00e82496d4
124 Commits
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a8f15bd95e
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Introduce two-level bins for multidrawable meshes. (#16898)
Currently, our batchable binned items are stored in a hash table that maps bin key, which includes the batch set key, to a list of entities. Multidraw is handled by sorting the bin keys and accumulating adjacent bins that can be multidrawn together (i.e. have the same batch set key) into multidraw commands during `batch_and_prepare_binned_render_phase`. This is reasonably efficient right now, but it will complicate future work to retain indirect draw parameters from frame to frame. Consider what must happen when we have retained indirect draw parameters and the application adds a bin (i.e. a new mesh) that shares a batch set key with some pre-existing meshes. (That is, the new mesh can be multidrawn with the pre-existing meshes.) To be maximally efficient, our goal in that scenario will be to update *only* the indirect draw parameters for the batch set (i.e. multidraw command) containing the mesh that was added, while leaving the others alone. That means that we have to quickly locate all the bins that belong to the batch set being modified. In the existing code, we would have to sort the list of bin keys so that bins that can be multidrawn together become adjacent to one another in the list. Then we would have to do a binary search through the sorted list to find the location of the bin that was just added. Next, we would have to widen our search to adjacent indexes that contain the same batch set, doing expensive comparisons against the batch set key every time. Finally, we would reallocate the indirect draw parameters and update the stored pointers to the indirect draw parameters that the bins store. By contrast, it'd be dramatically simpler if we simply changed the way bins are stored to first map from batch set key (i.e. multidraw command) to the bins (i.e. meshes) within that batch set key, and then from each individual bin to the mesh instances. That way, the scenario above in which we add a new mesh will be simpler to handle. First, we will look up the batch set key corresponding to that mesh in the outer map to find an inner map corresponding to the single multidraw command that will draw that batch set. We will know how many meshes the multidraw command is going to draw by the size of that inner map. Then we simply need to reallocate the indirect draw parameters and update the pointers to those parameters within the bins as necessary. There will be no need to do any binary search or expensive batch set key comparison: only a single hash lookup and an iteration over the inner map to update the pointers. This patch implements the above technique. Because we don't have retained bins yet, this PR provides no performance benefits. However, it opens the door to maximally efficient updates when only a small number of meshes change from frame to frame. The main churn that this patch causes is that the *batch set key* (which uniquely specifies a multidraw command) and *bin key* (which uniquely specifies a mesh *within* that multidraw command) are now separate, instead of the batch set key being embedded *within* the bin key. In order to isolate potential regressions, I think that at least #16890, #16836, and #16825 should land before this PR does. ## Migration Guide * The *batch set key* is now separate from the *bin key* in `BinnedPhaseItem`. The batch set key is used to collect multidrawable meshes together. If you aren't using the multidraw feature, you can safely set the batch set key to `()`. |
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a371ee3019
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Remove tracing re-export from bevy_utils (#17161)
# Objective - Contributes to #11478 ## Solution - Made `bevy_utils::tracing` `doc(hidden)` - Re-exported `tracing` from `bevy_log` for end-users - Added `tracing` directly to crates that need it. ## Testing - CI --- ## Migration Guide If you were importing `tracing` via `bevy::utils::tracing`, instead use `bevy::log::tracing`. Note that many items within `tracing` are also directly re-exported from `bevy::log` as well, so you may only need `bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.). This also applies to the `log_once!` family of macros. ## Notes - While this doesn't reduce the line-count in `bevy_utils`, it further decouples the internal crates from `bevy_utils`, making its eventual removal more feasible in the future. - I have just imported `tracing` as we do for all dependencies. However, a workspace dependency may be more appropriate for version management. |
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11c4339f45
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Get lightmaps working in deferred rendering. (#16836)
A previous PR, #14599, attempted to enable lightmaps in deferred mode, but it still used the `OpaqueNoLightmap3dBinKey`, which meant that it would be broken if multiple lightmaps were used. This commit fixes that issue, and allows bindless lightmaps to work with deferred rendering as well. |
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40df1ea4b6
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Remove the type parameter from check_visibility, and only invoke it once. (#16812)
Currently, `check_visibility` is parameterized over a query filter that specifies the type of potentially-visible object. This has the unfortunate side effect that we need a separate system, `mark_view_visibility_as_changed_if_necessary`, to trigger view visibility change detection. That system is quite slow because it must iterate sequentially over all entities in the scene. This PR moves the query filter from `check_visibility` to a new component, `VisibilityClass`. `VisibilityClass` stores a list of type IDs, each corresponding to one of the query filters we used to use. Because `check_visibility` is no longer specialized to the query filter at the type level, Bevy now only needs to invoke it once, leading to better performance as `check_visibility` can do change detection on the fly rather than delegating it to a separate system. This commit also has ergonomic improvements, as there's no need for applications that want to add their own custom renderable components to add specializations of the `check_visibility` system to the schedule. Instead, they only need to ensure that the `ViewVisibility` component is properly kept up to date. The recommended way to do this, and the way that's demonstrated in the `custom_phase_item` and `specialized_mesh_pipeline` examples, is to make `ViewVisibility` a required component and to add the type ID to it in a component add hook. This patch does this for `Mesh3d`, `Mesh2d`, `Sprite`, `Light`, and `Node`, which means that most app code doesn't need to change at all. Note that, although this patch has a large impact on the performance of visibility determination, it doesn't actually improve the end-to-end frame time of `many_cubes`. That's because the render world was already effectively hiding the latency from `mark_view_visibility_as_changed_if_necessary`. This patch is, however, necessary for *further* improvements to `many_cubes` performance. `many_cubes` trace before:  `many_cubes` trace after:  ## Migration Guide * `check_visibility` no longer takes a `QueryFilter`, and there's no need to add it manually to your app schedule anymore for custom rendering items. Instead, entities with custom renderable components should add the appropriate type IDs to `VisibilityClass`. See `custom_phase_item` for an example. |
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a900f68d1b
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Update the prepass shaders and fix the batching logic for bindless and multidraw. (#16755)
This commit resolves most of the failures seen in #16670. It contains two major fixes: 1. The prepass shaders weren't updated for bindless mode, so they were accessing `material` as a single element instead of as an array. I added the needed `BINDLESS` check. 2. If the mesh didn't support batch set keys (i.e. `get_batch_set_key()` returns `None`), and multidraw was enabled, the batching logic would try to multidraw all the meshes in a bin together instead of disabling multidraw. This is because we checked whether the `Option<BatchSetKey>` for the previous batch was equal to the `Option<BatchSetKey>` for the next batch to determine whether objects could be multidrawn together, which would return true if batch set keys were absent, causing an entire bin to be multidrawn together. This patch fixes the logic so that multidraw is only enabled if the batch set keys match *and are `Some`*. Additionally, this commit adds batch key support for bins that use `Opaque3dNoLightmapBinKey`, which in practice means prepasses. Consequently, this patch enables multidraw for the prepass when GPU culling is enabled. When testing this patch, try adding `GpuCulling` to the camera in the `deferred_rendering` and `ssr` examples. You can see that these examples break without this patch and work properly with it. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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3188e5af61
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Batch skinned meshes on platforms where storage buffers are available. (#16599)
This commit makes skinned meshes batchable on platforms other than WebGL 2. On supported platforms, it replaces the two uniform buffers used for joint matrices with a pair of storage buffers containing all matrices for all skinned meshes packed together. The indices into the buffer are stored in the mesh uniform and mesh input uniform. The GPU mesh preprocessing step copies the indices in if that step is enabled. On the `many_foxes` demo, I observed a frame time decrease from 15.470ms to 11.935ms. This is the result of reducing the `submit_graph_commands` time from an average of 5.45ms to 0.489ms, an 11x speedup in that portion of rendering.  This is what the profile looks like for `many_foxes` after these changes.  --------- Co-authored-by: François Mockers <mockersf@gmail.com> |
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7ed1f327d9
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Make StandardMaterial bindless. (#16644)
This commit makes `StandardMaterial` use bindless textures, as implemented in PR #16368. Non-bindless mode, as used for example in Metal and WebGL 2, remains fully supported via a plethora of `#ifdef BINDLESS` preprocessor definitions. Unfortunately, this PR introduces quite a bit of unsightliness into the PBR shaders. This is a result of the fact that WGSL supports neither passing binding arrays to functions nor passing individual *elements* of binding arrays to functions, except directly to texture sample functions. Thus we're unable to use the `sample_texture` abstraction that helped abstract over the meshlet and non-meshlet paths. I don't think there's anything we can do to help this other than to suggest improvements to upstream Naga. |
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56c70f8463
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Make visibility range (HLOD) dithering work when prepasses are enabled. (#16286)
Currently, the prepass has no support for visibility ranges, so artifacts appear when using dithering visibility ranges in conjunction with a prepass. This patch fixes that problem. Note that this patch changes the prepass to use sparse bind group indices instead of sequential ones. I figured this is cleaner, because it allows for greater sharing of WGSL code between the forward pipeline and the prepass pipeline. The `visibility_range` example has been updated to allow the prepass to be toggled on and off. |
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5adf831b42
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Add a bindless mode to AsBindGroup. (#16368)
This patch adds the infrastructure necessary for Bevy to support
*bindless resources*, by adding a new `#[bindless]` attribute to
`AsBindGroup`.
