Use RenderStartup
in bevy_sprite
. (#20147)
# Objective - Progress towards #19887. ## Solution - Convert FromWorld implementations into systems. - Move any resource "manipulation" from `Plugin::finish` to systems. - Add `after` dependencies to any uses of these resources (basically all `SpritePipeline`). ## Testing - Ran the `sprite`, and `mesh2d_manual` example and it worked.
This commit is contained in:
parent
2be3bc5310
commit
2824bd5f6e
@ -27,7 +27,9 @@ use bevy_render::{
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Render, RenderApp, RenderSystems,
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};
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use bevy_render::{sync_world::MainEntity, RenderStartup};
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use bevy_sprite::{Mesh2dPipeline, Mesh2dPipelineKey, SetMesh2dViewBindGroup};
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use bevy_sprite::{
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init_mesh_2d_pipeline, Mesh2dPipeline, Mesh2dPipelineKey, SetMesh2dViewBindGroup,
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};
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use bevy_utils::default;
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use tracing::error;
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@ -56,7 +58,9 @@ impl Plugin for LineGizmo2dPlugin {
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)
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.add_systems(
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RenderStartup,
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init_line_gizmo_pipelines.after(init_line_gizmo_uniform_bind_group_layout),
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init_line_gizmo_pipelines
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.after(init_line_gizmo_uniform_bind_group_layout)
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.after(init_mesh_2d_pipeline),
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)
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.add_systems(
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Render,
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@ -56,7 +56,7 @@ use bevy_render::{
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render_phase::AddRenderCommand,
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render_resource::SpecializedRenderPipelines,
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view::{NoFrustumCulling, VisibilitySystems},
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ExtractSchedule, Render, RenderApp, RenderSystems,
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ExtractSchedule, Render, RenderApp, RenderStartup, RenderSystems,
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};
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/// Adds support for 2D sprite rendering.
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@ -118,7 +118,9 @@ impl Plugin for SpritePlugin {
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.init_resource::<ExtractedSprites>()
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.init_resource::<ExtractedSlices>()
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.init_resource::<SpriteAssetEvents>()
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.init_resource::<SpriteBatches>()
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.add_render_command::<Transparent2d, DrawSprite>()
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.add_systems(RenderStartup, init_sprite_pipeline)
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.add_systems(
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ExtractSchedule,
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(
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@ -140,14 +142,6 @@ impl Plugin for SpritePlugin {
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);
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};
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}
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fn finish(&self, app: &mut App) {
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<SpriteBatches>()
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.init_resource::<SpritePipeline>();
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}
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}
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}
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/// System calculating and inserting an [`Aabb`] component to entities with either:
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@ -1,6 +1,7 @@
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use crate::{
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DrawMesh2d, Mesh2d, Mesh2dPipeline, Mesh2dPipelineKey, RenderMesh2dInstances,
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SetMesh2dBindGroup, SetMesh2dViewBindGroup, ViewKeyCache, ViewSpecializationTicks,
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init_mesh_2d_pipeline, DrawMesh2d, Mesh2d, Mesh2dPipeline, Mesh2dPipelineKey,
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RenderMesh2dInstances, SetMesh2dBindGroup, SetMesh2dViewBindGroup, ViewKeyCache,
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ViewSpecializationTicks,
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};
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use bevy_app::{App, Plugin, PostUpdate};
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use bevy_asset::prelude::AssetChanged;
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@ -25,6 +26,7 @@ use bevy_render::camera::extract_cameras;
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use bevy_render::render_phase::{DrawFunctionId, InputUniformIndex};
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use bevy_render::render_resource::CachedRenderPipelineId;
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use bevy_render::view::RenderVisibleEntities;
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use bevy_render::RenderStartup;
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use bevy_render::{
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mesh::{MeshVertexBufferLayoutRef, RenderMesh},
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render_asset::{
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@ -285,6 +287,10 @@ where
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.add_render_command::<Transparent2d, DrawMaterial2d<M>>()
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.init_resource::<RenderMaterial2dInstances<M>>()
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.init_resource::<SpecializedMeshPipelines<Material2dPipeline<M>>>()
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.add_systems(
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RenderStartup,
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init_material_2d_pipeline::<M>.after(init_mesh_2d_pipeline),
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)
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.add_systems(
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ExtractSchedule,
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(
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@ -306,12 +312,6 @@ where
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);
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}
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}
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fn finish(&self, app: &mut App) {
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.init_resource::<Material2dPipeline<M>>();
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}
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}
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}
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#[derive(Resource, Deref, DerefMut)]
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@ -463,28 +463,29 @@ where
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}
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}
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impl<M: Material2d> FromWorld for Material2dPipeline<M> {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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let render_device = world.resource::<RenderDevice>();
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let material2d_layout = M::bind_group_layout(render_device);
