Use RenderStartup in custom_post_processing example (#19886)

# Objective

- This example uses a FromWorld impl to initialize a resource on startup
- #19887

## Solution

- Use RenderStartup instead

## Testing

- The example still works as expected
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IceSentry 2025-06-30 19:54:05 -04:00 committed by GitHub
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commit 735eb88db9
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@ -27,7 +27,7 @@ use bevy::{
},
renderer::{RenderContext, RenderDevice},
view::ViewTarget,
RenderApp,
RenderApp, RenderStartup,
},
};
@ -66,6 +66,10 @@ impl Plugin for PostProcessPlugin {
return;
};
// RenderStartup runs once on startup after all plugins are built
// It is useful to initialize data that will only live in the RenderApp
render_app.add_systems(RenderStartup, setup_pipeline);
render_app
// Bevy's renderer uses a render graph which is a collection of nodes in a directed acyclic graph.
// It currently runs on each view/camera and executes each node in the specified order.
@ -97,17 +101,6 @@ impl Plugin for PostProcessPlugin {
),
);
}
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;
};
render_app
// Initialize the pipeline
.init_resource::<PostProcessPipeline>();
}
}
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
@ -233,69 +226,67 @@ struct PostProcessPipeline {
pipeline_id: CachedRenderPipelineId,
}
impl FromWorld for PostProcessPipeline {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
// We need to define the bind group layout used for our pipeline
let layout = render_device.create_bind_group_layout(
"post_process_bind_group_layout",
&BindGroupLayoutEntries::sequential(
// The layout entries will only be visible in the fragment stage
ShaderStages::FRAGMENT,
(
// The screen texture
texture_2d(TextureSampleType::Float { filterable: true }),
// The sampler that will be used to sample the screen texture
sampler(SamplerBindingType::Filtering),
// The settings uniform that will control the effect
uniform_buffer::<PostProcessSettings>(true),
),
fn setup_pipeline(
mut commands: Commands,
render_device: Res<RenderDevice>,
asset_server: Res<AssetServer>,
fullscreen_shader: Res<FullscreenShader>,
pipeline_cache: Res<PipelineCache>,
) {
// We need to define the bind group layout used for our pipeline
let layout = render_device.create_bind_group_layout(
"post_process_bind_group_layout",
&BindGroupLayoutEntries::sequential(
// The layout entries will only be visible in the fragment stage
ShaderStages::FRAGMENT,
(
// The screen texture
texture_2d(TextureSampleType::Float { filterable: true }),
// The sampler that will be used to sample the screen texture
sampler(SamplerBindingType::Filtering),
// The settings uniform that will control the effect
uniform_buffer::<PostProcessSettings>(true),
),
);
),
);
// We can create the sampler here since it won't change at runtime and doesn't depend on the view
let sampler = render_device.create_sampler(&SamplerDescriptor::default());
// We can create the sampler here since it won't change at runtime and doesn't depend on the view
let sampler = render_device.create_sampler(&SamplerDescriptor::default());
// Get the shader handle
let shader = world.load_asset(SHADER_ASSET_PATH);
// This will setup a fullscreen triangle for the vertex state.
let vertex_state = world.resource::<FullscreenShader>().to_vertex_state();
let pipeline_id = world
.resource_mut::<PipelineCache>()
// This will add the pipeline to the cache and queue its creation
.queue_render_pipeline(RenderPipelineDescriptor {
label: Some("post_process_pipeline".into()),
layout: vec![layout.clone()],
vertex: vertex_state,
fragment: Some(FragmentState {
shader,
shader_defs: vec![],
// Make sure this matches the entry point of your shader.
// It can be anything as long as it matches here and in the shader.
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format: TextureFormat::bevy_default(),
blend: None,
write_mask: ColorWrites::ALL,
})],
}),
// All of the following properties are not important for this effect so just use the default values.
// This struct doesn't have the Default trait implemented because not all fields can have a default value.
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState::default(),
push_constant_ranges: vec![],
zero_initialize_workgroup_memory: false,
});
Self {
layout,
sampler,
pipeline_id,
}
}
// Get the shader handle
let shader = asset_server.load(SHADER_ASSET_PATH);
// This will setup a fullscreen triangle for the vertex state.
let vertex_state = fullscreen_shader.to_vertex_state();
let pipeline_id = pipeline_cache
// This will add the pipeline to the cache and queue its creation
.queue_render_pipeline(RenderPipelineDescriptor {
label: Some("post_process_pipeline".into()),
layout: vec![layout.clone()],
vertex: vertex_state,
fragment: Some(FragmentState {
shader,
shader_defs: vec![],
// Make sure this matches the entry point of your shader.
// It can be anything as long as it matches here and in the shader.
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format: TextureFormat::bevy_default(),
blend: None,
write_mask: ColorWrites::ALL,
})],
}),
// All of the following properties are not important for this effect so just use the default values.
// This struct doesn't have the Default trait implemented because not all fields can have a default value.
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState::default(),
push_constant_ranges: vec![],
zero_initialize_workgroup_memory: false,
});
commands.insert_resource(PostProcessPipeline {
layout,
sampler,
pipeline_id,
});
}
// This is the component that will get passed to the shader