Classically, only a single texture (or sampler, or buffer) can be
attached to each shader binding. This means that switching materials
requires breaking a batch and issuing a new drawcall, even if the mesh
is otherwise identical. This adds significant overhead not only in the
driver but also in `wgpu`, as switching bind groups increases the amount
of validation work that `wgpu` must do.
*Bindless resources* are the typical solution to this problem. Instead
of switching bindings between each texture, the renderer instead
supplies a large *array* of all textures in the scene up front, and the
material contains an index into that array. This pattern is repeated for
buffers and samplers as well. The renderer now no longer needs to switch
binding descriptor sets while drawing the scene.
Unfortunately, as things currently stand, this approach won't quite work
for Bevy. Two aspects of `wgpu` conspire to make this ideal approach
unacceptably slow:
1. In the DX12 backend, all binding arrays (bindless resources) must
have a constant size declared in the shader, and all textures in an
array must be bound to actual textures. Changing the size requires a
recompile.
2. Changing even one texture incurs revalidation of all textures, a
process that takes time that's linear in the total size of the binding
array.
This means that declaring a large array of textures big enough to
encompass the entire scene is presently unacceptably slow. For example,
if you declare 4096 textures, then `wgpu` will have to revalidate all
4096 textures if even a single one changes. This process can take
multiple frames.
To work around this problem, this PR groups bindless resources into
small *slabs* and maintains a free list for each. The size of each slab
for the bindless arrays associated with a material is specified via the
`#[bindless(N)]` attribute. For instance, consider the following
declaration:
```rust
#[derive(AsBindGroup)]
#[bindless(16)]
struct MyMaterial {
#[buffer(0)]
color: Vec4,
#[texture(1)]
#[sampler(2)]
diffuse: Handle<Image>,
}
```
The `#[bindless(N)]` attribute specifies that, if bindless arrays are
supported on the current platform, each resource becomes a binding array
of N instances of that resource. So, for `MyMaterial` above, the `color`
attribute is exposed to the shader as `binding_array<vec4<f32>, 16>`,
the `diffuse` texture is exposed to the shader as
`binding_array<texture_2d<f32>, 16>`, and the `diffuse` sampler is
exposed to the shader as `binding_array<sampler, 16>`. Inside the
material's vertex and fragment shaders, the applicable index is
available via the `material_bind_group_slot` field of the `Mesh`
structure. So, for instance, you can access the current color like so:
```wgsl
// `uniform` binding arrays are a non-sequitur, so `uniform` is automatically promoted
// to `storage` in bindless mode.
@group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>;
...
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let color = material_color[mesh[in.instance_index].material_bind_group_slot];
...
}
```
Note that portable shader code can't guarantee that the current platform
supports bindless textures. Indeed, bindless mode is only available in
Vulkan and DX12. The `BINDLESS` shader definition is available for your
use to determine whether you're on a bindless platform or not. Thus a
portable version of the shader above would look like:
```wgsl
#ifdef BINDLESS
@group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>;
#else // BINDLESS
@group(2) @binding(0) var<uniform> material_color: Color;
#endif // BINDLESS
...
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
#ifdef BINDLESS
let color = material_color[mesh[in.instance_index].material_bind_group_slot];
#else // BINDLESS
let color = material_color;
#endif // BINDLESS
...
}
```
Importantly, this PR *doesn't* update `StandardMaterial` to be bindless.
So, for example, `scene_viewer` will currently not run any faster. I
intend to update `StandardMaterial` to use bindless mode in a follow-up
patch.
A new example, `shaders/shader_material_bindless`, has been added to
demonstrate how to use this new feature.
Here's a Tracy profile of `submit_graph_commands` of this patch and an
additional patch (not submitted yet) that makes `StandardMaterial` use
bindless. Red is those patches; yellow is `main`. The scene was Bistro
Exterior with a hack that forces all textures to opaque. You can see a
1.47x mean speedup.

## Migration Guide
* `RenderAssets::prepare_asset` now takes an `AssetId` parameter.
* Bin keys now have Bevy-specific material bind group indices instead of
`wgpu` material bind group IDs, as part of the bindless change. Use the
new `MaterialBindGroupAllocator` to map from bind group index to bind
group ID.
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d221665386
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Native unclipped depth on supported platforms (#16095)
# Objective - Fixes #16078 ## Solution - Rename things to clarify that we _want_ unclipped depth for directional light shadow views, and need some way of disabling the GPU's builtin depth clipping - Use DEPTH_CLIP_CONTROL instead of the fragment shader emulation on supported platforms - Pass only the clip position depth instead of the whole clip position between vertex->fragment shader (no idea if this helps performance or not, compiler might optimize it anyways) - Meshlets - HW raster always uses DEPTH_CLIP_CONTROL since it targets a more limited set of platforms - SW raster was not handling DEPTH_CLAMP_ORTHO correctly, it ended up pretty much doing nothing. - This PR made me realize that SW raster technically should have depth clipping for all views that are not directional light shadows, but I decided not to bother writing it. I'm not sure that it ever matters in practice. If proven otherwise, I can add it. ## Testing - Did you test these changes? If so, how? - Lighting example. Both opaque (no fragment shader) and alpha masked geometry (fragment shader emulation) are working with depth_clip_control, and both work when it's turned off. Also tested meshlet example. - Are there any parts that need more testing? - Performance. I can't figure out a good test scene. - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Toggle depth_clip_control_supported in prepass/mod.rs line 323 to turn this PR on or off. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - Native --- ## Migration Guide - `MeshPipelineKey::DEPTH_CLAMP_ORTHO` is now `MeshPipelineKey::UNCLIPPED_DEPTH_ORTHO` - The `DEPTH_CLAMP_ORTHO` shaderdef has been renamed to `UNCLIPPED_DEPTH_ORTHO_EMULATION` - `clip_position_unclamped: vec4<f32>` is now `unclipped_depth: f32` |
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c29e67153b
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Expose Pipeline Compilation Zero Initialize Workgroup Memory Option (#16301)
# Objective - wgpu 0.20 made workgroup vars stop being zero-init by default. this broke some applications (cough foresight cough) and now we workaround it. wgpu exposes a compilation option that zero initializes workgroup memory by default, but bevy does not expose it. ## Solution - expose the compilation option wgpu gives us ## Testing - ran examples: 3d_scene, compute_shader_game_of_life, gpu_readback, lines, specialized_mesh_pipeline. they all work - confirmed fix for our own problems --- </details> ## Migration Guide - add `zero_initialize_workgroup_memory: false,` to `ComputePipelineDescriptor` or `RenderPipelineDescriptor` structs to preserve 0.14 functionality, add `zero_initialize_workgroup_memory: true,` to restore bevy 0.13 functionality. |
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3fb6cefb2f
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Meshlet fill cluster buffers rewritten (#15955)
# Objective - Make the meshlet fill cluster buffers pass slightly faster - Address https://github.com/bevyengine/bevy/issues/15920 for meshlets - Added PreviousGlobalTransform as a required meshlet component to avoid extra archetype moves, slightly alleviating https://github.com/bevyengine/bevy/issues/14681 for meshlets - Enforce that MeshletPlugin::cluster_buffer_slots is not greater than 2^25 (glitches will occur otherwise). Technically this field controls post-lod/culling cluster count, and the issue is on pre-lod/culling cluster count, but it's still valid now, and in the future this will be more true. Needs to be merged after https://github.com/bevyengine/bevy/pull/15846 and https://github.com/bevyengine/bevy/pull/15886 ## Solution - Old pass dispatched a thread per cluster, and did a binary search over the instances to find which instance the cluster belongs to, and what meshlet index within the instance it is. - New pass dispatches a workgroup per instance, and has the workgroup loop over all meshlets in the instance in order to write out the cluster data. - Use a push constant instead of arrayLength to fix the linked bug - Remap 1d->2d dispatch for software raster only if actually needed to save on spawning excess workgroups ## Testing - Did you test these changes? If so, how? - Ran the meshlet example, and an example with 1041 instances of 32217 meshlets per instance. Profiled the second scene with nsight, went from 0.55ms -> 0.40ms. Small savings. We're pretty much VRAM bandwidth bound at this point. - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Run the meshlet example ## Changelog (non-meshlets) - PreviousGlobalTransform now implements the Default trait |
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61350cd36f
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Remove components if not extracted (#15948)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/15871 (Camera is done in #15946) ## Solution - Do the same as #15904 for other extraction systems - Added missing `SyncComponentPlugin` for DOF, TAA, and SSAO (According to the [documentation](https://dev-docs.bevyengine.org/bevy/render/sync_component/struct.SyncComponentPlugin.html), this plugin "needs to be added for manual extraction implementations." We may need to check this is done.) ## Testing Modified example locally to add toggles if not exist. - [x] DOF - toggling DOF component and perspective in `depth_of_field` example - [x] TAA - toggling `Camera.is_active` and TAA component - [x] clusters - not entirely sure, toggling `Camera.is_active` in `many_lights` example (no crash/glitch even without this PR) - [x] previous_view - toggling `Camera.is_active` in `skybox` (no crash/glitch even without this PR) - [x] lights - toggling `Visibility` of `DirectionalLight` in `lighting` example - [x] SSAO - toggling `Camera.is_active` and SSAO component in `ssao` example - [x] default UI camera view - toggling `Camera.is_active` (nop without #15946 because UI defaults to some camera even if `DefaultCameraView` is not there) - [x] volumetric fog - toggling existence of volumetric light. Looks like optimization, no change in behavior/visuals |
