# Objective
- Make the function signature for `ComponentHook` less verbose
## Solution
- Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new
`HookContext` struct.
## Testing
- CI
---
## Migration Guide
Update the function signatures for your component hooks to only take 2
arguments, `world` and `context`. Note that because `HookContext` is
plain data with all members public, you can use de-structuring to
simplify migration.
```rust
// Before
fn my_hook(
mut world: DeferredWorld,
entity: Entity,
component_id: ComponentId,
) { ... }
// After
fn my_hook(
mut world: DeferredWorld,
HookContext { entity, component_id, caller }: HookContext,
) { ... }
```
Likewise, if you were discarding certain parameters, you can use `..` in
the de-structuring:
```rust
// Before
fn my_hook(
mut world: DeferredWorld,
entity: Entity,
_: ComponentId,
) { ... }
// After
fn my_hook(
mut world: DeferredWorld,
HookContext { entity, .. }: HookContext,
) { ... }
```
# Objective
Fixes#14708
Also fixes some commands not updating tracked location.
## Solution
`ObserverTrigger` has a new `caller` field with the
`track_change_detection` feature;
hooks take an additional caller parameter (which is `Some(…)` or `None`
depending on the feature).
## Testing
See the new tests in `src/observer/mod.rs`
---
## Showcase
Observers now know from where they were triggered (if
`track_change_detection` is enabled):
```rust
world.observe(move |trigger: Trigger<OnAdd, Foo>| {
println!("Added Foo from {}", trigger.caller());
});
```
## Migration
- hooks now take an additional `Option<&'static Location>` argument
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This commit makes Bevy use change detection to only update
`RenderMaterialInstances` and `RenderMeshMaterialIds` when meshes have
been added, changed, or removed. `extract_mesh_materials`, the system
that extracts these, now follows the pattern that
`extract_meshes_for_gpu_building` established.
This improves frame time of `many_cubes` from 3.9ms to approximately
3.1ms, which slightly surpasses the performance of Bevy 0.14.
(Resubmitted from #16878 to clean up history.)

---------
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# 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`.
Fixes#17412
## Objective
`Parent` uses the "has a X" naming convention. There is increasing
sentiment that we should use the "is a X" naming convention for
relationships (following #17398). This leaves `Children` as-is because
there is prevailing sentiment that `Children` is clearer than `ParentOf`
in many cases (especially when treating it like a collection).
This renames `Parent` to `ChildOf`.
This is just the implementation PR. To discuss the path forward, do so
in #17412.
## Migration Guide
- The `Parent` component has been renamed to `ChildOf`.
# Objective
Diagnostics for labels don't suggest how to best implement them.
```
error[E0277]: the trait bound `Label: ScheduleLabel` is not satisfied
--> src/main.rs:15:35
|
15 | let mut sched = Schedule::new(Label);
| ------------- ^^^^^ the trait `ScheduleLabel` is not implemented for `Label`
| |
| required by a bound introduced by this call
|
= help: the trait `ScheduleLabel` is implemented for `Interned<(dyn ScheduleLabel + 'static)>`
note: required by a bound in `bevy_ecs::schedule::Schedule::new`
--> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/schedule.rs:297:28
|
297 | pub fn new(label: impl ScheduleLabel) -> Self {
| ^^^^^^^^^^^^^ required by this bound in `Schedule::new`
```
## Solution
`diagnostics::on_unimplemented` and `diagnostics::do_not_recommend`
## Showcase
New error message:
```
error[E0277]: the trait bound `Label: ScheduleLabel` is not satisfied
--> src/main.rs:15:35
|
15 | let mut sched = Schedule::new(Label);
| ------------- ^^^^^ the trait `ScheduleLabel` is not implemented for `Label`
| |
| required by a bound introduced by this call
|
= note: consider annotating `Label` with `#[derive(ScheduleLabel)]`
note: required by a bound in `bevy_ecs::schedule::Schedule::new`
--> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/schedule.rs:297:28
|
297 | pub fn new(label: impl ScheduleLabel) -> Self {
| ^^^^^^^^^^^^^ required by this bound in `Schedule::new`
```
# 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.
# Objective
- Contributes to #16877
## Solution
- Initial creation of `bevy_platform_support` crate.
