6b070b1776
				
			
			
		
	
	
		
			136 Commits
		
	
	
	| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|  Miles Ryan | 06d148bae1 | Fixed mod.rs in rendering to support Radeon Cards (#10132) # Objective
- Added support for newer AMD Radeon cards in the mod.rs file located at
``crates/bevy_render/src/view/window/mod.rs``
## Solution
- All I needed to add was ``name.starts_with("Radeon") ||`` to the
existing code on line 347 of
``crates/bevy_render/src/view/window/mod.rs``
---
## Changelog
- Changed ``crates/bevy_render/src/view/window/mod.rs`` | ||
|  Mike | 687e379800 | Updates for rust 1.73 (#10035) # Objective - Updates for rust 1.73 ## Solution - new doc check for `redundant_explicit_links` - updated to text for compile fail tests --- ## Changelog - updates for rust 1.73 | ||
|  François | eb1effa643 | Android: handle suspend / resume (#9937) # Objective - Handle suspend / resume events on Android without exiting ## Solution - On suspend: despawn the window, and set the control flow to wait for events from the OS - On resume: spawn a new window, and set the control flow to poll In this video, you can see the Android example being suspended, stopping receiving events, and working again after being resumed https://github.com/bevyengine/bevy/assets/8672791/aaaf4b09-ee6a-4a0d-87ad-41f05def7945 | ||
|  Zachary Harrold | 450328d15e | Replaced parking_lotwithstd::sync(#9545)# Objective - Fixes #4610 ## Solution - Replaced all instances of `parking_lot` locks with equivalents from `std::sync`. Acquiring locks within `std::sync` can fail, so `.expect("Lock Poisoned")` statements were added where required. ## Comments In [this comment](https://github.com/bevyengine/bevy/issues/4610#issuecomment-1592407881), the lack of deadlock detection was mentioned as a potential reason to not make this change. From what I can gather, Bevy doesn't appear to be using this functionality within the engine. Unless it was expected that a Bevy consumer was expected to enable and use this functionality, it appears to be a feature lost without consequence. Unfortunately, `cpal` and `wgpu` both still rely on `parking_lot`, leaving it in the dependency graph even after this change. From my basic experimentation, this change doesn't appear to have any performance impacts, positive or negative. I tested this using `bevymark` with 50,000 entities and observed 20ms of frame-time before and after the change. More extensive testing with larger/real projects should probably be done. | ||
|  Rob Parrett | 7063c86ed4 | Fix some typos (#9934) # Objective To celebrate the turning of the seasons, I took a small walk through the codebase guided by the "[code spell checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)" VS Code extension and fixed a few typos. | ||
|  James Liu | 12032cd296 | Directly copy data into uniform buffers (#9865) # Objective This is a minimally disruptive version of #8340. I attempted to update it, but failed due to the scope of the changes added in #8204. Fixes #8307. Partially addresses #4642. As seen in https://github.com/bevyengine/bevy/issues/8284, we're actually copying data twice in Prepare stage systems. Once into a CPU-side intermediate scratch buffer, and once again into a mapped buffer. This is inefficient and effectively doubles the time spent and memory allocated to run these systems. ## Solution Skip the scratch buffer entirely and use `wgpu::Queue::write_buffer_with` to directly write data into mapped buffers. Separately, this also directly uses `wgpu::Limits::min_uniform_buffer_offset_alignment` to set up the alignment when writing to the buffers. Partially addressing the issue raised in #4642. Storage buffers and the abstractions built on top of `DynamicUniformBuffer` will need to come in followup PRs. This may not have a noticeable performance difference in this PR, as the only first-party systems affected by this are view related, and likely are not going to be particularly heavy. --- ## Changelog Added: `DynamicUniformBuffer::get_writer`. Added: `DynamicUniformBufferWriter`. | ||
|  Nicola Papale | 692ef9508c | Cleanup visibilitymodule (#9850)# Objective - `check_visibility` system in `bevy_render` had an `Option<&NoFrustumCulling>` that could be replaced by `Has`, which is theoretically faster and semantically more correct. - It also had some awkward indenting due to very large closure argument lists. - Some of the tests could be written more concisely ## Solution Use `Has`, move the tuple destructuring in a `let` binding, create a function for the tests. ## Note to reviewers Enable the "no white space diff" in the diff viewer to have a more meaningful diff in the `check_visibility` system. In the "Files changed" view, click on the little cog right of the "Jump to" text, on the row where the "Review changes" button is. then enable the "Hide whitespace" checkbox and click reload. --- ## Migration Guide - The `check_visibility` system's `Option<&NoFrustumCulling>` parameter has been replaced by `Has<NoFrustumCulling>`, if you were calling it manually, you should change the type to match it --------- Co-authored-by: Rob Parrett <robparrett@gmail.com> | ||
|  Joseph | d5d355ae1f | Fix the clippy::explicit_iter_looplint (#9834)# Objective
Replace instances of
```rust
for x in collection.iter{_mut}() {
```
with
```rust
for x in &{mut} collection {
```
This also changes CI to no longer suppress this lint. Note that since
this lint only shows up when using clippy in pedantic mode, it was
probably unnecessary to suppress this lint in the first place. | ||
|  Carter Anderson | 5eb292dc10 | Bevy Asset V2 (#8624) # Bevy Asset V2 Proposal ## Why Does Bevy Need A New Asset System? Asset pipelines are a central part of the gamedev process. Bevy's current asset system is missing a number of features that make it non-viable for many classes of gamedev. After plenty of discussions and [a long community feedback period](https://github.com/bevyengine/bevy/discussions/3972), we've identified a number missing features: * **Asset Preprocessing**: it should be possible to "preprocess" / "compile" / "crunch" assets at "development time" rather than when the game starts up. This enables offloading expensive work from deployed apps, faster asset loading, less runtime memory usage, etc. * **Per-Asset Loader Settings**: Individual assets cannot define their own loaders that override the defaults. Additionally, they cannot provide per-asset settings to their loaders. This is a huge limitation, as many asset types don't provide all information necessary for Bevy _inside_ the asset. For example, a raw PNG image says nothing about how it should be sampled (ex: linear vs nearest). * **Asset `.meta` files**: assets should have configuration files stored adjacent to the asset in question, which allows the user to configure asset-type-specific settings. These settings should be accessible during the pre-processing phase. Modifying a `.meta` file should trigger a re-processing / re-load of the asset. It should be possible to configure asset loaders from the meta file. * **Processed Asset Hot Reloading**: Changes to processed assets (or their dependencies) should result in re-processing them and re-loading the results in live Bevy Apps. * **Asset Dependency Tracking**: The current bevy_asset has no good way to wait for asset dependencies to load. It punts this as an exercise for consumers of the loader apis, which is unreasonable and error prone. There should be easy, ergonomic ways to wait for assets to load and block some logic on an asset's entire dependency tree loading. * **Runtime Asset Loading**: it should be (optionally) possible to load arbitrary assets dynamically at runtime. This necessitates being able to deploy and run the asset server alongside Bevy Apps on _all platforms_. For example, we should be able to invoke the shader compiler at runtime, stream scenes from sources like the internet, etc. To keep deployed binaries (and startup times) small, the runtime asset server configuration should be configurable with different settings compared to the "pre processor asset server". * **Multiple Backends**: It should be possible to load assets from arbitrary sources (filesystems, the internet, remote asset serves, etc). * **Asset Packing**: It should be possible to deploy assets in compressed "packs", which makes it easier and more efficient to distribute assets with Bevy Apps. * **Asset Handoff**: It should be possible to hold a "live" asset handle, which correlates to runtime data, without actually holding the asset in memory. Ex: it must be possible to hold a reference to a GPU mesh generated from a "mesh asset" without keeping the mesh data in CPU memory * **Per-Platform Processed Assets**: Different platforms and app distributions have different capabilities and requirements. Some platforms need lower asset resolutions or different asset formats to operate within the hardware constraints of the platform. It should be possible to define per-platform asset processing profiles. And it should be possible to deploy only the assets required for a given platform. These features have architectural implications that are significant enough to require a full rewrite. The current Bevy Asset implementation got us this far, but it can take us no farther. This PR defines a brand new asset system that implements most of these features, while laying the foundations for the remaining features to be built. ## Bevy Asset V2 Here is a quick overview of the features introduced in this PR. * **Asset Preprocessing**: Preprocess assets at development time into more efficient (and configurable) representations * **Dependency Aware**: Dependencies required to process an asset are tracked. If an asset's processed dependency changes, it will be reprocessed * **Hot Reprocessing/Reloading**: detect changes to asset source files, reprocess them if they have changed, and then hot-reload them in Bevy Apps. * **Only Process Changes**: Assets are only re-processed when their source file (or meta file) has changed. This uses hashing and timestamps to avoid processing assets that haven't changed. * **Transactional and Reliable**: Uses write-ahead logging (a technique commonly used by databases) to recover from crashes / forced-exits. Whenever possible it avoids full-reprocessing / only uncompleted transactions will be reprocessed. When the processor is running in parallel with a Bevy App, processor asset writes block Bevy App asset reads. Reading metadata + asset bytes is guaranteed to be transactional / correctly paired. * **Portable / Run anywhere / Database-free**: The processor does not rely on an in-memory database (although it uses some database techniques for reliability). This is important because pretty much all in-memory databases have unsupported platforms or build complications. * **Configure Processor Defaults Per File Type**: You can say "use this processor for all files of this type". * **Custom Processors**: The `Processor` trait is flexible and unopinionated. It can be implemented by downstream plugins. * **LoadAndSave Processors**: Most asset processing scenarios can be expressed as "run AssetLoader A, save the results using AssetSaver X, and then load the result using AssetLoader B". For example, load this png image using `PngImageLoader`, which produces an `Image` asset and then save it using `CompressedImageSaver` (which also produces an `Image` asset, but in a compressed format), which takes an `Image` asset as input. This means if you have an `AssetLoader` for an asset, you are already half way there! It also means that you can share