Convert basic example cases to use RenderStartup.

This commit is contained in:
andriyDev 2025-07-11 23:08:46 -07:00
parent 33bed5dd70
commit 5c7dd2eec3
5 changed files with 87 additions and 109 deletions

View File

@ -27,7 +27,7 @@ use bevy::{
sync_component::SyncComponentPlugin,
sync_world::{MainEntityHashMap, RenderEntity},
view::{ExtractedView, RenderVisibleEntities, ViewTarget},
Extract, Render, RenderApp, RenderSystems,
Extract, Render, RenderApp, RenderStartup, RenderSystems,
},
sprite::{
extract_mesh2d, DrawMesh2d, Material2dBindGroupId, Mesh2dPipeline, Mesh2dPipelineKey,
@ -132,14 +132,16 @@ pub struct ColoredMesh2dPipeline {
shader: Handle<Shader>,
}
impl FromWorld for ColoredMesh2dPipeline {
fn from_world(world: &mut World) -> Self {
Self {
mesh2d_pipeline: Mesh2dPipeline::from_world(world),
// Get the shader from the shader resource we inserted in the plugin.
shader: world.resource::<ColoredMesh2dShader>().0.clone(),
}
}
fn init_colored_mesh_2d_pipeline(
mut commands: Commands,
mesh2d_pipeline: Res<Mesh2dPipeline>,
colored_mesh2d_shader: Res<ColoredMesh2dShader>,
) {
commands.insert_resource(ColoredMesh2dPipeline {
mesh2d_pipeline: mesh2d_pipeline.clone(),
// Clone the shader from the shader resource we inserted in the plugin.
shader: colored_mesh2d_shader.0.clone(),
});
}
// We implement `SpecializedPipeline` to customize the default rendering from `Mesh2dPipeline`
@ -307,6 +309,7 @@ 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(
ExtractSchedule,
extract_colored_mesh2d.after(extract_mesh2d),
@ -316,13 +319,6 @@ impl Plugin for ColoredMesh2dPlugin {
queue_colored_mesh2d.in_set(RenderSystems::QueueMeshes),
);
}
fn finish(&self, app: &mut App) {
// Register our custom pipeline
app.get_sub_app_mut(RenderApp)
.unwrap()
.init_resource::<ColoredMesh2dPipeline>();
}
}
/// Extract the [`ColoredMesh2d`] marker component into the render app

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@ -12,7 +12,7 @@ use bevy::{
render_resource::{binding_types::texture_storage_2d, *},
renderer::{RenderContext, RenderDevice},
texture::GpuImage,
Render, RenderApp, RenderSystems,
Render, RenderApp, RenderStartup, RenderSystems,
},
};
use std::borrow::Cow;
@ -103,20 +103,17 @@ impl Plugin for GameOfLifeComputePlugin {
// for operation on by the compute shader and display on the sprite.
app.add_plugins(ExtractResourcePlugin::<GameOfLifeImages>::default());
let render_app = app.sub_app_mut(RenderApp);
render_app.add_systems(
Render,
prepare_bind_group.in_set(RenderSystems::PrepareBindGroups),
);
render_app
.add_systems(RenderStartup, init_game_of_life_pipeline)
.add_systems(
Render,
prepare_bind_group.in_set(RenderSystems::PrepareBindGroups),
);
let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
}
fn finish(&self, app: &mut App) {
let render_app = app.sub_app_mut(RenderApp);
render_app.init_resource::<GameOfLifePipeline>();
}
}
#[derive(Resource, Clone, ExtractResource)]
@ -157,40 +154,41 @@ struct GameOfLifePipeline {
update_pipeline: CachedComputePipelineId,
}
impl FromWorld for GameOfLifePipeline {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let texture_bind_group_layout = render_device.create_bind_group_layout(
"GameOfLifeImages",
&BindGroupLayoutEntries::sequential(
ShaderStages::COMPUTE,
(
texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::ReadOnly),
texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::WriteOnly),
),
fn init_game_of_life_pipeline(
mut commands: Commands,
render_device: Res<RenderDevice>,
asset_server: Res<AssetServer>,
pipeline_cache: Res<PipelineCache>,
) {
let texture_bind_group_layout = render_device.create_bind_group_layout(
"GameOfLifeImages",
&BindGroupLayoutEntries::sequential(
ShaderStages::COMPUTE,
(
texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::ReadOnly),
texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::WriteOnly),
),
);
let shader = world.load_asset(SHADER_ASSET_PATH);
let pipeline_cache = world.resource::<PipelineCache>();
let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
layout: vec![texture_bind_group_layout.clone()],
shader: shader.clone(),
entry_point: Some(Cow::from("init")),
..default()
});
let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
layout: vec![texture_bind_group_layout.clone()],
shader,
entry_point: Some(Cow::from("update")),
..default()
});
),
);
let shader = asset_server.load(SHADER_ASSET_PATH);
let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
layout: vec![texture_bind_group_layout.clone()],
shader: shader.clone(),
entry_point: Some(Cow::from("init")),
..default()
});
let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
layout: vec![texture_bind_group_layout.clone()],
shader,
entry_point: Some(Cow::from("update")),
..default()
});
GameOfLifePipeline {
texture_bind_group_layout,
init_pipeline,
update_pipeline,
}
}
commands.insert_resource(GameOfLifePipeline {
texture_bind_group_layout,
init_pipeline,
update_pipeline,
});
}
enum GameOfLifeState {