- Moved `bevy_utils::Instant` into new `bevy_platform_support` crate.
- Moved `portable-atomic`, `portable-atomic-util`, and
`critical-section` into new `bevy_platform_support` crate.
## Testing
- CI
---
## Showcase
Instead of needing code like this to import an `Arc`:
```rust
#[cfg(feature = "portable-atomic")]
use portable_atomic_util::Arc;
#[cfg(not(feature = "portable-atomic"))]
use alloc::sync::Arc;
```
We can now use:
```rust
use bevy_platform_support::sync::Arc;
```
This applies to many other types, but the goal is overall the same:
allowing crates to use `std`-like types without the boilerplate of
conditional compilation and platform-dependencies.
## Migration Guide
- Replace imports of `bevy_utils::Instant` with
`bevy_platform_support::time::Instant`
- Replace imports of `bevy::utils::Instant` with
`bevy::platform_support::time::Instant`
## Notes
- `bevy_platform_support` hasn't been reserved on `crates.io`
- ~~`bevy_platform_support` is not re-exported from `bevy` at this time.
It may be worthwhile exporting this crate, but I am unsure of a
reasonable name to export it under (`platform_support` may be a bit
wordy for user-facing).~~
- I've included an implementation of `Instant` which is suitable for
`no_std` platforms that are not Wasm for the sake of eliminating feature
gates around its use. It may be a controversial inclusion, so I'm happy
to remove it if required.
- There are many other items (`spin`, `bevy_utils::Sync(Unsafe)Cell`,
etc.) which should be added to this crate. I have kept the initial scope
small to demonstrate utility without making this too unwieldy.
---------
Co-authored-by: TimJentzsch <TimJentzsch@users.noreply.github.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").
Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:
1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.
**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._
## Built on top of what we have
Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.
## Why focus on one-to-many non-fragmenting first?
1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.
## The changes
This PR does the following:
1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.
## Using Relationships
The `Relationship` trait looks like this:
```rust
pub trait Relationship: Component + Sized {
type RelationshipSources: RelationshipSources<Relationship = Self>;
fn get(&self) -> Entity;
fn from(entity: Entity) -> Self;
}
```
A relationship is a component that:
1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.
For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).
In practice, the Parent/Children relationship looks like this:
```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```
The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).
The most direct way to add relationships is to spawn entities with
relationship components:
```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();
assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```
There are also convenience APIs for spawning more than one entity with
the same relationship:
```rust
world.spawn_empty().with_related::<Children>(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.
```rust
world.spawn_empty().with_children(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
There are also other relationship APIs, such as `add_related` and
`despawn_related`.
## Automatic recursive despawn via the new on_despawn hook
`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:
```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```
This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.
To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:
```rust
entity
.remove::<Children>()
.despawn()
```
This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).
## Relationships are the source of truth
`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).
As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.
## Followup Work
* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.
Fixes#3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes#17301Fixes#12235Fixes#15299Fixes#15308
## Migration Guide
* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# 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>
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.
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
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.
# 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
# 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.
# Objective
In my crusade to give every lint attribute a reason, it appears I got
too complacent and copy-pasted this expect onto non-system functions.
## Solution
Fix up the reason on those non-system functions
## Testing
N/A
# Objective
- Commands like `cargo bench -- --save-baseline before` do not work
because the default `libtest` is intercepting Criterion-specific CLI
arguments.
- Fixes#17200.
## Solution
- Disable the default `libtest` benchmark harness for the library crate,
as per [the Criterion
book](https://bheisler.github.io/criterion.rs/book/faq.html#cargo-bench-gives-unrecognized-option-errors-for-valid-command-line-options).
## Testing
- `cargo bench -p benches -- --save-baseline before`
- You don't need to run the entire benchmarks, just make sure that they
start without any errors. :)
# Objective & Solution
- Update `downcast-rs` to the latest version, 2.
