Fixes#18809Fixes#18823
Meshes despawned in `Last` can still be in visisible entities if they
were visible as of `PostUpdate`. Sanity check that the mesh actually
exists before we specialize. We still want to unconditionally assume
that the entity is in `EntitySpecializationTicks` as its absence from
that cache would likely suggest another bug.
The goal of `bevy_platform_support` is to provide a set of platform
agnostic APIs, alongside platform-specific functionality. This is a high
traffic crate (providing things like HashMap and Instant). Especially in
light of https://github.com/bevyengine/bevy/discussions/18799, it
deserves a friendlier / shorter name.
Given that it hasn't had a full release yet, getting this change in
before Bevy 0.16 makes sense.
- Rename `bevy_platform_support` to `bevy_platform`.
Currently, `RenderMaterialInstances` and `RenderMeshMaterialIds` are
very similar render-world resources: the former maps main world meshes
to typed material asset IDs, and the latter maps main world meshes to
untyped material asset IDs. This is needlessly-complex and wasteful, so
this patch unifies the two in favor of a single untyped
`RenderMaterialInstances` resource.
This patch also fixes a subtle issue that could cause mesh materials to
be incorrect if a `MeshMaterial3d<A>` was removed and replaced with a
`MeshMaterial3d<B>` material in the same frame. The problematic pattern
looks like:
1. `extract_mesh_materials<B>` runs and, seeing the
`Changed<MeshMaterial3d<B>>` condition, adds an entry mapping the mesh
to the new material to the untyped `RenderMeshMaterialIds`.
2. `extract_mesh_materials<A>` runs and, seeing that the entity is
present in `RemovedComponents<MeshMaterial3d<A>>`, removes the entry
from `RenderMeshMaterialIds`.
3. The material slot is now empty, and the mesh will show up as whatever
material happens to be in slot 0 in the material data slab.
This commit fixes the issue by splitting out `extract_mesh_materials`
into *three* phases: *extraction*, *early sweeping*, and *late
sweeping*, which run in that order:
1. The *extraction* system, which runs for each material, updates
`RenderMaterialInstances` records whenever `MeshMaterial3d` components
change, and updates a change tick so that the following system will know
not to remove it.
2. The *early sweeping* system, which runs for each material, processes
entities present in `RemovedComponents<MeshMaterial3d>` and removes each
such entity's record from `RenderMeshInstances` only if the extraction
system didn't update it this frame. This system runs after *all*
extraction systems have completed, fixing the race condition.
3. The *late sweeping* system, which runs only once regardless of the
number of materials in the scene, processes entities present in
`RemovedComponents<ViewVisibility>` and, as in the early sweeping phase,
removes each such entity's record from `RenderMeshInstances` only if the
extraction system didn't update it this frame. At the end, the late
sweeping system updates the change tick.
Because this pattern happens relatively frequently, I think this PR
should land for 0.16.
# Objective
Unlike for their helper typers, the import paths for
`unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`,
`unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`,
`hash_map::EntityHashMap`, `index_set::EntityIndexSet`,
`index_map::EntityIndexMap` are quite redundant.
When looking at the structure of `hashbrown`, we can also see that while
both `HashSet` and `HashMap` have their own modules, the main types
themselves are re-exported to the crate level.
## Solution
Re-export the types in their shared `entity` parent module, and simplify
the imports where they're used.
# Objective
For materials that aren't being used or a visible entity doesn't have an
instance of, we were unnecessarily constantly checking whether they
needed specialization, saying yes (because the material had never been
specialized for that entity), and failing to look up the material
instance.
## Solution
If an entity doesn't have an instance of the material, it can't possibly
need specialization, so exit early before spending time doing the check.
Fixes#18388.
## 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.
This reverts commit 0b5302d96a.