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pub fn init_material_2d_pipeline<M: Material2d>(
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mut commands: Commands,
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render_device: Res<RenderDevice>,
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asset_server: Res<AssetServer>,
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mesh_2d_pipeline: Res<Mesh2dPipeline>,
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) {
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let material2d_layout = M::bind_group_layout(&render_device);
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Material2dPipeline {
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mesh2d_pipeline: world.resource::<Mesh2dPipeline>().clone(),
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material2d_layout,
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vertex_shader: match M::vertex_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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fragment_shader: match M::fragment_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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marker: PhantomData,
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}
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}
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commands.insert_resource(Material2dPipeline::<M> {
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mesh2d_pipeline: mesh_2d_pipeline.clone(),
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material2d_layout,
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vertex_shader: match M::vertex_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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fragment_shader: match M::fragment_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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marker: PhantomData,
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});
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}
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pub(super) type DrawMaterial2d<M> = (
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@ -1,6 +1,6 @@
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use bevy_app::Plugin;
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use bevy_asset::{embedded_asset, load_embedded_asset, AssetId, Handle};
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use bevy_render::load_shader_library;
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use bevy_asset::{embedded_asset, load_embedded_asset, AssetId, AssetServer, Handle};
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use bevy_render::{load_shader_library, RenderStartup};
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use crate::{tonemapping_pipeline_key, Material2dBindGroupId};
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use bevy_core_pipeline::tonemapping::DebandDither;
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@ -16,7 +16,7 @@ use bevy_ecs::system::SystemChangeTick;
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use bevy_ecs::{
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prelude::*,
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query::ROQueryItem,
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system::{lifetimeless::*, SystemParamItem, SystemState},
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system::{lifetimeless::*, SystemParamItem},
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};
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use bevy_image::{BevyDefault, Image, ImageSampler, TextureFormatPixelInfo};
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use bevy_math::{Affine3, Vec4};
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@ -69,15 +69,29 @@ impl Plugin for Mesh2dRenderPlugin {
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embedded_asset!(app, "mesh2d.wgsl");
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// These bindings should be loaded as a shader library, but it depends on runtime
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// information, so we will load it in a system.
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embedded_asset!(app, "mesh2d_bindings.wgsl");
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<ViewKeyCache>()
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.init_resource::<RenderMesh2dInstances>()
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.init_resource::<SpecializedMeshPipelines<Mesh2dPipeline>>()
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.init_resource::<ViewSpecializationTicks>()
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.add_systems(
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RenderStartup,
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(
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init_mesh_2d_pipeline,
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init_batched_instance_buffer,
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load_mesh2d_bindings,
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),
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)
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.add_systems(ExtractSchedule, extract_mesh2d)
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.add_systems(
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Render,
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(
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check_views_need_specialization.in_set(PrepareAssets),
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(
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sweep_old_entities::<Opaque2d>,
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sweep_old_entities::<AlphaMask2d>,
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@ -100,42 +114,6 @@ impl Plugin for Mesh2dRenderPlugin {
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);
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}
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}
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fn finish(&self, app: &mut bevy_app::App) {
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let mut mesh_bindings_shader_defs = Vec::with_capacity(1);
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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let render_device = render_app.world().resource::<RenderDevice>();
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let batched_instance_buffer =
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BatchedInstanceBuffer::<Mesh2dUniform>::new(render_device);
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if let Some(per_object_buffer_batch_size) =
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GpuArrayBuffer::<Mesh2dUniform>::batch_size(render_device)
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{
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mesh_bindings_shader_defs.push(ShaderDefVal::UInt(
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"PER_OBJECT_BUFFER_BATCH_SIZE".into(),
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per_object_buffer_batch_size,
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));
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}
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render_app
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.insert_resource(batched_instance_buffer)
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.init_resource::<Mesh2dPipeline>()
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.init_resource::<ViewKeyCache>()
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.init_resource::<ViewSpecializationTicks>()
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.add_systems(
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Render,
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check_views_need_specialization.in_set(PrepareAssets),
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);
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}
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// Load the mesh_bindings shader module here as it depends on runtime information about
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// whether storage buffers are supported, or the maximum uniform buffer binding size.