- Disable (new) `sync` feature to improve compatibility with atomically
challenged platforms.
- Remove stub `downcast-rs` alternative code from `bevy_app`
## Testing
- CI
## Notes
The only change from version 1 to version 2 is the addition of a new
`sync` feature, which allows disabling the `DowncastSync` parts of
`downcast-rs`, which require access to `alloc::sync::Arc`, which is not
available on atomically challenged platforms. Since Bevy makes no use of
the functionality provided by the `sync` feature, I've disabled it in
all crates. Further details can be found
[here](https://github.com/marcianx/downcast-rs/pull/22).
# 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_render` in line with the new restrictions.
## Testing
`cargo clippy` and `cargo test --package bevy_render` were run, and no
errors were encountered.
# Objective
the `get` function on [`InstanceInputUniformBuffer`] seems very
error-prone. This PR hopes to fix this.
## Solution
Do a few checks to ensure the index is in bounds and that the `BDI` is
not removed.
Return `Option<BDI>` instead of `BDI`.
## Testing
- Did you test these changes? If so, how?
added a test to verify that the instance buffer works correctly
## Future Work
Performance decreases when using .binary_search(). However this is
likely due to the fact that [`InstanceInputUniformBuffer::get`] for now
is never used, and only get_unchecked.
## Migration Guide
`InstanceInputUniformBuffer::get` now returns `Option<BDI>` instead of
`BDI` to reduce panics. If you require the old functionality of
`InstanceInputUniformBuffer::get` consider using
`InstanceInputUniformBuffer::get_unchecked`.
---------
Co-authored-by: Tim Overbeek <oorbeck@gmail.com>
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 `()`.
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>
# 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.
Some hardware and driver combos, such as Intel Iris Xe, have low limits
on the numbers of samplers per shader, causing an overflow. With
first-class bindless arrays, `wgpu` should be able to work around this
limitation eventually, but for now we need to disable bindless materials
on those platforms.
This is an alternative to PR #17107 that calculates the precise number
of samplers needed and compares to the hardware sampler limit,
transparently falling back to non-bindless if the limit is exceeded.
Fixes#16988.
Derived `Default` for all public unit structs that already derive from
`Component`. This allows them to be used more easily as required
components.
To avoid clutter in tests/examples, only public components were
affected, but this could easily be expanded to affect all unit
components.
Fixes#17052.
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/16556
- Closes https://github.com/bevyengine/bevy/issues/11807
## Solution
- Simplify custom projections by using a single source of truth -
`Projection`, removing all existing generic systems and types.
- Existing perspective and orthographic structs are no longer components
- I could dissolve these to simplify further, but keeping them around
was the fast way to implement this.
- Instead of generics, introduce a third variant, with a trait object.
- Do an object safety dance with an intermediate trait to allow cloning
boxed camera projections. This is a normal rust polymorphism papercut.
You can do this with a crate but a manual impl is short and sweet.
## Testing
- Added a custom projection example
---
## Showcase
- Custom projections and projection handling has been simplified.
- Projection systems are no longer generic, with the potential for many
different projection components on the same camera.
- Instead `Projection` is now the single source of truth for camera
projections, and is the only projection component.
- Custom projections are still supported, and can be constructed with
`Projection::custom()`.
## Migration Guide
- `PerspectiveProjection` and `OrthographicProjection` are no longer
components. Use `Projection` instead.
- Custom projections should no longer be inserted as a component.
Instead, simply set the custom projection as a value of `Projection`
with `Projection::custom()`.
# 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
Fixes#17024
## Solution
## Testing
By adding
```
if let Some(mut cmd) = commands.get_entity( *equipment_link_node ){
cmd.insert(Visibility::Inherited); // a hack for now
}
```
in my build after .set_parent() , this fixes the issue. This is why i
think that this change will fix the issue. Unfortunately i was not able
to test the Changed (parent ) , this actual code change, because no
matter how i 'patch', it breaks my project. I got super close but still
had 23 errors due to Reflect being angry.
