Refactor all of Mesh2dRenderPlugin finish to happen in build or systems.

This commit is contained in:
andriyDev 2025-07-14 00:22:32 -07:00
parent 330dd2040e
commit 306f0812b0

View File

@ -1,6 +1,6 @@
use bevy_app::Plugin;
use bevy_asset::{embedded_asset, load_embedded_asset, AssetId, Handle};
use bevy_render::load_shader_library;
use bevy_asset::{embedded_asset, load_embedded_asset, AssetId, AssetServer, Handle};
use bevy_render::{load_shader_library, RenderStartup};
use crate::{tonemapping_pipeline_key, Material2dBindGroupId};
use bevy_core_pipeline::tonemapping::DebandDither;
@ -16,7 +16,7 @@ use bevy_ecs::system::SystemChangeTick;
use bevy_ecs::{
prelude::*,
query::ROQueryItem,
system::{lifetimeless::*, SystemParamItem, SystemState},
system::{lifetimeless::*, SystemParamItem},
};
use bevy_image::{BevyDefault, Image, ImageSampler, TextureFormatPixelInfo};
use bevy_math::{Affine3, Vec4};
@ -69,15 +69,29 @@ impl Plugin for Mesh2dRenderPlugin {
embedded_asset!(app, "mesh2d.wgsl");
// These bindings should be loaded as a shader library, but it depends on runtime
// information, so we will load it in a system.
embedded_asset!(app, "mesh2d_bindings.wgsl");
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<ViewKeyCache>()
.init_resource::<RenderMesh2dInstances>()
.init_resource::<SpecializedMeshPipelines<Mesh2dPipeline>>()
.init_resource::<ViewSpecializationTicks>()
.add_systems(
RenderStartup,
(
init_mesh_2d_pipeline,
init_batched_instance_buffer,
load_mesh2d_bindings,
),
)
.add_systems(ExtractSchedule, extract_mesh2d)
.add_systems(
Render,
(
check_views_need_specialization.in_set(PrepareAssets),
(
sweep_old_entities::<Opaque2d>,
sweep_old_entities::<AlphaMask2d>,
@ -100,42 +114,6 @@ impl Plugin for Mesh2dRenderPlugin {
);
}
}
fn finish(&self, app: &mut bevy_app::App) {
let mut mesh_bindings_shader_defs = Vec::with_capacity(1);
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
let render_device = render_app.world().resource::<RenderDevice>();
let batched_instance_buffer =
BatchedInstanceBuffer::<Mesh2dUniform>::new(render_device);
if let Some(per_object_buffer_batch_size) =
GpuArrayBuffer::<Mesh2dUniform>::batch_size(render_device)
{
mesh_bindings_shader_defs.push(ShaderDefVal::UInt(
"PER_OBJECT_BUFFER_BATCH_SIZE".into(),
per_object_buffer_batch_size,
));
}
render_app
.insert_resource(batched_instance_buffer)
.init_resource::<Mesh2dPipeline>()
.init_resource::<ViewKeyCache>()
.init_resource::<ViewSpecializationTicks>()
.add_systems(
Render,
check_views_need_specialization.in_set(PrepareAssets),
);
}
// Load the mesh_bindings shader module here as it depends on runtime information about
// whether storage buffers are supported, or the maximum uniform buffer binding size.
load_shader_library!(app, "mesh2d_bindings.wgsl", move |settings| *settings =
ShaderSettings {
shader_defs: mesh_bindings_shader_defs.clone()
});
}
}
#[derive(Resource, Deref, DerefMut, Default, Debug, Clone)]
@ -180,6 +158,38 @@ pub fn check_views_need_specialization(
}
}
pub fn init_batched_instance_buffer(mut commands: Commands, render_device: Res<RenderDevice>) {
commands.insert_resource(BatchedInstanceBuffer::<Mesh2dUniform>::new(&render_device));
}
fn load_mesh2d_bindings(render_device: Res<RenderDevice>, asset_server: Res<AssetServer>) {
let mut mesh_bindings_shader_defs = Vec::with_capacity(1);
if let Some(per_object_buffer_batch_size) =
GpuArrayBuffer::<Mesh2dUniform>::batch_size(&render_device)
{
mesh_bindings_shader_defs.push(ShaderDefVal::UInt(
"PER_OBJECT_BUFFER_BATCH_SIZE".into(),
per_object_buffer_batch_size,
));
}
// Load the mesh_bindings shader module here as it depends on runtime information about
// whether storage buffers are supported, or the maximum uniform buffer binding size.
let handle: Handle<Shader> = load_embedded_asset!(
asset_server.as_ref(),
"mesh2d_bindings.wgsl",
move |settings| {
*settings = ShaderSettings {
shader_defs: mesh_bindings_shader_defs.clone(),
}
}
);
// Forget the handle so we don't have to store it anywhere, and we keep the embedded asset
// loaded. Note: This is what happens in `load_shader_library` internally.
core::mem::forget(handle);
}
#[derive(Component)]
pub struct Mesh2dTransforms {
pub world_from_local: Affine3,
@ -282,79 +292,74 @@ pub struct Mesh2dPipeline {
pub per_object_buffer_batch_size: Option<u32>,
}
impl FromWorld for Mesh2dPipeline {
fn from_world(world: &mut World) -> Self {
let mut system_state: SystemState<(
Res<RenderDevice>,
Res<RenderQueue>,
Res<DefaultImageSampler>,
)> = SystemState::new(world);
let (render_device, render_queue, default_sampler) = system_state.get_mut(world);
let render_device = render_device.into_inner();
let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
let view_layout = render_device.create_bind_group_layout(
"mesh2d_view_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::VERTEX_FRAGMENT,
(
uniform_buffer::<ViewUniform>(true),
uniform_buffer::<GlobalsUniform>(false),
tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
),
pub fn init_mesh_2d_pipeline(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
default_sampler: Res<DefaultImageSampler>,
asset_server: Res<AssetServer>,
) {
let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
let view_layout = render_device.create_bind_group_layout(
"mesh2d_view_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::VERTEX_FRAGMENT,
(
uniform_buffer::<ViewUniform>(true),
uniform_buffer::<GlobalsUniform>(false),
tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
),
);
),
);
let mesh_layout = render_device.create_bind_group_layout(
"mesh2d_layout",
&BindGroupLayoutEntries::single(
ShaderStages::VERTEX_FRAGMENT,
GpuArrayBuffer::<Mesh2dUniform>::binding_layout(render_device),
),
);
// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
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 mesh_layout = render_device.create_bind_group_layout(
"mesh2d_layout",
&BindGroupLayoutEntries::single(
ShaderStages::VERTEX_FRAGMENT,
GpuArrayBuffer::<Mesh2dUniform>::binding_layout(&render_device),
),
);
// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
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())
}
};
Mesh2dPipeline {
view_layout,
mesh_layout,
dummy_white_gpu_image,
per_object_buffer_batch_size: GpuArrayBuffer::<Mesh2dUniform>::batch_size(
render_device,
),
shader: load_embedded_asset!(world, "mesh2d.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(Mesh2dPipeline {
view_layout,
mesh_layout,
dummy_white_gpu_image,
per_object_buffer_batch_size: GpuArrayBuffer::<Mesh2dUniform>::batch_size(&render_device),
shader: load_embedded_asset!(asset_server.as_ref(), "mesh2d.wgsl"),
});
}
impl Mesh2dPipeline {