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3a478ad5c1
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Fix lightmaps break when deferred rendering is enabled (#14599)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/13552 ## Solution - Thanks for the guidance from @DGriffin91, the current solution is to transmit the light_map through the emissive channel to avoid increasing the bandwidth of deferred shading. - <del>Store lightmap sample result into G-Buffer and pass them into the `Deferred Lighting Pipeline`, therefore we can get the correct indirect lighting via the `apply_pbr_lighting` function.</del> - <del>The original G-Buffer lacks storage for lightmap data, therefore a new buffer is added. We can only use Rgba16Uint here due to the 32-byte limit on the render targets.</del> ## Testing - Need to test all the examples that contains a prepass, with both the forward and deferred rendering mode. - I have tested the ones below. - `lightmaps` (adjust the code based on the issue and check the rendering result) - `transmission` (it contains a prepass) - `ssr` (it also uses the G-Bufffer) - `meshlet` (forward and deferred) - `pbr` ## Showcase By updating the `lightmaps` example to use deferred rendering, this pull request enables correct rendering result of the Cornell Box. ``` diff --git a/examples/3d/lightmaps.rs b/examples/3d/lightmaps.rs index 564a3162b..11a748fba 100644 --- a/examples/3d/lightmaps.rs +++ b/examples/3d/lightmaps.rs @@ -1,12 +1,14 @@ //! Rendering a scene with baked lightmaps. -use bevy::pbr::Lightmap; +use bevy::core_pipeline::prepass::DeferredPrepass; +use bevy::pbr::{DefaultOpaqueRendererMethod, Lightmap}; use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(AmbientLight::NONE) + .insert_resource(DefaultOpaqueRendererMethod::deferred()) .add_systems(Startup, setup) .add_systems(Update, add_lightmaps_to_meshes) .run(); @@ -19,10 +21,12 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { ..default() }); - commands.spawn(Camera3dBundle { - transform: Transform::from_xyz(-278.0, 273.0, 800.0), - ..default() - }); + commands + .spawn(Camera3dBundle { + transform: Transform::from_xyz(-278.0, 273.0, 800.0), + ..default() + }) + .insert(DeferredPrepass); } fn add_lightmaps_to_meshes( ``` <img width="1280" alt="image" src="https://github.com/user-attachments/assets/17fd3367-61cc-4c23-b956-e7cfc751af3c"> ## Emissive Issue **The emissive light object appears incorrectly rendered because the alpha channel of emission is set to 1 in deferred rendering and 0 in forward rendering, leading to different emissive light result. Could this be a bug?** ```wgsl // pbr_deferred_functions.wgsl - pbr_input_from_deferred_gbuffer let emissive = rgb9e5::rgb9e5_to_vec3_(gbuffer.g); if ((pbr.material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) != 0u) { pbr.material.base_color = vec4(emissive, 1.0); pbr.material.emissive = vec4(vec3(0.0), 1.0); } else { pbr.material.base_color = vec4(pow(base_rough.rgb, vec3(2.2)), 1.0); pbr.material.emissive = vec4(emissive, 1.0); } // pbr_functions.wgsl - apply_pbr_lighting emissive_light = emissive_light * mix(1.0, view_bindings::view.exposure, emissive.a); ``` --------- Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> |
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a7e9330af9
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Implement WorldQuery for MainWorld and RenderWorld components (#15745)
# Objective #15320 is a particularly painful breaking change, and the new `RenderEntity` in particular is very noisy, with a lot of `let entity = entity.id()` spam. ## Solution Implement `WorldQuery`, `QueryData` and `ReadOnlyQueryData` for `RenderEntity` and `WorldEntity`. These work the same as the `Entity` impls from a user-facing perspective: they simply return an owned (copied) `Entity` identifier. This dramatically reduces noise and eases migration. Under the hood, these impls defer to the implementations for `&T` for everything other than the "call .id() for the user" bit, as they involve read-only access to component data. Doing it this way (as opposed to implementing a custom fetch, as tried in the first commit) dramatically reduces the maintenance risk of complex unsafe code outside of `bevy_ecs`. To make this easier (and encourage users to do this themselves!), I've made `ReadFetch` and `WriteFetch` slightly more public: they're no longer `doc(hidden)`. This is a good change, since trying to vendor the logic is much worse than just deferring to the existing tested impls. ## Testing I've run a handful of rendering examples (breakout, alien_cake_addict, auto_exposure, fog_volumes, box_shadow) and nothing broke. ## Follow-up We should lint for the uses of `&RenderEntity` and `&MainEntity` in queries: this is just less nice for no reason. --------- Co-authored-by: Trashtalk217 <trashtalk217@gmail.com> |
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dd812b3e49
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Type safe retained render world (#15756)
# Objective In the Render World, there are a number of collections that are derived from Main World entities and are used to drive rendering. The most notable are: - `VisibleEntities`, which is generated in the `check_visibility` system and contains visible entities for a view. - `ExtractedInstances`, which maps entity ids to asset ids. In the old model, these collections were trivially kept in sync -- any extracted phase item could look itself up because the render entity id was guaranteed to always match the corresponding main world id. After #15320, this became much more complicated, and was leading to a number of subtle bugs in the Render World. The main rendering systems, i.e. `queue_material_meshes` and `queue_material2d_meshes`, follow a similar pattern: ```rust for visible_entity in visible_entities.iter::<With<Mesh2d>>() { let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else { continue; }; // Look some more stuff up and specialize the pipeline... let bin_key = Opaque2dBinKey { pipeline: pipeline_id, draw_function: draw_opaque_2d, asset_id: mesh_instance.mesh_asset_id.into(), material_bind_group_id: material_2d.get_bind_group_id().0, }; opaque_phase.add( bin_key, *visible_entity, BinnedRenderPhaseType::mesh(mesh_instance.automatic_batching), ); } ``` In this case, `visible_entities` and `render_mesh_instances` are both collections that are created and keyed by Main World entity ids, and so this lookup happens to work by coincidence. However, there is a major unintentional bug here: namely, because `visible_entities` is a collection of Main World ids, the phase item being queued is created with a Main World id rather than its correct Render World id. This happens to not break mesh rendering because the render commands used for drawing meshes do not access the `ItemQuery` parameter, but demonstrates the confusion that is now possible: our UI phase items are correctly being queued with Render World ids while our meshes aren't. Additionally, this makes it very easy and error prone to use the wrong entity id to look up things like assets. For example, if instead we ignored visibility checks and queued our meshes via a query, we'd have to be extra careful to use `&MainEntity` instead of the natural `Entity`. ## Solution Make all collections that are derived from Main World data use `MainEntity` as their key, to ensure type safety and avoid accidentally looking up data with the wrong entity id: ```rust pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>; ``` Additionally, we make all `PhaseItem` be able to provide both their Main and Render World ids, to allow render phase implementors maximum flexibility as to what id should be used to look up data. You can think of this like tracking at the type level whether something in the Render World should use it's "primary key", i.e. entity id, or needs to use a foreign key, i.e. `MainEntity`. ## Testing ##### TODO: This will require extensive testing to make sure things didn't break! Additionally, some extraction logic has become more complicated and needs to be checked for regressions. ## Migration Guide With the advent of the retained render world, collections that contain references to `Entity` that are extracted into the render world have been changed to contain `MainEntity` in order to prevent errors where a render world entity id is used to look up an item by accident. Custom rendering code may need to be changed to query for `&MainEntity` in order to look up the correct item from such a collection. Additionally, users who implement their own extraction logic for collections of main world entity should strongly consider extracting into a different collection that uses `MainEntity` as a key. Additionally, render phases now require specifying both the `Entity` and `MainEntity` for a given `PhaseItem`. Custom render phases should ensure `MainEntity` is available when queuing a phase item. |
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3da0ef048e
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Remove the Component trait implementation from Handle (#15796)
# Objective - Closes #15716 - Closes #15718 ## Solution - Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component - As expected there were some random things that needed fixing: - A couple tests were storing handles just to prevent them from being dropped I believe, which seems to have been unnecessary in some. - The `SpriteBundle` still had a `Handle<Image>` field. I've removed this. - Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field outside of the `Sprite` component. - A few examples were still inserting `Handle`s, switched those to their corresponding wrappers. - 2 examples that were still querying for `Handle<Image>` were changed to query `Sprite` ## Testing - I've verified that the changed example work now ## Migration Guide `Handle` can no longer be used as a `Component`. All existing Bevy types using this pattern have been wrapped in their own semantically meaningful type. You should do the same for any custom `Handle` components your project needs. The `Handle<MeshletMesh>` component is now `MeshletMesh3d`. The `WithMeshletMesh` type alias has been removed. Use `With<MeshletMesh3d>` instead. |
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2d1b4939d2
