mirror of
https://github.com/bevyengine/bevy
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e954b8573c
# Objective The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail. Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985. ## Solution Remove `Entities`'s `Default` implementation and force access to the type to only be through a properly constructed `World`. Additional cleanup for other parts of `bevy_ecs::entity`: - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values. - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it. - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned. - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search). - Attempted to document the few remaining undocumented public APIs in the module. --- ## Changelog Removed: `Entities`'s `Default` implementation. Removed: `EntityMeta` Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: James Liu <contact@jamessliu.com>
366 lines
14 KiB
Rust
366 lines
14 KiB
Rust
extern crate core;
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pub mod camera;
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pub mod color;
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pub mod extract_component;
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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 mesh;
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pub mod primitives;
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pub mod rangefinder;
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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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use bevy_hierarchy::ValidParentCheckPlugin;
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pub use extract_param::Extract;
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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::{Camera, OrthographicProjection, PerspectiveProjection, Projection},
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color::Color,
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mesh::{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::{ComputedVisibility, Msaa, Visibility, VisibilityBundle},
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};
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}
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use globals::GlobalsPlugin;
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pub use once_cell;
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use crate::{
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camera::CameraPlugin,
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mesh::MeshPlugin,
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render_resource::{PipelineCache, Shader, ShaderLoader},
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renderer::{render_system, RenderInstance},
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view::{ViewPlugin, WindowRenderPlugin},
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};
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use bevy_app::{App, AppLabel, Plugin};
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use bevy_asset::{AddAsset, AssetServer};
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use bevy_ecs::prelude::*;
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use bevy_utils::tracing::debug;
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use std::{
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any::TypeId,
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ops::{Deref, DerefMut},
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};
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/// Contains the default Bevy rendering backend based on wgpu.
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#[derive(Default)]
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pub struct RenderPlugin;
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/// The labels of the default App rendering stages.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
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pub enum RenderStage {
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/// Extract data from the "app world" and insert it into the "render world".
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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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Extract,
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/// Prepare render resources from the extracted data for the GPU.
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Prepare,
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/// Create [`BindGroups`](crate::render_resource::BindGroup) that depend on
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/// [`Prepare`](RenderStage::Prepare) data and queue up draw calls to run during the
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/// [`Render`](RenderStage::Render) stage.
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Queue,
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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`](crate::render_phase::RenderPhase) here.
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PhaseSort,
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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 simulation [`World`] of the application, stored as a resource.
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/// This resource is only available during [`RenderStage::Extract`] and not
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/// during command application of that stage.
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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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/// The Render App World. This is only available as a resource during the Extract step.
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#[derive(Resource, Default)]
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pub struct RenderWorld(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 main_graph {
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pub mod node {
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pub const CAMERA_DRIVER: &str = "camera_driver";
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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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impl Plugin for RenderPlugin {
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/// Initializes the renderer, sets up the [`RenderStage`](RenderStage) and creates the rendering sub-app.
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fn build(&self, app: &mut App) {
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let options = app
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.world
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.get_resource::<settings::WgpuSettings>()
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.cloned()
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.unwrap_or_default();
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app.add_asset::<Shader>()
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.add_debug_asset::<Shader>()
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.init_asset_loader::<ShaderLoader>()
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.init_debug_asset_loader::<ShaderLoader>();
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if let Some(backends) = options.backends {
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let windows = app.world.resource_mut::<bevy_window::Windows>();
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let instance = wgpu::Instance::new(backends);
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let surface = windows
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.get_primary()
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.and_then(|window| window.raw_handle())
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.map(|wrapper| unsafe {
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let handle = wrapper.get_handle();
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instance.create_surface(&handle)
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});
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let request_adapter_options = wgpu::RequestAdapterOptions {
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power_preference: options.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) = futures_lite::future::block_on(
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renderer::initialize_renderer(&instance, &options, &request_adapter_options),
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);
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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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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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.init_resource::<ScratchMainWorld>();
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let pipeline_cache = PipelineCache::new(device.clone());
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let asset_server = app.world.resource::<AssetServer>().clone();
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let mut render_app = App::empty();
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let mut extract_stage =
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SystemStage::parallel().with_system(PipelineCache::extract_shaders);
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// Get the ComponentId for MainWorld. This does technically 'waste' a `WorldId`, but that's probably fine
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render_app.init_resource::<MainWorld>();
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render_app.world.remove_resource::<MainWorld>();
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let main_world_in_render = render_app
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.world
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.components()
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.get_resource_id(TypeId::of::<MainWorld>());
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// `Extract` systems must read from the main world. We want to emit an error when that doesn't occur
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// Safe to unwrap: Ensured it existed just above
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extract_stage.set_must_read_resource(main_world_in_render.unwrap());
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// don't apply buffers when the stage finishes running