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load_shader_library!(app, "mesh2d_bindings.wgsl", move |settings| *settings =
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ShaderSettings {
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shader_defs: mesh_bindings_shader_defs.clone()
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});
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}
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}
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#[derive(Resource, Deref, DerefMut, Default, Debug, Clone)]
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@ -180,6 +158,38 @@ pub fn check_views_need_specialization(
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}
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}
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pub fn init_batched_instance_buffer(mut commands: Commands, render_device: Res<RenderDevice>) {
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commands.insert_resource(BatchedInstanceBuffer::<Mesh2dUniform>::new(&render_device));
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}
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fn load_mesh2d_bindings(render_device: Res<RenderDevice>, asset_server: Res<AssetServer>) {
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let mut mesh_bindings_shader_defs = Vec::with_capacity(1);
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if let Some(per_object_buffer_batch_size) =
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GpuArrayBuffer::<Mesh2dUniform>::batch_size(&render_device)
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{
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mesh_bindings_shader_defs.push(ShaderDefVal::UInt(
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"PER_OBJECT_BUFFER_BATCH_SIZE".into(),
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per_object_buffer_batch_size,
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));
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}
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// Load the mesh_bindings shader module here as it depends on runtime information about
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// whether storage buffers are supported, or the maximum uniform buffer binding size.
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let handle: Handle<Shader> = load_embedded_asset!(
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asset_server.as_ref(),
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"mesh2d_bindings.wgsl",
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move |settings| {
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*settings = ShaderSettings {
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shader_defs: mesh_bindings_shader_defs.clone(),
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}
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}
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);
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// Forget the handle so we don't have to store it anywhere, and we keep the embedded asset
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// loaded. Note: This is what happens in `load_shader_library` internally.
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core::mem::forget(handle);
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}
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#[derive(Component)]
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pub struct Mesh2dTransforms {
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pub world_from_local: Affine3,
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@ -282,79 +292,74 @@ pub struct Mesh2dPipeline {
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pub per_object_buffer_batch_size: Option<u32>,
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}
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impl FromWorld for Mesh2dPipeline {
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fn from_world(world: &mut World) -> Self {
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let mut system_state: SystemState<(
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Res<RenderDevice>,
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Res<RenderQueue>,
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Res<DefaultImageSampler>,
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)> = SystemState::new(world);
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let (render_device, render_queue, default_sampler) = system_state.get_mut(world);
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let render_device = render_device.into_inner();
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let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
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let view_layout = render_device.create_bind_group_layout(
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"mesh2d_view_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::VERTEX_FRAGMENT,