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Synchronize removed components with the render world (#15582)
# Objective Fixes #15560 Fixes (most of) #15570 Currently a lot of examples (and presumably some user code) depend on toggling certain render features by adding/removing a single component to an entity, e.g. `SpotLight` to toggle a light. Because of the retained render world this no longer works: Extract will add any new components, but when it is removed the entity persists unchanged in the render world. ## Solution Add `SyncComponentPlugin<C: Component>` that registers `SyncToRenderWorld` as a required component for `C`, and adds a component hook that will clear all components from the render world entity when `C` is removed. We add this plugin to `ExtractComponentPlugin` which fixes most instances of the problem. For custom extraction logic we can manually add `SyncComponentPlugin` for that component. We also rename `WorldSyncPlugin` to `SyncWorldPlugin` so we start a naming convention like all the `Extract` plugins. In this PR I also fixed a bunch of breakage related to the retained render world, stemming from old code that assumed that `Entity` would be the same in both worlds. I found that using the `RenderEntity` wrapper instead of `Entity` in data structures when referring to render world entities makes intent much clearer, so I propose we make this an official pattern. ## Testing Run examples like ``` cargo run --features pbr_multi_layer_material_textures --example clearcoat cargo run --example volumetric_fog ``` and see that they work, and that toggles work correctly. But really we should test every single example, as we might not even have caught all the breakage yet. --- ## Migration Guide The retained render world notes should be updated to explain this edge case and `SyncComponentPlugin` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Trashtalk217 <trashtalk217@gmail.com> |
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d1bd46d45e
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Deprecate get_or_spawn (#15652)
# Objective After merging retained rendering world #15320, we now have a good way of creating a link between worlds (*HIYAA intensifies*). This means that `get_or_spawn` is no longer necessary for that function. Entity should be opaque as the warning above `get_or_spawn` says. This is also part of #15459. I'm deprecating `get_or_spawn_batch` in a different PR in order to keep the PR small in size. ## Solution Deprecate `get_or_spawn` and replace it with `get_entity` in most contexts. If it's possible to query `&RenderEntity`, then the entity is synced and `render_entity.id()` is initialized in the render world. ## Migration Guide If you are given an `Entity` and you want to do something with it, use `Commands.entity(...)` or `World.entity(...)`. If instead you want to spawn something use `Commands.spawn(...)` or `World.spawn(...)`. If you are not sure if an entity exists, you can always use `get_entity` and match on the `Option<...>` that is returned. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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461305b3d7
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Revert "Have EntityCommands methods consume self for easier chaining" (#15523)
As discussed in #15521 - Partial revert of #14897, reverting the change to the methods to consume `self` - The `insert_if` method is kept The migration guide of #14897 should be removed Closes #15521 --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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54006b107b
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Migrate meshes and materials to required components (#15524)
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material:   Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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56f8e526dd
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The Cooler 'Retain Rendering World' (#15320)
- Adopted from #14449 - Still fixes #12144. ## Migration Guide The retained render world is a complex change: migrating might take one of a few different forms depending on the patterns you're using. For every example, we specify in which world the code is run. Most of the changes affect render world code, so for the average Bevy user who's using Bevy's high-level rendering APIs, these changes are unlikely to affect your code. ### Spawning entities in the render world Previously, if you spawned an entity with `world.spawn(...)`, `commands.spawn(...)` or some other method in the rendering world, it would be despawned at the end of each frame. In 0.15, this is no longer the case and so your old code could leak entities. This can be mitigated by either re-architecting your code to no longer continuously spawn entities (like you're used to in the main world), or by adding the `bevy_render::world_sync::TemporaryRenderEntity` component to the entity you're spawning. Entities tagged with `TemporaryRenderEntity` will be removed at the end of each frame (like before). ### Extract components with `ExtractComponentPlugin` ``` // main world app.add_plugins(ExtractComponentPlugin::<ComponentToExtract>::default()); ``` `ExtractComponentPlugin` has been changed to only work with synced entities. Entities are automatically synced if `ComponentToExtract` is added to them. However, entities are not "unsynced" if any given `ComponentToExtract` is removed, because an entity may have multiple components to extract. This would cause the other components to no longer get extracted because the entity is not synced. So be careful when only removing extracted components from entities in the render world, because it might leave an entity behind in the render world. The solution here is to avoid only removing extracted components and instead despawn the entire entity. ### Manual extraction using `Extract<Query<(Entity, ...)>>` ```rust // in render world, inspired by bevy_pbr/src/cluster/mod.rs pub fn extract_clusters( mut commands: Commands, views: Extract<Query<(Entity, &Clusters, &Camera)>>, ) { for (entity, clusters, camera) in &views { // some code commands.get_or_spawn(entity).insert(...); } } ``` One of the primary consequences of the retained rendering world is that there's no longer a one-to-one mapping from entity IDs in the main world to entity IDs in the render world. Unlike in Bevy 0.14, Entity 42 in the main world doesn't necessarily map to entity 42 in the render world. Previous code which called `get_or_spawn(main_world_entity)` in the render world (`Extract<Query<(Entity, ...)>>` returns main world entities). Instead, you should use `&RenderEntity` and `render_entity.id()` to get the correct entity in the render world. Note that this entity does need to be synced first in order to have a `RenderEntity`. When performing manual abstraction, this won't happen automatically (like with `ExtractComponentPlugin`) so add a `SyncToRenderWorld` marker component to the entities you want to extract. This results in the following code: ```rust // in render world, inspired by bevy_pbr/src/cluster/mod.rs pub fn extract_clusters( mut commands: Commands, views: Extract<Query<(&RenderEntity, &Clusters, &Camera)>>, ) { for (render_entity, clusters, camera) in &views { // some code commands.get_or_spawn(render_entity.id()).insert(...); } } // in main world, when spawning world.spawn(Clusters::default(), Camera::default(), SyncToRenderWorld) ``` ### Looking up `Entity` ids in the render world As previously stated, there's now no correspondence between main world and render world `Entity` identifiers. Querying for `Entity` in the render world will return the `Entity` id in the render world: query for `MainEntity` (and use its `id()` method) to get the corresponding entity in the main world. This is also a good way to tell the difference between synced and unsynced entities in the render world, because unsynced entities won't have a `MainEntity` component. --------- Co-authored-by: re0312 <re0312@outlook.com> Co-authored-by: re0312 <45868716+re0312@users.noreply.github.com> Co-authored-by: Periwink <charlesbour@gmail.com> Co-authored-by: Anselmo Sampietro <ans.samp@gmail.com> Co-authored-by: Emerson Coskey <56370779+ecoskey@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com> |
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d70595b667
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Add core and alloc over std Lints (#15281)
# Objective - Fixes #6370 - Closes #6581 ## Solution - Added the following lints to the workspace: - `std_instead_of_core` - `std_instead_of_alloc` - `alloc_instead_of_core` - Used `cargo +nightly fmt` with [item level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A) to split all `use` statements into single items. - Used `cargo clippy --workspace --all-targets --all-features --fix --allow-dirty` to _attempt_ to resolve the new linting issues, and intervened where the lint was unable to resolve the issue automatically (usually due to needing an `extern crate alloc;` statement in a crate root). - Manually removed certain uses of `std` where negative feature gating prevented `--all-features` from finding the offending uses. - Used `cargo +nightly fmt` with [crate level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A) to re-merge all `use` statements matching Bevy's previous styling. - Manually fixed cases where the `fmt` tool could not re-merge `use` statements due to conditional compilation attributes. ## Testing - Ran CI locally ## Migration Guide The MSRV is now 1.81. Please update to this version or higher. ## Notes - This is a _massive_ change to try and push through, which is why I've outlined the semi-automatic steps I used to create this PR, in case this fails and someone else tries again in the future. - Making this change has no impact on user code, but does mean Bevy contributors will be warned to use `core` and `alloc` instead of `std` where possible. - This lint is a critical first step towards investigating `no_std` options for Bevy. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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efda7f3f9c
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Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this comment: https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300 See #15375 for more reasoning/motivation. ## Rebasing (rerunning) ```rust git switch simpler-lint-fixes git reset --hard main cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "rustfmt" cargo clippy --workspace --all-targets --all-features --fix cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "clippy" git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887 ``` |
