870ad21238
19 Commits
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7b1c9f192e
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Adopt consistent FooSystems naming convention for system sets (#18900)
# Objective Fixes a part of #14274. Bevy has an incredibly inconsistent naming convention for its system sets, both internally and across the ecosystem. <img alt="System sets in Bevy" src="https://github.com/user-attachments/assets/d16e2027-793f-4ba4-9cc9-e780b14a5a1b" width="450" /> *Names of public system set types in Bevy* Most Bevy types use a naming of `FooSystem` or just `Foo`, but there are also a few `FooSystems` and `FooSet` types. In ecosystem crates on the other hand, `FooSet` is perhaps the most commonly used name in general. Conventions being so wildly inconsistent can make it harder for users to pick names for their own types, to search for system sets on docs.rs, or to even discern which types *are* system sets. To reign in the inconsistency a bit and help unify the ecosystem, it would be good to establish a common recommended naming convention for system sets in Bevy itself, similar to how plugins are commonly suffixed with `Plugin` (ex: `TimePlugin`). By adopting a consistent naming convention in first-party Bevy, we can softly nudge ecosystem crates to follow suit (for types where it makes sense to do so). Choosing a naming convention is also relevant now, as the [`bevy_cli` recently adopted lints](https://github.com/TheBevyFlock/bevy_cli/pull/345) to enforce naming for plugins and system sets, and the recommended naming used for system sets is still a bit open. ## Which Name To Use? Now the contentious part: what naming convention should we actually adopt? This was discussed on the Bevy Discord at the end of last year, starting [here](<https://discord.com/channels/691052431525675048/692572690833473578/1310659954683936789>). `FooSet` and `FooSystems` were the clear favorites, with `FooSet` very narrowly winning an unofficial poll. However, it seems to me like the consensus was broadly moving towards `FooSystems` at the end and after the poll, with Cart ([source](https://discord.com/channels/691052431525675048/692572690833473578/1311140204974706708)) and later Alice ([source](https://discord.com/channels/691052431525675048/692572690833473578/1311092530732859533)) and also me being in favor of it. Let's do a quick pros and cons list! Of course these are just what I thought of, so take it with a grain of salt. `FooSet`: - Pro: Nice and short! - Pro: Used by many ecosystem crates. - Pro: The `Set` suffix comes directly from the trait name `SystemSet`. - Pro: Pairs nicely with existing APIs like `in_set` and `configure_sets`. - Con: `Set` by itself doesn't actually indicate that it's related to systems *at all*, apart from the implemented trait. A set of what? - Con: Is `FooSet` a set of `Foo`s or a system set related to `Foo`? Ex: `ContactSet`, `MeshSet`, `EnemySet`... `FooSystems`: - Pro: Very clearly indicates that the type represents a collection of systems. The actual core concept, system(s), is in the name. - Pro: Parallels nicely with `FooPlugins` for plugin groups. - Pro: Low risk of conflicts with other names or misunderstandings about what the type is. - Pro: In most cases, reads *very* nicely and clearly. Ex: `PhysicsSystems` and `AnimationSystems` as opposed to `PhysicsSet` and `AnimationSet`. - Pro: Easy to search for on docs.rs. - Con: Usually results in longer names. - Con: Not yet as widely used. Really the big problem with `FooSet` is that it doesn't actually describe what it is. It describes what *kind of thing* it is (a set of something), but not *what it is a set of*, unless you know the type or check its docs or implemented traits. `FooSystems` on the other hand is much more self-descriptive in this regard, at the cost of being a bit longer to type. Ultimately, in some ways it comes down to preference and how you think of system sets. Personally, I was originally in favor of `FooSet`, but have been increasingly on the side of `FooSystems`, especially after seeing what the new names would actually look like in Avian and now Bevy. I prefer it because it usually reads better, is much more clearly related to groups of systems than `FooSet`, and overall *feels* more correct and natural to me in the long term. For these reasons, and because Alice and Cart also seemed to share a preference for it when it was previously being discussed, I propose that we adopt a `FooSystems` naming convention where applicable. ## Solution Rename Bevy's system set types to use a consistent `FooSet` naming where