AssetSavers across multiple loaders. Because `CompressedImageSaver` accepts Bevy's generic Image asset as input, it means you can also use it with some future `JpegImageLoader`. * **Loader and Saver Settings**: Asset Loaders and Savers can now define their own settings types, which are passed in as input when an asset is loaded / saved. Each asset can define its own settings. * **Asset `.meta` files**: configure asset loaders, their settings, enable/disable processing, and configure processor settings * **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex: if an asset contains a `Handle<Image>`) are tracked by the asset server. An event is emitted when an asset and all of its dependencies have been loaded * **Unprocessed Asset Loading**: Assets do not require preprocessing. They can be loaded directly. A processed asset is just a "normal" asset with some extra metadata. Asset Loaders don't need to know or care about whether or not an asset was processed. * **Async Asset IO**: Asset readers/writers use async non-blocking interfaces. Note that because Rust doesn't yet support async traits, there is a bit of manual Boxing / Future boilerplate. This will hopefully be removed in the near future when Rust gets async traits. * **Pluggable Asset Readers and Writers**: Arbitrary asset source readers/writers are supported, both by the processor and the asset server. * **Better Asset Handles** * **Single Arc Tree**: Asset Handles now use a single arc tree that represents the lifetime of the asset. This makes their implementation simpler, more efficient, and allows us to cheaply attach metadata to handles. Ex: the AssetPath of a handle is now directly accessible on the handle itself! * **Const Typed Handles**: typed handles can be constructed in a const context. No more weird "const untyped converted to typed at runtime" patterns! * **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed `Handle<T>` is now much smaller in memory and `AssetId<T>` is even smaller. * **Weak Handle Usage Reduction**: In general Handles are now considered to be "strong". Bevy features that previously used "weak `Handle<T>`" have been ported to `AssetId<T>`, which makes it statically clear that the features do not hold strong handles (while retaining strong type information). Currently Handle::Weak still exists, but it is very possible that we can remove that entirely. * **Efficient / Dense Asset Ids**: Assets now have efficient dense runtime asset ids, which means we can avoid expensive hash lookups. Assets are stored in Vecs instead of HashMaps. There are now typed and untyped ids, which means we no longer need to store dynamic type information in the ID for typed handles. "AssetPathId" (which was a nightmare from a performance and correctness standpoint) has been entirely removed in favor of dense ids (which are retrieved for a path on load) * **Direct Asset Loading, with Dependency Tracking**: Assets that are defined at runtime can still have their dependencies tracked by the Asset Server (ex: if you create a material at runtime, you can still wait for its textures to load). This is accomplished via the (currently optional) "asset dependency visitor" trait. This system can also be used to define a set of assets to load, then wait for those assets to load. * **Async folder loading**: Folder loading also uses this system and immediately returns a handle to the LoadedFolder asset, which means folder loading no longer blocks on directory traversals. * **Improved Loader Interface**: Loaders now have a specific "top level asset type", which makes returning the top-level asset simpler and statically typed. * **Basic Image Settings and Processing**: Image assets can now be processed into the gpu-friendly Basic Universal format. The ImageLoader now has a setting to define what format the image should be loaded as. Note that this is just a minimal MVP ... plenty of additional work to do here. To demo this, enable the `basis-universal` feature and turn on asset processing. * **Simpler Audio Play / AudioSink API**: Asset handle providers are cloneable, which means the Audio resource can mint its own handles. This means you can now do `let sink_handle = audio.play(music)` instead of `let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that this might still be replaced by https://github.com/bevyengine/bevy/pull/8424. **Removed Handle Casting From Engine Features**: Ex: FontAtlases no longer use casting between handle types ## Using The New Asset System ### Normal Unprocessed Asset Loading By default the `AssetPlugin` does not use processing. It behaves pretty much the same way as the old system. If you are defining a custom asset, first derive `Asset`: ```rust #[derive(Asset)] struct Thing { value: String, } ``` Initialize the asset: ```rust app.init_asset:<Thing>() ``` Implement a new `AssetLoader` for it: ```rust #[derive(Default)] struct ThingLoader; #[derive(Serialize, Deserialize, Default)] pub struct ThingSettings { some_setting: bool, } impl AssetLoader for ThingLoader { type Asset = Thing; type Settings = ThingSettings; fn load<'a>( &'a self, reader: &'a mut Reader, settings: &'a ThingSettings, load_context: &'a mut LoadContext, ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> { Box::pin(async move { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; // convert bytes to value somehow Ok(Thing { value }) }) } fn extensions(&self) -> &[&str] { &["thing"] } } ``` Note that this interface will get much cleaner once Rust gets support for async traits. `Reader` is an async futures_io::AsyncRead. You can stream bytes as they come in or read them all into a `Vec<u8>`, depending on the context. You can use `let handle = load_context.load(path)` to kick off a dependency load, retrieve a handle, and register the dependency for the asset. Then just register the loader in your Bevy app: ```rust app.init_asset_loader::<ThingLoader>() ``` Now just add your `Thing` asset files into the `assets` folder and load them like this: ```rust fn system(asset_server: Res<AssetServer>) { let handle = Handle<Thing> = asset_server.load("cool.thing"); } ``` You can check load states directly via the asset server: ```rust if asset_server.load_state(&handle) == LoadState::Loaded { } ``` You can also listen for events: ```rust fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) { for event in events.iter() { if event.is_loaded_with_dependencies(&handle) { } } } ``` Note the new `AssetEvent::LoadedWithDependencies`, which only fires when the asset is loaded _and_ all dependencies (and their dependencies) have loaded. Unlike the old asset system, for a given asset path all `Handle<T>` values point to the same underlying Arc. This means Handles can cheaply hold more asset information, such as the AssetPath: ```rust // prints the AssetPath of the handle info!("{:?}", handle.path()) ``` ### Processed Assets Asset processing can be enabled via the `AssetPlugin`. When developing Bevy Apps with processed assets, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev())) ``` This runs the `AssetProcessor` in the background with hot-reloading. It reads assets from the `assets` folder, processes them, and writes them to the `.imported_assets` folder. Asset loads in the Bevy App will wait for a processed version of the asset to become available. If an asset in the `assets` folder changes, it will be reprocessed and hot-reloaded in the Bevy App. When deploying processed Bevy apps, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed())) ``` This does not run the `AssetProcessor` in the background. It behaves like `AssetPlugin::unprocessed()`, but reads assets from `.imported_assets`. When the `AssetProcessor` is running, it will populate sibling `.meta` files for assets in the `assets` folder. Meta files for assets that do not have a processor configured look like this: ```rust ( meta_format_version: "1.0", asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` This is metadata for an image asset. For example, if you have `assets/my_sprite.png`, this could be the metadata stored at `assets/my_sprite.png.meta`. Meta files are totally optional. If no metadata exists, the default settings will be used. In short, this file says "load this asset with the ImageLoader and use the file extension to determine the image type". This type of meta file is supported in all AssetPlugin modes. If in `Unprocessed` mode, the asset (with the meta settings) will be loaded directly. If in `ProcessedDev` mode, the asset file will be copied directly to the `.imported_assets` folder. The meta will also be copied directly to the `.imported_assets` folder, but with one addition: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 12415480888597742505, full_hash: 14344495437905856884, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` `processed_info` contains `hash` (a direct hash of the asset and meta bytes), `full_hash` (a hash of `hash` and the hashes of all `process_dependencies`), and `process_dependencies` (the `path` and `full_hash` of every process_dependency). A "process dependency" is an asset dependency that is _directly_ used when processing the asset. Images do not have process dependencies, so this is empty. When the processor is enabled, you can use the `Process` metadata config: ```rust ( meta_format_version: "1.0", asset: Process( processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>", settings: ( loader_settings: ( format: FromExtension, ), saver_settings: ( generate_mipmaps: true, ), ), ), ) ``` This configures the asset to use the `LoadAndSave` processor, which runs an AssetLoader and feeds the result into an AssetSaver (which saves the given Asset and defines a loader to load it with). (for terseness LoadAndSave will likely get a shorter/friendlier type name when [Stable Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common processor type, but arbitrary processors are supported. `CompressedImageSaver` saves an `Image` in the Basis Universal format and configures the ImageLoader to load it as basis universal. The `AssetProcessor` will read this meta, run it through the LoadAndSave processor, and write the basis-universal version of the image to `.imported_assets`. The final metadata will look like this: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 905599590923828066, full_hash: 9948823010183819117, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: Format(Basis), ), ), ) ``` To try basis-universal processing out in Bevy examples, (for example `sprite.rs`), change `add_plugins(DefaultPlugins)` to `add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run with the `basis-universal` feature enabled: `cargo run --features=basis-universal --example sprite`. To create a custom processor, there are two main paths: 1. Use the `LoadAndSave` processor with an existing `AssetLoader`. Implement the `AssetSaver` trait, register the processor using `asset_processor.register_processor::<LoadAndSave<ImageLoader, CompressedImageSaver>>(image_saver.into())`. 