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d93b78a66e
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Remove unnecessary muts in RenderSet::QueueMeshes (#14953)
# Objective Fixes #14952 |
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484721be80
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Have EntityCommands methods consume self for easier chaining (#14897)
# Objective Fixes #14883 ## Solution Pretty simple update to `EntityCommands` methods to consume `self` and return it rather than taking `&mut self`. The things probably worth noting: * I added `#[allow(clippy::should_implement_trait)]` to the `add` method because it causes a linting conflict with `std::ops::Add`. * `despawn` and `log_components` now return `Self`. I'm not sure if that's exactly the desired behavior so I'm happy to adjust if that seems wrong. ## Testing Tested with `cargo run -p ci`. I think that should be sufficient to call things good. ## Migration Guide The most likely migration needed is changing code from this: ``` let mut entity = commands.get_or_spawn(entity); if depth_prepass { entity.insert(DepthPrepass); } if normal_prepass { entity.insert(NormalPrepass); } if motion_vector_prepass { entity.insert(MotionVectorPrepass); } if deferred_prepass { entity.insert(DeferredPrepass); } ``` to this: ``` let mut entity = commands.get_or_spawn(entity); if depth_prepass { entity = entity.insert(DepthPrepass); } if normal_prepass { entity = entity.insert(NormalPrepass); } if motion_vector_prepass { entity = entity.insert(MotionVectorPrepass); } if deferred_prepass { entity.insert(DeferredPrepass); } ``` as can be seen in several of the example code updates here. There will probably also be instances where mutable `EntityCommands` vars no longer need to be mutable. |
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6cc96f4c1f
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Meshlet software raster + start of cleanup (#14623)
# Objective - Faster meshlet rasterization path for small triangles - Avoid having to allocate and write out a triangle buffer - Refactor gpu_scene.rs ## Solution - Replace the 32bit visbuffer texture with a 64bit visbuffer buffer, where the left 32 bits encode depth, and the right 32 bits encode the existing cluster + triangle IDs. Can't use 64bit textures, wgpu/naga doesn't support atomic ops on textures yet. - Instead of writing out a buffer of packed cluster + triangle IDs (per triangle) to raster, the culling pass now writes out a buffer of just cluster IDs (per cluster, so less memory allocated, cheaper to write out). - Clusters for software raster are allocated from the left side - Clusters for hardware raster are allocated in the same buffer, from the right side - The buffer size is fixed at MeshletPlugin build time, and should be set to a reasonable value for your scene (no warning on overflow, and no good way to determine what value you need outside of renderdoc - I plan to fix this in a future PR adding a meshlet stats overlay) - Currently I don't have a heuristic for software vs hardware raster selection for each cluster. The existing code is just a placeholder. I need to profile on a release scene and come up with a heuristic, probably in a future PR. - The culling shader is getting pretty hard to follow at this point, but I don't want to spend time improving it as the entire shader/pass is getting rewritten/replaced in the near future. - Software raster is a compute workgroup per-cluster. Each workgroup loads and transforms the <=64 vertices of the cluster, and then rasterizes the <=64 triangles of the cluster. - Two variants are implemented: Scanline for clusters with any larger triangles (still smaller than hardware is good at), and brute-force for very very tiny triangles - Once the shader determines that a pixel should be filled in, it does an atomicMax() on the visbuffer to store the results, copying how Nanite works - On devices with a low max workgroups per dispatch limit, an extra compute pass is inserted before software raster to convert from a 1d to 2d dispatch (I don't think 3d would ever be necessary). - I haven't implemented the top-left rule or subpixel precision yet, I'm leaving that for a future PR since I get usable results without it for now - Resources used: https://kristoffer-dyrkorn.github.io/triangle-rasterizer and chapters 6-8 of https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index - Hardware raster now spawns 64*3 vertex invocations per meshlet, instead of the actual meshlet vertex count. Extra invocations just early-exit. - While this is slower than the existing system, hardware draws should be rare now that software raster is usable, and it saves a ton of memory using the unified cluster ID buffer. This would be fixed if wgpu had support for mesh shaders. - Instead of writing to a color+depth attachment, the hardware raster pass also does the same atomic visbuffer writes that software raster uses. - We have to bind a dummy render target anyways, as wgpu doesn't currently support render passes without any attachments - Material IDs are no longer written out during the main rasterization passes. - If we had async compute queues, we could overlap the software and hardware raster passes. - New material and depth resolve passes run at the end of the visbuffer node, and write out view depth and material ID depth textures ### Misc changes - Fixed cluster culling importing, but never actually using the previous view uniforms when doing occlusion culling - Fixed incorrectly adding the LOD error twice when building the meshlet mesh - Splitup gpu_scene module into meshlet_mesh_manager, instance_manager, and resource_manager - resource_manager is still too complex and inefficient (extract and prepare are way too expensive). I plan on improving this in a future PR, but for now ResourceManager is mostly a 1:1 port of the leftover MeshletGpuScene bits. - Material draw passes have been renamed to the more accurate material shade pass, as well as some other misc renaming (in the future, these will be compute shaders even, and not actual draw calls) --- ## Migration Guide - TBD (ask me at the end of the release for meshlet changes as a whole) --------- Co-authored-by: vero <email@atlasdostal.com> |
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d235d41af1
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Fix the example regressions from packed growable buffers. (#14375)
The "uberbuffers" PR #14257 caused some examples to fail intermittently for different reasons: 1. `morph_targets` could fail because vertex displacements for morph targets are keyed off the vertex index. With buffer packing, the vertex index can vary based on the position in the buffer, which caused the morph targets to be potentially incorrect. The solution is to include the first vertex index with the `MeshUniform` (and `MeshInputUniform` if GPU preprocessing is in use), so that the shader can calculate the true vertex index before performing the morph operation. This results in wasted space in `MeshUniform`, which is unfortunate, but we'll soon be filling in the padding with the ID of the material when bindless textures land, so this had to happen sooner or later anyhow. Including the vertex index in the `MeshInputUniform` caused an ordering problem. The `MeshInputUniform` was created during the extraction phase, before the allocations occurred, so the extraction logic didn't know where the mesh vertex data was going to end up. The solution is to move the `MeshInputUniform` creation (the `collect_meshes_for_gpu_building` system) to after the allocations phase. This should be better for parallelism anyhow, because it allows the extraction phase to finish quicker. It's also something we'll have to do for bindless in any event. 2. The `lines` and `fog_volumes` examples could fail because their custom drawing nodes weren't updated to supply the vertex and index offsets in their `draw_indexed` and `draw` calls. This commit fixes this oversight. Fixes #14366. |
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03fd1b46ef
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Move Msaa to component (#14273)
Switches `Msaa` from being a globally configured resource to a per camera view component. Closes #7194 # Objective Allow individual views to describe their own MSAA settings. For example, when rendering to different windows or to different parts of the same view. ## Solution Make `Msaa` a component that is required on all camera bundles. ## Testing Ran a variety of examples to ensure that nothing broke. TODO: - [ ] Make sure android still works per previous comment in `extract_windows`. --- ## Migration Guide `Msaa` is no longer configured as a global resource, and should be specified on each spawned camera if a non-default setting is desired. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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bc34216929
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Pack multiple vertex and index arrays together into growable buffers. (#14257)