---
This commit makes the following changes:
* `IndirectParametersBuffer` has been changed from a `BufferVec` to a
`RawBufferVec`. This won about 20us or so on Bistro by avoiding `encase`
overhead.
* The methods on the `GetFullBatchData` trait no longer have the
`entity` parameter, as it was unused.
* `PreprocessWorkItem`, which specifies a transform-and-cull operation,
now supplies the mesh instance uniform output index directly instead of
having the shader look it up from the indirect draw parameters.
Accordingly, the responsibility of writing the output index to the
indirect draw parameters has been moved from the CPU to the GPU. This is
in preparation for retained indirect instance draw commands, where the
mesh instance uniform output index may change from frame to frame, while
the indirect instance draw commands will be cached. We won't want the
CPU to have to upload the same indirect draw parameters again and again
if a batch didn't change from frame to frame.
* `batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` now allocate indirect draw
commands for an entire batch set at a time when possible, instead of one
batch at a time. This change will allow us to retain the indirect draw
commands for whole batch sets.
* `GetFullBatchData::get_batch_indirect_parameters_index` has been
replaced with `GetFullBatchData::write_batch_indirect_parameters`, which
takes an offset and writes into it instead of allocating. This is
necessary in order to use the optimization mentioned in the previous
point.
* At the WGSL level, `IndirectParameters` has been factored out into
`mesh_preprocess_types.wgsl`. This is because we'll need a new compute
shader that zeroes out the instance counts in preparation for a new
frame. That shader will need to access `IndirectParameters`, so it was
moved to a separate file.
* Bins are no longer raw vectors but are instances of a separate type,
`RenderBin`. This is so that the bin can eventually contain its retained
batches.
OK, so this is tricky. Every frame, `delete_old_work_item_buffers`
deletes the mesh preprocessing index buffers (a.k.a. work item buffers)
for views that don't have `ViewTarget`s. This was always wrong for
shadow map views, as shadow maps only have `ExtractedView` components,
not `ViewTarget`s. However, before #16836, the problem was masked,
because uploading the mesh preprocessing index buffers for shadow views
had already completed by the time `delete_old_work_item_buffers` ran.
But PR #16836 moved `delete_old_work_item_buffers` from the
`ManageViews` phase to `PrepareResources`, which runs before
`write_batched_instance_buffers` uploads the work item buffers to the
GPU.
This itself isn't wrong, but it exposed the bug, because now it's
possible for work item buffers to get deleted before they're uploaded in
`write_batched_instance_buffers`. This is actually intermittent! It's
possible for the old work item buffers to get deleted, and then
*recreated* in `batch_and_prepare_binned_render_phase`, which runs
during `PrepareResources` as well, and under that system ordering, there
will be no problem other than a little inefficiency arising from
recreating the buffers every frame. But, if
`delete_old_work_item_buffers` runs *after*
`batch_and_prepare_render_phase`, then the work item buffers
corresponding to shadow views will get deleted, and then the shadows
will disappear.
The fact that this is racy is what made it look like #16922 solved the
issue. In fact, it didn't: it just perturbed the ordering on the build
bots enough that the issue stopped appearing. However, on my system, the
shadows still don't appear with #16922.
This commit solves the problem by making `delete_old_work_item_buffers`
look at `ExtractedView`s, not `ViewTarget`s, preventing work item
buffers corresponding to live shadow map views from being deleted.
# Objective
Fix alignment calculations in our rendering code.
Fixes#16992
The `gpu_readback::align_byte_size` function incorrectly rounds aligned
values to the next alignment.
If we assume the alignment to be 256 (because that's what wgpu says it
its) the function would align 0 to 256, 256 to 512, etc...
## Solution
Forward the `gpu_readback::align_byte_size` to
`RenderDevice::align_copy_bytes_per_row` so we don't implement the same
method twice.
Simplify `RenderDevice::align_copy_bytes_per_row`.
## Testing
Ran the code provided in #16992 to see if the issue has been solved +
added a test to check if `align_copy_bytes_per_row` returns the correct
values.