2. Implement the `Process` trait directly and register it using: `asset_processor.register_processor(thing_processor)`. You can configure default processors for file extensions like this: ```rust asset_processor.set_default_processor::<ThingProcessor>("thing") ``` There is one more metadata type to be aware of: ```rust ( meta_format_version: "1.0", asset: Ignore, ) ``` This will ignore the asset during processing / prevent it from being written to `.imported_assets`. The AssetProcessor stores a transaction log at `.imported_assets/log` and uses it to gracefully recover from unexpected stops. This means you can force-quit the processor (and Bevy Apps running the processor in parallel) at arbitrary times! `.imported_assets` is "local state". It should _not_ be checked into source control. It should also be considered "read only". In practice, you _can_ modify processed assets and processed metadata if you really need to test something. But those modifications will not be represented in the hashes of the assets, so the processed state will be "out of sync" with the source assets. The processor _will not_ fix this for you. Either revert the change after you have tested it, or delete the processed files so they can be re-populated. ## Open Questions There are a number of open questions to be discussed. We should decide if they need to be addressed in this PR and if so, how we will address them: ### Implied Dependencies vs Dependency Enumeration There are currently two ways to populate asset dependencies: * **Implied via AssetLoaders**: if an AssetLoader loads an asset (and retrieves a handle), a dependency is added to the list. * **Explicit via the optional Asset::visit_dependencies**: if `server.load_asset(my_asset)` is called, it will call `my_asset.visit_dependencies`, which will grab dependencies that have been manually defined for the asset via the Asset trait impl (which can be derived). This means that defining explicit dependencies is optional for "loaded assets". And the list of dependencies is always accurate because loaders can only produce Handles if they register dependencies. If an asset was loaded with an AssetLoader, it only uses the implied dependencies. If an asset was created at runtime and added with `asset_server.load_asset(MyAsset)`, it will use `Asset::visit_dependencies`. However this can create a behavior mismatch between loaded assets and equivalent "created at runtime" assets if `Assets::visit_dependencies` doesn't exactly match the dependencies produced by the AssetLoader. This behavior mismatch can be resolved by completely removing "implied loader dependencies" and requiring `Asset::visit_dependencies` to supply dependency data. But this creates two problems: * It makes defining loaded assets harder and more error prone: Devs must remember to manually annotate asset dependencies with `#[dependency]` when deriving `Asset`. For more complicated assets (such as scenes), the derive likely wouldn't be sufficient and a manual `visit_dependencies` impl would be required. * Removes the ability to immediately kick off dependency loads: When AssetLoaders retrieve a Handle, they also immediately kick off an asset load for the handle, which means it can start loading in parallel _before_ the asset finishes loading. For large assets, this could be significant. (although this could be mitigated for processed assets if we store dependencies in the processed meta file and load them ahead of time) ### Eager ProcessorDev Asset Loading I made a controversial call in the interest of fast startup times ("time to first pixel") for the "processor dev mode configuration". When initializing the AssetProcessor, current processed versions of unchanged assets are yielded immediately, even if their dependencies haven't been checked yet for reprocessing. This means that non-current-state-of-filesystem-but-previously-valid assets might be returned to the App first, then hot-reloaded if/when their dependencies change and the asset is reprocessed. Is this behavior desirable? There is largely one alternative: do not yield an asset from the processor to the app until all of its dependencies have been checked for changes. In some common cases (load dependency has not changed since last run) this will increase startup time. The main question is "by how much" and is that slower startup time worth it in the interest of only yielding assets that are true to the current state of the filesystem. Should this be configurable? I'm starting to think we should only yield an asset after its (historical) dependencies have been checked for changes + processed as necessary, but I'm curious what you all think. ### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs? In this implementation AssetPaths are the only canonical asset identifier (just like the previous Bevy Asset system and Godot). Moving assets will result in re-scans (and currently reprocessing, although reprocessing can easily be avoided with some changes). Asset renames/moves will break code and assets that rely on specific paths, unless those paths are fixed up. Do we want / need "stable asset uuids"? Introducing them is very possible: 1. Generate a UUID and include it in .meta files 2. Support UUID in AssetPath 3. Generate "asset indices" which are loaded on startup and map UUIDs to paths. 4 (maybe). Consider only supporting UUIDs for processed assets so we can generate quick-to-load indices instead of scanning meta files. The main "pro" is that assets referencing UUIDs don't need to be migrated when a path changes. The main "con" is that UUIDs cannot be "lazily resolved" like paths. They need a full view of all assets to answer the question "does this UUID exist". Which means UUIDs require the AssetProcessor to fully finish startup scans before saying an asset doesnt exist. And they essentially require asset pre-processing to use in apps, because scanning all asset metadata files at runtime to resolve a UUID is not viable for medium-to-large apps. It really requires a pre-generated UUID index, which must be loaded before querying for assets. I personally think this should be investigated in a separate PR. Paths aren't going anywhere ... _everyone_ uses filesystems (and filesystem-like apis) to manage their asset source files. I consider them permanent canonical asset information. Additionally, they behave well for both processed and unprocessed asset modes. Given that Bevy is supporting both, this feels like the right canonical ID to start with. UUIDS (and maybe even other indexed-identifier types) can be added later as necessary. ### Folder / File Naming Conventions All asset processing config currently lives in the `.imported_assets` folder. The processor transaction log is in `.imported_assets/log`. Processed assets are added to `.imported_assets/Default`, which will make migrating to processed asset profiles (ex: a `.imported_assets/Mobile` profile) a non-breaking change. It also allows us to create top-level files like `.imported_assets/log` without it being interpreted as an asset. Meta files currently have a `.meta` suffix. Do we like these names and conventions? ### Should the `AssetPlugin::processed_dev` configuration enable `watch_for_changes` automatically? Currently it does (which I think makes sense), but it does make it the only configuration that enables watch_for_changes by default. ### Discuss on_loaded High Level Interface: This PR includes a very rough "proof of concept" `on_loaded` system adapter that uses the `LoadedWithDependencies` event in combination with `asset_server.load_asset` dependency tracking to support this pattern ```rust fn main() { App::new() .init_asset::<MyAssets>() .add_systems(Update, on_loaded(create_array_texture)) .run(); } #[derive(Asset, Clone)] struct MyAssets { #[dependency] picture_of_my_cat: Handle<Image>, #[dependency] picture_of_my_other_cat: Handle<Image>, } impl FromWorld for ArrayTexture { fn from_world(world: &mut World) -> Self { picture_of_my_cat: server.load("meow.png"), picture_of_my_other_cat: server.load("meeeeeeeow.png"), } } fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) { commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_cat.clone(), ..default() }); commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_other_cat.clone(), ..default() }); } ``` The implementation is _very_ rough. And it is currently unsafe because `bevy_ecs` doesn't expose some internals to do this safely from inside `bevy_asset`. There are plenty of unanswered questions like: * "do we add a Loadable" derive? (effectively automate the FromWorld implementation above) * Should `MyAssets` even be an Asset? (largely implemented this way because it elegantly builds on `server.load_asset(MyAsset { .. })` dependency tracking). We should think hard about what our ideal API looks like (and if this is a pattern we want to support). Not necessarily something we need to solve in this PR. The current `on_loaded` impl should probably be removed from this PR before merging. ## Clarifying Questions ### What about Assets as Entities? This Bevy Asset V2 proposal implementation initially stored Assets as ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used `Entity` as the asset id and Asset values were just ECS components. There are plenty of compelling reasons to do this: 1. Easier to inline assets in Bevy Scenes (as they are "just" normal entities + components) 2. More flexible queries: use the power of the ECS to filter assets (ex: `Query<Mesh, With<Tree>>`). 3. Extensible. Users can add arbitrary component data to assets. 4. Things like "component visualization tools" work out of the box to visualize asset data. However Assets as Entities has a ton of caveats right now: * We need to be able to allocate entity ids without a direct World reference (aka rework id allocator in Entities ... i worked around this in my prototypes by just pre allocating big chunks of entities) * We want asset change events in addition to ECS change tracking ... how do we populate them when mutations can come from anywhere? Do we use Changed queries? This would require iterating over the change data for all assets every frame. Is this acceptable or should we implement a new "event based" component change detection option? * Reconciling manually created assets with asset-system managed assets has some nuance (ex: are they "loaded" / do they also have that component metadata?) * "how do we handle "static" / default entity handles" (ties in to the Entity Indices discussion: https://github.com/bevyengine/bevy/discussions/8319). This is necessary for things like "built in" assets and default handles in things like SpriteBundle. * Storing asset information as a component makes it easy to "invalidate" asset state by removing the component (or forcing modifications). Ideally we have ways to lock this down (some combination of Rust type privacy and ECS validation) In practice, how we store and identify assets is a reasonably superficial change (porting off of Assets as Entities and implementing dedicated storage + ids took less than a day). So once we sort out the remaining challenges the flip should be straightforward. Additionally, I do still have "Assets as Entities" in my commit history, so we can reuse that work. I personally think "assets as entities" is a good endgame, but it also doesn't provide _significant_ value at the moment and it certainly isn't ready yet with the current state of things. ### Why not Distill? [Distill](https://github.com/amethyst/distill) is a high quality fully featured asset system built in Rust. It is very natural to ask "why not just use Distill?". It is also worth calling out that for awhile, [we planned on adopting Distill / I signed off on it](https://github.com/bevyengine/bevy/issues/708). However I think Bevy has a number of constraints that make Distill adoption suboptimal: * **Architectural Simplicity:** * Distill's processor requires an in-memory database (lmdb) and RPC networked API (using Cap'n Proto). Each of these introduces API complexity that increases maintenance burden and "code grokability". Ignoring tests, documentation, and examples, Distill has 24,237 lines of Rust code (including generated code for RPC + database