# Objective
- Fixes#18158
- #17482 introduced rendering changes and was merged a bit too fast
## Solution
- Revert #17482 so that it can be redone and rendering changes discussed
before being merged. This will make it easier to compare changes with
main in the known "valid" state
This is not an issue with the work done in #17482 that is still
interesting
# Objective
Transparently uses simple `EnvironmentMapLight`s to mimic
`AmbientLight`s. Implements the first part of #17468, but I can
implement hemispherical lights in this PR too if needed.
## Solution
- A function `EnvironmentMapLight::solid_color(&mut Assets<Image>,
Color)` is provided to make an environment light with a solid color.
- A new system is added to `SimulationLightSystems` that maps
`AmbientLight`s on views or the world to a corresponding
`EnvironmentMapLight`.
I have never worked with (or on) Bevy before, so nitpicky comments on
how I did things are appreciated :).
## Testing
Testing was done on a modified version of the `3d/lighting` example,
where I removed all lights except the ambient light. I have not included
the example, but can if required.
## Migration
`bevy_pbr::AmbientLight` has been deprecated, so all usages of it should
be replaced by a `bevy_pbr::EnvironmentMapLight` created with
`EnvironmentMapLight::solid_color` placed on the camera. There is no
alternative to ambient lights as resources.
## Objective
Alternative to #18001.
- Now that systems can handle the `?` operator, `get_entity` returning
`Result` would be more useful than `Option`.
- With `get_entity` being more flexible, combined with entity commands
now checking the entity's existence automatically, the panic in `entity`
isn't really necessary.
## Solution
- Changed `Commands::get_entity` to return `Result<EntityCommands,
EntityDoesNotExistError>`.
- Removed panic from `Commands::entity`.
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.
Currently, the specialized pipeline cache maps a (view entity, mesh
entity) tuple to the retained pipeline for that entity. This causes two
problems:
1. Using the view entity is incorrect, because the view entity isn't
stable from frame to frame.
2. Switching the view entity to a `RetainedViewEntity`, which is
necessary for correctness, significantly regresses performance of
`specialize_material_meshes` and `specialize_shadows` because of the
loss of the fast `EntityHash`.
This patch fixes both problems by switching to a *two-level* hash table.
The outer level of the table maps each `RetainedViewEntity` to an inner
table, which maps each `MainEntity` to its pipeline ID and change tick.
Because we loop over views first and, within that loop, loop over
entities visible from that view, we hoist the slow lookup of the view
entity out of the inner entity loop.
Additionally, this patch fixes a bug whereby pipeline IDs were leaked
when removing the view. We still have a problem with leaking pipeline
IDs for deleted entities, but that won't be fixed until the specialized
pipeline cache is retained.
This patch improves performance of the [Caldera benchmark] from 7.8×
faster than 0.14 to 9.0× faster than 0.14, when applied on top of the
global binding arrays PR, #17898.
[Caldera benchmark]: https://github.com/DGriffin91/bevy_caldera_scene
## 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).
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.
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>
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>
Right now, we key the cached light change ticks off the `LightEntity`.
This uses the render world entity, which isn't stable between frames.
Thus in practice few shadows are retained from frame to frame. This PR
fixes the issue by keying off the `RetainedViewEntity` instead, which is
designed to be stable from frame to frame.
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.

Right now, meshes aren't grouped together based on the bindless texture
slab when drawing shadows. This manifests itself as flickering in
Bistro. I believe that there are two causes of this:
1. Alpha masked shadows may try to sample from the wrong texture,
causing the alpha mask to appear and disappear.
2. Objects may try to sample from the blank textures that we pad out the
bindless slabs with, causing them to vanish intermittently.
This commit fixes the issue by including the material bind group ID as
part of the shadow batch set key, just as we do for the prepass and main
pass.
# Cold Specialization
## Objective
An ongoing part of our quest to retain everything in the render world,
cold-specialization aims to cache pipeline specialization so that
pipeline IDs can be recomputed only when necessary, rather than every
frame. This approach reduces redundant work in stable scenes, while
still accommodating scenarios in which materials, views, or visibility
might change, as well as unlocking future optimization work like
retaining render bins.
