Commit Graph

235 Commits

Author SHA1 Message Date
andriyDev
e70f84536a
Use RenderStartup in bevy_gizmos. (#19898)
# Objective

- Progress towards #19887.

## Solution

- Convert `FromWorld` impls into systems that run in `RenderStartup`.
- Add an ordering constraint to ensure that necessary resources exist.

## Testing

- Ran `2d_gizmos` and `3d_gizmos` examples and it still worked.
2025-07-02 20:38:37 +00:00
charlotte 🌸
18712f31f9
Make render and compute pipeline descriptors defaultable. (#19903)
A few versions ago, wgpu made it possible to set shader entry point to
`None`, which will select the correct entry point in file where only a
single entrypoint is specified. This makes it possible to implement
`Default` for pipeline descriptors. This PR does so and attempts to
`..default()` everything possible.
2025-07-02 18:47:27 +00:00
andriyDev
d05c435848
Replace Handle::Weak with Handle::Uuid. (#19896)
# Objective

- Progress towards #19024.

## Solution

- Remove `Handle::Weak`!

If users were relying on `Handle::Weak` for some purpose, they can
almost certainly replace it with raw `AssetId` instead. If they cannot,
they can make their own enum that holds either a Handle or an AssetId.
In either case, we don't need weak handles!

Sadly we still need Uuid handles since we rely on them for "default"
assets and "invalid" assets, as well as anywhere where a component wants
to impl default with a non-defaulted asset handle. One step at a time
though!
2025-07-02 14:40:35 +00:00
charlotte 🌸
e6ba9a6d18
Type erased materials (#19667)
# Objective

Closes #18075

In order to enable a number of patterns for dynamic materials in the
engine, it's necessary to decouple the renderer from the `Material`
trait.

This opens the possibility for:
- Materials that aren't coupled to `AsBindGroup`.
- 2d using the underlying 3d bindless infrastructure.
- Dynamic materials that can change their layout at runtime.
- Materials that aren't even backed by a Rust struct at all.

## Solution

In short, remove all trait bounds from render world material systems and
resources. This means moving a bunch of stuff onto `MaterialProperties`
and engaging in some hacks to make specialization work. Rather than
storing the bind group data in `MaterialBindGroupAllocator`, right now
we're storing it in a closure on `MaterialProperties`. TBD if this has
bad performance characteristics.

## Benchmarks

- `many_cubes`:
`cargo run --example many_cubes --release --features=bevy/trace_tracy --
--vary-material-data-per-instance`:
![Screenshot 2025-06-26
235426](https://github.com/user-attachments/assets/10a0ee29-9932-4f91-ab43-33518b117ac5)

- @DGriffin91's Caldera
`cargo run --release --features=bevy/trace_tracy -- --random-materials`

![image](https://github.com/user-attachments/assets/ef91ba6a-8e88-4922-a73f-acb0af5b0dbc)


- @DGriffin91's Caldera with 20 unique material types (i.e.
`MaterialPlugin<M>`) and random materials per mesh
`cargo run --release --features=bevy/trace_tracy -- --random-materials`
![Screenshot 2025-06-27
000425](https://github.com/user-attachments/assets/9561388b-881d-46cf-8c3d-b15b3e9aedc7)


### TODO

- We almost certainly lost some parallelization from removing the type
params that could be gained back from smarter iteration.
- Test all the things that could have broken.
- ~Fix meshlets~

## Showcase

See [the
example](https://github.com/bevyengine/bevy/pull/19667/files#diff-9d768cfe1c3aa81eff365d250d3cbe5a63e8df63e81dd85f64c3c3cd993f6d94)
for a custom material implemented without the use of the `Material`
trait and thus `AsBindGroup`.


![image](https://github.com/user-attachments/assets/e3fcca7c-e04e-4a4e-9d89-39d697a9e3b8)

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
2025-06-27 22:57:24 +00:00
charlotte 🌸
96dcbc5f8c
Ugrade to wgpu version 25.0 (#19563)
# Objective

Upgrade to `wgpu` version `25.0`.

Depends on https://github.com/bevyengine/naga_oil/pull/121

## Solution

### Problem

The biggest issue we face upgrading is the following requirement:
> To facilitate this change, there was an additional validation rule put
in place: if there is a binding array in a bind group, you may not use
dynamic offset buffers or uniform buffers in that bind group. This
requirement comes from vulkan rules on UpdateAfterBind descriptors.

This is a major difficulty for us, as there are a number of binding
arrays that are used in the view bind group. Note, this requirement does
not affect merely uniform buffors that use dynamic offset but the use of
*any* uniform in a bind group that also has a binding array.

### Attempted fixes

The easiest fix would be to change uniforms to be storage buffers
whenever binding arrays are in use:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var<uniform> lights: types::Lights;
#else
@group(0) @binding(0) var<storage> view: array<View>;
@group(0) @binding(1) var<storage> lights: array<types::Lights>;
#endif
```

This requires passing the view index to the shader so that we know where
to index into the buffer:

```wgsl
struct PushConstants {
    view_index: u32,
}

var<push_constant> push_constants: PushConstants;
```

Using push constants is no problem because binding arrays are only
usable on native anyway.

However, this greatly complicates the ability to access `view` in
shaders. For example:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
mesh_view_bindings::view.view_from_world[0].z
#else
mesh_view_bindings::view[mesh_view_bindings::view_index].view_from_world[0].z
#endif
```

Using this approach would work but would have the effect of polluting
our shaders with ifdef spam basically *everywhere*.

Why not use a function? Unfortunately, the following is not valid wgsl
as it returns a binding directly from a function in the uniform path.

```wgsl
fn get_view() -> View {
#if BINDING_ARRAYS_ARE_USED
    let view_index = push_constants.view_index;
    let view = views[view_index];
#endif
    return view;
}
```

This also poses problems for things like lights where we want to return
a ptr to the light data. Returning ptrs from wgsl functions isn't
allowed even if both bindings were buffers.