applicable. - `AccessibilitySystem` → `AccessibilitySystems` - `GizmoRenderSystem` → `GizmoRenderSystems` - `PickSet` → `PickingSystems` - `RunFixedMainLoopSystem` → `RunFixedMainLoopSystems` - `TransformSystem` → `TransformSystems` - `RemoteSet` → `RemoteSystems` - `RenderSet` → `RenderSystems` - `SpriteSystem` → `SpriteSystems` - `StateTransitionSteps` → `StateTransitionSystems` - `RenderUiSystem` → `RenderUiSystems` - `UiSystem` → `UiSystems` - `Animation` → `AnimationSystems` - `AssetEvents` → `AssetEventSystems` - `TrackAssets` → `AssetTrackingSystems` - `UpdateGizmoMeshes` → `GizmoMeshSystems` - `InputSystem` → `InputSystems` - `InputFocusSet` → `InputFocusSystems` - `ExtractMaterialsSet` → `MaterialExtractionSystems` - `ExtractMeshesSet` → `MeshExtractionSystems` - `RumbleSystem` → `RumbleSystems` - `CameraUpdateSystem` → `CameraUpdateSystems` - `ExtractAssetsSet` → `AssetExtractionSystems` - `Update2dText` → `Text2dUpdateSystems` - `TimeSystem` → `TimeSystems` - `AudioPlaySet` → `AudioPlaybackSystems` - `SendEvents` → `EventSenderSystems` - `EventUpdates` → `EventUpdateSystems` A lot of the names got slightly longer, but they are also a lot more consistent, and in my opinion the majority of them read much better. For a few of the names I took the liberty of rewording things a bit; definitely open to any further naming improvements. There are still also cases where the `FooSystems` naming doesn't really make sense, and those I left alone. This primarily includes system sets like `Interned<dyn SystemSet>`, `EnterSchedules<S>`, `ExitSchedules<S>`, or `TransitionSchedules<S>`, where the type has some special purpose and semantics. ## Todo - [x] Should I keep all the old names as deprecated type aliases? I can do this, but to avoid wasting work I'd prefer to first reach consensus on whether these renames are even desired. - [x] Migration guide - [x] Release notes |
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85b366a8a2
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Cache MeshInputUniform indices in each RenderBin . (#17772)
Currently, we look up each `MeshInputUniform` index in a hash table that maps the main entity ID to the index every frame. This is inefficient, cache unfriendly, and unnecessary, as the `MeshInputUniform` index for an entity remains the same from frame to frame (even if the input uniform changes). This commit changes the `IndexSet` in the `RenderBin` to an `IndexMap` that maps the `MainEntity` to `MeshInputUniformIndex` (a new type that this patch adds for more type safety). On Caldera with parallel `batch_and_prepare_binned_render_phase`, this patch improves that function from 3.18 ms to 2.42 ms, a 31% speedup. |
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7fc122ad16
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Retain bins from frame to frame. (#17698)
This PR makes Bevy keep entities in bins from frame to frame if they haven't changed. This reduces the time spent in `queue_material_meshes` and related functions to near zero for static geometry. This patch uses the same change tick technique that #17567 uses to detect when meshes have changed in such a way as to require re-binning. In order to quickly find the relevant bin for an entity when that entity has changed, we introduce a new type of cache, the *bin key cache*. This cache stores a mapping from main world entity ID to cached bin key, as well as the tick of the most recent change to the entity. As we iterate through the visible entities in `queue_material_meshes`, we check the cache to see whether the entity needs to be re-binned. If it doesn't, then we mark it as clean in the `valid_cached_entity_bin_keys` bit set. If it does, then we insert it into the correct bin, and then mark the entity as clean. At the end, all entities not marked as clean are removed from the bins. This patch has a dramatic effect on the rendering performance of most benchmarks, as it effectively eliminates `queue_material_meshes` from the profile. Note, however, that it generally simultaneously regresses `batch_and_prepare_binned_render_phase` by a bit (not by enough to outweigh the win, however). I believe that's because, before this patch, `queue_material_meshes` put the bins in the CPU cache for `batch_and_prepare_binned_render_phase` to use, while with this patch, `batch_and_prepare_binned_render_phase` must load the bins into the CPU cache itself. On Caldera, this reduces the time spent in `queue_material_meshes` from 5+ ms to 0.2ms-0.3ms. Note that benchmarking on that scene is very noisy right now because of https://github.com/bevyengine/bevy/issues/17535.  |
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141b7673ab
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Key render phases off the main world view entity, not the render world view entity. (#16942)
We won't be able to retain render phases from frame to frame if the keys are unstable. It's not as simple as simply keying off the main world entity, however, because some main world entities extract to multiple render world entities. For example, directional lights extract to multiple shadow cascades, and point lights extract to one view per cubemap face. Therefore, we key off a new type, `RetainedViewEntity`, which contains the main entity plus a *subview ID*. This is part of the preparation for retained bins. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> |
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a8f15bd95e
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Introduce two-level bins for multidrawable meshes. (#16898)
