Commit Graph

1576 Commits

Author SHA1 Message Date
JMS55
160d79f24d
Make prepare_view_targets() caching account for CameraMainTextureUsages (#18347)
Small bugfix.
2025-03-17 04:23:29 +00:00
Gino Valente
137451b584
bevy_render: Derive Error on ViewportConversionError (#18336)
# Objective

The `ViewportConversionError` error type does not implement `Error`,
making it incompatible with `BevyError`.

## Solution

Derive `Error` for `ViewportConversionError`.

I chose to use `thiserror` since it's already a dependency, but do let
me know if we should be preferring `derive_more`.

## Testing

You can test this by trying to compile the following:

```rust
let error: BevyError = ViewportConversionError::InvalidData.into();
```
2025-03-16 18:58:30 +00:00
newclarityex
ecccd57417
Generic system config (#17962)
# Objective
Prevents duplicate implementation between IntoSystemConfigs and
IntoSystemSetConfigs using a generic, adds a NodeType trait for more
config flexibility (opening the door to implement
https://github.com/bevyengine/bevy/issues/14195?).

## Solution
Followed writeup by @ItsDoot:
https://hackmd.io/@doot/rJeefFHc1x

Removes IntoSystemConfigs and IntoSystemSetConfigs, instead using
IntoNodeConfigs with generics.

## Testing
Pending

---

## Showcase
N/A

## Migration Guide
SystemSetConfigs -> NodeConfigs<InternedSystemSet>
SystemConfigs -> NodeConfigs<ScheduleSystem>
IntoSystemSetConfigs -> IntoNodeConfigs<InternedSystemSet, M>
IntoSystemConfigs -> IntoNodeConfigs<ScheduleSystem, M>

---------

Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-12 00:12:30 +00:00
jf908
bfe932d1f3
Rework WindowMode::Fullscreen API (#17525)
# Objective

- #16883 
- Improve the default behaviour of the exclusive fullscreen API.

## Solution

This PR changes the exclusive fullscreen window mode to require the type
`WindowMode::Fullscreen(MonitorSelection, VideoModeSelection)` and
removes `WindowMode::SizedFullscreen`. This API somewhat intentionally
more closely resembles Winit 0.31's upcoming fullscreen and video mode
API.

The new VideoModeSelection enum is specified as follows:

```rust
pub enum VideoModeSelection {
    /// Uses the video mode that the monitor is already in.
    Current,
    /// Uses a given [`crate::monitor::VideoMode`]. A list of video modes supported by the monitor
    /// is supplied by [`crate::monitor::Monitor::video_modes`].
    Specific(VideoMode),
}
```

### Changing default behaviour

This might be contentious because it removes the previous behaviour of
`WindowMode::Fullscreen` which selected the highest resolution possible.
While the previous behaviour would be quite easy to re-implement as
additional options, or as an impl method on Monitor, I would argue that
this isn't an implementation that should be encouraged.

From the perspective of a Windows user, I prefer what the majority of
modern games do when entering fullscreen which is to preserve the OS's
current resolution settings, which allows exclusive fullscreen to be
entered faster, and to only have it change if I manually select it in
either the options of the game or the OS. The highest resolution
available is not necessarily what the user prefers.

I am open to changing this if I have just missed a good use case for it.

Likewise, the only functionality that `WindowMode::SizedFullscreen`
provided was that it selected the resolution closest to the current size
of the window so it was removed since this behaviour can be replicated
via the new `VideoModeSelection::Specific` if necessary.

## Out of scope

WindowResolution and scale factor act strangely in exclusive fullscreen,
this PR doesn't address it or regress it.

## Testing

- Tested on Windows 11 and macOS 12.7
- Linux untested

## Migration Guide

`WindowMode::SizedFullscreen(MonitorSelection)` and
`WindowMode::Fullscreen(MonitorSelection)` has become
`WindowMode::Fullscreen(MonitorSelection, VideoModeSelection)`.
Previously, the VideoMode was selected based on the closest resolution
to the current window size for SizedFullscreen and the largest
resolution for Fullscreen. It is possible to replicate that behaviour by
searching `Monitor::video_modes` and selecting it with
`VideoModeSelection::Specific(VideoMode)` but it is recommended to use
`VideoModeSelection::Current` as the default video mode when entering
fullscreen.
2025-03-11 01:20:53 +00:00
Patrick Walton
b46d9f0825
Make buffer binding arrays emit bind group layout entries and bindless resource descriptors again. (#18125)
PR #17965 mistakenly made the `AsBindGroup` macro no longer emit a bind
group layout entry and a resource descriptor for buffers. This commit
adds that functionality back, fixing the `shader_material_bindless`
example.

Closes #18124.
2025-03-10 21:40:24 +00:00
Patrick Walton
913eb46324
Reimplement bindless storage buffers. (#17994)
Support for bindless storage buffers was temporarily removed with the
bindless revamp. This commit restores that support.
2025-03-10 21:32:19 +00:00
Johannes Ringler
683b08fec9
Respect viewport position in coordinate conversion functions (#17633)
# Objective

- In `Camera::viewport_to_world_2d`, `Camera::viewport_to_world`,
`Camera::world_to_viewport` and `Camera::world_to_viewport_with_depth`,
the results were incorrect when the `Camera::viewport` field was
configured with a viewport position that was non-zero. This PR attempts
to correct that.
- Fixes #16200 

## Solution

- This PR now takes the viewport position into account in the functions
mentioned above.
- Extended `2d_viewport_to_world` example to test the functions with a
dynamic viewport position and size, camera positions and zoom levels. It
is probably worth discussing whether to change the example, add a new
one or just completely skip touching the examples.

## Testing

Used the modified example to test the functions with dynamic camera
transform as well as dynamic viewport size and position.
2025-03-10 21:19:26 +00:00
Brian Reavis
dacb77d745
Parallelize prepare_assets::<T> systems (#17914)
# Objective

Because `prepare_assets::<T>` had a mutable reference to the
`RenderAssetBytesPerFrame` resource, no render asset preparation could
happen in parallel. This PR fixes this by using an `AtomicUsize` to
count bytes written (if there's a limit in place), so that the system
doesn't need mutable access.

- Related: https://github.com/bevyengine/bevy/pull/12622

**Before**
<img width="1049" alt="Screenshot 2025-02-17 at 11 40 53 AM"
src="https://github.com/user-attachments/assets/040e6184-1192-4368-9597-5ceda4b8251b"
/>

**After**
<img width="836" alt="Screenshot 2025-02-17 at 1 38 37 PM"
src="https://github.com/user-attachments/assets/95488796-3323-425c-b0a6-4cf17753512e"
/>

## Testing

- Tested on a local project (with and without limiting enabled)
- Someone with more knowledge of wgpu/underlying driver guts should
confirm that this doesn't actually bite us by introducing contention
(i.e. if buffer writing really *should be* serial).
2025-03-10 05:01:12 +00:00
JMS55
bb1616a212
Decoupled naga for wgpu testing (#18099)
# Objective
- Allow bevy and wgpu developers to test newer versions of wgpu without
having to update naga_oil.

## Solution

- Currently bevy feeds wgsl through naga_oil to get a naga::Module that
it passes to wgpu.
- Added a way to pass wgsl through naga_oil, and then serialize the
naga::Module back into a wgsl string to feed to wgpu, allowing wgpu to
parse it using it's internal version of naga (and not the version of
naga bevy_render/naga_oil is using).

