There's what might be considered a proper bug in `PipelineCompiler::compile_pipeline()`, where it overwrites the `step_mode` for the passed in `VertexBufferLayout` with `InputStepMode::Vertex`. Due to this some ugly workarounds are needed to do any kind of instancing.
In the somewhat longer term, `PipelineCompiler::compile_pipeline()` should probably also handle a `Vec<VertexBufferLayout>`, but that would be a (slightly) larger PR, rather than a bugfix. And I'd love to have this fix in sooner than we can deal with a bigger PR.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
- prints glsl compile error message in multiple lines instead of `thread 'main' panicked at 'called Result::unwrap() on an Err value: Compilation("glslang_shader_parse:\nInfo log:\nERROR: 0:335: \'assign\' : l-value required \"anon@7\" (can\'t modify a uniform)\nERROR: 0:335: \'\' : compilation terminated \nERROR: 2 compilation errors. No code generated.\n\n\nDebug log:\n\n")', crates/bevy_render/src/pipeline/pipeline_compiler.rs:161:22`
- makes gltf error messages have more context
New error:
```rust
thread 'Compute Task Pool (5)' panicked at 'Shader compilation error:
glslang_shader_parse:
Info log:
ERROR: 0:12: 'assign' : l-value required "anon@1" (can't modify a uniform)
ERROR: 0:12: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
', crates/bevy_render/src/pipeline/pipeline_compiler.rs:364:5
```
These changes are a bit unrelated. I can open separate PRs if someone wants that.
This is an effort to provide the correct `#[reflect_value(...)]` attributes where they are needed.
Supersedes #1533 and resolves#1528.
---
I am working under the following assumptions (thanks to @bjorn3 and @Davier for advice here):
- Any `enum` that derives `Reflect` and one or more of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } needs a `#[reflect_value(...)]` attribute containing the same subset of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } that is present on the derive.
- Same as above for `struct` and `#[reflect(...)]`, respectively.
- If a `struct` is used as a component, it should also have `#[reflect(Component)]`
- All reflected types should be registered in their plugins
I treated the following as components (added `#[reflect(Component)]` if necessary):
- `bevy_render`
- `struct RenderLayers`
- `bevy_transform`
- `struct GlobalTransform`
- `struct Parent`
- `struct Transform`
- `bevy_ui`
- `struct Style`
Not treated as components:
- `bevy_math`
- `struct Size<T>`
- `struct Rect<T>`
- Note: The updates for `Size<T>` and `Rect<T>` in `bevy::math::geometry` required using @Davier's suggestion to add `+ PartialEq` to the trait bound. I then registered the specific types used over in `bevy_ui` such as `Size<Val>`, etc. in `bevy_ui`'s plugin, since `bevy::math` does not contain a plugin.
- `bevy_render`
- `struct Color`
- `struct PipelineSpecialization`
- `struct ShaderSpecialization`
- `enum PrimitiveTopology`
- `enum IndexFormat`
Not Addressed:
- I am not searching for components in Bevy that are _not_ reflected. So if there are components that are not reflected that should be reflected, that will need to be figured out in another PR.
- I only added `#[reflect(...)]` or `#[reflect_value(...)]` entries for the set of four traits { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } _if they were derived via `#[derive(...)]`_. I did not look for manual trait implementations of the same set of four, nor did I consider any traits outside the four. Are those other possibilities something that needs to be looked into?
For some cases, like driving a full screen fragment shader, it is sometimes convenient to not have to create and upload a mesh because the necessary vertices are simple to synthesize in the vertex shader. Bevy's existing pipeline compiler assumes that there will always be a vertex buffer. This PR changes that such that vertex buffer descriptor is only added to the pipeline layout if there are vertex attributes in the shader.