Currently, our batchable binned items are stored in a hash table that maps bin key, which includes the batch set key, to a list of entities. Multidraw is handled by sorting the bin keys and accumulating adjacent bins that can be multidrawn together (i.e. have the same batch set key) into multidraw commands during `batch_and_prepare_binned_render_phase`. This is reasonably efficient right now, but it will complicate future work to retain indirect draw parameters from frame to frame. Consider what must happen when we have retained indirect draw parameters and the application adds a bin (i.e. a new mesh) that shares a batch set key with some pre-existing meshes. (That is, the new mesh can be multidrawn with the pre-existing meshes.) To be maximally efficient, our goal in that scenario will be to update *only* the indirect draw parameters for the batch set (i.e. multidraw command) containing the mesh that was added, while leaving the others alone. That means that we have to quickly locate all the bins that belong to the batch set being modified. In the existing code, we would have to sort the list of bin keys so that bins that can be multidrawn together become adjacent to one another in the list. Then we would have to do a binary search through the sorted list to find the location of the bin that was just added. Next, we would have to widen our search to adjacent indexes that contain the same batch set, doing expensive comparisons against the batch set key every time. Finally, we would reallocate the indirect draw parameters and update the stored pointers to the indirect draw parameters that the bins store. By contrast, it'd be dramatically simpler if we simply changed the way bins are stored to first map from batch set key (i.e. multidraw command) to the bins (i.e. meshes) within that batch set key, and then from each individual bin to the mesh instances. That way, the scenario above in which we add a new mesh will be simpler to handle. First, we will look up the batch set key corresponding to that mesh in the outer map to find an inner map corresponding to the single multidraw command that will draw that batch set. We will know how many meshes the multidraw command is going to draw by the size of that inner map. Then we simply need to reallocate the indirect draw parameters and update the pointers to those parameters within the bins as necessary. There will be no need to do any binary search or expensive batch set key comparison: only a single hash lookup and an iteration over the inner map to update the pointers. This patch implements the above technique. Because we don't have retained bins yet, this PR provides no performance benefits. However, it opens the door to maximally efficient updates when only a small number of meshes change from frame to frame. The main churn that this patch causes is that the *batch set key* (which uniquely specifies a multidraw command) and *bin key* (which uniquely specifies a mesh *within* that multidraw command) are now separate, instead of the batch set key being embedded *within* the bin key. In order to isolate potential regressions, I think that at least #16890, #16836, and #16825 should land before this PR does. ## Migration Guide * The *batch set key* is now separate from the *bin key* in `BinnedPhaseItem`. The batch set key is used to collect multidrawable meshes together. If you aren't using the multidraw feature, you can safely set the batch set key to `()`. |
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40df1ea4b6
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Remove the type parameter from check_visibility , and only invoke it once. (#16812)
Currently, `check_visibility` is parameterized over a query filter that specifies the type of potentially-visible object. This has the unfortunate side effect that we need a separate system, `mark_view_visibility_as_changed_if_necessary`, to trigger view visibility change detection. That system is quite slow because it must iterate sequentially over all entities in the scene. This PR moves the query filter from `check_visibility` to a new component, `VisibilityClass`. `VisibilityClass` stores a list of type IDs, each corresponding to one of the query filters we used to use. Because `check_visibility` is no longer specialized to the query filter at the type level, Bevy now only needs to invoke it once, leading to better performance as `check_visibility` can do change detection on the fly rather than delegating it to a separate system. This commit also has ergonomic improvements, as there's no need for applications that want to add their own custom renderable components to add specializations of the `check_visibility` system to the schedule. Instead, they only need to ensure that the `ViewVisibility` component is properly kept up to date. The recommended way to do this, and the way that's demonstrated in the `custom_phase_item` and `specialized_mesh_pipeline` examples, is to make `ViewVisibility` a required component and to add the type ID to it in a component add hook. This patch does this for `Mesh3d`, `Mesh2d`, `Sprite`, `Light`, and `Node`, which means that most app code doesn't need to change at all. Note that, although this patch has a large impact on the performance of visibility determination, it doesn't actually improve the end-to-end frame time of `many_cubes`. That's because the render world was already effectively hiding the latency from `mark_view_visibility_as_changed_if_necessary`. This patch is, however, necessary for *further* improvements to `many_cubes` performance. `many_cubes` trace before:  `many_cubes` trace after:  ## Migration Guide * `check_visibility` no longer takes a `QueryFilter`, and there's no need to add it manually to your app schedule anymore for custom rendering items. Instead, entities with custom renderable components should add the appropriate type IDs to `VisibilityClass`. See `custom_phase_item` for an example. |