## Testing
1. Run 3d_scene (it works)
2. Run 3d_scene with `--features bevy_render/decoupled_naga` (it still
works)
3. Add the following patch to bevy/Cargo.toml, run cargo update, and
compile again (it will fail)
```toml
[patch.crates-io]
wgpu = { git = "https://github.com/gfx-rs/wgpu", rev = "2764e7a39920e23928d300e8856a672f1952da63" }
wgpu-core = { git = "https://github.com/gfx-rs/wgpu", rev = "2764e7a39920e23928d300e8856a672f1952da63" }
wgpu-hal = { git = "https://github.com/gfx-rs/wgpu", rev = "2764e7a39920e23928d300e8856a672f1952da63" }
wgpu-types = { git = "https://github.com/gfx-rs/wgpu", rev = "2764e7a39920e23928d300e8856a672f1952da63" }
```
4. Fix errors and compile again (it will work, and you didn't have to
touch naga_oil)
2025-03-09 21:49:48 +00:00
charlotte
181445c56b
Add support for experimental WESL shader source (#17953)
# Objective

WESL's pre-MVP `0.1.0` has been
[released](https://docs.rs/wesl/latest/wesl/)!

Add support for WESL shader source so that we can begin playing and
testing WESL, as well as aiding in their development.

## Solution

Adds a `ShaderSource::WESL` that can be used to load `.wesl` shaders.

Right now, we don't support mixing `naga-oil`. Additionally, WESL
shaders currently need to pass through the naga frontend, which the WESL
team is aware isn't great for performance (they're working on compiling
into naga modules). Also, since our shaders are managed using the asset
system, we don't currently support using file based imports like `super`
or package scoped imports. Further work will be needed to asses how we
want to support this.

---

## Showcase

See the `shader_material_wesl` example. Be sure to press space to
activate party mode (trigger conditional compilation)!


https://github.com/user-attachments/assets/ec6ad19f-b6e4-4e9d-a00f-6f09336b08a4
2025-03-09 19:26:55 +00:00
Zachary Harrold
c6204279eb
Support for non-browser wasm (#17499)
# Objective

- Contributes to #15460
- Supersedes #8520
- Fixes #4906

## Solution

- Added a new `web` feature to `bevy`, and several of its crates.
- Enabled new `web` feature automatically within crates without `no_std`
support.

## Testing

- `cargo build --no-default-features --target wasm32v1-none`

---

## Migration Guide

When using Bevy crates which _don't_ automatically enable the `web`
feature, please enable it when building for the browser.

## Notes

- I added [`cfg_if`](https://crates.io/crates/cfg-if) to help manage
some of the feature gate gore that this extra feature introduces. It's
still pretty ugly, but I think much easier to read.
- Certain `wasm` targets (e.g.,
[wasm32-wasip1](https://doc.rust-lang.org/nightly/rustc/platform-support/wasm32-wasip1.html#wasm32-wasip1))
provide an incomplete implementation for `std`. I have not tested these
platforms, but I suspect Bevy's liberal use of usually unsupported
features (e.g., threading) will cause these targets to fail. As such,
consider `wasm32-unknown-unknown` as the only `wasm` platform with
support from Bevy for `std`. All others likely will need to be treated
as `no_std` platforms.
2025-03-07 21:22:28 +00:00
Zachary Harrold
cc69fdd0c6
Add no_std support to bevy (#17955)
# Objective

- Fixes #15460 (will open new issues for further `no_std` efforts)
- Supersedes #17715

## Solution

- Threaded in new features as required
- Made certain crates optional but default enabled
- Removed `compile-check-no-std` from internal `ci` tool since GitHub CI
can now simply check `bevy` itself now
- Added CI task to check `bevy` on `thumbv6m-none-eabi` to ensure
`portable-atomic` support is still valid [^1]

[^1]: This may be controversial, since it could be interpreted as
implying Bevy will maintain support for `thumbv6m-none-eabi` going
forward. In reality, just like `x86_64-unknown-none`, this is a
[canary](https://en.wiktionary.org/wiki/canary_in_a_coal_mine) target to
make it clear when `portable-atomic` no longer works as intended (fixing
atomic support on atomically challenged platforms). If a PR comes
through and makes supporting this class of platforms impossible, then
this CI task can be removed. I however wager this won't be a problem.

## Testing

- CI

---

## Release Notes

Bevy now has support for `no_std` directly from the `bevy` crate.

Users can disable default features and enable a new `default_no_std`
feature instead, allowing `bevy` to be used in `no_std` applications and
libraries.

```toml
# Bevy for `no_std` platforms
bevy = { version = "0.16", default-features = false, features = ["default_no_std"] }
```

`default_no_std` enables certain required features, such as `libm` and
`critical-section`, and as many optional crates as possible (currently
just `bevy_state`). For atomically-challenged platforms such as the
Raspberry Pi Pico, `portable-atomic` will be used automatically.

For library authors, we recommend depending on `bevy` with
`default-features = false` to allow `std` and `no_std` users to both
depend on your crate. Here are some recommended features a library crate
may want to expose:

```toml
[features]
# Most users will be on a platform which has `std` and can use the more-powerful `async_executor`.
default = ["std", "async_executor"]

# Features for typical platforms.
std = ["bevy/std"]
async_executor = ["bevy/async_executor"]

# Features for `no_std` platforms.
libm = ["bevy/libm"]
critical-section = ["bevy/critical-section"]

[dependencies]
# We disable default features to ensure we don't accidentally enable `std` on `no_std` targets, for example. 
bevy = { version = "0.16", default-features = false }
```

While this is verbose, it gives the maximum control to end-users to
decide how they wish to use Bevy on their platform.

We encourage library authors to experiment with `no_std` support. For
libraries relying exclusively on `bevy` and no other dependencies, it
may be as simple as adding `#![no_std]` to your `lib.rs` and exposing
features as above! Bevy can also provide many `std` types, such as
`HashMap`, `Mutex`, and `Instant` on all platforms. See
`bevy::platform_support` for details on what's available out of the box!

## Migration Guide

- If you were previously relying on `bevy` with default features
disabled, you may need to enable the `std` and `async_executor`
features.
- `bevy_reflect` has had its `bevy` feature removed. If you were relying
on this feature, simply enable `smallvec` and `smol_str` instead.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-07 03:39:46 +00:00
JaySpruce
d6db78b5dd
Replace internal uses of insert_or_spawn_batch (#18035)
## Objective
`insert_or_spawn_batch` is due to be deprecated eventually (#15704), and
removing uses internally will make that easier.

## Solution

Replaced internal uses of `insert_or_spawn_batch` with
`try_insert_batch` (non-panicking variant because
`insert_or_spawn_batch` didn't panic).

All of the internal uses are in rendering code. Since retained rendering
was meant to get rid non-opaque entity IDs, I assume the code was just
using `insert_or_spawn_batch` because `insert_batch` didn't exist and
not because it actually wanted to spawn something. However, I am *not*
confident in my ability to judge rendering code.
2025-03-06 16:16:36 +00:00
Carter Anderson
06cb5c5fd9
Fix Component require() IDE integration (#18165)
# Objective

Component `require()` IDE integration is fully broken, as of #16575.

## Solution

This reverts us back to the previous "put the docs on Component trait"
impl. This _does_ reduce the accessibility of the required components in
rust docs, but the complete erasure of "required component IDE
experience" is not worth the price of slightly increased prominence of
requires in docs.

Additionally, Rust Analyzer has recently started including derive
attributes in suggestions, so we aren't losing that benefit of the
proc_macro attribute impl.
2025-03-06 02:44:47 +00:00
Chris Russell
1f6642df4c
Fix unsound query transmutes on queries obtained from Query::as_readonly() (#17973)
# Objective

Fix unsound query transmutes on queries obtained from
`Query::as_readonly()`.

The following compiles, and the call to `transmute_lens()` should panic,
but does not:
```rust
fn bad_system(query: Query<&mut A>) {
    let mut readonly = query.as_readonly();
    let mut lens: QueryLens<&mut A> = readonly.transmute_lens();
    let other_readonly: Query<&A> = query.as_readonly();
    // `lens` and `other_readonly` alias, and are both alive here!
}
```

To make `Query::as_readonly()` zero-cost, we pointer-cast
`&QueryState<D, F>` to `&QueryState<D::ReadOnly, F>`. This means that
the `component_access` for a read-only query's state may include
accesses for the original mutable version, but the `Query` does not have
exclusive access to those components! `transmute` and `join` use that
access to ensure that a join is valid, and will incorrectly allow a
transmute that includes mutable access.