## Solution
Queue systems are split into a specialization system and queue system,
the former of which only runs when necessary to compute a new pipeline
id. Pipelines are invalidated using a combination of change detection
and ECS ticks.
### The difficulty with change detection
Detecting “what changed” can be tricky because pipeline specialization
depends not only on the entity’s components (e.g., mesh, material, etc.)
but also on which view (camera) it is rendering in. In other words, the
cache key for a given pipeline id is a view entity/render entity pair.
As such, it's not sufficient simply to react to change detection in
order to specialize -- an entity could currently be out of view or could
be rendered in the future in camera that is currently disabled or hasn't
spawned yet.
### Why ticks?
Ticks allow us to ensure correctness by allowing us to compare the last
time a view or entity was updated compared to the cached pipeline id.
This ensures that even if an entity was out of view or has never been
seen in a given camera before we can still correctly determine whether
it needs to be re-specialized or not.
## Testing
TODO: Tested a bunch of different examples, need to test more.
## Migration Guide
TODO
- `AssetEvents` has been moved into the `PostUpdate` schedule.
---------
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
# Objective
- Contributes to #16877
## Solution
- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.
## Testing
- CI
---
## Migration Guide
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
- `FixedState`
- `DefaultHasher`
- `RandomState`
- `FixedHasher`
- `Hashed`
- `PassHash`
- `PassHasher`
- `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
- `HashMap`
- `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.
## Notes
- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
# Objective
The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.
For example:
- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster
## Solution
- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
- This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`
## Testing
I've added a pair of new tests to make sure this pattern compiles
successfully in practice!
## Migration Guide
`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.
## Notes to reviewers
The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.
In
1a8564898f,
I instead made the `entity_hash_set` public (and its `entity_hash_set`)
sister public, and removed the re-export. I prefer this design (give me
module docs please), but it leads to a lot of churn in this PR.
Let me know which you'd prefer, and if you'd like me to split that
change out into its own micro PR.
This commit allows Bevy to use `multi_draw_indirect_count` for drawing
meshes. The `multi_draw_indirect_count` feature works just like
`multi_draw_indirect`, but it takes the number of indirect parameters
from a GPU buffer rather than specifying it on the CPU.
Currently, the CPU constructs the list of indirect draw parameters with
the instance count for each batch set to zero, uploads the resulting
buffer to the GPU, and dispatches a compute shader that bumps the
instance count for each mesh that survives culling. Unfortunately, this
is inefficient when we support `multi_draw_indirect_count`. Draw
commands corresponding to meshes for which all instances were culled
will remain present in the list when calling
`multi_draw_indirect_count`, causing overhead. Proper use of
`multi_draw_indirect_count` requires eliminating these empty draw
commands.
To address this inefficiency, this PR makes Bevy fully construct the
indirect draw commands on the GPU instead of on the CPU. Instead of
writing instance counts to the draw command buffer, the mesh
preprocessing shader now writes them to a separate *indirect metadata
buffer*. A second compute dispatch known as the *build indirect
parameters* shader runs after mesh preprocessing and converts the
indirect draw metadata into actual indirect draw commands for the GPU.
The build indirect parameters shader operates on a batch at a time,
rather than an instance at a time, and as such each thread writes only 0
or 1 indirect draw parameters, simplifying the current logic in
`mesh_preprocessing`, which currently has to have special cases for the
first mesh in each batch. The build indirect parameters shader emits
draw commands in a tightly packed manner, enabling maximally efficient
use of `multi_draw_indirect_count`.
Along the way, this patch switches mesh preprocessing to dispatch one
compute invocation per render phase per view, instead of dispatching one
compute invocation per view. This is preparation for two-phase occlusion
culling, in which we will have two mesh preprocessing stages. In that
scenario, the first mesh preprocessing stage must only process opaque
and alpha tested objects, so the work items must be separated into those
that are opaque or alpha tested and those that aren't. Thus this PR
splits out the work items into a separate buffer for each phase. As this
patch rewrites so much of the mesh preprocessing infrastructure, it was
simpler to just fold the change into this patch instead of deferring it
to the forthcoming occlusion culling PR.
