Commit Graph

64 Commits

Author SHA1 Message Date
atlv
a8bb208ed3
optimize ktx2 level data concatenation (#19845)
# Objective

- avoid several internal vec copies while collecting all the level data
in ktx2 load
- merge another little piece of #18411 (benchmarks there found this to
be a significant win)

## Solution

- reserve and extend

## Testing

- ran a few examples that load ktx2 images, like ssr. looks fine

## Future work

- fast path logic to skip the reading into different vecs and just read
it all in one go into the final buffer instead
- as above, but directly into gpu staging buffer perhaps
2025-06-29 21:59:56 +00:00
atlv
ec1916a240
Dds transcode channel order fix (#19849)
# Objective

- Fix bug in dds channel order transcode
- taken from #18411

## Solution

- fix it
- improve docs a bit

## Testing

- example in linked pr
2025-06-29 18:19:05 +00:00
atlv
5fabb5343d
use wgpu TextureDataOrder (#19829)
# Objective

- Fixes #19140

## Solution

- Use TextureDataOrder

## Testing

- ran some examples that use ktx2 textures, they look fine
2025-06-27 06:57:29 +00:00
atlv
30800401b4
add native zstd support (#19793)
# Objective

- add support for alternate zstd backend through `zstd` for faster
decompression

## Solution

- make existing `zstd` feature only specify that support is required,
disambiguate which backend to use via two other features `zstd_native`
and `zstd_rust`.
- Similar to the approach taken by #18411, but we keep current behavior
by defaulting to the rust implementation because its safer, and isolate
this change.

NOTE: the default feature-set may seem to not currently require `zstd`,
but it does, it is enabled transitively by the `tonemapping_luts`
feature, which is a default feature. Thus this does not add default
features.

## Testing

- Cargo clippy on both feature combinations
2025-06-26 20:53:54 +00:00
atlv
b62b14c293
Add UVec to_extents helper method (#19807)
# Objective

- Simplify common usecase

## Solution

- Helper trait
2025-06-26 20:53:49 +00:00
charlotte 🌸
92e65d5eb1
Upgrade to Rust 1.88 (#19825) 2025-06-26 19:38:19 +00:00
charlotte 🌸
7b5e4e3be0
Allow images to be resized on the GPU without losing data (#19462)
# Objective

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

## Solution

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

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

## Testing

Tested using the example in the issue.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-24 06:22:50 +00:00
atlv
82d62e606c
Split overloaded basis-universal feature into compressed_image_saver (#19789)
# Objective

- basis-universal feature is overloaded, you might not want the
compressed_image_saver but you may want basis-universal

## Solution

- split out compressed_image_saver

## Testing

- cargo clippy
2025-06-24 03:09:28 +00:00
theotherphil
7645ce91ed
Add newlines before impl blocks (#19746)
# Objective

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

# Solution

Add newlines before all impl blocks.

I suspect that at least some of these will be objectionable! If there's
a desired Bevy style for this then I'll update the PR. If not then we
can just close it - it's the work of a single find and replace.
2025-06-22 23:07:02 +00:00
theotherphil
5279863c42
Add missing docs for ImageLoader (#19499)
# Objective

Yet another tiny step towards
https://github.com/bevyengine/bevy/issues/3492.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2025-06-09 19:46:33 +00:00
theotherphil
d0f1b3e9f1
Add a few missing doc comments in bevy_image (#19493)
# Objective

Another tiny step towards
https://github.com/bevyengine/bevy/issues/3492.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-04 21:12:02 +00:00
Rob Parrett
dc4737923c
Add resize_in_place to Image (#19410)
# Objective

Ultimately, I'd like to modify our font atlas creation systems so that
they are able to resize the font atlases as more glyphs are added. At
the moment, they create a new 512x512 atlas every time one fills up.
With large font sizes and many glyphs, your glyphs may end up spread out
across several atlases.

The goal would be to render text more efficiently, because glyphs spread
across fewer textures could benefit more from batching.

`AtlasAllocator` already has support for growing atlases, but we don't
currently have a way of growing a texture while keeping the pixel data
intact.

## Solution

Add a new method to `Image`: `resize_in_place` and a test for it.

## Testing

Ran the new test, and also a little demo comparing this side-by-side
with `resize`.

<details>
<summary>Expand Code</summary>

```rust
//! Testing ground for #19410

use bevy::prelude::*;
use bevy_render::render_resource::Extent3d;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, test)
        .init_resource::<Size>()
        .insert_resource(FillColor(Hsla::hsl(0.0, 1.0, 0.7)))
        .run();
}

#[derive(Resource, Default)]
struct Size(Option<UVec2>);
#[derive(Resource)]
struct FillColor(Hsla);
#[derive(Component)]
struct InPlace;

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2d);

    commands.spawn((
        Transform::from_xyz(220.0, 0.0, 0.0),
        Sprite::from_image(asset_server.load("branding/bevy_bird_dark.png")),
    ));

    commands.spawn((
        InPlace,
        Transform::from_xyz(-220.0, 0.0, 0.0),
        Sprite::from_image(asset_server.load("branding/icon.png")),
    ));
}

fn test(
    sprites: Query<(&Sprite, Has<InPlace>)>,
    mut images: ResMut<Assets<Image>>,
    mut new_size: ResMut<Size>,
    mut dir: Local<IVec2>,
    mut color: ResMut<FillColor>,
) -> Result {
    for (sprite, in_place) in &sprites {
        let image = images.get_mut(&sprite.image).ok_or("Image not found")?;
        let size = new_size.0.get_or_insert(image.size());

        if *dir == IVec2::ZERO {
            *dir = IVec2::splat(1);
        }

        *size = size.saturating_add_signed(*dir);

        if size.x > 400 || size.x < 150 {
            *dir = *dir * -1;
        }

        color.0 = color.0.rotate_hue(1.0);

        if in_place {
            image.resize_in_place_2d(
                Extent3d {
                    width: size.x,
                    height: size.y,
                    ..default()
                },
                &Srgba::from(color.0).to_u8_array(),
            )?;
        } else {
            image.resize(Extent3d {
                width: size.x,
                height: size.y,
                ..default()
            });
        }
    }

    Ok(())
}
```
</details>