As a bonus, allow `Query::join`s that output `FilteredEntityRef` or
`FilteredEntityMut` to receive access from the `other` query. Currently
they only receive access from `self`.

## Solution

When transmuting or joining from a read-only query, remove any writes
before performing checking that the transmute is valid. For joins, be
sure to handle the case where one input query was the result of
`as_readonly()` but the other has valid mutable access.

This requires identifying read-only queries, so add a
`QueryData::IS_READ_ONLY` associated constant. Note that we only call
`QueryState::as_transmuted_state()` with `NewD: ReadOnlyQueryData`, so
checking for read-only queries is sufficient to check for
`as_transmuted_state()`.

Removing writes requires allocating a new `FilteredAccess`, so only do
so if the query is read-only and the state has writes. Otherwise, the
existing access is correct and we can continue using a reference to it.

Use the new read-only state to call `NewD::set_access`, so that
transmuting to a `FilteredAccessMut` results in a read-only
`FilteredAccessMut`. Otherwise, it would take the original write access,
and then the transmute would panic because it had too much access.

Note that `join` was previously passing `self.component_access` to
`NewD::set_access`. Switching it to `joined_component_access` also
allows a join that outputs `FilteredEntity(Ref|Mut)` to receive access
from `other`. The fact that it didn't do that before seems like an
oversight, so I didn't try to prevent that change.

## Testing

Added unit tests with the unsound transmute and join.
2025-03-04 19:26:31 +00:00
Alice Cecile
2ad5908e58
Make Query::single (and friends) return a Result (#18082)
# Objective

As discussed in #14275, Bevy is currently too prone to panic, and makes
the easy / beginner-friendly way to do a large number of operations just
to panic on failure.

This is seriously frustrating in library code, but also slows down
development, as many of the `Query::single` panics can actually safely
be an early return (these panics are often due to a small ordering issue
or a change in game state.

More critically, in most "finished" products, panics are unacceptable:
any unexpected failures should be handled elsewhere. That's where the
new

With the advent of good system error handling, we can now remove this.

Note: I was instrumental in a) introducing this idea in the first place
and b) pushing to make the panicking variant the default. The
introduction of both `let else` statements in Rust and the fancy system
error handling work in 0.16 have changed my mind on the right balance
here.

## Solution

1. Make `Query::single` and `Query::single_mut` (and other random
related methods) return a `Result`.
2. Handle all of Bevy's internal usage of these APIs.
3. Deprecate `Query::get_single` and friends, since we've moved their
functionality to the nice names.
4. Add detailed advice on how to best handle these errors.

Generally I like the diff here, although `get_single().unwrap()` in
tests is a bit of a downgrade.

## Testing

I've done a global search for `.single` to track down any missed
deprecated usages.

As to whether or not all the migrations were successful, that's what CI
is for :)

## Future work

~~Rename `Query::get_single` and friends to `Query::single`!~~

~~I've opted not to do this in this PR, and smear it across two releases
in order to ease the migration. Successive deprecations are much easier
to manage than the semantics and types shifting under your feet.~~

Cart has convinced me to change my mind on this; see
https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085.

## Migration guide

`Query::single`, `Query::single_mut` and their `QueryState` equivalents
now return a `Result`. Generally, you'll want to:

1. Use Bevy 0.16's system error handling to return a `Result` using the
`?` operator.
2. Use a `let else Ok(data)` block to early return if it's an expected
failure.
3. Use `unwrap()` or `Ok` destructuring inside of tests.

The old `Query::get_single` (etc) methods which did this have been
deprecated.
2025-03-02 19:51:56 +00:00
Carter Anderson
b73811d40e
Remove ChildOf::get and Deref impl (#18080)
# Objective

There are currently three ways to access the parent stored on a ChildOf
relationship:

1. `child_of.parent` (field accessor)
2. `child_of.get()` (get function)
3. `**child_of` (Deref impl)

I will assert that we should only have one (the field accessor), and
that the existence of the other implementations causes confusion and
legibility issues. The deref approach is heinous, and `child_of.get()`
is significantly less clear than `child_of.parent`.

## Solution

Remove `impl Deref for ChildOf` and `ChildOf::get`.

The one "downside" I'm seeing is that:

```rust
entity.get::<ChildOf>().map(ChildOf::get)
```
Becomes this:

```rust
entity.get::<ChildOf>().map(|c| c.parent)
```

I strongly believe that this is worth the increased clarity and
consistency. I'm also not really a huge fan of the "pass function
pointer to map" syntax. I think most people don't think this way about
maps. They think in terms of a function that takes the item in the
Option and returns the result of some action on it.

## Migration Guide

```rust
// Before
**child_of
// After
child_of.parent

// Before
child_of.get()
// After
child_of.parent

// Before
entity.get::<ChildOf>().map(ChildOf::get)
// After
entity.get::<ChildOf>().map(|c| c.parent)
```
2025-02-27 23:11:03 +00:00
Tim Overbeek
ccb7069e7f
Change ChildOf to Childof { parent: Entity} and support deriving Relationship and RelationshipTarget with named structs (#17905)
# Objective

fixes #17896 

## Solution

Change ChildOf ( Entity ) to ChildOf { parent: Entity }

by doing this we also allow users to use named structs for relationship
derives, When you have more than 1 field in a struct with named fields
the macro will look for a field with the attribute #[relationship] and
all of the other fields should implement the Default trait. Unnamed
fields are still supported.

When u have a unnamed struct with more than one field the macro will
fail.
Do we want to support something like this ? 

```rust
 #[derive(Component)]
 #[relationship_target(relationship = ChildOf)]
 pub struct Children (#[relationship] Entity, u8);
```
I could add this, it but doesn't seem nice.
## Testing

crates/bevy_ecs - cargo test


## Showcase


```rust

use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;

 #[derive(Component)]
 #[relationship(relationship_target = Children)]
 pub struct ChildOf {
     #[relationship]
     pub parent: Entity,
     internal: u8,
 };

 #[derive(Component)]
 #[relationship_target(relationship = ChildOf)]
 pub struct Children {
     children: Vec<Entity>
 };

```

---------

Co-authored-by: Tim Overbeek <oorbecktim@Tims-MacBook-Pro.local>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-042.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-059.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-054.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-027.client.nl.eduvpn.org>
2025-02-27 19:22:17 +00:00
Patrick Walton
172c020b60
Cache opaque deferred entities so we don't have to continuously re-queue them. (#18007)
Even though opaque deferred entities aren't placed into the `Opaque3d`
bin, we still want to cache them as though they were, so that we don't
have to re-queue them every frame. This commit implements that logic,
reducing the time of `queue_material_meshes` to near-zero on Caldera.
2025-02-24 21:44:24 +00:00
Patrick Walton
5d7a60592d
Add a new #[data] attribute to AsBindGroup that allows packing data for multiple materials into a single array. (#17965)
Currently, the structure-level `#[uniform]` attribute of `AsBindGroup`
creates a binding array of individual buffers, each of which contains
data for a single material. A more efficient approach would be to
provide a single buffer with an array containing all of the data for all
materials in the bind group. Because `StandardMaterial` uses
`#[uniform]`, this can be notably inefficient with large numbers of
materials.