Finally, this patch changes mesh preprocessing so that it runs
separately for indexed and non-indexed meshes. This is because draw
commands for indexed and non-indexed meshes have different sizes and
layouts. *The existing code is actually broken for non-indexed meshes*,
as it attempts to overlay the indirect parameters for non-indexed meshes
on top of those for indexed meshes. Consequently, right now the
parameters will be read incorrectly when multiple non-indexed meshes are
multi-drawn together. *This is a bug fix* and, as with the change to
dispatch phases separately noted above, was easiest to include in this
patch as opposed to separately.
## Migration Guide
* Systems that add custom phase items now need to populate the indirect
drawing-related buffers. See the `specialized_mesh_pipeline` example for
an example of how this is done.
# Objective
allow setting ambient light via component on cameras.
arguably fixes#7193
note i chose to use a component rather than an entity since it was not
clear to me how to manage multiple ambient sources for a single
renderlayer, and it makes for a very small changeset.
## Solution
- make ambient light a component as well as a resource
- extract it
- use the component if present on a camera, fallback to the resource
## Testing
i added
```rs
if index == 1 {
commands.entity(camera).insert(AmbientLight{
color: Color::linear_rgba(1.0, 0.0, 0.0, 1.0),
brightness: 1000.0,
..Default::default()
});
}
```
at line 84 of the split_screen example
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
We won't be able to retain render phases from frame to frame if the keys
are unstable. It's not as simple as simply keying off the main world
entity, however, because some main world entities extract to multiple
render world entities. For example, directional lights extract to
multiple shadow cascades, and point lights extract to one view per
cubemap face. Therefore, we key off a new type, `RetainedViewEntity`,
which contains the main entity plus a *subview ID*.
This is part of the preparation for retained bins.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
# Objective
Rework / build on #17043 to simplify the implementation. #17043 should
be merged first, and the diff from this PR will get much nicer after it
is merged (this PR is net negative LOC).
## Solution
1. Command and EntityCommand have been vastly simplified. No more marker
components. Just one function.
2. Command and EntityCommand are now generic on the return type. This
enables result-less commands to exist, and allows us to statically
distinguish between fallible and infallible commands, which allows us to
skip the "error handling overhead" for cases that don't need it.
3. There are now only two command queue variants: `queue` and
`queue_fallible`. `queue` accepts commands with no return type.
`queue_fallible` accepts commands that return a Result (specifically,
one that returns an error that can convert to
`bevy_ecs::result::Error`).
4. I've added the concept of the "default error handler", which is used
by `queue_fallible`. This is a simple direct call to the `panic()` error
handler by default. Users that want to override this can enable the
`configurable_error_handler` cargo feature, then initialize the
GLOBAL_ERROR_HANDLER value on startup. This is behind a flag because
there might be minor overhead with `OnceLock` and I'm guessing this will
be a niche feature. We can also do perf testing with OnceLock if someone
really wants it to be used unconditionally, but I don't personally feel
the need to do that.
5. I removed the "temporary error handler" on Commands (and all code
associated with it). It added more branching, made Commands bigger /
more expensive to initialize (note that we construct it at high
frequencies / treat it like a pointer type), made the code harder to
follow, and introduced a bunch of additional functions. We instead rely
on the new default error handler used in `queue_fallible` for most
things. In the event that a custom handler is required,
`handle_error_with` can be used.
6. EntityCommand now _only_ supports functions that take
`EntityWorldMut` (and all existing entity commands have been ported).
Removing the marker component from EntityCommand hinged on this change,
but I strongly believe this is for the best anyway, as this sets the
stage for more efficient batched entity commands.
7. I added `EntityWorldMut::resource` and the other variants for more
ergonomic resource access on `EntityWorldMut` (removes the need for
entity.world_scope, which also incurs entity-lookup overhead).