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35826be6f7
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Implement bindless lightmaps. (#16653)
This commit allows Bevy to bind 16 lightmaps at a time, if the current platform supports bindless textures. Naturally, if bindless textures aren't supported, Bevy falls back to binding only a single lightmap at a time. As lightmaps are usually heavily atlased, I doubt many scenes will use more than 16 lightmap textures. This has little performance impact now, but it's desirable for us to reap the benefits of multidraw and bindless textures on scenes that use lightmaps. Otherwise, we might have to break batches in order to switch those lightmaps. Additionally, this PR slightly reduces the cost of binning because it makes the lightmap index in `Opaque3dBinKey` 32 bits instead of an `AssetId`. ## Migration Guide * The `Opaque3dBinKey::lightmap_image` field is now `Opaque3dBinKey::lightmap_slab`, which is a lightweight identifier for an entire binding array of lightmaps. |
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f5de3f08fb
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Use multidraw for opaque meshes when GPU culling is in use. (#16427)
This commit adds support for *multidraw*, which is a feature that allows multiple meshes to be drawn in a single drawcall. `wgpu` currently implements multidraw on Vulkan, so this feature is only enabled there. Multiple meshes can be drawn at once if they're in the same vertex and index buffers and are otherwise placed in the same bin. (Thus, for example, at present the materials and textures must be identical, but see #16368.) Multidraw is a significant performance improvement during the draw phase because it reduces the number of rebindings, as well as the number of drawcalls. This feature is currently only enabled when GPU culling is used: i.e. when `GpuCulling` is present on a camera. Therefore, if you run for example `scene_viewer`, you will not see any performance improvements, because `scene_viewer` doesn't add the `GpuCulling` component to its camera. Additionally, the multidraw feature is only implemented for opaque 3D meshes and not for shadows or 2D meshes. I plan to make GPU culling the default and to extend the feature to shadows in the future. Also, in the future I suspect that polyfilling multidraw on APIs that don't support it will be fruitful, as even without driver-level support use of multidraw allows us to avoid expensive `wgpu` rebindings. |
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5adf831b42
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Add a bindless mode to AsBindGroup . (#16368)
This patch adds the infrastructure necessary for Bevy to support *bindless resources*, by adding a new `#[bindless]` attribute to `AsBindGroup`. Classically, only a single texture (or sampler, or buffer) can be attached to each shader binding. This means that switching materials requires breaking a batch and issuing a new drawcall, even if the mesh is otherwise identical. This adds significant overhead not only in the driver but also in `wgpu`, as switching bind groups increases the amount of validation work that `wgpu` must do. *Bindless resources* are the typical solution to this problem. Instead of switching bindings between each texture, the renderer instead supplies a large *array* of all textures in the scene up front, and the material contains an index into that array. This pattern is repeated for buffers and samplers as well. The renderer now no longer needs to switch binding descriptor sets while drawing the scene. Unfortunately, as things currently stand, this approach won't quite work for Bevy. Two aspects of `wgpu` conspire to make this ideal approach unacceptably slow: 1. In the DX12 backend, all binding arrays (bindless resources) must have a constant size declared in the shader, and all textures in an array must be bound to actual textures. Changing the size requires a recompile. 