# Objective
Fixes#16683
## Solution
Make all fields ine `RawHandleWrapper` private.
## Testing
- CI
- `cargo clippy`
- The lightmaps example
---
## Migration Guide
The `window_handle` and `dispay_handle` fields on `RawHandleWrapper` are
no longer public. Use the newly added getters and setters to manipulate
them instead.
# Objective
- Related to https://github.com/bevyengine/bevy/issues/11478
## Solution
- Moved `futures.rs`, `ConditionalSend` `ConditionalSendFuture` and
`BoxedFuture` from `bevy_utils` to `bevy_tasks`.
## Testing
- CI checks
## Migration Guide
- Several modules were moved from `bevy_utils` into `bevy_tasks`:
- Replace `bevy_utils::futures` imports with `bevy_tasks::futures`.
- Replace `bevy_utils::ConditionalSend` with
`bevy_tasks::ConditionalSend`.
- Replace `bevy_utils::ConditionalSendFuture` with
`bevy_tasks::ConditionalSendFuture`.
- Replace `bevy_utils::BoxedFuture` with `bevy_tasks::BoxedFuture`.
# Objective
Fixes#16104
## Solution
I removed all instances of `:?` and put them back one by one where it
caused an error.
I removed some bevy_utils helper functions that were only used in 2
places and don't add value. See: #11478
## Testing
CI should catch the mistakes
## Migration Guide
`bevy::utils::{dbg,info,warn,error}` were removed. Use
`bevy::utils::tracing::{debug,info,warn,error}` instead.
---------
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
# Objective
Some types like `RenderEntity` and `MainEntity` are just wrappers around
`Entity`, so they should be able to implement
`EntityBorrow`/`TrustedEntityBorrow`. This allows using them with
`EntitySet` functionality.
The `EntityRef` family are more than direct wrappers around `Entity`,
but can still benefit from being unique in a collection.
## Solution
Implement `EntityBorrow` and `TrustedEntityBorrow` for simple `Entity`
newtypes and `EntityRef` types.
These impls are an explicit decision to have the `EntityRef` types
compare like just `Entity`.
`EntityWorldMut` is omitted from this impl, because it explicitly
contains a `&mut World` as well, and we do not ever use more than one at
a time.
Add `EntityBorrow` to the `bevy_ecs` prelude.
## Migration Guide
`NormalizedWindowRef::entity` has been replaced with an
`EntityBorrow::entity` impl.
This commit fixes the following regressions:
1. Transmission-specific calls to shader lighting functions didn't pass
the `enable_diffuse` parameter, breaking the `transmission` example.
2. The combination of bindless `StandardMaterial` and bindless lightmaps
caused us to blow past the 128 texture limit on M1/M2 chips in some
cases, in particular the `depth_of_field` example.
https://github.com/gfx-rs/wgpu/issues/3334 should fix this, but in the
meantime this patch reduces the number of bindless lightmaps from 16 to
4 in order to stay under the limit.
3. The renderer was crashing on startup on Adreno 610 chips. This PR
simply disables bindless on Adreno 610 and lower.
# Objective
- Fixes#16892
## Solution
- Removed `TypeRegistryPlugin` (`Name` is now automatically registered
with a default `App`)
- Moved `TaskPoolPlugin` to `bevy_app`
- Moved `FrameCountPlugin` to `bevy_diagnostic`
- Deleted now-empty `bevy_core`
## Testing
- CI
## Migration Guide
- `TypeRegistryPlugin` no longer exists. If you can't use a default
`App` but still need `Name` registered, do so manually with
`app.register_type::<Name>()`.
- References to `TaskPoolPlugin` and associated types will need to
import it from `bevy_app` instead of `bevy_core`
- References to `FrameCountPlugin` and associated types will need to
import it from `bevy_diagnostic` instead of `bevy_core`
## Notes
This strategy was agreed upon by Cart and several other members in
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1319137218312278077).
# Objective
Simplify the code by using `macro_rules` instead of a proc macro where
possible.
