Add missing system ordering constraint to prepare_lights (#18308)

Fix https://github.com/bevyengine/bevy/issues/18094.
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JMS55 2025-03-15 15:57:52 -07:00 committed by GitHub
parent d41de7f3df
commit 195a74afad
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GPG Key ID: B5690EEEBB952194
4 changed files with 5 additions and 5 deletions

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@ -130,14 +130,12 @@ use bevy_ecs::prelude::*;
use bevy_image::Image;
use bevy_render::{
alpha::AlphaMode,
camera::{CameraUpdateSystem, Projection},
camera::{sort_cameras, CameraUpdateSystem, Projection},
extract_component::ExtractComponentPlugin,
extract_resource::ExtractResourcePlugin,
render_asset::prepare_assets,
render_graph::RenderGraph,
render_resource::Shader,
sync_component::SyncComponentPlugin,
texture::GpuImage,
view::VisibilitySystems,
ExtractSchedule, Render, RenderApp, RenderDebugFlags, RenderSet,
};
@ -474,7 +472,7 @@ impl Plugin for PbrPlugin {
(
prepare_lights
.in_set(RenderSet::ManageViews)
.after(prepare_assets::<GpuImage>),
.after(sort_cameras),
prepare_clusters.in_set(RenderSet::PrepareResources),
),
)

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@ -35,6 +35,7 @@ use bevy_platform_support::hash::FixedHasher;
use bevy_reflect::std_traits::ReflectDefault;
use bevy_reflect::Reflect;
use bevy_render::mesh::mark_3d_meshes_as_changed_if_their_assets_changed;
use bevy_render::render_asset::prepare_assets;
use bevy_render::renderer::RenderQueue;
use bevy_render::{
batching::gpu_preprocessing::GpuPreprocessingSupport,

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@ -4,6 +4,7 @@ use bevy_math::{Affine2, Affine3, Mat2, Mat3, Vec2, Vec3, Vec4};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{
mesh::MeshVertexBufferLayoutRef, render_asset::RenderAssets, render_resource::*,
texture::GpuImage,
};
use bitflags::bitflags;

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@ -37,7 +37,7 @@ use bevy_render::{
render_resource::*,
renderer::{RenderAdapter, RenderDevice, RenderQueue},
sync_world::MainEntityHashSet,
texture::DefaultImageSampler,
texture::{DefaultImageSampler, GpuImage},
view::{
self, NoFrustumCulling, NoIndirectDrawing, RenderVisibilityRanges, RetainedViewEntity,
ViewTarget, ViewUniformOffset, ViewVisibility, VisibilityRange,