The next attempt was to simply use indexed buffers everywhere, in both
the binding array and non binding array path. This would be viable if
push constants were available everywhere to pass the view index, but
unfortunately they are not available on webgpu. This means either
passing the view index in a storage buffer (not ideal for such a small
amount of state) or using push constants sometimes and uniform buffers
only on webgpu. However, this kind of conditional layout infects
absolutely everything.

Even if we were to accept just using storage buffer for the view index,
there's also the additional problem that some dynamic offsets aren't
actually per-view but per-use of a setting on a camera, which would
require passing that uniform data on *every* camera regardless of
whether that rendering feature is being used, which is also gross.

As such, although it's gross, the simplest solution just to bump binding
arrays into `@group(1)` and all other bindings up one bind group. This
should still bring us under the device limit of 4 for most users.

### Next steps / looking towards the future

I'd like to avoid needing split our view bind group into multiple parts.
In the future, if `wgpu` were to add `@builtin(draw_index)`, we could
build a list of draw state in gpu processing and avoid the need for any
kind of state change at all (see
https://github.com/gfx-rs/wgpu/issues/6823). This would also provide
significantly more flexibility to handle things like offsets into other
arrays that may not be per-view.

### Testing

Tested a number of examples, there are probably more that are still
broken.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
2025-06-26 19:41:47 +00:00
charlotte 🌸
7b5e4e3be0
Allow images to be resized on the GPU without losing data (#19462)
# Objective

#19410 added support for resizing images "in place" meaning that their
data was copied into the new texture allocation on the CPU. However,
there are some scenarios where an image may be created and populated
entirely on the GPU. Using this method would cause data to disappear, as
it wouldn't be copied into the new texture.

## Solution

When an image is resized in place, if it has no data in it's asset,
we'll opt into a new flag `copy_on_resize` which will issue a
`copy_texture_to_texture` command on the old allocation.

To support this, we require passing the old asset to all `RenderAsset`
implementations. This will be generally useful in the future for
reducing things like buffer re-allocations.

## Testing

Tested using the example in the issue.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-24 06:22:50 +00:00
theotherphil
7645ce91ed
Add newlines before impl blocks (#19746)
# Objective

Fix https://github.com/bevyengine/bevy/issues/19617 

# Solution

Add newlines before all impl blocks.

I suspect that at least some of these will be objectionable! If there's
a desired Bevy style for this then I'll update the PR. If not then we
can just close it - it's the work of a single find and replace.
2025-06-22 23:07:02 +00:00
github-actions[bot]
a466084167
Bump Version after Release (#19774)
Bump version after release
This PR has been auto-generated

Fixes #19766

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-06-22 23:06:43 +00:00
Chris Russell
f7e112a3c9
Let query items borrow from query state to avoid needing to clone (#15396)
# Objective

Improve the performance of `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.

`FilteredEntityRef` needs an `Access<ComponentId>` to determine what
components it can access. There is one stored in the query state, but
query items cannot borrow from the state, so it has to `clone()` the
access for each row. Cloning the access involves memory allocations and
can be expensive.


## Solution

Let query items borrow from their query state.  

Add an `'s` lifetime to `WorldQuery::Item` and `WorldQuery::Fetch`,
similar to the one in `SystemParam`, and provide `&'s Self::State` to
the fetch so that it can borrow from the state.

Unfortunately, there are a few cases where we currently return query
items from temporary query states: the sorted iteration methods create a
temporary state to query the sort keys, and the
`EntityRef::components<Q>()` methods create a temporary state for their
query.

To allow these to continue to work with most `QueryData`
implementations, introduce a new subtrait `ReleaseStateQueryData` that
converts a `QueryItem<'w, 's>` to `QueryItem<'w, 'static>`, and is
implemented for everything except `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.

`#[derive(QueryData)]` will generate `ReleaseStateQueryData`
implementations that apply when all of the subqueries implement
`ReleaseStateQueryData`.

This PR does not actually change the implementation of
`FilteredEntity(Ref|Mut)` or `Entity(Ref|Mut)Except`! That will be done
as a follow-up PR so that the changes are easier to review. I have
pushed the changes as chescock/bevy#5.

## Testing

I ran performance traces of many_foxes, both against main and against
chescock/bevy#5, both including #15282. These changes do appear to make
generalized animation a bit faster:

(Red is main, yellow is chescock/bevy#5)

![image](https://github.com/user-attachments/assets/de900117-0c6a-431d-ab62-c013834f97a9)


## Migration Guide

The `WorldQuery::Item` and `WorldQuery::Fetch` associated types and the
`QueryItem` and `ROQueryItem` type aliases now have an additional
lifetime parameter corresponding to the `'s` lifetime in `Query`. Manual
implementations of `WorldQuery` will need to update the method
signatures to include the new lifetimes. Other uses of the types will
need to be updated to include a lifetime parameter, although it can
usually be passed as `'_`. In particular, `ROQueryItem` is used when
implementing `RenderCommand`.

Before: 

```rust
fn render<'w>(
    item: &P,
    view: ROQueryItem<'w, Self::ViewQuery>,
    entity: Option<ROQueryItem<'w, Self::ItemQuery>>,
    param: SystemParamItem<'w, '_, Self::Param>,
    pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```

After: 

```rust
fn render<'w>(
    item: &P,
    view: ROQueryItem<'w, '_, Self::ViewQuery>,
    entity: Option<ROQueryItem<'w, '_, Self::ItemQuery>>,
    param: SystemParamItem<'w, '_, Self::Param>,
    pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```

---

Methods on `QueryState` that take `&mut self` may now result in
conflicting borrows if the query items capture the lifetime of the
mutable reference. This affects `get()`, `iter()`, and others. To fix
the errors, first call `QueryState::update_archetypes()`, and then
replace a call `state.foo(world, param)` with
`state.query_manual(world).foo_inner(param)`. Alternately, you may be
able to restructure the code to call `state.query(world)` once and then
make multiple calls using the `Query`.