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(
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uniform_buffer::<ViewUniform>(true),
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uniform_buffer::<GlobalsUniform>(false),
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tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
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tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
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),
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pub fn init_mesh_2d_pipeline(
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mut commands: Commands,
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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default_sampler: Res<DefaultImageSampler>,
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asset_server: Res<AssetServer>,
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) {
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let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
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let view_layout = render_device.create_bind_group_layout(
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"mesh2d_view_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::VERTEX_FRAGMENT,
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(
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uniform_buffer::<ViewUniform>(true),
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uniform_buffer::<GlobalsUniform>(false),
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tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
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tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
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),
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);
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),
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);
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let mesh_layout = render_device.create_bind_group_layout(
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"mesh2d_layout",
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&BindGroupLayoutEntries::single(
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ShaderStages::VERTEX_FRAGMENT,
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GpuArrayBuffer::<Mesh2dUniform>::binding_layout(render_device),
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),
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);
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// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
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let dummy_white_gpu_image = {
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let image = Image::default();
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let texture = render_device.create_texture(&image.texture_descriptor);
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let sampler = match image.sampler {
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ImageSampler::Default => (**default_sampler).clone(),
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ImageSampler::Descriptor(ref descriptor) => {
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render_device.create_sampler(&descriptor.as_wgpu())
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}
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};
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let format_size = image.texture_descriptor.format.pixel_size();
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render_queue.write_texture(
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texture.as_image_copy(),
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image.data.as_ref().expect("Image has no data"),
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TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(image.width() * format_size as u32),
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rows_per_image: None,
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},
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image.texture_descriptor.size,
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);
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let texture_view = texture.create_view(&TextureViewDescriptor::default());
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GpuImage {
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texture,
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texture_view,
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texture_format: image.texture_descriptor.format,
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sampler,
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size: image.texture_descriptor.size,
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mip_level_count: image.texture_descriptor.mip_level_count,
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let mesh_layout = render_device.create_bind_group_layout(