This patch introduces a new attribute on `AsBindGroup`, `#[data]`, which
works identically to `#[uniform]` except that it concatenates all the
data into a single buffer that the material bind group allocator itself
manages. It also converts `StandardMaterial` to use this new
functionality. This effectively provides the "material data in arrays"
feature.
2025-02-24 21:38:55 +00:00
Zachary Harrold
5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00
Patrick Walton
4880a231de
Implement occlusion culling for directional light shadow maps. (#17951)
Two-phase occlusion culling can be helpful for shadow maps just as it
can for a prepass, in order to reduce vertex and alpha mask fragment
shading overhead. This patch implements occlusion culling for shadow
maps from directional lights, when the `OcclusionCulling` component is
present on the entities containing the lights. Shadow maps from point
lights are deferred to a follow-up patch. Much of this patch involves
expanding the hierarchical Z-buffer to cover shadow maps in addition to
standard view depth buffers.

The `scene_viewer` example has been updated to add `OcclusionCulling` to
the directional light that it creates.

This improved the performance of the rend3 sci-fi test scene when
enabling shadows.
2025-02-21 05:56:15 +00:00
Patrick Walton
28441337bb
Use global binding arrays for bindless resources. (#17898)
Currently, Bevy's implementation of bindless resources is rather
unusual: every binding in an object that implements `AsBindGroup` (most
commonly, a material) becomes its own separate binding array in the
shader. This is inefficient for two reasons:

1. If multiple materials reference the same texture or other resource,
the reference to that resource will be duplicated many times. This
increases `wgpu` validation overhead.

2. It creates many unused binding array slots. This increases `wgpu` and
driver overhead and makes it easier to hit limits on APIs that `wgpu`
currently imposes tight resource limits on, like Metal.

This PR fixes these issues by switching Bevy to use the standard
approach in GPU-driven renderers, in which resources are de-duplicated
and passed as global arrays, one for each type of resource.

Along the way, this patch introduces per-platform resource limits and
bumps them from 16 resources per binding array to 64 resources per bind
group on Metal and 2048 resources per bind group on other platforms.
(Note that the number of resources per *binding array* isn't the same as
the number of resources per *bind group*; as it currently stands, if all
the PBR features are turned on, Bevy could pack as many as 496 resources
into a single slab.) The limits have been increased because `wgpu` now
has universal support for partially-bound binding arrays, which mean
that we no longer need to fill the binding arrays with fallback
resources on Direct3D 12. The `#[bindless(LIMIT)]` declaration when
deriving `AsBindGroup` can now simply be written `#[bindless]` in order
to have Bevy choose a default limit size for the current platform.
Custom limits are still available with the new
`#[bindless(limit(LIMIT))]` syntax: e.g. `#[bindless(limit(8))]`.

The material bind group allocator has been completely rewritten. Now
there are two allocators: one for bindless materials and one for
non-bindless materials. The new non-bindless material allocator simply
maintains a 1:1 mapping from material to bind group. The new bindless
material allocator maintains a list of slabs and allocates materials
into slabs on a first-fit basis. This unfortunately makes its
performance O(number of resources per object * number of slabs), but the
number of slabs is likely to be low, and it's planned to become even
lower in the future with `wgpu` improvements. Resources are
de-duplicated with in a slab and reference counted. So, for instance, if
multiple materials refer to the same texture, that texture will exist
only once in the appropriate binding array.

To support these new features, this patch adds the concept of a
*bindless descriptor* to the `AsBindGroup` trait. The bindless
descriptor allows the material bind group allocator to probe the layout
of the material, now that an array of `BindGroupLayoutEntry` records is
insufficient to describe the group. The `#[derive(AsBindGroup)]` has
been heavily modified to support the new features. The most important
user-facing change to that macro is that the struct-level `uniform`
attribute, `#[uniform(BINDING_NUMBER, StandardMaterial)]`, now reads
`#[uniform(BINDLESS_INDEX, MATERIAL_UNIFORM_TYPE,
binding_array(BINDING_NUMBER)]`, allowing the material to specify the
binding number for the binding array that holds the uniform data.

To make this patch simpler, I removed support for bindless
`ExtendedMaterial`s, as well as field-level bindless uniform and storage
buffers. I intend to add back support for these as a follow-up. Because
they aren't in any released Bevy version yet, I figured this was OK.

Finally, this patch updates `StandardMaterial` for the new bindless
changes. Generally, code throughout the PBR shaders that looked like
`base_color_texture[slot]` now looks like
`bindless_2d_textures[material_indices[slot].base_color_texture]`.

This patch fixes a system hang that I experienced on the [Caldera test]
when running with `caldera --random-materials --texture-count 100`. The
time per frame is around 19.75 ms, down from 154.2 ms in Bevy 0.14: a
7.8× speedup.

[Caldera test]: https://github.com/DGriffin91/bevy_caldera_scene
2025-02-21 05:55:36 +00:00
Patrick Walton
f15437e4dc
Rewrite the multidrawable batch set builder for performance. (#17923)
This commit restructures the multidrawable batch set builder for better
performance in various ways:

* The bin traversal is optimized to make the best use of the CPU cache.

* The inner loop that iterates over the bins, which is the hottest part
of `batch_and_prepare_binned_render_phase`, has been shrunk as small as
possible.

* Where possible, multiple elements are added to or reserved from GPU
buffers as a batch instead of one at a time.

* Methods that LLVM wasn't inlining have been marked `#[inline]` where
doing so would unlock optimizations.

This code has also been refactored to avoid duplication between the
logic for indexed and non-indexed meshes via the introduction of a
`MultidrawableBatchSetPreparer` object.

Together, this improved the `batch_and_prepare_binned_render_phase` time
on Caldera by approximately 2×.

Eventually, we should optimize the batchable-but-not-multidrawable and
unbatchable logic as well, but these meshes are much rarer, so in the
interests of keeping this patch relatively small I opted to leave those
to a follow-up.
2025-02-20 11:45:47 +00:00
Frank
ed62e59114
Shader validation enum (#17824)
# Objective

Make checked vs unchecked shaders configurable
Fixes #17786 

## Solution

Added `ValidateShaders` enum to `Shader` and added
`create_and_validate_shader_module` to `RenderDevice`

## Testing

I tested the shader examples locally and they all worked. I'd like to
write a few tests to verify but am unsure how to start.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-20 04:06:46 +00:00
Patrick Walton
73970d0c12
Don't mark newly-hidden meshes invisible until all visibility-determining systems run. (#17922)
The `check_visibility` system currently follows this algorithm:

1. Store all meshes that were visible last frame in the
`PreviousVisibleMeshes` set.

2. Determine which meshes are visible. For each such visible mesh,
remove it from `PreviousVisibleMeshes`.

3. Mark all meshes that remain in `PreviousVisibleMeshes` as invisible.

This algorithm would be correct if the `check_visibility` were the only
system that marked meshes visible. However, it's not: the shadow-related
systems `check_dir_light_mesh_visibility` and
`check_point_light_mesh_visibility` can as well. This results in the
following sequence of events for meshes that are in a shadow map but
*not* visible from a camera:

A. `check_visibility` runs, finds that no camera contains these meshes,
   and marks them hidden, which sets the changed flag.

B. `check_dir_light_mesh_visibility` and/or
   `check_point_light_mesh_visibility` run, discover that these meshes
   are visible in the shadow map, and marks them as visible, again
   setting the `ViewVisibility` changed flag.

C. During the extraction phase, the mesh extraction system sees that
   `ViewVisibility` is changed and re-extracts the mesh.

This is inefficient and results in needless work during rendering.

This patch fixes the issue in two ways:

* The `check_dir_light_mesh_visibility` and
`check_point_light_mesh_visibility` systems now remove meshes that they
discover from `PreviousVisibleMeshes`.

* Step (3) above has been moved from `check_visibility` to a separate
system, `mark_newly_hidden_entities_invisible`. This system runs after
all visibility-determining systems, ensuring that
`PreviousVisibleMeshes` contains only those meshes that truly became
invisible on this frame.