## Open Questions
1. I believe we could merge `queue` and `queue_fallible` into a single
`queue` which accepts both fallible and infallible commands (via the
introduction of a `QueueCommand` trait). Is this desirable?
# Objective
Many instances of `clippy::too_many_arguments` linting happen to be on
systems - functions which we don't call manually, and thus there's not
much reason to worry about the argument count.
## Solution
Allow `clippy::too_many_arguments` globally, and remove all lint
attributes related to it.
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 `()`.
# 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.
# Objective
Some sort calls and `Ord` impls are unnecessarily complex.
## Solution
Rewrite the "match on cmp, if equal do another cmp" as either a
comparison on tuples, or `Ordering::then_with`, depending on whether the
compare keys need construction.
`sort_by` -> `sort_by_key` when symmetrical. Do the same for
`min_by`/`max_by`.
Note that `total_cmp` can only work with `sort_by`, and not on tuples.
When sorting collected query results that contain
`Entity`/`MainEntity`/`RenderEntity` in their `QueryData`, with that
`Entity` in the sort key:
stable -> unstable sort (all queried entities are unique)
If key construction is not simple, switch to `sort_by_cached_key` when
possible.
Sorts that are only performed to discover the maximal element are
replaced by `max_by_key`.
Dedicated comparison functions and structs are removed where simple.
Derive `PartialOrd`/`Ord` when useful.
Misc. closure style inconsistencies.
## Testing
- Existing tests.
# Objective
`EntityHashMap` and `EntityHashSet` iterators do not implement
`EntitySetIterator`.
## Solution
Make them newtypes instead of aliases. The methods that create the
iterators can then produce their own newtypes that carry the `Hasher`
generic and implement `EntitySetIterator`. Functionality remains the
same otherwise.
There are some other small benefits, f.e. the removal of `with_hasher`
associated functions, and the ability to implement more traits
ourselves.
`MainEntityHashMap` and `MainEntityHashSet` are currently left as the
previous type aliases, because supporting general `TrustedEntityBorrow`
hashing is more complex. However, it can also be done.
## Testing
Pre-existing `EntityHashMap` tests.
## Migration Guide
Users of `with_hasher` and `with_capacity_and_hasher` on
`EntityHashMap`/`Set` must now use `new` and `with_capacity`
respectively.
If the non-newtyped versions are required, they can be obtained via
`Deref`, `DerefMut` or `into_inner` calls.
This PR adds support for *mixed lighting* to Bevy, whereby some parts of
the scene are lightmapped, while others take part in real-time lighting.
(Here *real-time lighting* means lighting at runtime via the PBR shader,
as opposed to precomputed light using lightmaps.) It does so by adding a
new field, `affects_lightmapped_meshes` to `IrradianceVolume` and
`AmbientLight`, and a corresponding field
`affects_lightmapped_mesh_diffuse` to `DirectionalLight`, `PointLight`,
`SpotLight`, and `EnvironmentMapLight`. By default, this value is set to
true; when set to false, the light contributes nothing to the diffuse
irradiance component to meshes with lightmaps.
Note that specular light is unaffected. This is because the correct way
to bake specular lighting is *directional lightmaps*, which we have no
support for yet.
There are two general ways I expect this field to be used:
1. When diffuse indirect light is baked into lightmaps, irradiance
volumes and reflection probes shouldn't contribute any diffuse light to
the static geometry that has a lightmap. That's because the baking tool
should have already accounted for it, and in a higher-quality fashion,
as lightmaps typically offer a higher effective texture resolution than
the light probe does.
2. When direct diffuse light is baked into a lightmap, punctual lights
shouldn't contribute any diffuse light to static geometry with a
lightmap, to avoid double-counting. It may seem odd to bake *direct*
light into a lightmap, as opposed to indirect light. But there is a use
case: in a scene with many lights, avoiding light leaks requires shadow
mapping, which quickly becomes prohibitive when many lights are
involved. Baking lightmaps allows light leaks to be eliminated on static
geometry.