## Solution
Replace `impl_param_set` proc macro with a `macro_rules` macro.
# Objective
I have something of a niche use case. I have a camera rendering pixel
art with a scale factor set, and another camera that renders to an
off-screen texture which is supposed to match the main camera exactly.
However, when computing camera target info, Bevy [hardcodes a scale
factor of
1.0](116c2b02fe/crates/bevy_render/src/camera/camera.rs (L828))
for image targets which means that my main camera and my image target
camera get different `OrthographicProjections` calculated.
## Solution
This PR adds an `ImageRenderTarget` struct which allows scale factors to
be specified.
## Testing
I tested the affected examples on macOS and they still work. This is an
additive change and should not break any existing code, apart from what
is trivially fixable by following compiler error messages.
---
## Migration Guide
`RenderTarget::Image` now takes an `ImageRenderTarget` instead of a
`Handle<Image>`. You can call `handle.into()` to construct an
`ImageRenderTarget` using the same settings as before.
# Objective
When preparing `GpuImage`s, we currently discard the
`depth_or_array_layers` of the `Image`'s size by converting it into a
`UVec2`.
Fixes#16715.
## Solution
Change `GpuImage::size` to `Extent3d`, and just pass that through when
creating `GpuImage`s.
Also copy the `aspect_ratio`, and `size` (now `size_2d` for
disambiguation from the field) functions from `Image` to `GpuImage` for
ease of use with 2D textures.
I originally copied all size-related functions (like `width`, and
`height`), but i think they are unnecessary considering how visible the
`size` field on `GpuImage` is compared to `Image`.
## Testing
Tested via `cargo r -p ci` for everything except docs, when generating
docs it keeps spitting out a ton of
```
error[E0554]: `#![feature]` may not be used on the stable release channel
--> crates/bevy_dylib/src/lib.rs:1:21
|
1 | #![cfg_attr(docsrs, feature(doc_auto_cfg))]
|
```
Not sure why this is happening, but it also happens without my changes,
so it's almost certainly some strange issue specific to my machine.
## Migration Guide
- `GpuImage::size` is now an `Extent3d`. To easily get 2D size, use
`size_2d()`.
# Objective
Expand `track_change_detection` feature to also track entity spawns and
despawns. Use this to create better error messages.
# Solution
Adds `Entities::entity_get_spawned_or_despawned_by` as well as `{all
entity reference types}::spawned_by`.
This also removes the deprecated `get_many_entities_mut` & co (and
therefore can't land in 0.15) because we don't yet have no Polonius.
## Testing
Added a test that checks that the locations get updated and these
updates are ordered correctly vs hooks & observers.
---
## Showcase
Access location:
```rust
let mut world = World::new();
let entity = world.spawn_empty().id();
println!("spawned by: {}", world.entity(entity).spawned_by());
```
```
spawned by: src/main.rs:5:24
```
Error message (with `track_change_detection`):
```rust
world.despawn(entity);
world.entity(entity);
```
```
thread 'main' panicked at src/main.rs:11:11:
Entity 0v1#4294967296 was despawned by src/main.rs:10:11
```
and without:
```
thread 'main' panicked at src/main.rs:11:11:
Entity 0v1#4294967296 does not exist (enable `track_change_detection` feature for more details)
```
Similar error messages now also exists for `Query::get`,
`World::entity_mut`, `EntityCommands` creation and everything that
causes `B0003`, e.g.
```
error[B0003]: Could not insert a bundle (of type `MaterialMeshBundle<StandardMaterial>`) for entity Entity { index: 7, generation: 1 }, which was despawned by src/main.rs:10:11. See: https://bevyengine.org/learn/errors/#b0003
```
---------
Co-authored-by: kurk070ff <108901106+kurk070ff@users.noreply.github.com>
Co-authored-by: Freya Pines <freya@MacBookAir.lan>
Co-authored-by: Freya Pines <freya@Freyas-MacBook-Air.local>
Co-authored-by: Matty Weatherley <weatherleymatthew@gmail.com>