This fix dramatically improves the performance of [the Caldera
benchmark], when combined with several other patches I've submitted.

[the Caldera benchmark]:
https://github.com/DGriffin91/bevy_caldera_scene
2025-02-18 09:35:22 +00:00
Patrick Walton
0517b9621b
Fix motion vector computation after #17688. (#17717)
PR #17688 broke motion vector computation, and therefore motion blur,
because it enabled retention of `MeshInputUniform`s, and
`MeshInputUniform`s contain the indices of the previous frame's
transform and the previous frame's skinned mesh joint matrices. On frame
N, if a `MeshInputUniform` is retained on GPU from the previous frame,
the `previous_input_index` and `previous_skin_index` would refer to the
indices for frame N - 2, not the index for frame N - 1.

This patch fixes the problems. It solves these issues in two different
ways, one for transforms and one for skins:

1. To fix transforms, this patch supplies the *frame index* to the
shader as part of the view uniforms, and specifies which frame index
each mesh's previous transform refers to. So, in the situation described
above, the frame index would be N, the previous frame index would be N -
1, and the `previous_input_frame_number` would be N - 2. The shader can
now detect this situation and infer that the mesh has been retained, and
can therefore conclude that the mesh's transform hasn't changed.

2. To fix skins, this patch replaces the explicit `previous_skin_index`
with an invariant that the index of the joints for the current frame and
the index of the joints for the previous frame are the same. This means
that the `MeshInputUniform` never has to be updated even if the skin is
animated. The downside is that we have to copy joint matrices from the
previous frame's buffer to the current frame's buffer in
`extract_skins`.

The rationale behind (2) is that we currently have no mechanism to
detect when joints that affect a skin have been updated, short of
comparing all the transforms and setting a flag for
`extract_meshes_for_gpu_building` to consume, which would regress
performance as we want `extract_skins` and
`extract_meshes_for_gpu_building` to be able to run in parallel.

To test this change, use `cargo run --example motion_blur`.
2025-02-18 09:34:19 +00:00
Patrick Walton
8976a45199
Retain skins from frame to frame. (#17818)
Currently, Bevy rebuilds the buffer containing all the transforms for
joints every frame, during the extraction phase. This is inefficient in
cases in which many skins are present in the scene and their joints
don't move, such as the Caldera test scene.

To address this problem, this commit switches skin extraction to use a
set of retained GPU buffers with allocations managed by the offset
allocator. I use fine-grained change detection in order to determine
which skins need updating. Note that the granularity is on the level of
an entire skin, not individual joints. Using the change detection at
that level would yield poor performance in common cases in which an
entire skin is animated at once. Also, this patch yields additional
performance from the fact that changing joint transforms no longer
requires the skinned mesh to be re-extracted.

Note that this optimization can be a double-edged sword. In
`many_foxes`, fine-grained change detection regressed the performance of
`extract_skins` by 3.4x. This is because every joint is updated every
frame in that example, so change detection is pointless and is pure
overhead. Because the `many_foxes` workload is actually representative
of animated scenes, this patch includes a heuristic that disables
fine-grained change detection if the number of transformed entities in
the frame exceeds a certain fraction of the total number of joints.
Currently, this threshold is set to 25%. Note that this is a crude
heuristic, because it doesn't distinguish between the number of
transformed *joints* and the number of transformed *entities*; however,
it should be good enough to yield the optimum code path most of the
time.

Finally, this patch fixes a bug whereby skinned meshes are actually
being incorrectly retained if the buffer offsets of the joints of those
skinned meshes changes from frame to frame. To fix this without
retaining skins, we would have to re-extract every skinned mesh every
frame. Doing this was a significant regression on Caldera. With this PR,
by contrast, mesh joints stay at the same buffer offset, so we don't
have to update the `MeshInputUniform` containing the buffer offset every
frame. This also makes PR #17717 easier to implement, because that PR
uses the buffer offset from the previous frame, and the logic for
calculating that is simplified if the previous frame's buffer offset is
guaranteed to be identical to that of the current frame.

On Caldera, this patch reduces the time spent in `extract_skins` from
1.79 ms to near zero. On `many_foxes`, this patch regresses the
performance of `extract_skins` by approximately 10%-25%, depending on
the number of foxes. This has only a small impact on frame rate.
2025-02-18 00:56:04 +00:00
Patrick Walton
8f36106f9e
Split out the IndirectParametersMetadata into CPU-populated and GPU-populated buffers. (#17863)
The GPU can fill out many of the fields in `IndirectParametersMetadata`
using information it already has:

* `early_instance_count` and `late_instance_count` are always
initialized to zero.

* `mesh_index` is already present in the work item buffer as the
`input_index` of the first work item in each batch.

This patch moves these fields to a separate buffer, the *GPU indirect
parameters metadata* buffer. That way, it avoids having to write them on
CPU during `batch_and_prepare_binned_render_phase`. This effectively
reduces the number of bits that that function must write per mesh from
160 to 64 (in addition to the 64 bits per mesh *instance*).

Additionally, this PR refactors `UntypedPhaseIndirectParametersBuffers`
to add another layer, `MeshClassIndirectParametersBuffers`, which allows
abstracting over the buffers corresponding indexed and non-indexed
meshes. This patch doesn't make much use of this abstraction, but
forthcoming patches will, and it's overall a cleaner approach.

This didn't seem to have much of an effect by itself on
`batch_and_prepare_binned_render_phase` time, but subsequent PRs
dependent on this PR yield roughly a 2× speedup.
2025-02-18 00:53:44 +00:00
JaySpruce
ee44560523
Add EntityDoesNotExistError, replace cases of Entity as an error, do some easy Resultification (#17855)
## Objective
There's no general error for when an entity doesn't exist, and some
methods are going to need one when they get Resultified. The closest
thing is `EntityFetchError`, but that error has a slightly more specific
purpose.

## Solution
- Added `EntityDoesNotExistError`.
  - Contains `Entity` and `EntityDoesNotExistDetails`.
- Changed `EntityFetchError` and `QueryEntityError`:
- Changed `NoSuchEntity` variant to wrap `EntityDoesNotExistError` and
renamed the variant to `EntityDoesNotExist`.
- Renamed `EntityFetchError` to `EntityMutableFetchError` to make its
purpose clearer.
- Renamed `TryDespawnError` to `EntityDespawnError` to make it more
general.
- Changed `World::inspect_entity` to return `Result<[ok],
EntityDoesNotExistError>` instead of panicking.
- Changed `World::get_entity` and `WorldEntityFetch::fetch_ref` to
return `Result<[ok], EntityDoesNotExistError>` instead of `Result<[ok],
Entity>`.
- Changed `UnsafeWorldCell::get_entity` to return
`Result<UnsafeEntityCell, EntityDoesNotExistError>` instead of
`Option<UnsafeEntityCell>`.

## Migration Guide
- `World::inspect_entity` now returns `Result<impl Iterator<Item =
&ComponentInfo>, EntityDoesNotExistError>` instead of `impl
Iterator<Item = &ComponentInfo>`.
- `World::get_entity` now returns `EntityDoesNotExistError` as an error
instead of `Entity`. You can still access the entity's ID through the
error's `entity` field.
- `UnsafeWorldCell::get_entity` now returns `Result<UnsafeEntityCell,
EntityDoesNotExistError>` instead of `Option<UnsafeEntityCell>`.
2025-02-16 21:59:46 +00:00
Patrick Walton
137878ac35
Replace BufferVec<PreprocessWorkItem> with RawBufferVec<PreprocessWorkItem>. (#17862)
Appending to these vectors is performance-critical in
`batch_and_prepare_binned_render_phase`, so `RawBufferVec`, which
doesn't have the overhead of `encase`, is more appropriate.
2025-02-16 19:59:29 +00:00
Patrick Walton
7801ed315f
Don't delete the buffers that batch building writes into every frame. (#17841)
The `collect_buffers_for_phase` system tries to reuse these buffers, but
its efforts are stymied by the fact that
`clear_batched_gpu_instance_buffers` clears the containing hash table
and therefore frees the buffers. This patch makes
`clear_batched_gpu_instance_buffers` stop doing that so that the
allocations can be reused.
2025-02-16 19:58:03 +00:00
Patrick Walton
3c9e696faa
Actually add objects to the scene buffers in sorted render phases. (#17849)
There was nonsense code in `batch_and_prepare_sorted_render_phase` that
created temporary buffers to add objects to instead of using the correct
ones. I think this was debug code. This commit removes that code in
favor of writing to the actual buffers.

