. It was not usable in any form outside of `bevy_render`. ## Migration Guide TODO
192 lines
5.3 KiB
Rust
192 lines
5.3 KiB
Rust
use super::{UiBatch, UiImageBindGroups, UiMeta};
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use crate::{prelude::UiCameraConfig, DefaultCameraView};
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use bevy_ecs::{
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prelude::*,
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system::{lifetimeless::*, SystemParamItem},
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};
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use bevy_render::{
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render_graph::*,
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render_phase::*,
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render_resource::{CachedRenderPipelineId, LoadOp, Operations, RenderPassDescriptor},
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renderer::*,
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view::*,
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};
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use bevy_utils::FloatOrd;
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pub struct UiPassNode {
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ui_view_query: QueryState<
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(
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&'static RenderPhase<TransparentUi>,
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&'static ViewTarget,
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Option<&'static UiCameraConfig>,
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),
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With<ExtractedView>,
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>,
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default_camera_view_query: QueryState<&'static DefaultCameraView>,
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}
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impl UiPassNode {
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pub const IN_VIEW: &'static str = "view";
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pub fn new(world: &mut World) -> Self {
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Self {
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ui_view_query: world.query_filtered(),
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default_camera_view_query: world.query(),
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}
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}
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}
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impl Node for UiPassNode {
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fn input(&self) -> Vec<SlotInfo> {
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vec![SlotInfo::new(UiPassNode::IN_VIEW, SlotType::Entity)]
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}
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fn update(&mut self, world: &mut World) {
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self.ui_view_query.update_archetypes(world);
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self.default_camera_view_query.update_archetypes(world);
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}
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fn run(
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&self,
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graph: &mut RenderGraphContext,
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render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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let input_view_entity = graph.get_input_entity(Self::IN_VIEW)?;
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let Ok((transparent_phase, target, camera_ui)) =
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self.ui_view_query.get_manual(world, input_view_entity)
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else {
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return Ok(());
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};
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if transparent_phase.items.is_empty() {
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return Ok(());
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}
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// Don't render UI for cameras where it is explicitly disabled
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if matches!(camera_ui, Some(&UiCameraConfig { show_ui: false })) {
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return Ok(());
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}
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// use the "default" view entity if it is defined
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let view_entity = if let Ok(default_view) = self
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.default_camera_view_query
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.get_manual(world, input_view_entity)
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{
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default_view.0
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} else {
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input_view_entity
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};
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let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("ui_pass"),
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color_attachments: &[Some(target.get_unsampled_color_attachment(Operations {
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load: LoadOp::Load,
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store: true,
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}))],
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depth_stencil_attachment: None,
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});
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transparent_phase.render(&mut render_pass, world, view_entity);
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Ok(())
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}
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}
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pub struct TransparentUi {
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pub sort_key: FloatOrd,
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pub entity: Entity,
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pub pipeline: CachedRenderPipelineId,
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pub draw_function: DrawFunctionId,
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}
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impl PhaseItem for TransparentUi {
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type SortKey = FloatOrd;
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#[inline]
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fn entity(&self) -> Entity {
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self.entity
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}
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#[inline]
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fn sort_key(&self) -> Self::SortKey {
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self.sort_key
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}
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#[inline]
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fn draw_function(&self) -> DrawFunctionId {
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self.draw_function
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}
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}
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impl CachedRenderPipelinePhaseItem for TransparentUi {
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#[inline]
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fn cached_pipeline(&self) -> CachedRenderPipelineId {
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self.pipeline
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}
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}
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pub type DrawUi = (
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SetItemPipeline,
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SetUiViewBindGroup<0>,
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SetUiTextureBindGroup<1>,
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DrawUiNode,
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);
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pub struct SetUiViewBindGroup<const I: usize>;
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impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetUiViewBindGroup<I> {
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type Param = SRes<UiMeta>;
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type ViewWorldQuery = Read<ViewUniformOffset>;
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type ItemWorldQuery = ();
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fn render<'w>(
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_item: &P,
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view_uniform: &'w ViewUniformOffset,
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_entity: (),
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ui_meta: SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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pass.set_bind_group(
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I,
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ui_meta.into_inner().view_bind_group.as_ref().unwrap(),
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&[view_uniform.offset],
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);
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RenderCommandResult::Success
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}
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}
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pub struct SetUiTextureBindGroup<const I: usize>;
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impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetUiTextureBindGroup<I> {
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type Param = SRes<UiImageBindGroups>;
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type ViewWorldQuery = ();
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type ItemWorldQuery = Read<UiBatch>;
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#[inline]
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fn render<'w>(
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_item: &P,
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_view: (),
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batch: &'w UiBatch,
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image_bind_groups: SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let image_bind_groups = image_bind_groups.into_inner();
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pass.set_bind_group(I, image_bind_groups.values.get(&batch.image).unwrap(), &[]);
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RenderCommandResult::Success
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}
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}
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pub struct DrawUiNode;
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impl<P: PhaseItem> RenderCommand<P> for DrawUiNode {
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type Param = SRes<UiMeta>;
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type ViewWorldQuery = ();
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type ItemWorldQuery = Read<UiBatch>;
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#[inline]
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fn render<'w>(
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_item: &P,
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_view: (),
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batch: &'w UiBatch,
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ui_meta: SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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pass.set_vertex_buffer(0, ui_meta.into_inner().vertices.buffer().unwrap().slice(..));
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pass.draw(batch.range.clone(), 0..1);
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RenderCommandResult::Success
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}
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}
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