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"mesh2d_layout",
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&BindGroupLayoutEntries::single(
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ShaderStages::VERTEX_FRAGMENT,
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GpuArrayBuffer::<Mesh2dUniform>::binding_layout(&render_device),
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),
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);
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// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
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let dummy_white_gpu_image = {
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let image = Image::default();
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let texture = render_device.create_texture(&image.texture_descriptor);
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let sampler = match image.sampler {
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ImageSampler::Default => (**default_sampler).clone(),
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ImageSampler::Descriptor(ref descriptor) => {
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render_device.create_sampler(&descriptor.as_wgpu())
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}
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};
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Mesh2dPipeline {
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view_layout,
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mesh_layout,
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dummy_white_gpu_image,
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per_object_buffer_batch_size: GpuArrayBuffer::<Mesh2dUniform>::batch_size(
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render_device,
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),
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shader: load_embedded_asset!(world, "mesh2d.wgsl"),
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let format_size = image.texture_descriptor.format.pixel_size();
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render_queue.write_texture(
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texture.as_image_copy(),
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image.data.as_ref().expect("Image has no data"),
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TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(image.width() * format_size as u32),
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rows_per_image: None,
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},
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image.texture_descriptor.size,
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);
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let texture_view = texture.create_view(&TextureViewDescriptor::default());
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GpuImage {
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texture,
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texture_view,
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texture_format: image.texture_descriptor.format,
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sampler,
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size: image.texture_descriptor.size,
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mip_level_count: image.texture_descriptor.mip_level_count,
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}
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}
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};
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commands.insert_resource(Mesh2dPipeline {
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view_layout,
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mesh_layout,
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dummy_white_gpu_image,
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per_object_buffer_batch_size: GpuArrayBuffer::<Mesh2dUniform>::batch_size(&render_device),
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shader: load_embedded_asset!(asset_server.as_ref(), "mesh2d.wgsl"),
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});
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}
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impl Mesh2dPipeline {
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|
@ -1,11 +1,11 @@
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use crate::{
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DrawMesh2d, Mesh2dPipeline, Mesh2dPipelineKey, RenderMesh2dInstances, SetMesh2dBindGroup,
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SetMesh2dViewBindGroup, ViewKeyCache, ViewSpecializationTicks,
|
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init_mesh_2d_pipeline, DrawMesh2d, Mesh2dPipeline, Mesh2dPipelineKey, RenderMesh2dInstances,
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SetMesh2dBindGroup, SetMesh2dViewBindGroup, ViewKeyCache, ViewSpecializationTicks,