This commit uses the [`offset-allocator`] crate to combine vertex and index arrays from different meshes into single buffers. Since the primary source of `wgpu` overhead is from validation and synchronization when switching buffers, this significantly improves Bevy's rendering performance on many scenes. This patch is a more flexible version of #13218, which also used slabs. Unlike #13218, which used slabs of a fixed size, this commit implements slabs that start small and can grow. In addition to reducing memory usage, supporting slab growth reduces the number of vertex and index buffer switches that need to happen during rendering, leading to improved performance. To prevent pathological fragmentation behavior, slabs are capped to a maximum size, and mesh arrays that are too large get their own dedicated slabs. As an additional improvement over #13218, this commit allows the application to customize all allocator heuristics. The `MeshAllocatorSettings` resource contains values that adjust the minimum and maximum slab sizes, the cutoff point at which meshes get their own dedicated slabs, and the rate at which slabs grow. Hopefully-sensible defaults have been chosen for each value. Unfortunately, WebGL 2 doesn't support the *base vertex* feature, which is necessary to pack vertex arrays from different meshes into the same buffer. `wgpu` represents this restriction as the downlevel flag `BASE_VERTEX`. This patch detects that bit and ensures that all vertex buffers get dedicated slabs on that platform. Even on WebGL 2, though, we can combine all *index* arrays into single buffers to reduce buffer changes, and we do so. The following measurements are on Bistro: Overall frame time improves from 8.74 ms to 5.53 ms (1.58x speedup):  Render system time improves from 6.57 ms to 3.54 ms (1.86x speedup):  Opaque pass time improves from 4.64 ms to 2.33 ms (1.99x speedup):  ## Migration Guide ### Changed * Vertex and index buffers for meshes may now be packed alongside other buffers, for performance. * `GpuMesh` has been renamed to `RenderMesh`, to reflect the fact that it no longer directly stores handles to GPU objects. * Because meshes no longer have their own vertex and index buffers, the responsibility for the buffers has moved from `GpuMesh` (now called `RenderMesh`) to the `MeshAllocator` resource. To access the vertex data for a mesh, use `MeshAllocator::mesh_vertex_slice`. To access the index data for a mesh, use `MeshAllocator::mesh_index_slice`. [`offset-allocator`]: https://github.com/pcwalton/offset-allocator |
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3b23aa0864
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Fix prepass batch (#13943)
# Objective - After #11804 , The queue_prepass_material_meshes function is now executed in parallel with other queue_* systems. This optimization introduced a potential issue where mesh_instance.should_batch() could return false in queue_prepass_material_meshes due to an unset material_bind_group_id. |
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44db8b7fac
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Allow phase items not associated with meshes to be binned. (#14029)
As reported in #14004, many third-party plugins, such as Hanabi, enqueue entities that don't have meshes into render phases. However, the introduction of indirect mode added a dependency on mesh-specific data, breaking this workflow. This is because GPU preprocessing requires that the render phases manage indirect draw parameters, which don't apply to objects that aren't meshes. The existing code skips over binned entities that don't have indirect draw parameters, which causes the rendering to be skipped for such objects. To support this workflow, this commit adds a new field, `non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple list of (bin key, entity) pairs. After drawing batchable and unbatchable objects, the non-mesh items are drawn one after another. Bevy itself doesn't enqueue any items into this list; it exists solely for the application and/or plugins to use. Additionally, this commit switches the asset ID in the standard bin keys to be an untyped asset ID rather than that of a mesh. This allows more flexibility, allowing bins to be keyed off any type of asset. This patch adds a new example, `custom_phase_item`, which simultaneously serves to demonstrate how to use this new feature and to act as a regression test so this doesn't break again. Fixes #14004. ## Changelog ### Added * `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins to add custom items to. |
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19d078c609
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don't crash without features bevy_pbr, ktx2, zstd (#14020)
# Objective - Fixes #13728 ## Solution - add a new feature `smaa_luts`. if enables, it also enables `ktx2` and `zstd`. if not, it doesn't load the files but use placeholders instead - adds all the resources needed in the same places that system that uses them are added. |
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d8b45ca136
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Fix MeshletMesh material system ordering (#14016)
# Objective - Fixes #13811 (probably, I lost my test code...) ## Solution - Turns out that Queue and PrepareAssets are _not_ ordered. We should probably either rethink our system sets (again), or improve the documentation here. For reference, I've included the current ordering below. - The `prepare_meshlet_meshes_X` systems need to run after `prepare_assets::<PreparedMaterial<M>>`, and have also been moved to QueueMeshes. ```rust schedule.configure_sets( ( ExtractCommands, ManageViews, Queue, PhaseSort, Prepare, Render, Cleanup, ) .chain(), ); schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain()); schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<GpuMesh>)); schedule.configure_sets( (PrepareResources, PrepareResourcesFlush, PrepareBindGroups) .chain() .in_set(Prepare), ); ``` ## Testing - Ambiguity checker to make sure I don't have ambiguous system ordering |
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9b9d3d81cb
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Normalise matrix naming (#13489)
# Objective - Fixes #10909 - Fixes #8492 ## Solution - Name all matrices `x_from_y`, for example `world_from_view`. ## Testing - I've tested most of the 3D examples. The `lighting` example particularly should hit a lot of the changes and appears to run fine. --- ## Changelog - Renamed matrices across the engine to follow a `y_from_x` naming, making the space conversion more obvious. ## Migration Guide - `Frustum`'s `from_view_projection`, `from_view_projection_custom_far` and `from_view_projection_no_far` were renamed to `from_clip_from_world`, `from_clip_from_world_custom_far` and `from_clip_from_world_no_far`. - `ComputedCameraValues::projection_matrix` was renamed to `clip_from_view`. - `CameraProjection::get_projection_matrix` was renamed to `get_clip_from_view` (this affects implementations on `Projection`, `PerspectiveProjection` and `OrthographicProjection`). - `ViewRangefinder3d::from_view_matrix` was renamed to `from_world_from_view`. - `PreviousViewData`'s members were renamed to `view_from_world` and `clip_from_world`. - `ExtractedView`'s `projection`, `transform` and `view_projection` were renamed to `clip_from_view`, `world_from_view` and `clip_from_world`. - `ViewUniform`'s `view_proj`, `unjittered_view_proj`, `inverse_view_proj`, `view`, `inverse_view`, `projection` and `inverse_projection` were renamed to `clip_from_world`, `unjittered_clip_from_world`, `world_from_clip`, `world_from_view`, `view_from_world`, `clip_from_view` and `view_from_clip`. - `GpuDirectionalCascade::view_projection` was renamed to `clip_from_world`. - `MeshTransforms`' `transform` and `previous_transform` were renamed to `world_from_local` and `previous_world_from_local`. - `MeshUniform`'s `transform`, `previous_transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `previous_world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh` type in WGSL mirrors this, however `transform` and `previous_transform` were named `model` and `previous_model`). - `Mesh2dTransforms::transform` was renamed to `world_from_local`. - `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh2d` type in WGSL mirrors this). - In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and `get_previous_model_matrix` were renamed to `get_world_from_local` and `get_previous_world_from_local`. - In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed to `get_world_from_local`. |
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b45786df41
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Add Skybox Motion Vectors (#13617)
# Objective - Add motion vector support to the skybox - This fixes the last remaining "gap" to complete the motion blur feature ## Solution - Add a pipeline for the skybox to write motion vectors to the prepass ## Testing - Used examples to test motion vectors using motion blur https://github.com/bevyengine/bevy/assets/2632925/74c0778a-7e77-4e68-8111-05791e4bfdd2 --------- Co-authored-by: Patrick Walton <pcwalton@mimiga.net> |
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be053b1d7c
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Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
This is a revamped equivalent to #9902, though it shares none of the code. It handles all special cases that I've tested correctly. The overall technique consists of double-buffering the joint matrix and morph weights buffers, as most of the previous attempts to solve this problem did. The process is generally straightforward. Note that, to avoid regressing the ability of mesh extraction, skin extraction, and morph target extraction to run in parallel, I had to add a new system to rendering, `set_mesh_motion_vector_flags`. The comment there explains the details; it generally runs very quickly. I've tested this with modified versions of the `animated_fox`, `morph_targets`, and `many_foxes` examples that add TAA, and the patch works. To avoid bloating those examples, I didn't add switches for TAA to them. Addresses points (1) and (2) of #8423. ## Changelog ### Fixed * Motion vectors, and therefore TAA, are now supported for meshes with skins and/or morph targets. |
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9da0b2a0ec
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Make render phases render world resources instead of components. (#13277)