A new example, `mixed_lighting`, has been added. It demonstrates a sofa
(model from the [glTF Sample Assets]) that has been lightmapped offline
using [Bakery]. It has four modes:
1. In *baked* mode, all objects are locked in place, and all the diffuse
direct and indirect light has been calculated ahead of time. Note that
the bottom of the sphere has a red tint from the sofa, illustrating that
the baking tool captured indirect light for it.
2. In *mixed direct* mode, lightmaps capturing diffuse direct and
indirect light have been pre-calculated for the static objects, but the
dynamic sphere has real-time lighting. Note that, because the diffuse
lighting has been entirely pre-calculated for the scenery, the dynamic
sphere casts no shadow. In a real app, you would typically use real-time
lighting for the most important light so that dynamic objects can shadow
the scenery and relegate baked lighting to the less important lights for
which shadows aren't as important. Also note that there is no red tint
on the sphere, because there is no global illumination applied to it. In
an actual game, you could fix this problem by supplementing the
lightmapped objects with an irradiance volume.
3. In *mixed indirect* mode, all direct light is calculated in
real-time, and the static objects have pre-calculated indirect lighting.
This corresponds to the mode that most applications are expected to use.
Because direct light on the scenery is computed dynamically, shadows are
fully supported. As in mixed direct mode, there is no global
illumination on the sphere; in a real application, irradiance volumes
could be used to supplement the lightmaps.
4. In *real-time* mode, no lightmaps are used at all, and all punctual
lights are rendered in real-time. No global illumination exists.
In the example, you can click around to move the sphere, unless you're
in baked mode, in which case the sphere must be locked in place to be
lit correctly.
## Showcase
Baked mode:

Mixed direct mode:

Mixed indirect mode (default):

Real-time mode:

## Migration guide
* The `AmbientLight` resource, the `IrradianceVolume` component, and the
`EnvironmentMapLight` component now have `affects_lightmapped_meshes`
fields. If you don't need to use that field (for example, if you aren't
using lightmaps), you can safely set the field to true.
* `DirectionalLight`, `PointLight`, and `SpotLight` now have
`affects_lightmapped_mesh_diffuse` fields. If you don't need to use that
field (for example, if you aren't using lightmaps), you can safely set
the field to true.
[glTF Sample Assets]:
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main
[Bakery]:
https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper
This patch replaces the undocumented `NoGpuCulling` component with a new
component, `NoIndirectDrawing`, effectively turning indirect drawing on
by default. Indirect mode is needed for the recently-landed multidraw
feature (#16427). Since multidraw is such a win for performance, when
that feature is supported the small performance tax that indirect mode
incurs is virtually always worth paying.
To ensure that custom drawing code such as that in the
`custom_shader_instancing` example continues to function, this commit
additionally makes GPU culling take the `NoFrustumCulling` component
into account.
This PR is an alternative to #16670 that doesn't break the
`custom_shader_instancing` example. **PR #16755 should land first in
order to avoid breaking deferred rendering, as multidraw currently
breaks it**.
## Migration Guide
* Indirect drawing (GPU culling) is now enabled by default, so the
`GpuCulling` component is no longer available. To disable indirect mode,
which may be useful with custom render nodes, add the new
`NoIndirectDrawing` component to your camera.
This patch makes shadows use multidraw when the camera they'll be drawn
to has the `GpuCulling` component. This results in a significant
reduction in drawcalls; Bistro Exterior drops to 3 drawcalls for each
shadow cascade.
Note that PR #16670 will remove the `GpuCulling` component, making
shadows automatically use multidraw. Beware of that when testing this
patch; before #16670 lands, you'll need to manually add `GpuCulling` to
your camera in order to see any performance benefits.
PR #15756 made us create temporary render entities for all visible
objects, even if they had no render world counterpart. This regressed
our `many_cubes` time from about 3.59 ms/frame to 4.66 ms/frame.
This commit changes that behavior to use `Entity::PLACEHOLDER` instead
of creating a temporary render entity. This improves our `many_cubes`
time from 5.66 ms/frame to 3.96 ms/frame, a 43% speedup.