Closes #17846.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-14 15:01:27 +00:00
Patrick Walton
101fcaa619
Combine output_index and indirect_parameters_index into one field in PreprocessWorkItem. (#17853)
The `output_index` field is only used in direct mode, and the
`indirect_parameters_index` field is only used in indirect mode.
Consequently, we can combine them into a single field, reducing the size
of `PreprocessWorkItem`, which
`batch_and_prepare_{binned,sorted}_render_phase` must construct every
frame for every mesh instance, from 96 bits to 64 bits.
2025-02-13 20:10:14 +00:00
Patrick Walton
0ede857103
Build batches across phases in parallel. (#17764)
Currently, invocations of `batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` can't run in parallel because
they write to scene-global GPU buffers. After PR #17698,
`batch_and_prepare_binned_render_phase` started accounting for the
lion's share of the CPU time, causing us to be strongly CPU bound on
scenes like Caldera when occlusion culling was on (because of the
overhead of batching for the Z-prepass). Although I eventually plan to
optimize `batch_and_prepare_binned_render_phase`, we can obtain
significant wins now by parallelizing that system across phases.

This commit splits all GPU buffers that
`batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` touches into separate buffers
for each phase so that the scheduler will run those phases in parallel.
At the end of batch preparation, we gather the render phases up into a
single resource with a new *collection* phase. Because we already run
mesh preprocessing separately for each phase in order to make occlusion
culling work, this is actually a cleaner separation. For example, mesh
output indices (the unique ID that identifies each mesh instance on GPU)
are now guaranteed to be sequential starting from 0, which will simplify
the forthcoming work to remove them in favor of the compute dispatch ID.

On Caldera, this brings the frame time down to approximately 9.1 ms with
occlusion culling on.

![Screenshot 2025-02-08
210720](https://github.com/user-attachments/assets/44bed500-e323-4786-b40c-828b75bc7d3f)
2025-02-13 00:02:20 +00:00
Patrick Walton
5ff7062c1c
Switch bins from parallel key/value arrays to IndexMaps. (#17819)
Conceptually, bins are ordered hash maps. We currently implement these
as a list of keys with an associated hash map. But we already have a
data type that implements ordered hash maps directly: `IndexMap`. This
patch switches Bevy to use `IndexMap`s for bins. Because we're memory
bound, this doesn't affect performance much, but it is cleaner.
2025-02-12 22:39:04 +00:00
JMS55
15b795d7d6
Use unchecked shaders for better performance (#17767)
# Objective
- Wgpu has some expensive code it injects into shaders to avoid the
possibility of things like infinite loops. Generally our shaders are
written by users who won't do this, so it just makes our shaders perform
worse.

## Solution

- Turn off the checks.
- We could try to conditionally keep them, but that complicates the code
and 99.9% of users won't want this.

## Migration Guide

- Bevy no longer turns on wgpu's runtime safety checks
https://docs.rs/wgpu/latest/wgpu/struct.ShaderRuntimeChecks.html. If you
were using Bevy with untrusted shaders, please file an issue.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-12 06:16:52 +00:00
Mads Marquart
94deca81bf
Use target_abi = "sim" instead of ios_simulator feature (#17702)
## Objective

Get rid of a redundant Cargo feature flag.

## Solution

Use the built-in `target_abi = "sim"` instead of a custom Cargo feature
flag, which is set for the iOS (and visionOS and tvOS) simulator. This
has been stable since Rust 1.78.

In the future, some of this may become redundant if Wgpu implements
proper supper for the iOS Simulator:
https://github.com/gfx-rs/wgpu/issues/7057

CC @mockersf who implemented [the original
fix](https://github.com/bevyengine/bevy/pull/10178).

## Testing

- Open mobile example in Xcode.
- Launch the simulator.
- See that no errors are emitted.
- Remove the code cfg-guarded behind `target_abi = "sim"`.
- See that an error now happens.

(I haven't actually performed these steps on the latest `main`, because
I'm hitting an unrelated error (EDIT: It was
https://github.com/bevyengine/bevy/pull/17637). But tested it on
0.15.0).

---

## Migration Guide

> If you're using a project that builds upon the mobile example, remove
the `ios_simulator` feature from your `Cargo.toml` (Bevy now handles
this internally).
2025-02-11 23:01:26 +00:00
Patrick Walton
85b366a8a2
Cache MeshInputUniform indices in each RenderBin. (#17772)
Currently, we look up each `MeshInputUniform` index in a hash table that
maps the main entity ID to the index every frame. This is inefficient,
cache unfriendly, and unnecessary, as the `MeshInputUniform` index for
an entity remains the same from frame to frame (even if the input
uniform changes). This commit changes the `IndexSet` in the `RenderBin`
to an `IndexMap` that maps the `MainEntity` to `MeshInputUniformIndex`
(a new type that this patch adds for more type safety).

On Caldera with parallel `batch_and_prepare_binned_render_phase`, this
patch improves that function from 3.18 ms to 2.42 ms, a 31% speedup.
2025-02-11 22:38:52 +00:00
Patrick Walton
ce433955e6
Don't relocate the meshes when mesh slabs grow. (#17793)
Currently, when a mesh slab overflows, we recreate the allocator and
reinsert all the meshes that were in it in an arbitrary order. This can
result in the meshes moving around. Before `MeshInputUniform`s were
retained, this was slow but harmless, because the `MeshInputUniform`
that contained the positions of the vertex and index data in the slab
would be recreated every frame. However, with mesh retention, there's no
guarantee that the `MeshInputUniform`, which could be cached from the
previous frame, will reflect the new position of the mesh data within
the buffer if that buffer happened to grow. This manifested itself as
seeming mesh data corruption when adding many meshes dynamically to the
scene.

There are three possible ways that I could have fixed this that I can
see:

1. Invalidate and rebuild all the `MeshInputUniform`s belonging to all
meshes in a slab when that mesh grows.

2. Introduce a second layer of indirection so that the
`MeshInputUniform` points to a *mesh allocation table* that contains the
current locations of the data of each mesh.

3. Avoid moving meshes when reallocating the buffer.

To be efficient, option (1) would require scanning meshes to see if
their positions changed, a la
`mark_meshes_as_changed_if_their_materials_changed`. Option (2) would
add more runtime indirection and would require additional bookkeeping on
the part of the allocator.

Therefore, this PR chooses option (3), which was remarkably simple to
implement. The key is that the offset allocator happens to allocate
addresses from low addresses to high addresses. So all we have to do is
to *conceptually* allocate the full 512 MiB mesh slab as far as the
offset allocator is concerned, and grow the underlying backing store
from 1 MiB to 512 MiB as needed. In other words, the allocator now
allocates *virtual* GPU memory, and the actual backing slab resizes to
fit the virtual memory. This ensures that the location of mesh data
remains constant for the lifetime of the mesh asset, and we can remove
the code that reinserts meshes one by one when the slab grows in favor
of a single buffer copy.