interactions). If you ignore generated code, it has 11,499 lines. * Bevy builds the AssetProcessor and AssetServer using pluggable AssetReader/AssetWriter Rust traits with simple io interfaces. They do not necessitate databases or RPC interfaces (although Readers/Writers could use them if that is desired). Bevy Asset V2 (at the time of writing this PR) is 5,384 lines of Rust code (ignoring tests, documentation, and examples). Grain of salt: Distill does have more features currently (ex: Asset Packing, GUIDS, remote-out-of-process asset processor). I do plan to implement these features in Bevy Asset V2 and I personally highly doubt they will meaningfully close the 6115 lines-of-code gap. * This complexity gap (which while illustrated by lines of code, is much bigger than just that) is noteworthy to me. Bevy should be hackable and there are pillars of Distill that are very hard to understand and extend. This is a matter of opinion (and Bevy Asset V2 also has complicated areas), but I think Bevy Asset V2 is much more approachable for the average developer. * Necessary disclaimer: counting lines of code is an extremely rough complexity metric. Read the code and form your own opinions. * **Optional Asset Processing:** Not all Bevy Apps (or Bevy App developers) need / want asset preprocessing. Processing increases the complexity of the development environment by introducing things like meta files, imported asset storage, running processors in the background, waiting for processing to finish, etc. Distill _requires_ preprocessing to work. With Bevy Asset V2 processing is fully opt-in. The AssetServer isn't directly aware of asset processors at all. AssetLoaders only care about converting bytes to runtime Assets ... they don't know or care if the bytes were pre-processed or not. Processing is "elegantly" (forgive my self-congratulatory phrasing) layered on top and builds on the existing Asset system primitives. * **Direct Filesystem Access to Processed Asset State:** Distill stores processed assets in a database. This makes debugging / inspecting the processed outputs harder (either requires special tooling to query the database or they need to be "deployed" to be inspected). Bevy Asset V2, on the other hand, stores processed assets in the filesystem (by default ... this is configurable). This makes interacting with the processed state more natural. Note that both Godot and Unity's new asset system store processed assets in the filesystem. * **Portability**: Because Distill's processor uses lmdb and RPC networking, it cannot be run on certain platforms (ex: lmdb is a non-rust dependency that cannot run on the web, some platforms don't support running network servers). Bevy should be able to process assets everywhere (ex: run the Bevy Editor on the web, compile + process shaders on mobile, etc). Distill does partially mitigate this problem by supporting "streaming" assets via the RPC protocol, but this is not a full solve from my perspective. And Bevy Asset V2 can (in theory) also stream assets (without requiring RPC, although this isn't implemented yet) Note that I _do_ still think Distill would be a solid asset system for Bevy. But I think the approach in this PR is a better solve for Bevy's specific "asset system requirements". ### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the point? "True async file io" has limited / spotty platform support. async-fs (and the rust async ecosystem generally ... ex Tokio) currently use async wrappers over std::fs that offload blocking requests to separate threads. This may feel unsatisfying, but it _does_ still provide value because it prevents our task pools from blocking on file system operations (which would prevent progress when there are many tasks to do, but all threads in a pool are currently blocking on file system ops). Additionally, using async APIs for our AssetReaders and AssetWriters also provides value because we can later add support for "true async file io" for platforms that support it. _And_ we can implement other "true async io" asset backends (such as networked asset io). ## Draft TODO - [x] Fill in missing filesystem event APIs: file removed event (which is expressed as dangling RenameFrom events in some cases), file/folder renamed event - [x] Assets without loaders are not moved to the processed folder. This breaks things like referenced `.bin` files for GLTFs. This should be configurable per-non-asset-type. - [x] Initial implementation of Reflect and FromReflect for Handle. The "deserialization" parity bar is low here as this only worked with static UUIDs in the old impl ... this is a non-trivial problem. Either we add a Handle::AssetPath variant that gets "upgraded" to a strong handle on scene load or we use a separate AssetRef type for Bevy scenes (which is converted to a runtime Handle on load). This deserves its own discussion in a different pr. - [x] Populate read_asset_bytes hash when run by the processor (a bit of a special case .. when run by the processor the processed meta will contain the hash so we don't need to compute it on the spot, but we don't want/need to read the meta when run by the main AssetServer) - [x] Delay hot reloading: currently filesystem events are handled immediately, which creates timing issues in some cases. For example hot reloading images can sometimes break because the image isn't finished writing. We should add a delay, likely similar to the [implementation in this PR](https://github.com/bevyengine/bevy/pull/8503). - [x] Port old platform-specific AssetIo implementations to the new AssetReader interface (currently missing Android and web) - [x] Resolve on_loaded unsafety (either by removing the API entirely or removing the unsafe) - [x] Runtime loader setting overrides - [x] Remove remaining unwraps that should be error-handled. There are number of TODOs here - [x] Pretty AssetPath Display impl - [x] Document more APIs - [x] Resolve spurious "reloading because it has changed" events (to repro run load_gltf with `processed_dev()`) - [x] load_dependency hot reloading currently only works for processed assets. If processing is disabled, load_dependency changes are not hot reloaded. - [x] Replace AssetInfo dependency load/fail counters with `loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from (potentially) breaking counters. Storing this will also enable "dependency reloaded" events (see [Next Steps](#next-steps)) - [x] Re-add filesystem watcher cargo feature gate (currently it is not optional) - [ ] Migration Guide - [ ] Changelog ## Followup TODO - [ ] Replace "eager unchanged processed asset loading" behavior with "don't returned unchanged processed asset until dependencies have been checked". - [ ] Add true `Ignore` AssetAction that does not copy the asset to the imported_assets folder. - [ ] Finish "live asset unloading" (ex: free up CPU asset memory after uploading an image to the GPU), rethink RenderAssets, and port renderer features. The `Assets` collection uses `Option<T>` for asset storage to support its removal. (1) the Option might not actually be necessary ... might be able to just remove from the collection entirely (2) need to finalize removal apis - [ ] Try replacing the "channel based" asset id recycling with something a bit more efficient (ex: we might be able to use raw atomic ints with some cleverness) - [ ] Consider adding UUIDs to processed assets (scoped just to helping identify moved assets ... not exposed to load queries ... see [Next Steps](#next-steps)) - [ ] Store "last modified" source asset and meta timestamps in processed meta files to enable skipping expensive hashing when the file wasn't changed - [ ] Fix "slow loop" handle drop fix - [ ] Migrate to TypeName - [x] Handle "loader preregistration". See #9429 ## Next Steps * **Configurable per-type defaults for AssetMeta**: It should be possible to add configuration like "all png image meta should default to using nearest sampling" (currently this hard-coded per-loader/processor Settings::default() impls). Also see the "Folder Meta" bullet point. * **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical asset ids" discussion in [Open Questions](#open-questions) and the relevant bullet point in [Draft TODO](#draft-todo). Even without canonical ids, folder renames could avoid reprocessing in some cases. * **Multiple Asset Sources**: Expand AssetPath to support "asset source names" and support multiple AssetReaders in the asset server (ex: `webserver://some_path/image.png` backed by an Http webserver AssetReader). The "default" asset reader would use normal `some_path/image.png` paths. Ideally this works in combination with multiple AssetWatchers for hot-reloading * **Stable Type Names**: this pr removes the TypeUuid requirement from assets in favor of `std::any::type_name`. This makes defining assets easier (no need to generate a new uuid / use weird proc macro syntax). It also makes reading meta files easier (because things have "friendly names"). We also use type names for components in scene files. If they are good enough for components, they are good enough for assets. And consistency across Bevy pillars is desirable. However, `std::any::type_name` is not guaranteed to be stable (although in practice it is). We've developed a [stable type path](https://github.com/bevyengine/bevy/pull/7184) to resolve this, which should be adopted when it is ready. * **Command Line Interface**: It should be possible to run the asset processor in a separate process from the command line. This will also require building a network-server-backed AssetReader to communicate between the app and the processor. We've been planning to build a "bevy cli" for awhile. This seems like a good excuse to build it. * **Asset Packing**: This is largely an additive feature, so it made sense to me to punt this until we've laid the foundations in this PR. * **Per-Platform Processed Assets**: It should be possible to generate assets for multiple platforms by supporting multiple "processor profiles" per asset (ex: compress with format X on PC and Y on iOS). I think there should probably be arbitrary "profiles" (which can be separate from actual platforms), which are then assigned to a given platform when generating the final asset distribution for that platform. Ex: maybe devs want a "Mobile" profile that is shared between iOS and Android. Or a "LowEnd" profile shared between web and mobile. * **Versioning and Migrations**: Assets, Loaders, Savers, and Processors need to have versions to determine if their schema is valid. If an asset / loader version is incompatible with the current version expected at runtime, the processor should be able to migrate them. I think we should try using Bevy Reflect for this, as it would allow us to load the old version as a dynamic Reflect type without actually having the old Rust type. It would also allow us to define "patches" to migrate between versions (Bevy Reflect devs are currently working on patching). The `.meta` file already has its own format version. Migrating that to new versions should also be possible. * **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write type) currently used by AssetPath can still result in String clones that aren't actually necessary (cloning an Owned Cow clones the contents). Bevy's asset system requires cloning AssetPaths in a number of places, which result in actual clones of the internal Strings. This is not efficient. AssetPath internals should be reworked to exhibit truer cow-like-behavior that reduces String clones to the absolute minimum. * **Consider processor-less processing**: In theory