I tested 3D, 2D gizmos, and UI and they seem to work.
See the following graph of `many_cubes` frame time (lower is better). PR
#15756 is the one in October.

# Objective
- A `Trigger` has multiple associated `Entity`s - the entity observing
the event, and the entity that was targeted by the event.
- The field `entity: Entity` encodes no semantic information about what
the entity is used for, you can already tell that it's an `Entity` by
the type signature!
## Solution
- Rename `trigger.entity()` to `trigger.target()`
---
## Changelog
- `Trigger`s are associated with multiple entities. `Trigger::entity()`
has been renamed to `Trigger::target()` to reflect the semantics of the
entity being returned.
## Migration Guide
- Rename `Trigger::entity()` to `Trigger::target()`.
- Rename `ObserverTrigger::entity` to `ObserverTrigger::target`
This commit adds support for *multidraw*, which is a feature that allows
multiple meshes to be drawn in a single drawcall. `wgpu` currently
implements multidraw on Vulkan, so this feature is only enabled there.
Multiple meshes can be drawn at once if they're in the same vertex and
index buffers and are otherwise placed in the same bin. (Thus, for
example, at present the materials and textures must be identical, but
see #16368.) Multidraw is a significant performance improvement during
the draw phase because it reduces the number of rebindings, as well as
the number of drawcalls.
This feature is currently only enabled when GPU culling is used: i.e.
when `GpuCulling` is present on a camera. Therefore, if you run for
example `scene_viewer`, you will not see any performance improvements,
because `scene_viewer` doesn't add the `GpuCulling` component to its
camera.
Additionally, the multidraw feature is only implemented for opaque 3D
meshes and not for shadows or 2D meshes. I plan to make GPU culling the
default and to extend the feature to shadows in the future. Also, in the
future I suspect that polyfilling multidraw on APIs that don't support
it will be fruitful, as even without driver-level support use of
multidraw allows us to avoid expensive `wgpu` rebindings.
This commit allows the Bevy renderer to use the clustering
infrastructure for light probes (reflection probes and irradiance
volumes) on platforms where at least 3 storage buffers are available. On
such platforms (the vast majority), we stop performing brute-force
searches of light probes for each fragment and instead only search the
light probes with bounding spheres that intersect the current cluster.
This should dramatically improve scalability of irradiance volumes and
reflection probes.
The primary platform that doesn't support 3 storage buffers is WebGL 2,
and we continue using a brute-force search of light probes on that
platform, as the UBO that stores per-cluster indices is too small to fit
the light probe counts. Note, however, that that platform also doesn't
support bindless textures (indeed, it would be very odd for a platform
to support bindless textures but not SSBOs), so we only support one of
each type of light probe per drawcall there in the first place.
Consequently, this isn't a performance problem, as the search will only
have one light probe to consider. (In fact, clustering would probably
end up being a performance loss.)
Known potential improvements include:
1. We currently cull based on a conservative bounding sphere test and
not based on the oriented bounding box (OBB) of the light probe. This is
improvable, but in the interests of simplicity, I opted to keep the
bounding sphere test for now. The OBB improvement can be a follow-up.
2. This patch doesn't change the fact that each fragment only takes a
single light probe into account. Typical light probe implementations
detect the case in which multiple light probes cover the current
fragment and perform some sort of weighted blend between them. As the
light probe fetch function presently returns only a single light probe,
implementing that feature would require more code restructuring, so I
left it out for now. It can be added as a follow-up.
3. Light probe implementations typically have a falloff range. Although
this is a wanted feature in Bevy, this particular commit also doesn't
implement that feature, as it's out of scope.
4. This commit doesn't raise the maximum number of light probes past its
current value of 8 for each type. This should be addressed later, but
would possibly require more bindings on platforms with storage buffers,
which would increase this patch's complexity. Even without raising the
limit, this patch should constitute a significant performance
improvement for scenes that get anywhere close to this limit. In the
interest of keeping this patch small, I opted to leave raising the limit
to a follow-up.