Before:
```rust
let mut state: QueryState<_, _> = ...;
let d1 = state.get(world, e1);
let d2 = state.get(world, e2); // Error: cannot borrow `state` as mutable more than once at a time
println!("{d1:?}");
println!("{d2:?}");
```

After: 
```rust
let mut state: QueryState<_, _> = ...;

state.update_archetypes(world);
let d1 = state.get_manual(world, e1);
let d2 = state.get_manual(world, e2);
// OR
state.update_archetypes(world);
let d1 = state.query(world).get_inner(e1);
let d2 = state.query(world).get_inner(e2);
// OR
let query = state.query(world);
let d1 = query.get_inner(e1);
let d1 = query.get_inner(e2);

println!("{d1:?}");
println!("{d2:?}");
```
2025-06-16 21:05:41 +00:00
Chris Russell
bb4ea9c28b
Stop storing access for all systems (#19477)
# Objective

Reduce memory usage by storing fewer copies of
`FilteredAccessSet<ComponentId>`.

Currently, the `System` trait exposes the `component_access_set` for the
system, which is used by the multi-threaded executor to determine which
systems can run concurrently. But because it is available on the trait,
it needs to be stored for *every* system, even ones that are not run by
the executor! In particular, it is never needed for observers, or for
the inner systems in a `PipeSystem` or `CombinatorSystem`.


## Solution

Instead of exposing the access from a method on `System`, return it from
`System::initialize`. Since it is still needed during scheduling, store
the access alongside the boxed system in the schedule.

That's not quite enough for systems built using `SystemParamBuilder`s,
though. Those calculate the access in `SystemParamBuilder::build`, which
happens earlier than `System::initialize`. To handle those, we separate
`SystemParam::init_state` into `init_state`, which creates the state
value, and `init_access`, which calculates the access. This lets
`System::initialize` call `init_access` on a state that was provided by
the builder.

An additional benefit of that separation is that it removes the need to
duplicate access checks between `SystemParamBuilder::build` and
`SystemParam::init_state`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-13 17:56:09 +00:00
Carter Anderson
7e9d6d852b
bevyengine.org -> bevy.org (#19503)
We have acquired [bevy.org](https://bevy.org) and the migration has
finished! Meaning we can now update all of the references in this repo.
2025-06-05 23:09:28 +00:00
andriyDev
846cec9ed2
Remove Shader weak_handles from bevy_gizmos. (#19394)
# Objective

- Related to #19024

## Solution

- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_gizmos`.

## Testing

- `2d_gizmos` example still works.
- `3d_gizmos` example still works.

P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
2025-05-27 22:32:32 +00:00
Chris Russell
571b3ba475
Remove ArchetypeComponentId and archetype_component_access (#19143)
# Objective

Remove `ArchetypeComponentId` and `archetype_component_access`.
Following #16885, they are no longer used by the engine, so we can stop
spending time calculating them or space storing them.

## Solution

Remove `ArchetypeComponentId` and everything that touches it.  

The `System::update_archetype_component_access` method no longer needs
to update `archetype_component_access`. We do still need to update query
caches, but we no longer need to do so *before* running the system. We'd
have to touch every caller anyway if we gave the method a better name,
so just remove `System::update_archetype_component_access` and
`SystemParam::new_archetype` entirely, and update the query cache in
`Query::get_param`.

The `Single` and `Populated` params also need their query caches updated
in `SystemParam::validate_param`, so change `validate_param` to take
`&mut Self::State` instead of `&Self::State`.
2025-05-27 19:04:32 +00:00
Joona Aalto
7b1c9f192e
Adopt consistent FooSystems naming convention for system sets (#18900)
# Objective

Fixes a part of #14274.

Bevy has an incredibly inconsistent naming convention for its system
sets, both internally and across the ecosystem.

<img alt="System sets in Bevy"
src="https://github.com/user-attachments/assets/d16e2027-793f-4ba4-9cc9-e780b14a5a1b"
width="450" />

*Names of public system set types in Bevy*

Most Bevy types use a naming of `FooSystem` or just `Foo`, but there are
also a few `FooSystems` and `FooSet` types. In ecosystem crates on the
other hand, `FooSet` is perhaps the most commonly used name in general.
Conventions being so wildly inconsistent can make it harder for users to
pick names for their own types, to search for system sets on docs.rs, or
to even discern which types *are* system sets.

To reign in the inconsistency a bit and help unify the ecosystem, it
would be good to establish a common recommended naming convention for
system sets in Bevy itself, similar to how plugins are commonly suffixed
with `Plugin` (ex: `TimePlugin`). By adopting a consistent naming
convention in first-party Bevy, we can softly nudge ecosystem crates to
follow suit (for types where it makes sense to do so).

Choosing a naming convention is also relevant now, as the [`bevy_cli`
recently adopted
lints](https://github.com/TheBevyFlock/bevy_cli/pull/345) to enforce
naming for plugins and system sets, and the recommended naming used for
system sets is still a bit open.

## Which Name To Use?

Now the contentious part: what naming convention should we actually
adopt?

This was discussed on the Bevy Discord at the end of last year, starting
[here](<https://discord.com/channels/691052431525675048/692572690833473578/1310659954683936789>).
`FooSet` and `FooSystems` were the clear favorites, with `FooSet` very
narrowly winning an unofficial poll. However, it seems to me like the
consensus was broadly moving towards `FooSystems` at the end and after
the poll, with Cart
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311140204974706708))
and later Alice
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311092530732859533))
and also me being in favor of it.

Let's do a quick pros and cons list! Of course these are just what I
thought of, so take it with a grain of salt.

`FooSet`:

- Pro: Nice and short!
- Pro: Used by many ecosystem crates.
- Pro: The `Set` suffix comes directly from the trait name `SystemSet`.
- Pro: Pairs nicely with existing APIs like `in_set` and
`configure_sets`.
- Con: `Set` by itself doesn't actually indicate that it's related to
systems *at all*, apart from the implemented trait. A set of what?
- Con: Is `FooSet` a set of `Foo`s or a system set related to `Foo`? Ex:
`ContactSet`, `MeshSet`, `EnemySet`...

`FooSystems`:

- Pro: Very clearly indicates that the type represents a collection of
systems. The actual core concept, system(s), is in the name.
- Pro: Parallels nicely with `FooPlugins` for plugin groups.
- Pro: Low risk of conflicts with other names or misunderstandings about
what the type is.
- Pro: In most cases, reads *very* nicely and clearly. Ex:
`PhysicsSystems` and `AnimationSystems` as opposed to `PhysicsSet` and
`AnimationSet`.
- Pro: Easy to search for on docs.rs.
- Con: Usually results in longer names.
- Con: Not yet as widely used.