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};
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use bevy_app::{App, Plugin, PostUpdate, Startup, Update};
|
||||
use bevy_asset::{
|
||||
embedded_asset, load_embedded_asset, prelude::AssetChanged, AsAssetId, Asset, AssetApp,
|
||||
AssetEventSystems, AssetId, Assets, Handle, UntypedAssetId,
|
||||
AssetEventSystems, AssetId, AssetServer, Assets, Handle, UntypedAssetId,
|
||||
};
|
||||
use bevy_color::{Color, ColorToComponents};
|
||||
use bevy_core_pipeline::core_2d::{
|
||||
@ -49,7 +49,7 @@ use bevy_render::{
|
||||
view::{
|
||||
ExtractedView, RenderVisibleEntities, RetainedViewEntity, ViewDepthTexture, ViewTarget,
|
||||
},
|
||||
Extract, Render, RenderApp, RenderDebugFlags, RenderSystems,
|
||||
Extract, Render, RenderApp, RenderDebugFlags, RenderStartup, RenderSystems,
|
||||
};
|
||||
use core::{hash::Hash, ops::Range};
|
||||
use tracing::error;
|
||||
@ -129,6 +129,10 @@ impl Plugin for Wireframe2dPlugin {
|
||||
Node2d::PostProcessing,
|
||||
),
|
||||
)
|
||||
.add_systems(
|
||||
RenderStartup,
|
||||
init_wireframe_2d_pipeline.after(init_mesh_2d_pipeline),
|
||||
)
|
||||
.add_systems(
|
||||
ExtractSchedule,
|
||||
(
|
||||
@ -150,13 +154,6 @@ impl Plugin for Wireframe2dPlugin {
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
fn finish(&self, app: &mut App) {
|
||||
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
|
||||
return;
|
||||
};
|
||||
render_app.init_resource::<Wireframe2dPipeline>();
|
||||
}
|
||||
}
|
||||
|
||||
/// Enables wireframe rendering for any entity it is attached to.
|
||||
@ -327,13 +324,15 @@ pub struct Wireframe2dPipeline {
|
||||
shader: Handle<Shader>,
|
||||
}
|
||||
|
||||
impl FromWorld for Wireframe2dPipeline {
|
||||
fn from_world(render_world: &mut World) -> Self {
|
||||
Wireframe2dPipeline {
|
||||
mesh_pipeline: render_world.resource::<Mesh2dPipeline>().clone(),
|
||||
shader: load_embedded_asset!(render_world, "wireframe2d.wgsl"),
|
||||
}
|
||||
}
|
||||
pub fn init_wireframe_2d_pipeline(
|
||||
mut commands: Commands,
|
||||
mesh_2d_pipeline: Res<Mesh2dPipeline>,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
commands.insert_resource(Wireframe2dPipeline {
|
||||
mesh_pipeline: mesh_2d_pipeline.clone(),
|
||||
shader: load_embedded_asset!(asset_server.as_ref(), "wireframe2d.wgsl"),
|
||||
});
|
||||
}
|
||||
|
||||
impl SpecializedMeshPipeline for Wireframe2dPipeline {
|
||||
|
@ -1,7 +1,7 @@
|
||||
use core::ops::Range;
|
||||
|
||||
use crate::{Anchor, ComputedTextureSlices, ScalingMode, Sprite};
|
||||
use bevy_asset::{load_embedded_asset, AssetEvent, AssetId, Assets, Handle};
|
||||
use bevy_asset::{load_embedded_asset, AssetEvent, AssetId, AssetServer, Assets, Handle};
|
||||
use bevy_color::{ColorToComponents, LinearRgba};
|
||||
use bevy_core_pipeline::{
|
||||
core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT},
|
||||
@ -14,7 +14,7 @@ use bevy_derive::{Deref, DerefMut};
|
||||
use bevy_ecs::{
|
||||
prelude::*,
|
||||
query::ROQueryItem,
|
||||
system::{lifetimeless::*, SystemParamItem, SystemState},
|
||||
system::{lifetimeless::*, SystemParamItem},
|
||||
};
|
||||
use bevy_image::{BevyDefault, Image, ImageSampler, TextureAtlasLayout, TextureFormatPixelInfo};
|
||||
use bevy_math::{Affine3A, FloatOrd, Quat, Rect, Vec2, Vec4};
|
||||
@ -52,77 +52,74 @@ pub struct SpritePipeline {
|
||||
pub dummy_white_gpu_image: GpuImage,
|
||||
}
|
||||
|
||||
impl FromWorld for SpritePipeline {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let mut system_state: SystemState<(
|
||||
Res<RenderDevice>,
|
||||
Res<DefaultImageSampler>,
|
||||
Res<RenderQueue>,
|
||||
)> = SystemState::new(world);
|
||||
let (render_device, default_sampler, render_queue) = system_state.get_mut(world);
|
||||
|
||||
let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
|
||||
let view_layout = render_device.create_bind_group_layout(
|
||||
"sprite_view_layout",
|
||||
&BindGroupLayoutEntries::sequential(
|
||||
ShaderStages::VERTEX_FRAGMENT,
|
||||
(
|
||||
uniform_buffer::<ViewUniform>(true),
|
||||
tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
|
||||
tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
|
||||
),
|
||||
pub fn init_sprite_pipeline(
|
||||
mut commands: Commands,
|
||||
render_device: Res<RenderDevice>,
|
||||
default_sampler: Res<DefaultImageSampler>,
|
||||
render_queue: Res<RenderQueue>,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
|
||||
let view_layout = render_device.create_bind_group_layout(
|
||||
"sprite_view_layout",
|
||||
&BindGroupLayoutEntries::sequential(
|
||||
ShaderStages::VERTEX_FRAGMENT,
|
||||
(
|
||||
uniform_buffer::<ViewUniform>(true),
|
||||
tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
|
||||
tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
|
||||
),
|
||||
);
|
||||
),
|
||||
);
|
||||
|
||||
let material_layout = render_device.create_bind_group_layout(
|
||||
"sprite_material_layout",
|
||||
&BindGroupLayoutEntries::sequential(
|
||||
ShaderStages::FRAGMENT,
|
||||
(
|
||||