Closes #17766.
2025-02-11 22:38:26 +00:00
Patrick Walton
69db29efb9
Sweep bins after queuing so as to only sweep them once. (#17787)
Currently, we *sweep*, or remove entities from bins when those entities
became invisible or changed phases, during `queue_material_meshes` and
similar phases. This, however, is wrong, because `queue_material_meshes`
executes once per material type, not once per phase. This could result
in sweeping bins multiple times per phase, which can corrupt the bins.
This commit fixes the issue by moving sweeping to a separate system that
runs after queuing.

This manifested itself as entities appearing and disappearing seemingly
at random.

Closes #17759.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2025-02-10 23:15:35 +00:00
charlotte
a861452d68
Add user supplied mesh tag (#17648)
# Objective

Because of mesh preprocessing, users cannot rely on
`@builtin(instance_index)` in order to reference external data, as the
instance index is not stable, either from frame to frame or relative to
the total spawn order of mesh instances.

## Solution

Add a user supplied mesh index that can be used for referencing external
data when drawing instanced meshes.

Closes #13373

## Testing

Benchmarked `many_cubes` showing no difference in total frame time.

## Showcase



https://github.com/user-attachments/assets/80620147-aafc-4d9d-a8ee-e2149f7c8f3b

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-02-10 22:38:13 +00:00
Lege19
3978ba9783
Allowed creating uninitialized images (for use as storage textures) (#17760)
# Objective
https://github.com/bevyengine/bevy/issues/17746
## Solution
- Change `Image.data` from being a `Vec<u8>` to a `Option<Vec<u8>>`
- Added functions to help with creating images
## Testing

- Did you test these changes? If so, how?
All current tests pass
Tested a variety of existing examples to make sure they don't crash
(they don't)
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Linux x86 64-bit NixOS 
---
## Migration Guide
Code that directly access `Image` data will now need to use unwrap or
handle the case where no data is provided.
Behaviour of new_fill slightly changed, but not in a way that is likely
to affect anything. It no longer panics and will fill the whole texture
instead of leaving black pixels if the data provided is not a nice
factor of the size of the image.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-02-10 22:22:07 +00:00
Carter Anderson
ea578415e1
Improved Spawn APIs and Bundle Effects (#17521)
## Objective

A major critique of Bevy at the moment is how boilerplatey it is to
compose (and read) entity hierarchies:

```rust
commands
    .spawn(Foo)
    .with_children(|p| {
        p.spawn(Bar).with_children(|p| {
            p.spawn(Baz);
        });
        p.spawn(Bar).with_children(|p| {
            p.spawn(Baz);
        });
    });
```

There is also currently no good way to statically define and return an
entity hierarchy from a function. Instead, people often do this
"internally" with a Commands function that returns nothing, making it
impossible to spawn the hierarchy in other cases (direct World spawns,
ChildSpawner, etc).

Additionally, because this style of API results in creating the
hierarchy bits _after_ the initial spawn of a bundle, it causes ECS
archetype changes (and often expensive table moves).

Because children are initialized after the fact, we also can't count
them to pre-allocate space. This means each time a child inserts itself,
it has a high chance of overflowing the currently allocated capacity in
the `RelationshipTarget` collection, causing literal worst-case
reallocations.

We can do better!

## Solution

The Bundle trait has been extended to support an optional
`BundleEffect`. This is applied directly to World immediately _after_
the Bundle has fully inserted. Note that this is
[intentionally](https://github.com/bevyengine/bevy/discussions/16920)
_not done via a deferred Command_, which would require repeatedly
copying each remaining subtree of the hierarchy to a new command as we
walk down the tree (_not_ good performance).

This allows us to implement the new `SpawnRelated` trait for all
`RelationshipTarget` impls, which looks like this in practice:

```rust
world.spawn((
    Foo,
    Children::spawn((
        Spawn((
            Bar,
            Children::spawn(Spawn(Baz)),
        )),
        Spawn((
            Bar,
            Children::spawn(Spawn(Baz)),
        )),
    ))
))
```

`Children::spawn` returns `SpawnRelatedBundle<Children, L:
SpawnableList>`, which is a `Bundle` that inserts `Children`
(preallocated to the size of the `SpawnableList::size_hint()`).
`Spawn<B: Bundle>(pub B)` implements `SpawnableList` with a size of 1.
`SpawnableList` is also implemented for tuples of `SpawnableList` (same
general pattern as the Bundle impl).

There are currently three built-in `SpawnableList` implementations:

```rust
world.spawn((
    Foo,
    Children::spawn((
        Spawn(Name::new("Child1")),   
        SpawnIter(["Child2", "Child3"].into_iter().map(Name::new),
        SpawnWith(|parent: &mut ChildSpawner| {
            parent.spawn(Name::new("Child4"));
            parent.spawn(Name::new("Child5"));
        })
    )),
))
```

We get the benefits of "structured init", but we have nice flexibility
where it is required!

Some readers' first instinct might be to try to remove the need for the
`Spawn` wrapper. This is impossible in the Rust type system, as a tuple
of "child Bundles to be spawned" and a "tuple of Components to be added
via a single Bundle" is ambiguous in the Rust type system. There are two
ways to resolve that ambiguity:

1. By adding support for variadics to the Rust type system (removing the
need for nested bundles). This is out of scope for this PR :)
2. Using wrapper types to resolve the ambiguity (this is what I did in
this PR).

For the single-entity spawn cases, `Children::spawn_one` does also
exist, which removes the need for the wrapper:

```rust
world.spawn((
    Foo,
    Children::spawn_one(Bar),
))
```

## This works for all Relationships

This API isn't just for `Children` / `ChildOf` relationships. It works
for any relationship type, and they can be mixed and matched!

```rust
world.spawn((
    Foo,
    Observers::spawn((
        Spawn(Observer::new(|trigger: Trigger<FuseLit>| {})),
        Spawn(Observer::new(|trigger: Trigger<Exploded>| {})),
    )),
    OwnerOf::spawn(Spawn(Bar))
    Children::spawn(Spawn(Baz))
))
```

## Macros

While `Spawn` is necessary to satisfy the type system, we _can_ remove
the need to express it via macros. The example above can be expressed
more succinctly using the new `children![X]` macro, which internally
produces `Children::spawn(Spawn(X))`:

```rust
world.spawn((
    Foo,
    children![
        (
            Bar,
            children![Baz],
        ),
        (
            Bar,
            children![Baz],
        ),
    ]
))
```

There is also a `related!` macro, which is a generic version of the
`children!` macro that supports any relationship type:

```rust
world.spawn((
    Foo,
    related!(Children[
        (
            Bar,
            related!(Children[Baz]),
        ),
        (
            Bar,
            related!(Children[Baz]),
        ),
    ])
))
```

## Returning Hierarchies from Functions

Thanks to these changes, the following pattern is now possible:

```rust
fn button(text: &str, color: Color) -> impl Bundle {
    (
        Node {
            width: Val::Px(300.),
            height: Val::Px(100.),
            ..default()
        },
        BackgroundColor(color),
        children![
            Text::new(text),
        ]
    )
}

fn ui() -> impl Bundle {
    (
        Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            ..default(),
        },
        children![
            button("hello", BLUE),
            button("world", RED),
        ]
    )
}

// spawn from a system
fn system(mut commands: Commands) {
    commands.spawn(ui());
}

// spawn directly on World
world.spawn(ui());
```