2. Changing even one texture incurs revalidation of all textures, a process that takes time that's linear in the total size of the binding array. This means that declaring a large array of textures big enough to encompass the entire scene is presently unacceptably slow. For example, if you declare 4096 textures, then `wgpu` will have to revalidate all 4096 textures if even a single one changes. This process can take multiple frames. To work around this problem, this PR groups bindless resources into small *slabs* and maintains a free list for each. The size of each slab for the bindless arrays associated with a material is specified via the `#[bindless(N)]` attribute. For instance, consider the following declaration: ```rust #[derive(AsBindGroup)] #[bindless(16)] struct MyMaterial { #[buffer(0)] color: Vec4, #[texture(1)] #[sampler(2)] diffuse: Handle<Image>, } ``` The `#[bindless(N)]` attribute specifies that, if bindless arrays are supported on the current platform, each resource becomes a binding array of N instances of that resource. So, for `MyMaterial` above, the `color` attribute is exposed to the shader as `binding_array<vec4<f32>, 16>`, the `diffuse` texture is exposed to the shader as `binding_array<texture_2d<f32>, 16>`, and the `diffuse` sampler is exposed to the shader as `binding_array<sampler, 16>`. Inside the material's vertex and fragment shaders, the applicable index is available via the `material_bind_group_slot` field of the `Mesh` structure. So, for instance, you can access the current color like so: ```wgsl // `uniform` binding arrays are a non-sequitur, so `uniform` is automatically promoted // to `storage` in bindless mode. @group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>; ... @fragment fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { let color = material_color[mesh[in.instance_index].material_bind_group_slot]; ... } ``` Note that portable shader code can't guarantee that the current platform supports bindless textures. Indeed, bindless mode is only available in Vulkan and DX12. The `BINDLESS` shader definition is available for your use to determine whether you're on a bindless platform or not. Thus a portable version of the shader above would look like: ```wgsl #ifdef BINDLESS @group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>; #else // BINDLESS @group(2) @binding(0) var<uniform> material_color: Color; #endif // BINDLESS ... @fragment fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { #ifdef BINDLESS let color = material_color[mesh[in.instance_index].material_bind_group_slot]; #else // BINDLESS let color = material_color; #endif // BINDLESS ... } ``` Importantly, this PR *doesn't* update `StandardMaterial` to be bindless. So, for example, `scene_viewer` will currently not run any faster. I intend to update `StandardMaterial` to use bindless mode in a follow-up patch. A new example, `shaders/shader_material_bindless`, has been added to demonstrate how to use this new feature. Here's a Tracy profile of `submit_graph_commands` of this patch and an additional patch (not submitted yet) that makes `StandardMaterial` use bindless. Red is those patches; yellow is `main`. The scene was Bistro Exterior with a hack that forces all textures to opaque. You can see a 1.47x mean speedup.  ## Migration Guide * `RenderAssets::prepare_asset` now takes an `AssetId` parameter. * Bin keys now have Bevy-specific material bind group indices instead of `wgpu` material bind group IDs, as part of the bindless change. Use the new `MaterialBindGroupAllocator` to map from bind group index to bind group ID. |
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3ada15ee1c
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Add more Glam types and constructors to prelude (#16261)
# Objective Glam has some common and useful types and helpers that are not in the prelude of `bevy_math`. This includes shorthand constructors like `vec3`, or even `Vec3A`, the aligned version of `Vec3`. ```rust // The "normal" way to create a 3D vector let vec = Vec3::new(2.0, 1.0, -3.0); // Shorthand version let vec = vec3(2.0, 1.0, -3.0); ``` ## Solution Add the following types and methods to the prelude: - `vec2`, `vec3`, `vec3a`, `vec4` - `uvec2`, `uvec3`, `uvec4` - `ivec2`, `ivec3`, `ivec4` - `bvec2`, `bvec3`, `bvec3a`, `bvec4`, `bvec4a` - `mat2`, `mat3`, `mat3a`, `mat4` - `quat` (not sure if anyone uses this, but for consistency) - `Vec3A` - `BVec3A`, `BVec4A` - `Mat3A` I did not add the u16, i16, or f64 variants like `dvec2`, since there are currently no existing types like those in the prelude. The shorthand constructors are currently used a lot in some places in Bevy, and not at all in others. In a follow-up, we might want to consider if we have a preference for the shorthand, and make a PR to change the codebase to use it more consistently. |
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40640fdf42
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Don't reëxport bevy_image from bevy_render (#16163)
# Objective Fixes #15940 ## Solution Remove the `pub use` and fix the compile errors. Make `bevy_image` available as `bevy::image`. ## Testing Feature Frenzy would be good here! Maybe I'll learn how to use it if I have some time this weekend, or maybe a reviewer can use it. ## Migration Guide Use `bevy_image` instead of `bevy_render::texture` items. --------- Co-authored-by: chompaa <antony.m.3012@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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c29e67153b
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Expose Pipeline Compilation Zero Initialize Workgroup Memory Option (#16301)