the AssetServer could run processors "inline" even if the background AssetProcessor is disabled. If we decide this is actually desirable, we could add this. But I don't think its a priority in the short or medium term. * **Pre-emptive dependency loading**: We could encode dependencies in processed meta files, which could then be used by the Asset Server to kick of dependency loads as early as possible (prior to starting the actual asset load). Is this desirable? How much time would this save in practice? * **Optimize Processor With UntypedAssetIds**: The processor exclusively uses AssetPath to identify assets currently. It might be possible to swap these out for UntypedAssetIds in some places, which are smaller / cheaper to hash and compare. * **One to Many Asset Processing**: An asset source file that produces many assets currently must be processed into a single "processed" asset source. If labeled assets can be written separately they can each have their own configured savers _and_ they could be loaded more granularly. Definitely worth exploring! * **Automatically Track "Runtime-only" Asset Dependencies**: Right now, tracking "created at runtime" asset dependencies requires adding them via `asset_server.load_asset(StandardMaterial::default())`. I think with some cleverness we could also do this for `materials.add(StandardMaterial::default())`, making tracking work "everywhere". There are challenges here relating to change detection / ensuring the server is made aware of dependency changes. This could be expensive in some cases. * **"Dependency Changed" events**: Some assets have runtime artifacts that need to be re-generated when one of their dependencies change (ex: regenerate a material's bind group when a Texture needs to change). We are generating the dependency graph so we can definitely produce these events. Buuuuut generating these events will have a cost / they could be high frequency for some assets, so we might want this to be opt-in for specific cases. * **Investigate Storing More Information In Handles**: Handles can now store arbitrary information, which makes it cheaper and easier to access. How much should we move into them? Canonical asset load states (via atomics)? (`handle.is_loaded()` would be very cool). Should we store the entire asset and remove the `Assets<T>` collection? (`Arc<RwLock<Option<Image>>>`?) * **Support processing and loading files without extensions**: This is a pretty arbitrary restriction and could be supported with very minimal changes. * **Folder Meta**: It would be nice if we could define per folder processor configuration defaults (likely in a `.meta` or `.folder_meta` file). Things like "default to linear filtering for all Images in this folder". * **Replace async_broadcast with event-listener?** This might be approximately drop-in for some uses and it feels more light weight * **Support Running the AssetProcessor on the Web**: Most of the hard work is done here, but there are some easy straggling TODOs (make the transaction log an interface instead of a direct file writer so we can write a web storage backend, implement an AssetReader/AssetWriter that reads/writes to something like LocalStorage). * **Consider identifying and preventing circular dependencies**: This is especially important for "processor dependencies", as processing will silently never finish in these cases. * **Built-in/Inlined Asset Hot Reloading**: This PR regresses "built-in/inlined" asset hot reloading (previously provided by the DebugAssetServer). I'm intentionally punting this because I think it can be cleanly implemented with "multiple asset sources" by registering a "debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset paths) in combination with an AssetWatcher for that asset source and support for "manually loading pats with asset bytes instead of AssetReaders". The old DebugAssetServer was quite nasty and I'd love to avoid that hackery going forward. * **Investigate ways to remove double-parsing meta files**: Parsing meta files currently involves parsing once with "minimal" versions of the meta file to extract the type name of the loader/processor config, then parsing again to parse the "full" meta. This is suboptimal. We should be able to define custom deserializers that (1) assume the loader/processor type name comes first (2) dynamically looks up the loader/processor registrations to deserialize settings in-line (similar to components in the bevy scene format). Another alternative: deserialize as dynamic Reflect objects and then convert. * **More runtime loading configuration**: Support using the Handle type as a hint to select an asset loader (instead of relying on AssetPath extensions) * **More high level Processor trait implementations**: For example, it might be worth adding support for arbitrary chains of "asset transforms" that modify an in-memory asset representation between loading and saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by a `flip_normals` transform, then save the mesh to an efficient compressed format). * **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO item](#draft-todo) for context) * **Explore High Level Load Interfaces**: See [this discussion](#discuss-on_loaded-high-level-interface) for one prototype. * **Asset Streaming**: It would be great if we could stream Assets (ex: stream a long video file piece by piece) * **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than they need to be because they have a Uuid enum variant. If we implement an "id exchanging" system that trades Uuids for "efficient runtime ids", we can cut down on the size of AssetIds, making them more efficient. This has some open design questions, such as how to spawn entities with "default" handle values (as these wouldn't have access to the exchange api in the current system). * **Asset Path Fixup Tooling**: Assets that inline asset paths inside them will break when an asset moves. The asset system provides the functionality to detect when paths break. We should build a framework that enables formats to define "path migrations". This is especially important for scene files. For editor-generated files, we should also consider using UUIDs (see other bullet point) to avoid the need to migrate in these cases. --------- Co-authored-by: BeastLe9enD <beastle9end@outlook.de> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> | ||
|  Edgar Geier | 118509e4aa | Replace IntoSystemSetConfigwithIntoSystemSetConfigs(#9247)# Objective - Fixes #9244. ## Solution - Changed the `(Into)SystemSetConfigs` traits and structs be more like the `(Into)SystemConfigs` traits and structs. - Replaced uses of `IntoSystemSetConfig` with `IntoSystemSetConfigs` - Added generic `ItemConfig` and `ItemConfigs` types. - Changed `SystemConfig(s)` and `SystemSetConfig(s)` to be type aliases to `ItemConfig(s)`. - Added generic `process_configs` to `ScheduleGraph`. - Changed `configure_sets_inner` and `add_systems_inner` to reuse `process_configs`. --- ## Changelog - Added `run_if` to `IntoSystemSetConfigs` - Deprecated `Schedule::configure_set` and `App::configure_set` - Removed `IntoSystemSetConfig` ## Migration Guide - Use `App::configure_sets` instead of `App::configure_set` - Use `Schedule::configure_sets` instead of `Schedule::configure_set` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> | ||
|  Joseph | 02b520b4e8 | Split ComputedVisibilityinto two components to allow for accurate change detection and speed up visibility propagation (#9497)# Objective Fix #8267. Fixes half of #7840. The `ComputedVisibility` component contains two flags: hierarchy visibility, and view visibility (whether its visible to any cameras). Due to the modular and open-ended way that view visibility is computed, it triggers change detection every single frame, even when the value does not change. Since hierarchy visibility is stored in the same component as view visibility, this means that change detection for inherited visibility is completely broken. At the company I work for, this has become a real issue. We are using change detection to only re-render scenes when necessary. The broken state of change detection for computed visibility means that we have to to rely on the non-inherited `Visibility` component for now. This is workable in the early stages of our project, but since we will inevitably want to use the hierarchy, we will have to either: 1. Roll our own solution for computed visibility. 2. Fix the issue for everyone. ## Solution Split the `ComputedVisibility` component into two: `InheritedVisibilty` and `ViewVisibility`. This allows change detection to behave properly for `InheritedVisibility`. View visiblity is still erratic, although it is less useful to be able to detect changes for this flavor of visibility. Overall, this actually simplifies the API. Since the visibility system consists of self-explaining components, it is much easier to document the behavior and usage. This approach is more modular and "ECS-like" -- one could strip out the `ViewVisibility` component entirely if it's not needed, and rely only on inherited visibility. --- ## Changelog - `ComputedVisibility` has been removed in favor of: `InheritedVisibility` and `ViewVisiblity`. ## Migration Guide The `ComputedVisibilty` component has been split into `InheritedVisiblity` and `ViewVisibility`. Replace any usages of `ComputedVisibility::is_visible_in_hierarchy` with `InheritedVisibility::get`, and replace `ComputedVisibility::is_visible_in_view` with `ViewVisibility::get`. ```rust // Before: commands.spawn(VisibilityBundle { visibility: Visibility::Inherited, computed_visibility: ComputedVisibility::default(), }); // After: commands.spawn(VisibilityBundle { visibility: Visibility::Inherited, inherited_visibility: InheritedVisibility::default(), view_visibility: ViewVisibility::default(), }); ``` ```rust // Before: fn my_system(q: Query<&ComputedVisibilty>) { for vis in &q { if vis.is_visible_in_hierarchy() { // After: fn my_system(q: Query<&InheritedVisibility>) { for inherited_visibility in &q { if inherited_visibility.get() { ``` ```rust // Before: fn my_system(q: Query<&ComputedVisibilty>) { for vis in &q { if vis.is_visible_in_view() { // After: fn my_system(q: Query<&ViewVisibility>) { for view_visibility in &q { if view_visibility.get() { ``` ```rust // Before: fn my_system(mut q: Query<&mut ComputedVisibilty>) { for vis in &mut q { vis.set_visible_in_view(); // After: fn my_system(mut q: Query<&mut ViewVisibility>) { for view_visibility in &mut q { view_visibility.set(); ``` --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> | ||
|  lelo | 42e6dc8987 | Refactor EventReader::itertoread(#9631)# Objective - The current `EventReader::iter` has been determined to cause confusion among new Bevy users. It was suggested by @JoJoJet to rename the method to better clarify its usage. - Solves #9624 ## Solution - Rename `EventReader::iter` to `EventReader::read`. - Rename `EventReader::iter_with_id` to `EventReader::read_with_id`. - Rename `ManualEventReader::iter` to `ManualEventReader::read`. - Rename `ManualEventReader::iter_with_id` to `ManualEventReader::read_with_id`. --- ## Changelog - `EventReader::iter` has been renamed to `EventReader::read`. - `EventReader::iter_with_id` has been renamed to `EventReader::read_with_id`. - `ManualEventReader::iter` has been renamed to `ManualEventReader::read`. - `ManualEventReader::iter_with_id` has been renamed to `ManualEventReader::read_with_id`. - Deprecated `EventReader::iter` - Deprecated `EventReader::iter_with_id` - Deprecated `ManualEventReader::iter` - Deprecated `ManualEventReader::iter_with_id` ## Migration Guide - Existing usages of `EventReader::iter` and `EventReader::iter_with_id` will have to be changed to `EventReader::read` and `EventReader::read_with_id` respectively. - Existing usages of `ManualEventReader::iter` and `ManualEventReader::iter_with_id` will have to be changed to `ManualEventReader::read` and `ManualEventReader::read_with_id` respectively. | ||