## Additional Changes and Notes

* `Bundle::from_components` has been split out into
`BundleFromComponents::from_components`, enabling us to implement
`Bundle` for types that cannot be "taken" from the ECS (such as the new
`SpawnRelatedBundle`).
* The `NoBundleEffect` trait (which implements `BundleEffect`) is
implemented for empty tuples (and tuples of empty tuples), which allows
us to constrain APIs to only accept bundles that do not have effects.
This is critical because the current batch spawn APIs cannot efficiently
apply BundleEffects in their current form (as doing so in-place could
invalidate the cached raw pointers). We could consider allocating a
buffer of the effects to be applied later, but that does have
performance implications that could offset the balance and value of the
batched APIs (and would likely require some refactors to the underlying
code). I've decided to be conservative here. We can consider relaxing
that requirement on those APIs later, but that should be done in a
followup imo.
* I've ported a few examples to illustrate real-world usage. I think in
a followup we should port all examples to the `children!` form whenever
possible (and for cases that require things like SpawnIter, use the raw
APIs).
* Some may ask "why not use the `Relationship` to spawn (ex:
`ChildOf::spawn(Foo)`) instead of the `RelationshipTarget` (ex:
`Children::spawn(Spawn(Foo))`)?". That _would_ allow us to remove the
`Spawn` wrapper. I've explicitly chosen to disallow this pattern.
`Bundle::Effect` has the ability to create _significant_ weirdness.
Things in `Bundle` position look like components. For example
`world.spawn((Foo, ChildOf::spawn(Bar)))` _looks and reads_ like Foo is
a child of Bar. `ChildOf` is in Foo's "component position" but it is not
a component on Foo. This is a huge problem. Now that `Bundle::Effect`
exists, we should be _very_ principled about keeping the "weird and
unintuitive behavior" to a minimum. Things that read like components
_should be the components they appear to be".

## Remaining Work

* The macros are currently trivially implemented using macro_rules and
are currently limited to the max tuple length. They will require a
proc_macro implementation to work around the tuple length limit.

## Next Steps

* Port the remaining examples to use `children!` where possible and raw
`Spawn` / `SpawnIter` / `SpawnWith` where the flexibility of the raw API
is required.

## Migration Guide

Existing spawn patterns will continue to work as expected.

Manual Bundle implementations now require a `BundleEffect` associated
type. Exisiting bundles would have no bundle effect, so use `()`.
Additionally `Bundle::from_components` has been moved to the new
`BundleFromComponents` trait.

```rust
// Before
unsafe impl Bundle for X {
    unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self {
    }
    /* remaining bundle impl here */
}

// After
unsafe impl Bundle for X {
    type Effect = ();
    /* remaining bundle impl here */
}

unsafe impl BundleFromComponents for X {
    unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self {
    }
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Emerson Coskey <emerson@coskey.dev>
2025-02-09 23:32:56 +00:00
raldone01
1b7db895b7
Harden proc macro path resolution and add integration tests. (#17330)
This pr uses the `extern crate self as` trick to make proc macros behave
the same way inside and outside bevy.

# Objective

- Removes noise introduced by `crate as` in the whole bevy repo.
- Fixes #17004.
- Hardens proc macro path resolution.

## TODO

- [x] `BevyManifest` needs cleanup.
- [x] Cleanup remaining `crate as`.
- [x] Add proper integration tests to the ci.

## Notes

- `cargo-manifest-proc-macros` is written by me and based/inspired by
the old `BevyManifest` implementation and
[`bkchr/proc-macro-crate`](https://github.com/bkchr/proc-macro-crate).
- What do you think about the new integration test machinery I added to
the `ci`?
  More and better integration tests can be added at a later stage.
The goal of these integration tests is to simulate an actual separate
crate that uses bevy. Ideally they would lightly touch all bevy crates.

## Testing

- Needs RA test
- Needs testing from other users
- Others need to run at least `cargo run -p ci integration-test` and
verify that they work.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-09 19:45:45 +00:00
JMS55
669d139c13
Upgrade to wgpu v24 (#17542)
Didn't remove WgpuWrapper. Not sure if it's needed or not still.

## Testing

- Did you test these changes? If so, how? Example runner
- Are there any parts that need more testing? Web (portable atomics
thingy?), DXC.

## Migration Guide
- Bevy has upgraded to [wgpu
v24](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v2400-2025-01-15).
- When using the DirectX 12 rendering backend, the new priority system
for choosing a shader compiler is as follows:
- If the `WGPU_DX12_COMPILER` environment variable is set at runtime, it
is used
- Else if the new `statically-linked-dxc` feature is enabled, a custom
version of DXC will be statically linked into your app at compile time.
- Else Bevy will look in the app's working directory for
`dxcompiler.dll` and `dxil.dll` at runtime.
- Else if they are missing, Bevy will fall back to FXC (not recommended)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-09 19:40:53 +00:00
François Mockers
7400e7adfd
Cleanup publish process (#17728)
# Objective

- publish script copy the license files to all subcrates, meaning that
all publish are dirty. this breaks git verification of crates
- the order and list of crates to publish is manually maintained,
leading to error. cargo 1.84 is more strict and the list is currently
wrong

## Solution

- duplicate all the licenses to all crates and remove the
`--allow-dirty` flag
- instead of a manual list of crates, get it from `cargo package
--workspace`
- remove the `--no-verify` flag to... verify more things?
2025-02-09 17:46:19 +00:00
Patrick Walton
556b750782
Set late indirect parameter offsets every frame again. (#17736)
PR #17684 broke occlusion culling because it neglected to set the
indirect parameter offsets for the late mesh preprocessing stage if the
work item buffers were already set. This PR moves the update of those
values to a new function, `init_work_item_buffers`, which is
unconditionally called for every phase every frame.

Note that there's some complexity in order to handle the case in which
occlusion culling was enabled on one frame and disabled on the next, or
vice versa. This was necessary in order to make the occlusion culling
toggle in the `occlusion_culling` example work again.
2025-02-09 06:02:39 +00:00
Patrick Walton
7fc122ad16
Retain bins from frame to frame. (#17698)
This PR makes Bevy keep entities in bins from frame to frame if they
haven't changed. This reduces the time spent in `queue_material_meshes`
and related functions to near zero for static geometry. This patch uses
the same change tick technique that #17567 uses to detect when meshes
have changed in such a way as to require re-binning.

In order to quickly find the relevant bin for an entity when that entity
has changed, we introduce a new type of cache, the *bin key cache*. This
cache stores a mapping from main world entity ID to cached bin key, as
well as the tick of the most recent change to the entity. As we iterate
through the visible entities in `queue_material_meshes`, we check the
cache to see whether the entity needs to be re-binned. If it doesn't,
then we mark it as clean in the `valid_cached_entity_bin_keys` bit set.
If it does, then we insert it into the correct bin, and then mark the
entity as clean. At the end, all entities not marked as clean are
removed from the bins.

This patch has a dramatic effect on the rendering performance of most
benchmarks, as it effectively eliminates `queue_material_meshes` from
the profile. Note, however, that it generally simultaneously regresses
`batch_and_prepare_binned_render_phase` by a bit (not by enough to
outweigh the win, however). I believe that's because, before this patch,
`queue_material_meshes` put the bins in the CPU cache for
`batch_and_prepare_binned_render_phase` to use, while with this patch,
`batch_and_prepare_binned_render_phase` must load the bins into the CPU
cache itself.

On Caldera, this reduces the time spent in `queue_material_meshes` from
5+ ms to 0.2ms-0.3ms. Note that benchmarking on that scene is very noisy
right now because of https://github.com/bevyengine/bevy/issues/17535.

![Screenshot 2025-02-05
153458](https://github.com/user-attachments/assets/e55f8134-b7e3-4b78-a5af-8d83e1e213b7)
2025-02-08 20:13:33 +00:00
Sludge
989f547080
Weak handle migration (#17695)
# Objective

- Make use of the new `weak_handle!` macro added in
https://github.com/bevyengine/bevy/pull/17384

## Solution

- Migrate bevy from `Handle::weak_from_u128` to the new `weak_handle!`
macro that takes a random UUID
- Deprecate `Handle::weak_from_u128`, since there are no remaining use
cases that can't also be addressed by constructing the type manually

## Testing

- `cargo run -p ci -- test`

---

## Migration Guide

Replace `Handle::weak_from_u128` with `weak_handle!` and a random UUID.
2025-02-05 22:44:20 +00:00