# Objective - wgpu 0.20 made workgroup vars stop being zero-init by default. this broke some applications (cough foresight cough) and now we workaround it. wgpu exposes a compilation option that zero initializes workgroup memory by default, but bevy does not expose it. ## Solution - expose the compilation option wgpu gives us ## Testing - ran examples: 3d_scene, compute_shader_game_of_life, gpu_readback, lines, specialized_mesh_pipeline. they all work - confirmed fix for our own problems --- </details> ## Migration Guide - add `zero_initialize_workgroup_memory: false,` to `ComputePipelineDescriptor` or `RenderPipelineDescriptor` structs to preserve 0.14 functionality, add `zero_initialize_workgroup_memory: true,` to restore bevy 0.13 functionality. |
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bdd0af6bfb
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Deprecate SpatialBundle (#15830)
# Objective - Required components replace bundles, but `SpatialBundle` is yet to be deprecated ## Solution - Deprecate `SpatialBundle` - Insert `Transform` and `Visibility` instead in examples using it - In `spawn` or `insert` inserting a default `Transform` or `Visibility` with component already requiring either, remove those components from the tuple ## Testing - Did you test these changes? If so, how? Yes, I ran the examples I changed and tests - Are there any parts that need more testing? The `gamepad_viewer` and and `custom_shader_instancing` examples don't work as intended due to entirely unrelated code, didn't check main. - How can other people (reviewers) test your changes? Is there anything specific they need to know? Run examples, or just check that all spawned values are identical - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Linux, wayland trough x11 (cause that's the default feature) --- ## Migration Guide `SpatialBundle` is now deprecated, insert `Transform` and `Visibility` instead which will automatically insert all other components that were in the bundle. If you do not specify these values and any other components in your `spawn`/`insert` call already requires either of these components you can leave that one out. before: ```rust commands.spawn(SpatialBundle::default()); ``` after: ```rust commands.spawn((Transform::default(), Visibility::default()); ``` |
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dd812b3e49
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Type safe retained render world (#15756)
# Objective In the Render World, there are a number of collections that are derived from Main World entities and are used to drive rendering. The most notable are: - `VisibleEntities`, which is generated in the `check_visibility` system and contains visible entities for a view. - `ExtractedInstances`, which maps entity ids to asset ids. In the old model, these collections were trivially kept in sync -- any extracted phase item could look itself up because the render entity id was guaranteed to always match the corresponding main world id. After #15320, this became much more complicated, and was leading to a number of subtle bugs in the Render World. The main rendering systems, i.e. `queue_material_meshes` and `queue_material2d_meshes`, follow a similar pattern: ```rust for visible_entity in visible_entities.iter::<With<Mesh2d>>() { let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else { continue; }; // Look some more stuff up and specialize the pipeline... let bin_key = Opaque2dBinKey { pipeline: pipeline_id, draw_function: draw_opaque_2d, asset_id: mesh_instance.mesh_asset_id.into(), material_bind_group_id: material_2d.get_bind_group_id().0, }; opaque_phase.add( bin_key, *visible_entity, BinnedRenderPhaseType::mesh(mesh_instance.automatic_batching), ); } ``` In this case, `visible_entities` and `render_mesh_instances` are both collections that are created and keyed by Main World entity ids, and so this lookup happens to work by coincidence. However, there is a major unintentional bug here: namely, because `visible_entities` is a collection of Main World ids, the phase item being queued is created with a Main World id rather than its correct Render World id. This happens to not break mesh rendering because the render commands used for drawing meshes do not access the `ItemQuery` parameter, but demonstrates the confusion that is now possible: our UI phase items are correctly being queued with Render World ids while our meshes aren't. Additionally, this makes it very easy and error prone to use the wrong entity id to look up things like assets. For example, if instead we ignored visibility checks and queued our meshes via a query, we'd have to be extra careful to use `&MainEntity` instead of the natural `Entity`. ## Solution Make all collections that are derived from Main World data use `MainEntity` as their key, to ensure type safety and avoid accidentally looking up data with the wrong entity id: ```rust pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>; ``` Additionally, we make all `PhaseItem` be