This commit makes us stop using the render world ECS for `BinnedRenderPhase` and `SortedRenderPhase` and instead use resources with `EntityHashMap`s inside. There are three reasons to do this: 1. We can use `clear()` to clear out the render phase collections instead of recreating the components from scratch, allowing us to reuse allocations. 2. This is a prerequisite for retained bins, because components can't be retained from frame to frame in the render world, but resources can. 3. We want to move away from storing anything in components in the render world ECS, and this is a step in that direction. This patch results in a small performance benefit, due to point (1) above. ## Changelog ### Changed * The `BinnedRenderPhase` and `SortedRenderPhase` render world components have been replaced with `ViewBinnedRenderPhases` and `ViewSortedRenderPhases` resources. ## Migration Guide * The `BinnedRenderPhase` and `SortedRenderPhase` render world components have been replaced with `ViewBinnedRenderPhases` and `ViewSortedRenderPhases` resources. Instead of querying for the components, look the camera entity up in the `ViewBinnedRenderPhases`/`ViewSortedRenderPhases` tables. |
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f91fd322b7
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Skip redundant mesh_position_local_to_world call in vertex prepass shader (#13158)
# Objective Optimize vertex prepass shader maybe? Make it consistent with the base vertex shader ## Solution `mesh_position_local_to_clip` just calls `mesh_position_local_to_world` and then `position_world_to_clip` since `out.world_position` is getting calculated anyway a few lines below, just move it up and use it's output to calculate `out.position`. It is the same as in the base vertex shader (`mesh.wgsl`). Note: I have no idea if there is a reason that it was this way. I'm not an expert, just noticed this inconsistency while messing with custom shaders. |
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3f5a090b1b
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Add UV channel selection to StandardMaterial (#13200)
# Objective - The StandardMaterial always uses ATTRIBUTE_UV_0 for each texture except lightmap. This is not flexible enough for a lot of gltf Files. - Fixes #12496 - Fixes #13086 - Fixes #13122 - Closes #13153 ## Solution - The StandardMaterial gets extended for each texture by an UvChannel enum. It defaults to Uv0 but can also be set to Uv1. - The gltf loader now handles the texcoord information. If the texcoord is not supported it creates a warning. - It uses StandardMaterial shader defs to define which attribute to use. ## Testing This fixes #12496 for example:  For testing of all kind of textures I used the TextureTransformMultiTest from https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/TextureTransformMultiTest Its purpose is to test multiple texture transfroms but it is also a good test for different texcoords. It also shows the issue with emission #13133. Before:  After:  |
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e1a0da0fa6
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Meshlet LOD-compatible two-pass occlusion culling (#12898)
Keeping track of explicit visibility per cluster between frames does not work with LODs, and leads to worse culling (using the final depth buffer from the previous frame is more accurate). Instead, we need to generate a second depth pyramid after the second raster pass, and then use that in the first culling pass in the next frame to test if a cluster would have been visible last frame or not. As part of these changes, the write_index_buffer pass has been folded into the culling pass for a large performance gain, and to avoid tracking a lot of extra state that would be needed between passes. Prepass previous model/view stuff was adapted to work with meshlets as well. Also fixed a bug with materials, and other misc improvements. --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: Patrick Walton <pcwalton@mimiga.net> Co-authored-by: Robert Swain <robert.swain@gmail.com> |
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17633c1f75
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Remove unused push constants (#13076)
The shader code was removed in #11280, but we never cleaned up the rust code. |
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1141e731ff
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Implement alpha to coverage (A2C) support. (#12970)
[Alpha to coverage] (A2C) replaces alpha blending with a hardware-specific multisample coverage mask when multisample antialiasing is in use. It's a simple form of [order-independent transparency] that relies on MSAA. ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"] is a good summary of the motivation for and best practices relating to A2C. This commit implements alpha to coverage support as a new variant for `AlphaMode`. You can supply `AlphaMode::AlphaToCoverage` as the `alpha_mode` field in `StandardMaterial` to use it. When in use, the standard material shader automatically applies the texture filtering method from ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"]. Objects with alpha-to-coverage materials are binned in the opaque pass, as they're fully order-independent. The `transparency_3d` example has been updated to feature an object with alpha to coverage. Happily, the example was already using MSAA. This is part of #2223, as far as I can tell. [Alpha to coverage]: https://en.wikipedia.org/wiki/Alpha_to_coverage [order-independent transparency]: https://en.wikipedia.org/wiki/Order-independent_transparency ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"]: https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f --- ## Changelog ### Added * The `AlphaMode` enum now supports `AlphaToCoverage`, to provide limited order-independent transparency when multisample antialiasing is in use. |
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5caf085dac
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Divide the single VisibleEntities list into separate lists for 2D meshes, 3D meshes, lights, and UI elements, for performance. (#12582)
This commit splits `VisibleEntities::entities` into four separate lists: one for lights, one for 2D meshes, one for 3D meshes, and one for UI elements. This allows `queue_material_meshes` and similar methods to avoid examining entities that are obviously irrelevant. In particular, this separation helps scenes with many skinned meshes, as the individual bones are considered visible entities but have no rendered appearance. Internally, `VisibleEntities::entities` is a `HashMap` from the `TypeId` representing a `QueryFilter` to the appropriate `Entity` list. I had to do this because `VisibleEntities` is located within an upstream crate from the crates that provide lights (`bevy_pbr`) and 2D meshes (`bevy_sprite`). As an added benefit, this setup allows apps to provide their own types of renderable components, by simply adding a specialized `check_visibility` to the schedule. This provides a 16.23% end-to-end speedup on `many_foxes` with 10,000 foxes (24.06 ms/frame to 20.70 ms/frame). ## Migration guide * `check_visibility` and `VisibleEntities` now store the four types of renderable entities--2D meshes, 3D meshes, lights, and UI elements--separately. If your custom rendering code examines `VisibleEntities`, it will now need to specify which type of entity it's interested in using the `WithMesh2d`, `WithMesh`, `WithLight`, and `WithNode` types respectively. If your app introduces a new type of renderable entity, you'll need to add an explicit call to `check_visibility` to the schedule to accommodate your new component or components. ## Analysis `many_foxes`, 10,000 foxes: `main`:  `many_foxes`, 10,000 foxes, this branch:  `queue_material_meshes` (yellow = this branch, red = `main`):  `queue_shadows` (yellow = this branch, red = `main`):  |
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11817f4ba4
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Generate MeshUniforms on the GPU via compute shader where available. (#12773)
Currently, `MeshUniform`s are rather large: 160 bytes. They're also somewhat expensive to compute, because they involve taking the inverse of a 3x4 matrix. Finally, if a mesh is present in multiple views, that mesh will have a separate `MeshUniform` for each and every view, which is wasteful. This commit fixes these issues by introducing the concept of a *mesh input uniform* and adding a *mesh uniform building* compute shader pass. The `MeshInputUniform` is simply the minimum amount of data needed for the GPU to compute the full `MeshUniform`. Most of this data is just the transform and is therefore only 64 bytes. `MeshInputUniform`s are computed during the *extraction* phase, much like skins are today, in order to avoid needlessly copying transforms around on CPU. (In fact, the render app has been changed to only store the translation of each mesh; it no longer cares about any other part of the transform, which is stored only on the GPU and the main world.) Before rendering, the `build_mesh_uniforms` pass runs to expand the `MeshInputUniform`s to the full `MeshUniform`. The mesh uniform building pass does the following, all on GPU: 1. Copy the appropriate fields of the `MeshInputUniform` to the `MeshUniform` slot. If a single mesh is present in multiple views, this effectively duplicates it into each view. 2. Compute the inverse transpose of the model transform, used for transforming normals. 3. If applicable, copy the mesh's transform from the previous frame for TAA. To support this, we double-buffer the `MeshInputUniform`s over two frames and swap the buffers each frame. The `MeshInputUniform`s for the current frame contain the index of that mesh's `MeshInputUniform` for the previous frame. This commit produces wins in virtually every CPU part of the pipeline: `extract_meshes`, `queue_material_meshes`, `batch_and_prepare_render_phase`, and especially `write_batched_instance_buffer` are all faster. Shrinking the amount of CPU data that has to be shuffled around speeds up the entire rendering process. | Benchmark | This branch | `main` | Speedup | |------------------------|-------------|---------|---------| | `many_cubes -nfc` | 17.259 | 24.529 | 42.12% | | `many_cubes -nfc -vpi` | 302.116 | 312.123 | 3.31% | | `many_foxes` | 3.227 | 3.515 | 8.92% | Because mesh uniform building requires compute shader, and WebGL 2 has no compute shader, the existing CPU mesh uniform building code has been left as-is. Many types now have both CPU mesh uniform building and GPU mesh uniform building modes. Developers can opt into the old CPU mesh uniform building by setting the `use_gpu_uniform_builder` option on `PbrPlugin` to `false`. Below are graphs of the CPU portions of `many-cubes --no-frustum-culling`. Yellow is this branch, red is `main`. `extract_meshes`:  It's notable that we get a small win even though we're now writing to a GPU buffer. `queue_material_meshes`:  There's a bit of a regression here; not sure what's causing it. In any case it's very outweighed by the other gains. `batch_and_prepare_render_phase`:  There's a huge win here, enough to make batching basically drop off the profile. `write_batched_instance_buffer`:  There's a massive improvement here, as expected. Note that a lot of it simply comes from the fact that `MeshInputUniform` is `Pod`. (This isn't a maintainability problem in my view because `MeshInputUniform` is so simple: just 16 tightly-packed words.) ## Changelog ### Added * Per-mesh instance data is now generated on GPU with a compute shader instead of CPU, resulting in rendering performance improvements on platforms where compute shaders are supported. ## Migration guide * Custom render phases now need multiple systems beyond just `batch_and_prepare_render_phase`. Code that was previously creating custom render phases should now add a `BinnedRenderPhasePlugin` or `SortedRenderPhasePlugin` as appropriate instead of directly adding `batch_and_prepare_render_phase`. |