| ![Ame :]](/assets/img/avatar_default.png) Ame :] | fb094eab87 | Move default docs (#9638) # Objective - Make the default docs more useful like suggested in https://github.com/bevyengine/bevy/pull/9600#issuecomment-1696452118 ## Solution - Move the documentation to the `fn default()` method instead of the `impl Default`. Allows you to view the docs directly on the function without having to go to the implementation. ### Before  ### After  | ||
|  Sélène Amanita | 44f677a38a | Improve documentation relating to FrustumandHalfSpace(#9136)# Objective This PR's first aim is to fix a mistake in `HalfSpace`'s documentation. When defining a `Frustum` myself in bevy_basic_portals, I realised that the "distance" of the `HalfSpace` is not, as the current doc defines, the "distance from the origin along the normal", but actually the opposite of that. See the example I gave in this PR. This means one of two things: 1. The documentation about `HalfSpace` is wrong (it is either way because of the `n.p + d > 0` formula given later anyway, which is how it behaves, but in that formula `d` is indeed the opposite of the "distance from the origin along the normal", otherwise it should be `n.p > d`) 2. The distance is supposed to be the "distance from the origin along the normal" but when used in a Frustum it's used as the opposite, and it is a mistake 3. Same as 2, but it is somehow intended Since I think `HalfSpace` is only used for `Frustum`, and it's easier to fix documentation than code, I assumed for this PR we're in case number 1. If we're in case number 3, the documentation of `Frustum` needs to change, and in case number 2, the code needs to be fixed. While I was at it, I also : - Tried to improve the documentation for `Frustum`, `Aabb`, and `VisibilitySystems`, among others, since they're all related to `Frustum`. - Fixed documentation about frustum culling not applying to 2d objects, which is not true since https://github.com/bevyengine/bevy/pull/7885 ## Remarks and questions - What about a `HalfSpace` with an infinite distance, is it allowed and does it represents the whole space? If so it should probably be mentioned. - I referenced the `update_frusta` system in `bevy_render::view::visibility` directly instead of referencing its system set, should I reference the system set instead? It's a bit annoying since it's in 3 sets. - `visibility_propagate` is not public for some reason, I think it probably should be, but for now I only documented its system set, should I make it public? I don't think that would count as a breaking change? - Why is `Aabb` inserted by a system, with `NoFrustumCulling` as an opt-out, instead of having it inserted by default in `PbrBundle` for example and then the system calculating it when it's added? Is it because there is still no way to have an optional component inside a bundle? --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> | ||
|  James O'Brien | 4f1d9a6315 | Reorder render sets, refactor bevy_sprite to take advantage (#9236) This is a continuation of this PR: #8062 # Objective - Reorder render schedule sets to allow data preparation when phase item order is known to support improved batching - Part of the batching/instancing etc plan from here: https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074 - The original idea came from @inodentry and proved to be a good one. Thanks! - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new ordering ## Solution - Move `Prepare` and `PrepareFlush` after `PhaseSortFlush` - Add a `PrepareAssets` set that runs in parallel with other systems and sets in the render schedule. - Put prepare_assets systems in the `PrepareAssets` set - If explicit dependencies are needed on Mesh or Material RenderAssets then depend on the appropriate system. - Add `ManageViews` and `ManageViewsFlush` sets between `ExtractCommands` and Queue - Move `queue_mesh*_bind_group` to the Prepare stage - Rename them to `prepare_` - Put systems that prepare resources (buffers, textures, etc.) into a `PrepareResources` set inside `Prepare` - Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set after `PrepareResources` - Move `prepare_lights` to the `ManageViews` set - `prepare_lights` creates views and this must happen before `Queue` - This system needs refactoring to stop handling all responsibilities - Gather lights, sort, and create shadow map views. Store sorted light entities in a resource - Remove `BatchedPhaseItem` - Replace `batch_range` with `batch_size` representing how many items to skip after rendering the item or to skip the item entirely if `batch_size` is 0. - `queue_sprites` has been split into `queue_sprites` for queueing phase items and `prepare_sprites` for batching after the `PhaseSort` - `PhaseItem`s are still inserted in `queue_sprites` - After sorting adjacent compatible sprite phase items are accumulated into `SpriteBatch` components on the first entity of each batch, containing a range of vertex indices. The associated `PhaseItem`'s `batch_size` is updated appropriately. - `SpriteBatch` items are then drawn skipping over the other items in the batch based on the value in `batch_size` - A very similar refactor was performed on `bevy_ui` --- ## Changelog Changed: - Reordered and reworked render app schedule sets. The main change is that data is extracted, queued, sorted, and then prepared when the order of data is known. - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the reordering. ## Migration Guide - Assets such as materials and meshes should now be created in `PrepareAssets` e.g. `prepare_assets<Mesh>` - Queueing entities to `RenderPhase`s continues to be done in `Queue` e.g. `queue_sprites` - Preparing resources (textures, buffers, etc.) should now be done in `PrepareResources`, e.g. `prepare_prepass_textures`, `prepare_mesh_uniforms` - Prepare bind groups should now be done in `PrepareBindGroups` e.g. `prepare_mesh_bind_group` - Any batching or instancing can now be done in `Prepare` where the order of the phase items is known e.g. `prepare_sprites` ## Next Steps - Introduce some generic mechanism to ensure items that can be batched are grouped in the phase item order, currently you could easily have `[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching. - Investigate improved orderings for building the MeshUniform buffer - Implementing batching across the rest of bevy --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> | ||
|  JMS55 | 5fac1fe0a9 | Fix temporal jitter bug (#9462) * Fixed jitter being applied in the wrong coordinate space, leading to aliasing. * Fixed incorrectly using the cached view_proj instead of account for temporal jitter. * Added a diagram to ensure the coordinate space is clear. Before:  After:  | ||
|  Robert Swain | 0a11af9375 | Reduce the size of MeshUniform to improve performance (#9416) # Objective - Significantly reduce the size of MeshUniform by only including necessary data. ## Solution Local to world, model transforms are affine. This means they only need a 4x3 matrix to represent them. `MeshUniform` stores the current, and previous model transforms, and the inverse transpose of the current model transform, all as 4x4 matrices. Instead we can store the current, and previous model transforms as 4x3 matrices, and we only need the upper-left 3x3 part of the inverse transpose of the current model transform. This change allows us to reduce the serialized MeshUniform size from 208 bytes to 144 bytes, which is over a 30% saving in data to serialize, and VRAM bandwidth and space. ## Benchmarks On an M1 Max, running `many_cubes -- sphere`, main is in yellow, this PR is in red: <img width="1484" alt="Screenshot 2023-08-11 at 02 36 43" src="https://github.com/bevyengine/bevy/assets/302146/7d99c7b3-f2bb-4004-a8d0-4c00f755cb0d"> A reduction in frame time of ~14%. --- ## Changelog - Changed: Redefined `MeshUniform` to improve performance by using 4x3 affine transforms and reconstructing 4x4 matrices in the shader. Helper functions were added to `bevy_pbr::mesh_functions` to unpack the data. `affine_to_square` converts the packed 4x3 in 3x4 matrix data to a 4x4 matrix. `mat2x4_f32_to_mat3x3` converts the 3x3 in mat2x4 + f32 matrix data back into a 3x3. ## Migration Guide Shader code before: ``` var model = mesh[instance_index].model; ``` Shader code after: ``` #import bevy_pbr::mesh_functions affine_to_square var model = affine_to_square(mesh[instance_index].model); ``` | ||
|  Nicola Papale | da41aa35e8 | Move window.rs to window/mod.rs in bevy_render (#9394) # Objective Bevy prefers `mod.rs` inside `module_name` files over `module_name.rs` collocated with `module_name`. In `bevy_render`, it seems the `window` modules didn't follow this convention ## Solution - Follow the `mod.rs` convention. | ||
|  Sélène Amanita | 77824b96ff | Update Camera'sFrustumonly when itsGlobalTransformorCameraProjectionchanged (#9092)# Objective Update a camera's frustum only when needed. - Maybe a performance gain from not having to compute frusta when not needed, at the cost of change detection (?) - Making "fighting" with `update_frusta` less tedious, see https://github.com/bevyengine/bevy/issues/9077 and https://discord.com/channels/691052431525675048/743663924229963868/1127566087966433322 ## Solution Add change detection filter for `GlobalTransform` or `T: CameraProjection` in `update_frusta`, since those are the cases when the frustum needs to be updated. ## Note I don't think a migration guide and changelog are needed, but I'm not 100% sure, I could put something like "if you're fighting against `update_frusta`, you can do it only when there is a change to `GlobalTransform` or `CameraProjection` now", what do you think? It's not really a breaking change with a normal use case. | ||
|  Joseph | ddbfa48711 | Simplify parallel iteration methods (#8854) # Objective
The `QueryParIter::for_each_mut` function is required when doing
parallel iteration with mutable queries.
This results in an unfortunate stutter:
`query.par_iter_mut().par_for_each_mut()` ('mut' is repeated).
## Solution
- Make `for_each` compatible with mutable queries, and deprecate
`for_each_mut`. In order to prevent `for_each` from being called
multiple times in parallel, we take ownership of the QueryParIter.
---
## Changelog
- `QueryParIter::for_each` is now compatible with mutable queries.
`for_each_mut` has been deprecated as it is now redundant.
## Migration Guide
The method `QueryParIter::for_each_mut` has been deprecated and is no
longer functional. Use `for_each` instead, which now supports mutable
queries.
```rust
// Before:
query.par_iter_mut().for_each_mut(|x| ...);
// After:
query.par_iter_mut().for_each(|x| ...);
```
The method `QueryParIter::for_each` now takes ownership of the
`QueryParIter`, rather than taking a shared reference.
```rust
// Before:
let par_iter = my_query.par_iter().batching_strategy(my_batching_strategy);
par_iter.for_each(|x| {
    // ...Do stuff with x...
    par_iter.for_each(|y| {
        // ...Do nested stuff with y...
    });
});
// After:
my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|x| {
    // ...Do stuff with x...
    my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|y| {
        // ...Do nested stuff with y...