able to provide both their Main and Render World ids, to allow render phase implementors maximum flexibility as to what id should be used to look up data. You can think of this like tracking at the type level whether something in the Render World should use it's "primary key", i.e. entity id, or needs to use a foreign key, i.e. `MainEntity`. ## Testing ##### TODO: This will require extensive testing to make sure things didn't break! Additionally, some extraction logic has become more complicated and needs to be checked for regressions. ## Migration Guide With the advent of the retained render world, collections that contain references to `Entity` that are extracted into the render world have been changed to contain `MainEntity` in order to prevent errors where a render world entity id is used to look up an item by accident. Custom rendering code may need to be changed to query for `&MainEntity` in order to look up the correct item from such a collection. Additionally, users who implement their own extraction logic for collections of main world entity should strongly consider extracting into a different collection that uses `MainEntity` as a key. Additionally, render phases now require specifying both the `Entity` and `MainEntity` for a given `PhaseItem`. Custom render phases should ensure `MainEntity` is available when queuing a phase item. |
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25bfa80e60
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Migrate cameras to required components (#15641)
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically. |
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1b8c1c1242
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simplify std::mem references (#15315)
# Objective - Fixes #15314 ## Solution - Remove unnecessary usings and simplify references to those functions. ## Testing CI |
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938d810766
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Apply unused_qualifications lint (#14828)
# Objective Fixes #14782 ## Solution Enable the lint and fix all upcoming hints (`--fix`). Also tried to figure out the false-positive (see review comment). Maybe split this PR up into multiple parts where only the last one enables the lint, so some can already be merged resulting in less many files touched / less potential for merge conflicts? Currently, there are some cases where it might be easier to read the code with the qualifier, so perhaps remove the import of it and adapt its cases? In the current stage it's just a plain adoption of the suggestions in order to have a base to discuss. ## Testing `cargo clippy` and `cargo run -p ci` are happy. |
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03fd1b46ef
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Move Msaa to component (#14273)
Switches `Msaa` from being a globally configured resource to a per camera view component. Closes #7194 # Objective Allow individual views to describe their own MSAA settings. For example, when rendering to different windows or to different parts of the same view. ## Solution Make `Msaa` a component that is required on all camera bundles. ## Testing Ran a variety of examples to ensure that nothing broke. TODO: - [ ] Make sure android still works per previous comment in `extract_windows`. --- ## Migration Guide `Msaa` is no longer configured as a global resource, and should be specified on each spawned camera if a non-default setting is desired. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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44db8b7fac
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Allow phase items not associated with meshes to be binned. (#14029)
As reported in #14004, many third-party plugins, such as Hanabi, enqueue entities that don't have meshes into render phases. However, the introduction of indirect mode added a dependency on mesh-specific data, breaking this workflow. This is because GPU preprocessing requires that the render phases manage indirect draw parameters, which don't apply to objects that aren't meshes. The existing code skips over binned entities that don't have indirect draw parameters, which causes the rendering to be skipped for such objects. To support this workflow, this commit adds a new field, `non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple list of (bin key, entity) pairs. After drawing batchable and unbatchable objects, the non-mesh items are drawn one after another. Bevy itself doesn't enqueue any items into this list; it exists solely for the application and/or plugins to use. Additionally, this commit switches the asset ID in the standard bin keys to be an untyped asset ID rather than that of a mesh. This allows more flexibility, allowing bins to be keyed off any type of asset. This patch adds a new example, `custom_phase_item`, which simultaneously serves to demonstrate how to use this new feature and to act as a regression test so this doesn't break again. Fixes #14004. ## Changelog ### Added * `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins to add custom items to. |