Really the big problem with `FooSet` is that it doesn't actually
describe what it is. It describes what *kind of thing* it is (a set of
something), but not *what it is a set of*, unless you know the type or
check its docs or implemented traits. `FooSystems` on the other hand is
much more self-descriptive in this regard, at the cost of being a bit
longer to type.

Ultimately, in some ways it comes down to preference and how you think
of system sets. Personally, I was originally in favor of `FooSet`, but
have been increasingly on the side of `FooSystems`, especially after
seeing what the new names would actually look like in Avian and now
Bevy. I prefer it because it usually reads better, is much more clearly
related to groups of systems than `FooSet`, and overall *feels* more
correct and natural to me in the long term.

For these reasons, and because Alice and Cart also seemed to share a
preference for it when it was previously being discussed, I propose that
we adopt a `FooSystems` naming convention where applicable.

## Solution

Rename Bevy's system set types to use a consistent `FooSet` naming where
applicable.

- `AccessibilitySystem` → `AccessibilitySystems`
- `GizmoRenderSystem` → `GizmoRenderSystems`
- `PickSet` → `PickingSystems`
- `RunFixedMainLoopSystem` → `RunFixedMainLoopSystems`
- `TransformSystem` → `TransformSystems`
- `RemoteSet` → `RemoteSystems`
- `RenderSet` → `RenderSystems`
- `SpriteSystem` → `SpriteSystems`
- `StateTransitionSteps` → `StateTransitionSystems`
- `RenderUiSystem` → `RenderUiSystems`
- `UiSystem` → `UiSystems`
- `Animation` → `AnimationSystems`
- `AssetEvents` → `AssetEventSystems`
- `TrackAssets` → `AssetTrackingSystems`
- `UpdateGizmoMeshes` → `GizmoMeshSystems`
- `InputSystem` → `InputSystems`
- `InputFocusSet` → `InputFocusSystems`
- `ExtractMaterialsSet` → `MaterialExtractionSystems`
- `ExtractMeshesSet` → `MeshExtractionSystems`
- `RumbleSystem` → `RumbleSystems`
- `CameraUpdateSystem` → `CameraUpdateSystems`
- `ExtractAssetsSet` → `AssetExtractionSystems`
- `Update2dText` → `Text2dUpdateSystems`
- `TimeSystem` → `TimeSystems`
- `AudioPlaySet` → `AudioPlaybackSystems`
- `SendEvents` → `EventSenderSystems`
- `EventUpdates` → `EventUpdateSystems`

A lot of the names got slightly longer, but they are also a lot more
consistent, and in my opinion the majority of them read much better. For
a few of the names I took the liberty of rewording things a bit;
definitely open to any further naming improvements.

There are still also cases where the `FooSystems` naming doesn't really
make sense, and those I left alone. This primarily includes system sets
like `Interned<dyn SystemSet>`, `EnterSchedules<S>`, `ExitSchedules<S>`,
or `TransitionSchedules<S>`, where the type has some special purpose and
semantics.

## Todo

- [x] Should I keep all the old names as deprecated type aliases? I can
do this, but to avoid wasting work I'd prefer to first reach consensus
on whether these renames are even desired.
- [x] Migration guide
- [x] Release notes
2025-05-06 15:18:03 +00:00
Vic
35cfef7cf2
Rename EntityBorrow/TrustedEntityBorrow to ContainsEntity/EntityEquivalent (#18470)
# Objective

Fixes #9367.

Yet another follow-up to #16547.

These traits were initially based on `Borrow<Entity>` because that trait
was what they were replacing, and it felt close enough in meaning.
However, they ultimately don't quite match: `borrow` always returns
references, whereas `EntityBorrow` always returns a plain `Entity`.
Additionally, `EntityBorrow` can imply that we are borrowing an `Entity`
from the ECS, which is not what it does.

Due to its safety contract, `TrustedEntityBorrow` is important an
important and widely used trait for `EntitySet` functionality.
In contrast, the safe `EntityBorrow` does not see much use, because even
outside of `EntitySet`-related functionality, it is a better idea to
accept `TrustedEntityBorrow` over `EntityBorrow`.

Furthermore, as #9367 points out, abstracting over returning `Entity`
from pointers/structs that contain it can skip some ergonomic friction.

On top of that, there are aspects of #18319 and #18408 that are relevant
to naming:
We've run into the issue that relying on a type default can switch
generic order. This is livable in some contexts, but unacceptable in
others.

To remedy that, we'd need to switch to a type alias approach: 
The "defaulted" `Entity` case becomes a
`UniqueEntity*`/`Entity*Map`/`Entity*Set` alias, and the base type
receives a more general name. `TrustedEntityBorrow` does not mesh
clearly with sensible base type names.

## Solution
Replace any `EntityBorrow` bounds with `TrustedEntityBorrow`.
+
Rename them as such:
`EntityBorrow` -> `ContainsEntity`
`TrustedEntityBorrow` -> `EntityEquivalent`

For `EntityBorrow` we produce a change in meaning; We designate it for
types that aren't necessarily strict wrappers around `Entity` or some
pointer to `Entity`, but rather any of the myriad of types that contain
a single associated `Entity`.
This pattern can already be seen in the common `entity`/`id` methods
across the engine.
We do not mean for `ContainsEntity` to be a trait that abstracts input
API (like how `AsRef<T>` is often used, f.e.), because eliding
`entity()` would be too implicit in the general case.

We prefix "Contains" to match the intuition of a struct with an `Entity`
field, like some contain a `length` or `capacity`.
It gives the impression of structure, which avoids the implication of a
relationship to the `ECS`.
`HasEntity` f.e. could be interpreted as "a currently live entity", 

As an input trait for APIs like #9367 envisioned, `TrustedEntityBorrow`
is a better fit, because it *does* restrict itself to strict wrappers
and pointers. Which is why we replace any
`EntityBorrow`/`ContainsEntity` bounds with
`TrustedEntityBorrow`/`EntityEquivalent`.