View File

@ -55,7 +55,7 @@ use bevy::{
renderer::RenderContext,
sync_world::MainEntity,
view::{ExtractedView, RenderVisibleEntities, RetainedViewEntity, ViewTarget},
Extract, Render, RenderApp, RenderDebugFlags, RenderSystems,
Extract, Render, RenderApp, RenderDebugFlags, RenderStartup, RenderSystems,
},
};
use nonmax::NonMaxU32;
@ -127,6 +127,7 @@ impl Plugin for MeshStencilPhasePlugin {
.init_resource::<DrawFunctions<Stencil3d>>()
.add_render_command::<Stencil3d, DrawMesh3dStencil>()
.init_resource::<ViewSortedRenderPhases<Stencil3d>>()
.add_systems(RenderStartup, init_stencil_pipeline)
.add_systems(ExtractSchedule, extract_camera_phases)
.add_systems(
Render,
@ -143,16 +144,6 @@ impl Plugin for MeshStencilPhasePlugin {
// Tell the node to run after the main pass
.add_render_graph_edges(Core3d, (Node3d::MainOpaquePass, CustomDrawPassLabel));
}
fn finish(&self, app: &mut App) {
// We need to get the render app from the main app
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// The pipeline needs the RenderDevice to be created and it's only available once plugins
// are initialized
render_app.init_resource::<StencilPipeline>();
}
}
#[derive(Resource)]
@ -167,13 +158,15 @@ struct StencilPipeline {
shader_handle: Handle<Shader>,
}
impl FromWorld for StencilPipeline {
fn from_world(world: &mut World) -> Self {
Self {
mesh_pipeline: MeshPipeline::from_world(world),
shader_handle: world.resource::<AssetServer>().load(SHADER_ASSET_PATH),
}
}
fn init_stencil_pipeline(
mut commands: Commands,
mesh_pipeline: Res<MeshPipeline>,
asset_server: Res<AssetServer>,
) {
commands.insert_resource(StencilPipeline {
mesh_pipeline: mesh_pipeline.clone(),
shader_handle: asset_server.load(SHADER_ASSET_PATH),
});
}
// For more information on how SpecializedMeshPipeline work, please look at the

View File

@ -32,7 +32,7 @@ use bevy::{
renderer::RenderDevice,
sync_world::MainEntity,
view::{ExtractedView, NoFrustumCulling, NoIndirectDrawing},
Render, RenderApp, RenderSystems,
Render, RenderApp, RenderStartup, RenderSystems,
},
};
use bytemuck::{Pod, Zeroable};
@ -102,6 +102,7 @@ impl Plugin for CustomMaterialPlugin {
app.sub_app_mut(RenderApp)
.add_render_command::<Transparent3d, DrawCustom>()
.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
.add_systems(RenderStartup, init_custom_pipeline)
.add_systems(
Render,
(
@ -110,10 +111,6 @@ impl Plugin for CustomMaterialPlugin {
),
);
}
fn finish(&self, app: &mut App) {
app.sub_app_mut(RenderApp).init_resource::<CustomPipeline>();
}
}
#[derive(Clone, Copy, Pod, Zeroable)]
@ -203,15 +200,15 @@ struct CustomPipeline {
mesh_pipeline: MeshPipeline,
}
impl FromWorld for CustomPipeline {
fn from_world(world: &mut World) -> Self {
let mesh_pipeline = world.resource::<MeshPipeline>();
CustomPipeline {
shader: world.load_asset(SHADER_ASSET_PATH),
mesh_pipeline: mesh_pipeline.clone(),
}
}
fn init_custom_pipeline(
mut commands: Commands,
asset_server: Res<AssetServer>,
mesh_pipeline: Res<MeshPipeline>,
) {
commands.insert_resource(CustomPipeline {
shader: asset_server.load(SHADER_ASSET_PATH),
mesh_pipeline: mesh_pipeline.clone(),
});
}
impl SpecializedMeshPipeline for CustomPipeline {

View File

@ -39,7 +39,7 @@ use bevy::{
},
view::NoIndirectDrawing,
view::{self, ExtractedView, RenderVisibleEntities, ViewTarget, VisibilityClass},
Render, RenderApp, RenderSystems,
Render, RenderApp, RenderStartup, RenderSystems,
},
};
@ -118,20 +118,12 @@ impl Plugin for CustomRenderedMeshPipelinePlugin {
.init_resource::<SpecializedMeshPipelines<CustomMeshPipeline>>()
// We need to use a custom draw command so we need to register it
.add_render_command::<Opaque3d, DrawSpecializedPipelineCommands>()
.add_systems(RenderStartup, init_custom_mesh_pipeline)
.add_systems(
Render,
queue_custom_mesh_pipeline.in_set(RenderSystems::Queue),
);
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// Creating this pipeline needs the RenderDevice and RenderQueue
// which are only available once rendering plugins are initialized.
render_app.init_resource::<CustomMeshPipeline>();
}
}
/// A marker component that represents an entity that is to be rendered using
@ -174,15 +166,17 @@ struct CustomMeshPipeline {
shader_handle: Handle<Shader>,
}
impl FromWorld for CustomMeshPipeline {
fn from_world(world: &mut World) -> Self {
// Load the shader
let shader_handle: Handle<Shader> = world.resource::<AssetServer>().load(SHADER_ASSET_PATH);
Self {
mesh_pipeline: MeshPipeline::from_world(world),
shader_handle,
}
}
fn init_custom_mesh_pipeline(
mut commands: Commands,
asset_server: Res<AssetServer>,
mesh_pipeline: Res<MeshPipeline>,
) {
// Load the shader
let shader_handle: Handle<Shader> = asset_server.load(SHADER_ASSET_PATH);
commands.insert_resource(CustomMeshPipeline {
mesh_pipeline: mesh_pipeline.clone(),
shader_handle,
});
}
impl SpecializedMeshPipeline for CustomMeshPipeline {