    });
});
``` | ||
|  VitalyR | 6093385b31 | Update bevy_window::PresentModeto mirrorwgpu::PresentMode(#9230)# Objective - Update `bevy_window::PresentMode` to mirror `wgpu::PresentMode`, Fixes #9151. ## Solution Add `bevy_window::PresentMode::FifoRelaxed` to `bevy_window::PresentMode`, add documents. --- ## Changelog ### Added - Add `bevy_window::PresentMode::FifoRelaxed` to `bevy_window::PresentMode`. ## Migration Guide - Handle `bevy_window::PresentMode::FifoRelaxed` when tweaking window present mode manually. | ||
|  Gino Valente | aeeb20ec4c | bevy_reflect: FromReflectErgonomics Implementation (#6056)# Objective **This implementation is based on https://github.com/bevyengine/rfcs/pull/59.** --- Resolves #4597 Full details and motivation can be found in the RFC, but here's a brief summary. `FromReflect` is a very powerful and important trait within the reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to be formed into Real ones (e.g., `Vec<i32>`, etc.). This mainly comes into play concerning deserialization, where the reflection deserializers both return a `Box<dyn Reflect>` that almost always contain one of these Dynamic representations of a Real type. To convert this to our Real type, we need to use `FromReflect`. It also sneaks up in other ways. For example, it's a required bound for `T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`. It's also required by all fields of an enum as it's used as part of the `Reflect::apply` implementation. So in other words, much like `GetTypeRegistration` and `Typed`, it is very much a core reflection trait. The problem is that it is not currently treated like a core trait and is not automatically derived alongside `Reflect`. This makes using it a bit cumbersome and easy to forget. ## Solution Automatically derive `FromReflect` when deriving `Reflect`. Users can then choose to opt-out if needed using the `#[reflect(from_reflect = false)]` attribute. ```rust #[derive(Reflect)] struct Foo; #[derive(Reflect)] #[reflect(from_reflect = false)] struct Bar; fn test<T: FromReflect>(value: T) {} test(Foo); // <-- OK test(Bar); // <-- Panic! Bar does not implement trait `FromReflect` ``` #### `ReflectFromReflect` This PR also automatically adds the `ReflectFromReflect` (introduced in #6245) registration to the derived `GetTypeRegistration` impl— if the type hasn't opted out of `FromReflect` of course. <details> <summary><h4>Improved Deserialization</h4></summary> > **Warning** > This section includes changes that have since been descoped from this PR. They will likely be implemented again in a followup PR. I am mainly leaving these details in for archival purposes, as well as for reference when implementing this logic again. And since we can do all the above, we might as well improve deserialization. We can now choose to deserialize into a Dynamic type or automatically convert it using `FromReflect` under the hood. `[Un]TypedReflectDeserializer::new` will now perform the conversion and return the `Box`'d Real type. `[Un]TypedReflectDeserializer::new_dynamic` will work like what we have now and simply return the `Box`'d Dynamic type. ```rust // Returns the Real type let reflect_deserializer = UntypedReflectDeserializer::new(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; // Returns the Dynamic type let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; ``` </details> --- ## Changelog * `FromReflect` is now automatically derived within the `Reflect` derive macro * This includes auto-registering `ReflectFromReflect` in the derived `GetTypeRegistration` impl * ~~Renamed `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` to `TypedReflectDeserializer::new_dynamic` and `UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped** * ~~Changed `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` to automatically convert the deserialized output using `FromReflect`~~ **Descoped** ## Migration Guide * `FromReflect` is now automatically derived within the `Reflect` derive macro. Items with both derives will need to remove the `FromReflect` one. ```rust // OLD #[derive(Reflect, FromReflect)] struct Foo; // NEW #[derive(Reflect)] struct Foo; ``` If using a manual implementation of `FromReflect` and the `Reflect` derive, users will need to opt-out of the automatic implementation. ```rust // OLD #[derive(Reflect)] struct Foo; impl FromReflect for Foo {/* ... */} // NEW #[derive(Reflect)] #[reflect(from_reflect = false)] struct Foo; impl FromReflect for Foo {/* ... */} ``` <details> <summary><h4>Removed Migrations</h4></summary> > **Warning** > This section includes changes that have since been descoped from this PR. They will likely be implemented again in a followup PR. I am mainly leaving these details in for archival purposes, as well as for reference when implementing this logic again. * The reflect deserializers now perform a `FromReflect` conversion internally. The expected output of `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` is no longer a Dynamic (e.g., `DynamicList`), but its Real counterpart (e.g., `Vec<i32>`). ```rust let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; // OLD let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; // NEW let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; ``` Alternatively, if this behavior isn't desired, use the `TypedReflectDeserializer::new_dynamic` and `UntypedReflectDeserializer::new_dynamic` methods instead: ```rust // OLD let reflect_deserializer = UntypedReflectDeserializer::new(®istry); // NEW let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); ``` </details> --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> | ||
|  JMS55 | 724e69bff4 | Bias texture mipmaps (#7614) # Objective - Closes #7323 - Reduce texture blurriness for TAA ## Solution - Add a `MipBias` component and view uniform. - Switch material `textureSample()` calls to `textureSampleBias()`. - Add a `-1.0` bias to TAA. --- ## Changelog - Added `MipBias` camera component, mostly for internal use. --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> | ||
|  Edgar Geier | f18f28874a | Allow tuples and single plugins in add_plugins, deprecateadd_plugin(#8097)# Objective - Better consistency with `add_systems`. - Deprecating `add_plugin` in favor of a more powerful `add_plugins`. - Allow passing `Plugin` to `add_plugins`. - Allow passing tuples to `add_plugins`. ## Solution - `App::add_plugins` now takes an `impl Plugins` parameter. - `App::add_plugin` is deprecated. - `Plugins` is a new sealed trait that is only implemented for `Plugin`, `PluginGroup` and tuples over `Plugins`. - All examples, benchmarks and tests are changed to use `add_plugins`, using tuples where appropriate. --- ## Changelog ### Changed - `App::add_plugins` now accepts all types that implement `Plugins`, which is implemented for: - Types that implement `Plugin`. - Types that implement `PluginGroup`. - Tuples (up to 16 elements) over types that implement `Plugins`. - Deprecated `App::add_plugin` in favor of `App::add_plugins`. ## Migration Guide - Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> | ||
|  Raffaele Ragni | 7fc6db32ce | Add FromReflect where Reflect is used (#8776) # Objective Discovered that PointLight did not implement FromReflect. Adding FromReflect where Reflect is used. I overreached and applied this rule everywhere there was a Reflect without a FromReflect, except from where the compiler wouldn't allow me. Based from question: https://github.com/bevyengine/bevy/discussions/8774 ## Solution - Adding FromReflect where Reflect was already derived ## Notes First PR I do in this ecosystem, so not sure if this is the usual approach, that is, to touch many files at once. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> | ||
|  Peter Hayman | 6ce4bf5181 | Add RenderTarget::TextureView(#8042)# Objective We can currently set `camera.target` to either an `Image` or `Window`. For OpenXR & WebXR we need to be able to render to a `TextureView`. This partially addresses #115 as with the addition we can create internal and external xr crates. ## Solution A `TextureView` item is added to the `RenderTarget` enum. It holds an id which is looked up by a `ManualTextureViews` resource, much like how `Assets<Image>` works. I believe this approach was first used by @kcking in their [xr fork]( | ||
|  JMS55 | af9c945f40 | Screen Space Ambient Occlusion (SSAO) MVP (#7402) 
# Objective
- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.
## Solution
- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO]( | ||
|  Nicola Papale | c1fd505f9c | Implement Reflect on NoFrustumCulling (#8801) # Objective `NoFrustumCulling` doesn't implement `Reflect`, while nothing prevents it from implementing it. ## Solution Implement `Reflect` for it. --- ## Changelog - Add `Reflect` derive to `NoFrustrumCulling`. - Add `FromReflect` derive to `Visibility`. | ||
|  radiish | 1efc762924 | reflect: stable type path v2 (#7184) # Objective
- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.
## Solution
- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.
---
## Changelog
- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.
## Migration Guide
- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.
## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?]( | ||
|  Alice Cecile | cbd4abf0fc | Rename apply_system_buffers to apply_deferred (#8726) # Objective - `apply_system_buffers` is an unhelpful name: it introduces a new internal-only concept - this is particularly rough for beginners as reasoning about how commands work is a critical stumbling block ## Solution - rename `apply_system_buffers` to the more descriptive `apply_deferred` - rename related fields, arguments and methods in the internals fo bevy_ecs for consistency - update the docs ## Changelog `apply_system_buffers` has been renamed to `apply_deferred`, to more clearly communicate its intent and relation to `Deferred` system parameters like `Commands`. ## Migration Guide - `apply_system_buffers` has been renamed to `apply_deferred` - the `apply_system_buffers` method on the `System` trait has been renamed to `apply_deferred` - the `is_apply_system_buffers` function has been replaced by `is_apply_deferred` - `Executor::set_apply_final_buffers` is now `Executor::set_apply_final_deferred` - `Schedule::apply_system_buffers` is now `Schedule::apply_deferred` --------- Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com> | ||
|  François | bea7fd1c0b | update bitflags to 2.3 (#8728) # Objective - Update bitflags to 2.3 | ||
|  Marco Buono | 292e069bb5 | Apply codebase changes in preparation for StandardMaterialtransmission (#8704)# Objective - Make #8015 easier to review; ## Solution - This commit contains changes not directly related to transmission required by #8015, in easier-to-review, one-change-per-commit form. --- ## Changelog ### Fixed - Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA artifacts on transparent objects against the background; ### Added - The `E` mathematical constant is now available for use in shaders, exposed under `bevy_pbr::utils`; - A new `TAA` shader def is now available, for conditionally enabling shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering texture samples) - A new `FallbackImageZero` resource is introduced, for when a fallback image filled with zeroes is required; - A new `RenderPhase<I>::render_range()` method is introduced, for render phases that need to render their items in multiple parceled out “steps”; ### Changed - The `MainTargetTextures` struct now holds both `Texture` and `TextureViews` for the main textures; - The fog shader functions under `bevy_pbr::fog` now take the a `Fog` structure as their first argument, instead of relying on the global `fog` uniform; - The main textures can now be used as copy sources; ## Migration Guide - `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()` now return `&Texture` instead of `&TextureView`. If you were relying on these methods, replace your usage with `ViewTarget::main_texture_view()`and `ViewTarget::main_texture_other_view()`, respectively; - `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>` instead of a `Option<&TextureView>`. If you were relying on this method, replace your usage with `ViewTarget::sampled_main_texture_view()`; - The `apply_fog()`, `linear_fog()`, `exponential_fog()`, `exponential_squared_fog()` and `atmospheric_fog()` functions now take a configurable `Fog` struct. If you were relying on them, update your usage by adding the global `fog` uniform as their first argument; | ||
|  ira | 5e3ae770ac | Fix screenshots on Wayland + Nvidia (#8701) # Objective Fix #8604 ## Solution Use `.add_srgb_suffix()` when creating the screenshot texture. Allow converting `Bgra8Unorm` images. Only a two line change for the fix, the `screenshot.rs` changes are just a bit of cleanup. | ||
|  Ame | a21bc41cca | fix warning: variable does not need to be mutable (#8688) # Objective
Fix warnings:
```rs
warning: variable does not need to be mutable
   --> /bevy/crates/bevy_app/src/plugin_group.rs:147:13
    |
147 |         let mut plugin_entry = self
    |             ----^^^^^^^^^^^^
    |             |
    |             help: remove this `mut`
    |
    = note: `#[warn(unused_mut)]` on by default
warning: variable does not need to be mutable
   --> /bevy/crates/bevy_app/src/plugin_group.rs:161:13
    |
161 |         let mut plugin_entry = self
    |             ----^^^^^^^^^^^^
    |             |
    |             help: remove this `mut`
warning: `bevy_app` (lib) generated 2 warnings (run `cargo fix --lib -p bevy_app` to apply 2 suggestions)
warning: variable does not need to be mutable
   --> /bevy/crates/bevy_render/src/view/window.rs:126:13
    |
126 | ...   let mut extracted_window = extracted_windows.entry(entity).or_insert(Extracte...