## Changelog
### Changed
* Light probes (reflection probes and irradiance volumes) are now
clustered on most platforms, improving performance when many light
probes are present.
---------
Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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.
# 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`
# Objective
PCSS still has some fundamental issues (#16155). We should resolve them
before "releasing" the feature.
## Solution
1. Rename the already-optional `pbr_pcss` cargo feature to
`experimental_pbr_pcss` to better communicate its state to developers.
2. Adjust the description of the `experimental_pbr_pcss` cargo feature
to better communicate its state to developers.
3. Gate PCSS-related light component fields behind that cargo feature,
to prevent surfacing them to developers by default.
# Objective
_If I understand it correctly_, we were checking mesh visibility, as
well as re-rendering point and spot light shadow maps for each view.
This makes it so that M views and N lights produce M x N complexity.
This PR aims to fix that, as well as introduce a stress test for this
specific scenario.
## Solution
- Keep track of what lights have already had mesh visibility calculated
and do not calculate it again;
- Reuse shadow depth textures and attachments across all views, and only
render shadow maps for the _first_ time a light is encountered on a
view;
- Directional lights remain unaltered, since their shadow map cascades
are view-dependent;
- Add a new `many_cameras_lights` stress test example to verify the
solution
## Showcase
110% speed up on the stress test
83% reduction of memory usage in stress test
### Before (5.35 FPS on stress test)
<img width="1392" alt="Screenshot 2024-09-11 at 12 25 57"
src="https://github.com/user-attachments/assets/136b0785-e9a4-44df-9a22-f99cc465e126">
### After (11.34 FPS on stress test)
<img width="1392" alt="Screenshot 2024-09-11 at 12 24 35"
src="https://github.com/user-attachments/assets/b8dd858f-5e19-467f-8344-2b46ca039630">
## Testing
- Did you test these changes? If so, how?
- On my game project where I have two cameras, and many shadow casting
lights I managed to get pretty much double the FPS.
- Also included a stress test, see the comparison above
- Are there any parts that need more testing?
- Yes, I would like help verifying that this fix is indeed correct, and
that we were really re-rendering the shadow maps by mistake and it's
indeed okay to not do that
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run the `many_cameras_lights` example
- On the `main` branch, cherry pick the commit with the example (`git
cherry-pick --no-commit 1ed4ace01`) and run it
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- macOS
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
The two additional linear texture samplers that PCSS added caused us to
blow past the limit on Apple Silicon macOS and WebGL. To fix the issue,
this commit adds a `--feature pbr_pcss` feature gate that disables PCSS
if not present.
Closes#15345.
Closes#15525.
Closes#15821.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- I made a mistake in #15902, specifically [this
diff](e2faedb99c)
-- the `point_light_count` variable is used for all point lights, not
just shadow mapped ones, so I cannot add `.min(max_texture_cubes)`
there. (Despite `spot_light_count` having `.min(..)`)
It may have broken code like this (where `index` is index of
`point_light` vec):
9930df83ed/crates/bevy_pbr/src/render/light.rs (L848-L850)
and also causes panic here:
9930df83ed/crates/bevy_pbr/src/render/light.rs (L1173-L1174)
## Solution
- Adds `.min(max_texture_cubes)` directly to the loop where texture
views for point lights are created.
## Testing
- `lighting` example (with the directional light removed; original
example doesn't crash as only 1 directional-or-spot light in total is
shadow-mapped on webgl) no longer crashes on webgl
# 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
# Objective
- Fixes#15897
## Solution
- Despawn light view entities when they go unused or when the
corresponding view is not alive.
## Testing
- `scene_viewer` example no longer prints "The preprocessing index
buffer wasn't present" warning
- modified an example to try toggling shadows for all kinds of light:
https://gist.github.com/akimakinai/ddb0357191f5052b654370699d2314cf
# 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>
# 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.
# 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>
# 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>