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// extract stage runs on the render world, but buffers are applied
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// after access to the main world is removed
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// See also https://github.com/bevyengine/bevy/issues/5082
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extract_stage.set_apply_buffers(false);
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render_app
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.add_stage(RenderStage::Extract, extract_stage)
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.add_stage(RenderStage::Prepare, SystemStage::parallel())
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.add_stage(RenderStage::Queue, SystemStage::parallel())
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.add_stage(RenderStage::PhaseSort, SystemStage::parallel())
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.add_stage(
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RenderStage::Render,
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SystemStage::parallel()
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.with_system(PipelineCache::process_pipeline_queue_system)
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.with_system(render_system.at_end()),
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)
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.add_stage(RenderStage::Cleanup, SystemStage::parallel())
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.init_resource::<render_graph::RenderGraph>()
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.insert_resource(RenderInstance(instance))
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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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.insert_resource(pipeline_cache)
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.insert_resource(asset_server);
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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.add_sub_app(RenderApp, render_app, move |app_world, render_app| {
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#[cfg(feature = "trace")]
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let _render_span = bevy_utils::tracing::info_span!("renderer 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!("stage", name = "reserve_and_flush")
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.entered();
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// reserve all existing app 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 = app_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 stage began. This is not supported",
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);
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// 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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{
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#[cfg(feature = "trace")]
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let _stage_span =
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bevy_utils::tracing::info_span!("stage", name = "extract").entered();
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// extract
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extract(app_world, render_app);
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}
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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!("stage", name = "prepare").entered();
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// prepare
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let prepare = render_app
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.schedule
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.get_stage_mut::<SystemStage>(RenderStage::Prepare)
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.unwrap();
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prepare.run(&mut render_app.world);
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}
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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!("stage", name = "queue").entered();
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// queue
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let queue = render_app
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.schedule
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.get_stage_mut::<SystemStage>(RenderStage::Queue)
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.unwrap();
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queue.run(&mut render_app.world);
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}
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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!("stage", name = "sort").entered();
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// phase sort
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let phase_sort = render_app
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.schedule
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.get_stage_mut::<SystemStage>(RenderStage::PhaseSort)
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.unwrap();
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phase_sort.run(&mut render_app.world);
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}
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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!("stage", name = "render").entered();
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// render
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let render = render_app
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.schedule
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.get_stage_mut::<SystemStage>(RenderStage::Render)
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.unwrap();
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render.run(&mut render_app.world);
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}
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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!("stage", name = "cleanup").entered();
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// cleanup
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let cleanup = render_app
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.schedule
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.get_stage_mut::<SystemStage>(RenderStage::Cleanup)
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.unwrap();
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cleanup.run(&mut render_app.world);
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}
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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!("stage", name = "clear_entities").entered();
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render_app.world.clear_entities();
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}
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});
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}
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app.add_plugin(ValidParentCheckPlugin::<view::ComputedVisibility>::default())
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.add_plugin(WindowRenderPlugin)
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.add_plugin(CameraPlugin)
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.add_plugin(ViewPlugin)
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.add_plugin(MeshPlugin)
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.add_plugin(GlobalsPlugin);
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app.register_type::<color::Color>()
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.register_type::<primitives::Aabb>()
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.register_type::<primitives::CubemapFrusta>()
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.register_type::<primitives::Frustum>();
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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 [`RenderStage::Extract`].
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#[derive(Resource, Default)]
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struct ScratchMainWorld(World);
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/// Executes the [`Extract`](RenderStage::Extract) stage 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(app_world: &mut World, render_app: &mut App) {
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let extract = render_app
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.schedule
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.get_stage_mut::<SystemStage>(RenderStage::Extract)
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.unwrap();
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// temporarily add the app world to the render world as a resource
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let scratch_world = app_world.remove_resource::<ScratchMainWorld>().unwrap();
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let inserted_world = std::mem::replace(app_world, scratch_world.0);
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let running_world = &mut render_app.world;
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running_world.insert_resource(MainWorld(inserted_world));
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extract.run(running_world);
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// move the app world back, as if nothing happened.
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let inserted_world = running_world.remove_resource::<MainWorld>().unwrap();
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let scratch_world = std::mem::replace(app_world, inserted_world.0);
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app_world.insert_resource(ScratchMainWorld(scratch_world));
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// Note: We apply buffers (read, Commands) after the `MainWorld` has been removed from the render app's world
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// so that in future, pipelining will be able to do this too without any code relying on it.
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// see <https://github.com/bevyengine/bevy/issues/5082>
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extract.apply_buffers(running_world);
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}
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