Here, the name `EntityEquivalent` is a lot closer to its actual meaning,
which is "A type that is both equivalent to an `Entity`, and forms the
same total order when compared".
Prior art for this is the
[`Equivalent`](https://docs.rs/hashbrown/latest/hashbrown/trait.Equivalent.html)
trait in `hashbrown`, which utilizes both `Borrow` and `Eq` for its one
blanket impl!

Given that we lose the `Borrow` moniker, and `Equivalent` can carry
various meanings, we expand on the safety comment of `EntityEquivalent`
somewhat. That should help prevent the confusion we saw in
[#18408](https://github.com/bevyengine/bevy/pull/18408#issuecomment-2742094176).

The new name meshes a lot better with the type aliasing approach in
#18408, by aligning with the base name `EntityEquivalentHashMap`.
For a consistent scheme among all set types, we can use this scheme for
the `UniqueEntity*` wrapper types as well!
This allows us to undo the switched generic order that was introduced to
`UniqueEntityArray` by its `Entity` default.

Even without the type aliases, I think these renames are worth doing!

## Migration Guide

Any use of `EntityBorrow` becomes `ContainsEntity`.
Any use of `TrustedEntityBorrow` becomes `EntityEquivalent`.
2025-03-30 06:04:26 +00:00
Vic
f57c7a43c4
reexport entity set collections in entity module (#18413)
# 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.
2025-03-30 03:51:14 +00:00
Al M.
e50a42ad8b
Fix various unused import warnings with no features enabled (#18580)
# Objective

Per title. I was using the `bevy_gizmos` crate without the `webgl`
feature enabled, and noticed there were other warnings with no features
enabled as well.

## Testing

- `cargo check -p bevy_gizmos --no-default-features`
- `cargo check -p bevy_gizmos --all-features`
- `cargo run -p ci -- test`
- Ran gizmo examples.
2025-03-28 00:21:16 +00:00
Chris Russell
837991a5b5
Replace ValidationOutcome with Result (#18541)
# Objective

Make it easier to short-circuit system parameter validation.  

Simplify the API surface by combining `ValidationOutcome` with
`SystemParamValidationError`.

## Solution

Replace `ValidationOutcome` with `Result<(),
SystemParamValidationError>`. Move the docs from `ValidationOutcome` to
`SystemParamValidationError`.

Add a `skipped` field to `SystemParamValidationError` to distinguish the
`Skipped` and `Invalid` variants.

Use the `?` operator to short-circuit validation in tuples of system
params.
2025-03-26 03:36:16 +00:00
Alice Cecile
6a981aaa6f
Define system param validation on a per-system parameter basis (#18504)
# Objective

When introduced, `Single` was intended to simply be silently skipped,
allowing for graceful and efficient handling of systems during invalid
game states (such as when the player is dead).

However, this also caused missing resources to *also* be silently
skipped, leading to confusing and very hard to debug failures. In
0.15.1, this behavior was reverted to a panic, making missing resources
easier to debug, but largely making `Single` (and `Populated`)
worthless, as they would panic during expected game states.

Ultimately, the consensus is that this behavior should differ on a
per-system-param basis. However, there was no sensible way to *do* that
before this PR.

## Solution

Swap `SystemParam::validate_param` from a `bool` to:

```rust
/// The outcome of system / system param validation,
/// used by system executors to determine what to do with a system.
pub enum ValidationOutcome {
    /// All system parameters were validated successfully and the system can be run.
    Valid,
    /// At least one system parameter failed validation, and an error must be handled.
    /// By default, this will result in1 a panic. See [crate::error] for more information.
    ///
    /// This is the default behavior, and is suitable for system params that should *always* be valid,
    /// either because sensible fallback behavior exists (like [`Query`] or because
    /// failures in validation should be considered a bug in the user's logic that must be immediately addressed (like [`Res`]).
    Invalid,
    /// At least one system parameter failed validation, but the system should be skipped due to [`ValidationBehavior::Skip`].
    /// This is suitable for system params that are intended to only operate in certain application states, such as [`Single`].
    Skipped,
}
```
Then, inside of each `SystemParam` implementation, return either Valid,
Invalid or Skipped.

Currently, only `Single`, `Option<Single>` and `Populated` use the
`Skipped` behavior. Other params (like resources) retain their current
failing

## Testing

Messed around with the fallible_params example. Added a pair of tests:
one for panicking when resources are missing, and another for properly
skipping `Single` and `Populated` system params.

## To do

- [x] get https://github.com/bevyengine/bevy/pull/18454 merged
- [x] fix the todo!() in the macro-powered tuple implementation (please
help 🥺)
- [x] test
- [x] write a migration guide
- [x] update the example comments

## Migration Guide

Various system and system parameter validation methods
(`SystemParam::validate_param`, `System::validate_param` and
`System::validate_param_unsafe`) now return and accept a
`ValidationOutcome` enum, rather than a `bool`. The previous `true`
values map to `ValidationOutcome::Valid`, while `false` maps to
`ValidationOutcome::Invalid`.

However, if you wrote a custom schedule executor, you should now respect
the new `ValidationOutcome::Skipped` parameter, skipping any systems
whose validation was skipped. By contrast, `ValidationOutcome::Invalid`
systems should also be skipped, but you should call the
`default_error_handler` on them first, which by default will result in a
panic.

If you are implementing a custom `SystemParam`, you should consider
whether failing system param validation is an error or an expected
state, and choose between `Invalid` and `Skipped` accordingly. In Bevy
itself, `Single` and `Populated` now once again skip the system when
their conditions are not met. This is the 0.15.0 behavior, but stands in
contrast to the 0.15.1 behavior, where they would panic.

---------

Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-03-25 04:27:20 +00:00
ickshonpe
4d8bc6161b
Extract sprites into a Vec (#17619)
# Objective

Extract sprites into a `Vec` instead of a `HashMap`.

## Solution

Extract UI nodes into a `Vec` instead of an `EntityHashMap`.
Add an index into the `Vec` to `Transparent2d`.
Compare both the index and render entity in prepare so there aren't any
collisions.