    |           ----^^^^^^^^^^^^^^^^
    |
    = note: `#[warn(unused_mut)]` on by default
warning: `bevy_render` (lib) generated 1 warning (run `cargo fix --lib -p bevy_render` to apply 1 suggestion)
```
## Solution
- Remove the mut keyword in those variables. | ||
|  François | 71842c5ac9 | Webgpu support (#8336) # Objective - Support WebGPU - alternative to #5027 that doesn't need any async / await - fixes #8315 - Surprise fix #7318 ## Solution ### For async renderer initialisation - Update the plugin lifecycle: - app builds the plugin - calls `plugin.build` - registers the plugin - app starts the event loop - event loop waits for `ready` of all registered plugins in the same order - returns `true` by default - then call all `finish` then all `cleanup` in the same order as registered - then execute the schedule In the case of the renderer, to avoid anything async: - building the renderer plugin creates a detached task that will send back the initialised renderer through a mutex in a resource - `ready` will wait for the renderer to be present in the resource - `finish` will take that renderer and place it in the expected resources by other plugins - other plugins (that expect the renderer to be available) `finish` are called and they are able to set up their pipelines - `cleanup` is called, only custom one is still for pipeline rendering ### For WebGPU support - update the `build-wasm-example` script to support passing `--api webgpu` that will build the example with WebGPU support - feature for webgl2 was always enabled when building for wasm. it's now in the default feature list and enabled on all platforms, so check for this feature must also check that the target_arch is `wasm32` --- ## Migration Guide - `Plugin::setup` has been renamed `Plugin::cleanup` - `Plugin::finish` has been added, and plugins adding pipelines should do it in this function instead of `Plugin::build` ```rust // Before impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.insert_resource::<MyResource> .add_systems(Update, my_system); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<RenderResourceNeedingDevice>() .init_resource::<OtherRenderResource>(); } } // After impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.insert_resource::<MyResource> .add_systems(Update, my_system); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<OtherRenderResource>(); } fn finish(&self, app: &mut App) { let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<RenderResourceNeedingDevice>(); } } ``` | ||
|  François | 8070c29c21 | Take example screenshots in CI (#8488) # Objective - I want to take screenshots of examples in CI to help with validation of changes ## Solution - Can override how much time is updated per frame - Can specify on which frame to take a screenshots - Save screenshots in CI I reused the `TimeUpdateStrategy::ManualDuration` to be able to set the time update strategy to a fixed duration every frame. Its previous meaning didn't make much sense to me. This change makes it possible to have screenshots that are exactly the same across runs. If this gets merged, I'll add visual comparison of screenshots between runs to ensure nothing gets broken ## Migration Guide * `TimeUpdateStrategy::ManualDuration` meaning has changed. Instead of setting time to `Instant::now()` plus the given duration, it sets time to last update plus the given duration. | ||
|  François | cb286e5b60 | Screenshots in wasm (#8455) # Objective - Enable taking a screenshot in wasm - Followup on #7163 ## Solution - Create a blob from the image data, generate a url to that blob, add an `a` element to the document linking to that url, click on that element, then revoke the url - This will automatically trigger a download of the screenshot file in the browser | ||
|  Airing | 4d54ce14aa | Updated to wgpu 0.16.0, wgpu-hal 0.16.0 and naga 0.12.0 (#8446) # Objective - Updated to wgpu 0.16.0 and wgpu-hal 0.16.0 --- ## Changelog 1. Upgrade wgpu to 0.16.0 and wgpu-hal to 0.16.0 2. Fix the error in native when using a filterable `TextureSampleType::Float` on a multisample `BindingType::Texture`. ([https://github.com/gfx-rs/wgpu/pull/3686](https://github.com/gfx-rs/wgpu/pull/3686)) --------- Co-authored-by: François <mockersf@gmail.com> | ||
|  Wybe Westra | abf12f3b3b | Fixed several missing links in docs. (#8117) Links in the api docs are nice. I noticed that there were several places where structs / functions and other things were referenced in the docs, but weren't linked. I added the links where possible / logical. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> | ||
|  Nile | 9db70da96f | Add screenshot api (#7163) Fixes https://github.com/bevyengine/bevy/issues/1207 # Objective Right now, it's impossible to capture a screenshot of the entire window without forking bevy. This is because - The swapchain texture never has the COPY_SRC usage - It can't be accessed without taking ownership of it - Taking ownership of it breaks *a lot* of stuff ## Solution - Introduce a dedicated api for taking a screenshot of a given bevy window, and guarantee this screenshot will always match up with what gets put on the screen. --- ## Changelog - Added the `ScreenshotManager` resource with two functions, `take_screenshot` and `save_screenshot_to_disk` | ||
|  JMS55 | 53667dea56 | Temporal Antialiasing (TAA) (#7291)  # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> | ||
|  Carter Anderson | aefe1f0739 | Schedule-First: the new and improved add_systems (#8079) Co-authored-by: Mike <mike.hsu@gmail.com> | ||
|  JoJoJet | fd1af7c8b8 | Replace multiple calls to add_systemwithadd_systems(#8001) | ||
|  Edgar Geier | 30b29deaa9 | Change the glTF loader to use Camera3dBundle(#7890)# Objective - Fixes #7889. ## Solution - Change the glTF loader to insert a `Camera3dBundle` instead of a manually constructed bundle. This might prevent future issues when new components are required for a 3D Camera to work correctly. - Register the `ColorGrading` type because `bevy_scene` was complaining about it. | ||
|  Carter Anderson | abcb0661e3 | Camera Output Modes, MSAA Writeback, and BlitPipeline (#7671) # Objective Alternative to #7490. I wrote all of the code in this PR, but I have added @robtfm as co-author on commits that build on ideas from #7490. I would not have been able to solve these problems on my own without much more time investment and I'm largely just rephrasing the ideas from that PR. Fixes #7435 Fixes #7361 Fixes #5721 ## Solution This implements the solution I [outlined here](https://github.com/bevyengine/bevy/pull/7490#issuecomment-1426580633). * Adds "msaa writeback" as an explicit "msaa camera feature" and default to msaa_writeback: true for each camera. If this is true, a camera has MSAA enabled, and it isn't the first camera for the target, add a writeback before the main pass for that camera. * Adds a CameraOutputMode, which can be used to configure if (and how) the results of a camera's rendering will be written to the final RenderTarget output texture (via the upscaling node). The `blend_state` and `color_attachment_load_op` are now configurable, giving much more control over how a camera will write to the output texture. * Made cameras with the same target share the same main_texture tracker by using `Arc<AtomicUsize>`, which ensures continuity across cameras. This was previously broken / could produce weird results in some cases. `ViewTarget::main_texture()` is now correct in every context. * Added a new generic / specializable BlitPipeline, which the new MsaaWritebackNode uses internally. The UpscalingPipelineNode now uses BlitPipeline instead of its own pipeline. We might ultimately need to fork this back out if we choose to add more configurability to the upscaling, but for now this will save on binary size by not embedding the same shader twice. * Moved the "camera sorting" logic from the camera driver node to its own system. The results are now stored in the `SortedCameras` resource, which can be used anywhere in the renderer. MSAA writeback makes use of this. --- ## Changelog - Added `Camera::msaa_writeback` which can enable and disable msaa writeback. - Added specializable `BlitPipeline` and ported the upscaling node to use this. - Added SortedCameras, exposing information that was previously internal to the camera driver node. - Made cameras with the same target share the same main_texture tracker, which ensures continuity across cameras. | ||
|  JoJoJet | b8263b55fb | Support system.in_schedule()andsystem.on_startup()(#7790)# Objective
Support the following syntax for adding systems:
```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```
## Solution
Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.
---
## Changelog
+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.
## Future Work
* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method | ||
|  Rob Parrett | 03c545056c | Fix some more typos (#7767) # Objective I managed to dig up some more typos with a combination of the "[code spell checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)" and "[open folder](https://marketplace.visualstudio.com/items?itemName=rwu823.open-folder)" vscode extensions. ## Solution Fix em | ||
|  Jakob Hellermann | 19368441f3 | fix ambiguities in render schedule (#7725) # Objective - ambiguities bad ## Solution - solve ambiguities - by either ignoring (e.g. on `queue_mesh_view_bind_groups` since `LightMeta` access is different) - by introducing a dependency (`prepare_windows -> prepare_*` because the latter use the fallback Msaa) - make `prepare_assets` public so that we can do a proper `.after` | ||
|  Griffin | 912fb58869 | Initial tonemapping options (#7594) # Objective Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR. Address https://github.com/bevyengine/bevy/issues/2264. Adds tone mapping options: - None: Bypasses tonemapping for instances where users want colors output to match those set. - Reinhard - Reinhard Luminance: Bevy's exiting tonemapping - [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264 - [AgX](https://github.com/sobotka/AgX) - SomewhatBoringDisplayTransform - TonyMcMapface - Blender Filmic This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images. ## Migration Guide - Tonemapping is now an enum with NONE and the various tonemappers. - The DebandDither is now a separate component. Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> | ||
|  Aceeri | c5d2d1a5ff | Include 2x/8x sample counts for Msaa (#7684) # Objective Fixes #7295 Should we maybe default to 4x if 2x/8x is selected but not supported? --- ## Changelog - Added 2x and 8x sample counts for MSAA. |