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ab7cbfa8fc
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Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827)
# Objective - Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials` with `RenderAssets` to enable implementing changes to one thing, `RenderAssets`, that applies to all use cases rather than duplicating changes everywhere for multiple things that should be one thing. - Adopts #8149 ## Solution - Make RenderAsset generic over the destination type rather than the source type as in #8149 - Use `RenderAssets<PreparedMaterial<M>>` etc for render materials --- ## Changelog - Changed: - The `RenderAsset` trait is now implemented on the destination type. Its `SourceAsset` associated type refers to the type of the source asset. - `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have been replaced by `RenderAssets<PreparedMaterial<M>>` and similar. ## Migration Guide - `RenderAsset` is now implemented for the destination type rather that the source asset type. The source asset type is now the `RenderAsset` trait's `SourceAsset` associated type. |
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31b5943ad4
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Add previous_view_uniforms.inverse_view (#12902)
# Objective - Upload previous frame's inverse_view matrix to the GPU for use with https://github.com/bevyengine/bevy/pull/12898. --- ## Changelog - Added `prepass_bindings::previous_view_uniforms.inverse_view`. - Renamed `prepass_bindings::previous_view_proj` to `prepass_bindings::previous_view_uniforms.view_proj`. - Renamed `PreviousViewProjectionUniformOffset` to `PreviousViewUniformOffset`. - Renamed `PreviousViewProjection` to `PreviousViewData`. ## Migration Guide - Renamed `prepass_bindings::previous_view_proj` to `prepass_bindings::previous_view_uniforms.view_proj`. - Renamed `PreviousViewProjectionUniformOffset` to `PreviousViewUniformOffset`. - Renamed `PreviousViewProjection` to `PreviousViewData`. |
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37522fd0ae
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Micro-optimize queue_material_meshes, primarily to remove bit manipulation. (#12791)
This commit makes the following optimizations: ## `MeshPipelineKey`/`BaseMeshPipelineKey` split `MeshPipelineKey` has been split into `BaseMeshPipelineKey`, which lives in `bevy_render` and `MeshPipelineKey`, which lives in `bevy_pbr`. Conceptually, `BaseMeshPipelineKey` is a superclass of `MeshPipelineKey`. For `BaseMeshPipelineKey`, the bits start at the highest (most significant) bit and grow downward toward the lowest bit; for `MeshPipelineKey`, the bits start at the lowest bit and grow upward toward the highest bit. This prevents them from colliding. The goal of this is to avoid having to reassemble bits of the pipeline key for every mesh every frame. Instead, we can just use a bitwise or operation to combine the pieces that make up a `MeshPipelineKey`. ## `specialize_slow` Previously, all of `specialize()` was marked as `#[inline]`. This bloated `queue_material_meshes` unnecessarily, as a large chunk of it ended up being a slow path that was rarely hit. This commit refactors the function to move the slow path to `specialize_slow()`. Together, these two changes shave about 5% off `queue_material_meshes`:  ## Migration Guide - The `primitive_topology` field on `GpuMesh` is now an accessor method: `GpuMesh::primitive_topology()`. - For performance reasons, `MeshPipelineKey` has been split into `BaseMeshPipelineKey`, which lives in `bevy_render`, and `MeshPipelineKey`, which lives in `bevy_pbr`. These two should be combined with bitwise-or to produce the final `MeshPipelineKey`. |
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01649f13e2
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Refactor App and SubApp internals for better separation (#9202)
# Objective This is a necessary precursor to #9122 (this was split from that PR to reduce the amount of code to review all at once). Moving `!Send` resource ownership to `App` will make it unambiguously `!Send`. `SubApp` must be `Send`, so it can't wrap `App`. ## Solution Refactor `App` and `SubApp` to not have a recursive relationship. Since `SubApp` no longer wraps `App`, once `!Send` resources are moved out of `World` and into `App`, `SubApp` will become unambiguously `Send`. There could be less code duplication between `App` and `SubApp`, but that would break `App` method chaining. ## Changelog - `SubApp` no longer wraps `App`. - `App` fields are no longer publicly accessible. - `App` can no longer be converted into a `SubApp`. - Various methods now return references to a `SubApp` instead of an `App`. ## Migration Guide - To construct a sub-app, use `SubApp::new()`. `App` can no longer convert into `SubApp`. - If you implemented a trait for `App`, you may want to implement it for `SubApp` as well. - If you're accessing `app.world` directly, you now have to use `app.world()` and `app.world_mut()`. - `App::sub_app` now returns `&SubApp`. - `App::sub_app_mut` now returns `&mut SubApp`. - `App::get_sub_app` now returns `Option<&SubApp>.` - `App::get_sub_app_mut` now returns `Option<&mut SubApp>.` |
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4dadebd9c4
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Improve performance by binning together opaque items instead of sorting them. (#12453)
Today, we sort all entities added to all phases, even the phases that don't strictly need sorting, such as the opaque and shadow phases. This results in a performance loss because our `PhaseItem`s are rather large in memory, so sorting is slow. Additionally, determining the boundaries of batches is an O(n) process. This commit makes Bevy instead applicable place phase items into *bins* keyed by *bin keys*, which have the invariant that everything in the same bin is potentially batchable. This makes determining batch boundaries O(1), because everything in the same bin can be batched. Instead of sorting each entity, we now sort only the bin keys. This drops the sorting time to near-zero on workloads with few bins like `many_cubes --no-frustum-culling`. Memory usage is improved too, with batch boundaries and dynamic indices now implicit instead of explicit. The improved memory usage results in a significant win even on unbatchable workloads like `many_cubes --no-frustum-culling --vary-material-data-per-instance`, presumably due to cache effects. Not all phases can be binned; some, such as transparent and transmissive phases, must still be sorted. To handle this, this commit splits `PhaseItem` into `BinnedPhaseItem` and `SortedPhaseItem`. Most of the logic that today deals with `PhaseItem`s has been moved to `SortedPhaseItem`. `BinnedPhaseItem` has the new logic. Frame time results (in ms/frame) are as follows: | Benchmark | `binning` | `main` | Speedup | | ------------------------ | --------- | ------- | ------- | | `many_cubes -nfc -vpi` | 232.179 | 312.123 | 34.43% | | `many_cubes -nfc` | 25.874 | 30.117 | 16.40% | | `many_foxes` | 3.276 | 3.515 | 7.30% | (`-nfc` is short for `--no-frustum-culling`; `-vpi` is short for `--vary-per-instance`.) --- ## Changelog ### Changed * Render phases have been split into binned and sorted phases. Binned phases, such as the common opaque phase, achieve improved CPU performance by avoiding the sorting step. ## Migration Guide - `PhaseItem` has been split into `BinnedPhaseItem` and `SortedPhaseItem`. If your code has custom `PhaseItem`s, you will need to migrate them to one of these two types. `SortedPhaseItem` requires the fewest code changes, but you may want to pick `BinnedPhaseItem` if your phase doesn't require sorting, as that enables higher performance. ## Tracy graphs `many-cubes --no-frustum-culling`, `main` branch: <img width="1064" alt="Screenshot 2024-03-12 180037" src="https://github.com/bevyengine/bevy/assets/157897/e1180ce8-8e89-46d2-85e3-f59f72109a55"> `many-cubes --no-frustum-culling`, this branch: <img width="1064" alt="Screenshot 2024-03-12 180011" src="https://github.com/bevyengine/bevy/assets/157897/0899f036-6075-44c5-a972-44d95895f46c"> You can see that `batch_and_prepare_binned_render_phase` is a much smaller fraction of the time. Zooming in on that function, with yellow being this branch and red being `main`, we see: <img width="1064" alt="Screenshot 2024-03-12 175832" src="https://github.com/bevyengine/bevy/assets/157897/0dfc8d3f-49f4-496e-8825-a66e64d356d0"> The binning happens in `queue_material_meshes`. Again with yellow being this branch and red being `main`: <img width="1064" alt="Screenshot 2024-03-12 175755" src="https://github.com/bevyengine/bevy/assets/157897/b9b20dc1-11c8-400c-a6cc-1c2e09c1bb96"> We can see that there is a small regression in `queue_material_meshes` performance, but it's not nearly enough to outweigh the large gains in `batch_and_prepare_binned_render_phase`. --------- Co-authored-by: James Liu <contact@jamessliu.com> |