## Showcase
yellow this PR, red main

```
cargo run --example many_sprites --release --features "trace_tracy"
```

`extract_sprites`
<img width="452" alt="extract_sprites"
src="https://github.com/user-attachments/assets/66c60406-7c2b-4367-907d-4a71d3630296"
/>

`queue_sprites`
<img width="463" alt="queue_sprites"
src="https://github.com/user-attachments/assets/54b903bd-4137-4772-9f87-e10e1e050d69"
/>

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-18 00:48:33 +00:00
François Mockers
4b457cc2ce
Revert "don't use bevy_pbr for base bevy_gizmos plugin" (#18327)
# Objective

- #17581 broke gizmos
- Fixes #18325

## Solution

- Revert #17581 
- Add gizmos to testbed

## Testing

- Run any example with gizmos, it renders correctly
2025-03-17 22:23:42 +00:00
Gino Valente
9b32e09551
bevy_reflect: Add clone registrations project-wide (#18307)
# Objective

Now that #13432 has been merged, it's important we update our reflected
types to properly opt into this feature. If we do not, then this could
cause issues for users downstream who want to make use of
reflection-based cloning.

## Solution

This PR is broken into 4 commits:

1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that
are also `Clone`. This is mandatory as these types would otherwise cause
the cloning operation to fail for any type that contains it at any
depth.
2. Update the reflection example to suggest adding `#[reflect(Clone)]`
on opaque types.
3. Add `#[reflect(clone)]` attributes on all fields marked
`#[reflect(ignore)]` that are also `Clone`. This prevents the ignored
field from causing the cloning operation to fail.
   
Note that some of the types that contain these fields are also `Clone`,
and thus can be marked `#[reflect(Clone)]`. This makes the
`#[reflect(clone)]` attribute redundant. However, I think it's safer to
keep it marked in the case that the `Clone` impl/derive is ever removed.
I'm open to removing them, though, if people disagree.
4. Finally, I added `#[reflect(Clone)]` on all types that are also
`Clone`. While not strictly necessary, it enables us to reduce the
generated output since we can just call `Clone::clone` directly instead
of calling `PartialReflect::reflect_clone` on each variant/field. It
also means we benefit from any optimizations or customizations made in
the `Clone` impl, including directly dereferencing `Copy` values and
increasing reference counters.

Along with that change I also took the liberty of adding any missing
registrations that I saw could be applied to the type as well, such as
`Default`, `PartialEq`, and `Hash`. There were hundreds of these to
edit, though, so it's possible I missed quite a few.

That last commit is **_massive_**. There were nearly 700 types to
update. So it's recommended to review the first three before moving onto
that last one.

Additionally, I can break the last commit off into its own PR or into
smaller PRs, but I figured this would be the easiest way of doing it
(and in a timely manner since I unfortunately don't have as much time as
I used to for code contributions).

## Testing

You can test locally with a `cargo check`:

```
cargo check --workspace --all-features
```
2025-03-17 18:32:35 +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
Antonin Peronnet
b574599444
don't use bevy_pbr for base bevy_gizmos plugin (#17581)
# Objective

This PR enables `bevy_gizmos` to be used without `bevy_pbr`, for user
who want to create their custom mesh rendering logic.

It can also be useful for user who just want to use bevy for drawing
lines (why not).

This work is part of a bigger effort to make the bevy rendering pipeline
more modular. I would like to contribute an exemple to render custom
meshes without `bevy_pbr`. Something like
[this](https://github.com/rambip/plant-mesh/blob/main/src/shader/mod.rs)

## Solution

Now, `bevy_pbr` is an optional dependency, and used only to debug
lights.

I query the `ViewUniforms` manually, instead of using `bevy_pbr` to get
the heavy `MeshViewLayout`

## Testing

I'm not used to testing with bevy at all, but I was able to use
successfully in my project.
It might break for some different mesh pipelines, but I don't think so.

---

## Showcase


![image](https://github.com/user-attachments/assets/7fa22d1c-8b4f-456b-a74b-1a579449e9f5)
So nice ...

## Migration Guide

I don't think there is any breaking change


# Remaining work

Before merging it, it would be useful to:
- rewrite the `pipeline_2d.rs` logic to remove the `bevy_sprite`
depedency too
- move `view.rs` to `bevy_render`, so that it can be used in a more
modular way.
~~- include the most recent changes from 0.16~~

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-03-10 21:16:52 +00:00
Joona Aalto
9f6d628c48
Improve Segment2d/Segment3d API and docs (#18206)
# Objective

#17404 reworked the `Segment2d` and `Segment3d` types to be defined by
two endpoints rather than a direction and half-length. However, the API
is still very minimal and limited, and documentation is inconsistent and
outdated.

## Solution

Add the following helper methods for `Segment2d` and `Segment3d`:

- `from_scaled_direction`
- `from_ray_and_length`
- `length_squared`
- `direction`
- `try_direction`
- `scaled_direction`
- `transformed`
- `reversed`

`Segment2d` has a few 2D-specific methods:

- `left_normal`
- `try_left_normal`
- `scaled_left_normal`
- `right_normal`
- `try_right_normal`
- `scaled_right_normal`

There are now also `From` implementations for converting `[Vec2; 2]` and
`(Vec2, Vec2)` to a `Segment2d`, and similarly for 3D.

I have also updated documentation to be more accurate and consistent,
and simplified a few methods.

---

## Prior Art

Parry's
[`Segment`](https://docs.rs/parry2d/latest/parry2d/shape/struct.Segment.html)
type has a lot of similar methods, though my implementation is a bit
more comprehensive. A lot of these methods can be useful for various
geometry algorithms.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
2025-03-09 20:21:31 +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
Matty Weatherley
1cbaabaa64
Incorporate OIT into MeshPipelineKey used by the LineGizmoPipeline (#17946)
# Objective

Fixes #17945 

## Solution

Check if the view being extracted has OIT enabled and incorporate the
associated bit into the mesh pipeline key.

I basically have no idea what's going on in the renderer, so let me know
if I missed something, which is extraordinarily possible.