texture_2d(TextureSampleType::Float { filterable: true }),
|
||||
sampler(SamplerBindingType::Filtering),
|
||||
),
|
||||
let material_layout = render_device.create_bind_group_layout(
|
||||
"sprite_material_layout",
|
||||
&BindGroupLayoutEntries::sequential(
|
||||
ShaderStages::FRAGMENT,
|
||||
(
|
||||
texture_2d(TextureSampleType::Float { filterable: true }),
|
||||
sampler(SamplerBindingType::Filtering),
|
||||
),
|
||||
);
|
||||
let dummy_white_gpu_image = {
|
||||
let image = Image::default();
|
||||
let texture = render_device.create_texture(&image.texture_descriptor);
|
||||
let sampler = match image.sampler {
|
||||
ImageSampler::Default => (**default_sampler).clone(),
|
||||
ImageSampler::Descriptor(ref descriptor) => {
|
||||
render_device.create_sampler(&descriptor.as_wgpu())
|
||||
}
|
||||
};
|
||||
|
||||
let format_size = image.texture_descriptor.format.pixel_size();
|
||||
render_queue.write_texture(
|
||||
texture.as_image_copy(),
|
||||
image.data.as_ref().expect("Image has no data"),
|
||||
TexelCopyBufferLayout {
|
||||
offset: 0,
|
||||
bytes_per_row: Some(image.width() * format_size as u32),
|
||||
rows_per_image: None,
|
||||
},
|
||||
image.texture_descriptor.size,
|
||||
);
|
||||
let texture_view = texture.create_view(&TextureViewDescriptor::default());
|
||||
GpuImage {
|
||||
texture,
|
||||
texture_view,
|
||||
texture_format: image.texture_descriptor.format,
|
||||
sampler,
|
||||
size: image.texture_descriptor.size,
|
||||
mip_level_count: image.texture_descriptor.mip_level_count,
|
||||
),
|
||||
);
|
||||
let dummy_white_gpu_image = {
|
||||
let image = Image::default();
|
||||
let texture = render_device.create_texture(&image.texture_descriptor);
|
||||
let sampler = match image.sampler {
|
||||
ImageSampler::Default => (**default_sampler).clone(),
|
||||
ImageSampler::Descriptor(ref descriptor) => {
|
||||
render_device.create_sampler(&descriptor.as_wgpu())
|
||||
}
|
||||
};
|
||||
|
||||
SpritePipeline {
|
||||
view_layout,
|
||||
material_layout,
|
||||
dummy_white_gpu_image,
|
||||
shader: load_embedded_asset!(world, "sprite.wgsl"),
|
||||
let format_size = image.texture_descriptor.format.pixel_size();
|
||||
render_queue.write_texture(
|
||||
texture.as_image_copy(),
|
||||
image.data.as_ref().expect("Image has no data"),
|
||||
TexelCopyBufferLayout {
|
||||
offset: 0,
|
||||
bytes_per_row: Some(image.width() * format_size as u32),
|
||||
rows_per_image: None,
|
||||
},
|
||||
image.texture_descriptor.size,
|
||||
);
|
||||
let texture_view = texture.create_view(&TextureViewDescriptor::default());
|
||||
GpuImage {
|
||||
texture,
|
||||
texture_view,
|
||||
texture_format: image.texture_descriptor.format,
|
||||
sampler,
|
||||
size: image.texture_descriptor.size,
|
||||
mip_level_count: image.texture_descriptor.mip_level_count,
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
commands.insert_resource(SpritePipeline {
|
||||
view_layout,
|
||||
material_layout,
|
||||
dummy_white_gpu_image,
|
||||
shader: load_embedded_asset!(asset_server.as_ref(), "sprite.wgsl"),
|
||||
});
|
||||
}
|
||||
|
||||
bitflags::bitflags! {
|
||||
|
@ -30,8 +30,8 @@ use bevy::{
|
||||
Extract, Render, RenderApp, RenderStartup, RenderSystems,
|
||||
},
|
||||
sprite::{
|
||||
extract_mesh2d, DrawMesh2d, Material2dBindGroupId, Mesh2dPipeline, Mesh2dPipelineKey,
|
||||
Mesh2dTransforms, MeshFlags, RenderMesh2dInstance, SetMesh2dBindGroup,
|
||||
extract_mesh2d, init_mesh_2d_pipeline, DrawMesh2d, Material2dBindGroupId, Mesh2dPipeline,
|
||||
Mesh2dPipelineKey, Mesh2dTransforms, MeshFlags, RenderMesh2dInstance, SetMesh2dBindGroup,
|
||||
SetMesh2dViewBindGroup,
|
||||
},
|
||||
};
|
||||
@ -309,7 +309,10 @@ impl Plugin for ColoredMesh2dPlugin {
|
||||
.add_render_command::<Transparent2d, DrawColoredMesh2d>()
|
||||
.init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
|
||||
.init_resource::<RenderColoredMesh2dInstances>()
|
||||
.add_systems(RenderStartup, init_colored_mesh_2d_pipeline)
|
||||
.add_systems(
|
||||
RenderStartup,
|
||||
init_colored_mesh_2d_pipeline.after(init_mesh_2d_pipeline),
|
||||
)
|
||||
.add_systems(
|
||||
ExtractSchedule,
|
||||
extract_colored_mesh2d.after(extract_mesh2d),
|
||||
|
@ -1,6 +1,6 @@
|
||||
---
|
||||
title: Many render resources now initialized in `RenderStartup`
|
||||
pull_requests: [19841, 19926, 19885, 19886, 19897, 19898, 19901]
|
||||
pull_requests: [19841, 19926, 19885, 19886, 19897, 19898, 19901, 20147]
|
||||
---
|
||||
|
||||
Many render resources are **no longer present** during `Plugin::finish`. Instead they are
|
||||
@ -27,6 +27,11 @@ The following are the (public) resources that are now initialized in `RenderStar
|
||||
- `PrepassViewBindGroup`
|
||||
- `Wireframe3dPipeline`
|
||||
- `MaterialPipeline`
|
||||
- `Wireframe2dPipeline`
|
||||
- `Material2dPipeline`
|
||||
- `SpritePipeline`
|
||||
- `Mesh2dPipeline`
|
||||
- `BatchedInstanceBuffer<Mesh2dUniform>`
|
||||
|
||||
The vast majority of cases for initializing render resources look like so (in Bevy 0.16):
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user