## Testing

I modified the `order_independent_transparency` example to put
everything on the default render layer and render a gizmo at the origin.
Previously, this would cause the application to panic.
2025-02-24 21:31:54 +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
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
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
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
Alice Cecile
44ad3bf62b
Move Resource trait to its own file (#17469)
# Objective

`bevy_ecs`'s `system` module is something of a grab bag, and *very*
large. This is particularly true for the `system_param` module, which is
more than 2k lines long!

While it could be defensible to put `Res` and `ResMut` there (lol no
they're in change_detection.rs, obviously), it doesn't make any sense to
put the `Resource` trait there. This is confusing to navigate (and
painful to work on and review).

## Solution

- Create a root level `bevy_ecs/resource.rs` module to mirror
`bevy_ecs/component.rs`
- move the `Resource` trait to that module
- move the `Resource` derive macro to that module as well (Rust really
likes when you pun on the names of the derive macro and trait and put
them in the same path)
- fix all of the imports

## Notes to reviewers

- We could probably move more stuff into here, but I wanted to keep this
PR as small as possible given the absurd level of import changes.
- This PR is ground work for my upcoming attempts to store resource data
on components (resources-as-entities). Splitting this code out will make
the work and review a bit easier, and is the sort of overdue refactor
that's good to do as part of more meaningful work.

## Testing

cargo build works!

## Migration Guide

`bevy_ecs::system::Resource` has been moved to
`bevy_ecs::resource::Resource`.
2025-01-21 19:47:08 +00:00
Sigma-dev
7c8da1c05d
Reworked Segment types into their cartesian forms (#17404)
# Objective

Segment2d and Segment3d are currently hard to work with because unlike
many other primary shapes, they are bound to the origin.
The objective of this PR is to allow these segments to exist anywhere in
cartesian space, making them much more useful in a variety of contexts.

## Solution

Reworking the existing segment type's internal fields and methods to
allow them to exist anywhere in cartesian space.
I have done both reworks for 2d and 3d segments but I was unsure if I
should just have it all here or not so feel free to tell me how I should
proceed, for now I have only pushed Segment2d changes.

As I am not a very seasoned contributor, this first implementation is
very likely sloppy and will need some additional work from my end, I am
open to all criticisms and willing to work to get this to bevy's
standards.

## Testing

I am not very familiar with the standards of testing. Of course my
changes had to pass the thorough existing tests for primitive shapes.
I also checked the gizmo 2d shapes intersection example and everything
looked fine.

I did add a few utility methods to the types that have no tests yet. I
am willing to implement some if it is deemed necessary

## Migration Guide

The segment type constructors changed so if someone previously created a
Segment2d with a direction and length they would now need to use the
`from_direction` constructor

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2025-01-19 03:54:45 +00:00
MichiRecRoom
26bb0b40d2
Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111

## Solution
Move `#![warn(clippy::allow_attributes,
clippy::allow_attributes_without_reason)]` to the workspace `Cargo.toml`

## Testing
Lots of CI testing, and local testing too.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 01:14:58 +00:00
Patrick Walton
35101f3ed5
Use multi_draw_indirect_count where available, in preparation for two-phase occlusion culling. (#17211)
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.
2025-01-14 21:19:20 +00:00
Patrick Walton
141b7673ab
Key render phases off the main world view entity, not the render world view entity. (#16942)
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>
2025-01-12 20:24:17 +00:00
MichiRecRoom
447108b2a4
Downgrade clippy::allow_attributes and clippy::allow_attributes_without_reason to warn (#17320)
# Objective
I realized that setting these to `deny` may have been a little
aggressive - especially since we upgrade warnings to denies in CI.

## Solution
Downgrades these lints to `warn`, so that compiles can work locally. CI
will still treat these as denies.
2025-01-12 05:28:26 +00:00
Rob Parrett
b77e3ef33a
Fix a few typos (#17292)
# Objective

Stumbled upon a `from <-> form` transposition while reviewing a PR,
thought it was interesting, and went down a bit of a rabbit hole.

## Solution

Fix em
2025-01-10 22:48:30 +00:00
MichiRecRoom
f1dcd701bd
bevy_gizmos: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17281)
# Objective
- https://github.com/bevyengine/bevy/issues/17111

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_gizmos` in line with the new restrictions.

## Testing
`cargo clippy --tests --all-features --package bevy_gizmos` was run, and
no errors were encountered.
2025-01-10 19:36:10 +00:00
MichiRecRoom
3742e621ef
Allow clippy::too_many_arguments to lint without warnings (#17249)
# 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.
2025-01-09 07:26:15 +00:00
github-actions[bot]
573b980685
Bump Version after Release (#17176)
Bump version after release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-01-06 00:04:44 +00:00
Zachary Harrold
a371ee3019
Remove tracing re-export from bevy_utils (#17161)
# Objective

- Contributes to #11478

## Solution

- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.

## Testing

- CI

---

## Migration Guide

If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.

## Notes

- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
2025-01-05 23:06:34 +00:00
ickshonpe
49aae89049
unmut extracted view queries (#17142)
# Objective

Noticed a lot of the extracted view queries are unnecessarily mutable.
Fixed them.
2025-01-05 20:34:11 +00:00
Sean Kim
c87ec09674
Fix 2D Gizmos not always drawn on top (#17085)
# Objective

- As stated in the linked issue, if a Mesh2D is drawn with elements with
a positive Z value, resulting gizmos get drawn behind instead of in
front of them.
- Fixes #17053

## Solution

- Similar to the change done for the `SpritePipeline` in the relevant
commit (5abc32ceda), this PR changes both
line gizmos to avoid writing to the depth buffer and always pass the
depth test to ensure they are not filtered out.

## Testing

- Tested with the provided snippet in #17053 
- I looked over the `2d_gizmos` example, but it seemed like adding more
elements there to demonstrate this might not be the best idea? Looking
for guidance here on if that should be updated or if a new gizmo example
needs to be made.
2025-01-05 02:02:30 +00:00
Matty Weatherley
97909df6c0
Refactor non-core Curve methods into extension traits (#16930)
# Objective

The way `Curve` presently achieves dyn-compatibility involves shoving
`Self: Sized` bounds on a bunch of methods to forbid them from appearing
in vtables. (This is called *explicit non-dispatchability*.) The `Curve`
trait probably also just has way too many methods on its own.

In the past, using extension traits instead to achieve similar
functionality has been discussed. The upshot is that this would allow
the "core" of the curve trait, on which all the automatic methods rely,
to live in a very simple dyn-compatible trait, while other functionality
is implemented by extensions. For instance, `dyn Curve<T>` cannot use
the `Sized` methods, but `Box<dyn Curve<T>>` is `Sized`, hence would
automatically implement the extension trait, containing the methods
which are currently non-dispatchable.

Other motivations for this include modularity and code organization: the
`Curve` trait itself has grown quite large with the addition of numerous
adaptors, and refactoring it to demonstrate the separation of
functionality that is already present makes a lot of sense. Furthermore,
resampling behavior in particular is dependent on special traits that
may be mimicked or analogized in user-space, and creating extension
traits to achieve similar behavior in user-space is something we ought
to encourage by example.

## Solution

`Curve` now contains only `domain` and the `sample` methods. 

`CurveExt` has been created, and it contains all adaptors, along with
the other sampling convenience methods (`samples`, `sample_iter`, etc.).
It is implemented for all `C` where `C: Curve<T> + Sized`.

`CurveResampleExt` has been created, and it contains all resampling
methods. It is implemented for all `C` where `C: Curve<T> + ?Sized`.

## Testing

It compiles and `cargo doc` succeeds.

---

## Future work

- Consider writing extension traits for resampling curves in related
domains (e.g. resampling for `Curve<T>` where `T: Animatable` into an
`AnimatableKeyframeCurve`).
- `CurveExt` might be further broken down to separate the adaptor and
sampling methods.

---

## Migration Guide

`Curve` has been refactored so that much of its functionality is now in
extension traits. Adaptors such as `map`, `reparametrize`, `reverse`,
and so on now require importing `CurveExt`, while the resampling methods
`resample_*` require importing `CurveResampleExt`. Both of these new
traits are exported through `bevy::math::curve` and through
`bevy::math::prelude`.
2024-12-29 19:26:49 +00:00
Lynn
c425fc7f32
Add dashed lines (#16884)
# Objective

- Fixes #16873

## Solution

- Added  `GizmoLineStyle::Dashed {gap_scale, line_scale}`
- The `gap_scale` and `line_scale` describe the lengths of the gaps and
visible line-segments in terms of line-widths. For example, if
`gap_scale == 1.0` and `line_scale == 3.0` the gaps are square and the
the visible segments are three line-widths long.
- The new `GizmoLineStyle` can be used both in 3D and 2D and with both
perspective and orthographic cameras.
- Updated the `2d_gizmos` and `3d_gizmos` examples to include the new
line-style.
- Display a warning, when using negative `gap_scale` or `line_scale`.
- Notably, `Hash` and `Eq` are manually implemented for `GizmoLineStyle`
since both are not implemented for `f32` which prevents deriving these
traits for `GizmoLineStyle`.

## Testing

- The results can be verified visually

---

## Showcase
The following images depict dashed lines with `gap_scale == 3.0` and
`line_scale == 5.0` in perspective 3D and orthographic 2D.


![linestyle-dashed-2d](https://github.com/user-attachments/assets/3541cc55-63c2-4600-882b-3da61f9472bd)

![linestyle-dashed-3d](https://github.com/user-attachments/assets/6b106352-8e74-44a0-b481-46510d4f9148)

---------

Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
2024-12-18 20:43:58 +00:00
Andreas Monitzer
56688b387c
Fix registering all reflection types that are components as reflection components (#16800)
# Objective

Fixes #16659

## Solution

- I just added all the `#[reflect(Component)]` attributes where
necessary.

## Testing

I wrote a small program that scans the bevy code for all structs and
enums that derive `Component` and `Reflect`, but don't have the
attribute `#[reflect(Component)]`.

I don't know if this testing program should be part of the testing suite
of bevy. It takes a bit of time to scan the whole codebase. In any case,
I've published it [here](https://github.com/anlumo/bevy-reflect-check).

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-16 19:16:43 +00:00
raldone01
760d0a3100
Use one BevyManifest instance in proc macros (#16766)
# Objective

- Minor consistency improvement in proc macro code.
- Remove `get_path_direct` since it was only used once anyways and
doesn't add much.

## Solution
- Possibly a minor performance improvement since the `Cargo.toml` wont
be parsed as often.

## Testing

- I don't think it breaks anything.
- This is my first time working on bevy itself. Is there a script to do
a quick verify of my pr?

## Other PR

Similar to #7536 but has no extra dependencies.

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-12-15 15:00:05 +00:00
homersimpsons
0707c0717b
✏️ Fix typos across bevy (#16702)
# Objective

Fixes typos in bevy project, following suggestion in
https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337

## Solution

I used https://github.com/crate-ci/typos to find them.

I included only the ones that feel undebatable too me, but I am not in
game engine so maybe some terms are expected.

I left out the following typos:
- `reparametrize` => `reparameterize`: There are a lot of occurences, I
believe this was expected
- `semicircles` => `hemicircles`: 2 occurences, may mean something
specific in geometry
- `invertation` => `inversion`: may mean something specific
- `unparented` => `parentless`: may mean something specific
- `metalness` => `metallicity`: may mean something specific

## Testing

- Did you test these changes? If so, how? I did not test the changes,
most changes are related to raw text. I expect the others to be tested
by the CI.
- Are there any parts that need more testing? I do not think
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? To me there is nothing to test
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

---

## Migration Guide

> This section is optional. If there are no breaking changes, you can
delete this section.

(kept in case I include the `reparameterize` change here)

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.

## Questions

- [x] Should I include the above typos? No
(https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152)
- [ ] Should I add `typos` to the CI? (I will check how to configure it
properly)

This project looks awesome, I really enjoy reading the progress made,
thanks to everyone involved.
2024-12-08 01:18:39 +00:00
Patrick Walton
f5de3f08fb
Use multidraw for opaque meshes when GPU culling is in use. (#16427)
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.
2024-12-06 17:22:03 +00:00