https://github.com/user-attachments/assets/6b2d0ec3-6a6e-4da1-98aa-29e7162f16fa

## Alternatives

I think that this might be useful functionality outside of the font
atlas scenario, but we *could* just increase the initial font atlas
size, make it configurable, and/or size font atlases according to device
limits. It's not totally clear to me how to accomplish that last idea.
2025-05-31 21:55:11 +00:00
Griffin
d79efada3b
Optional explicit compressed image format support (#19190)
# Objective

- Allow compressed image formats to be used with `ImagePlugin` and
`GltfPlugin` in cases where there is no `RenderDevice` resource. (For
example, when using a custom render backend)

## Solution

- Define a `CompressedImageFormatSupport` component that allows the user
to explicitly determine which formats are supported.

~~Not sure if this is the best solution. Alternatively, I considered
initializing CompressedImageFormatSupport from render device features
separately, it would need to run after the render device is initialized
but before `ImagePlugin` and `GltfPlugin` finish. Not sure where the
best place for that to happen would be.~~

Update: decided on going with @greeble-dev solution: defining the
`CompressedImageFormatSupport` resource in `bevy_image`, but letting
`bevy_render` register the resource value.
2025-05-26 18:00:33 +00:00
atlv
7bb97a7eec
Provide physical dimensions to wgpu Device::create_texture_with_data (#19129)
# Objective

- Make errors in #19124 #13289 clearer, and opt for option 1. of
https://github.com/gfx-rs/wgpu/issues/7677

## Solution

Remove the round to block size `.physical_size(texture_format);`

Error message now becomes much clearer:
```
thread 'Compute Task Pool (5)' panicked at E:\r\wgpu\wgpu\src\backend\wgpu_core.rs:1423:26:
wgpu error: Validation Error

Caused by:
  In Device::create_texture
    Width 2050 is not a multiple of Bc7RgbaUnormSrgb's block width (4)
```

## Testing

- Tested using the repro in #19124
2025-05-26 17:36:47 +00:00
SpecificProtagonist
57eda2efa1
Remove warning from Image::resize (#19116)
# Objective

`Image::resize` currently prints a warning when resizing an
uninitialized `Image`, even though the resizing works correctly. For
[code](c92f14c9e7/crates/bevy_ui/src/widget/viewport.rs (L175-L179))
that doesn't care about whether the image is initialized CP-side, this
is inconvenient and unnecessary.
2025-05-26 17:34:07 +00:00
noxmore
c84a808f80
Derive PartialEq for ImageSampler (#19105)
# Objective

Ran into a situation where I need to compare two image samplers. My
current workaround is to compare the `Debug` outputs

## Solution

Derive `PartialEq` on `ImageSampler` and structs in its fields.

## Testing

Full CI passed.
2025-05-26 17:31:21 +00:00
SpecificProtagonist
73cde28cf8
Missing punctuation (#19097) 2025-05-06 23:01:59 +00:00
Rob Parrett
831fe305e4
Update ktx2 to 0.4.0 (#19073)
# Objective

Adopted #19065
Closes #19065

Updates the requirements on [ktx2](https://github.com/BVE-Reborn/ktx2)
to permit the latest version.
- [Release notes](https://github.com/BVE-Reborn/ktx2/releases)
-
[Changelog](https://github.com/BVE-Reborn/ktx2/blob/trunk/CHANGELOG.md)
- [Commits](https://github.com/BVE-Reborn/ktx2/compare/v0.3.0...v0.4.0)

# Overview

- Some renames
- A `u8` became `NonZero<u8>`
- Some methods return a new `Level` struct with a `data` member instead
of raw level data.

# Testing

- Passed CI locally
- Ran several examples which utilize `ktx2` files: `scrolling_fog`,
`mixed_lighting`, `skybox`, `lightmaps`.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-05-05 16:42:36 +00:00
Martín Maita
8c34cbbb27
Add TextureAtlas convenience methods (#19023)
# Objective

- Add a few useful methods to `TextureAtlas`.

## Solution

- Added `TextureAtlas::with_index()`.
- Added `TextureAtlas::with_layout()`.

## Testing

- CI checks.
2025-05-04 08:11:59 +00:00
Carter Anderson
e9a0ef49f9
Rename bevy_platform_support to bevy_platform (#18813)
# Objective

The goal of `bevy_platform_support` is to provide a set of platform
agnostic APIs, alongside platform-specific functionality. This is a high
traffic crate (providing things like HashMap and Instant). Especially in
light of https://github.com/bevyengine/bevy/discussions/18799, it
deserves a friendlier / shorter name.

Given that it hasn't had a full release yet, getting this change in
before Bevy 0.16 makes sense.

## Solution

- Rename `bevy_platform_support` to `bevy_platform`.
2025-04-11 23:13:28 +00:00
François Mockers
b0c4467398
bevy_image: derive TypePath when Reflect is not available (#18501)
# Objective

- bevy_image fails to build without default features:
```
error[E0277]: `image::Image` does not implement `TypePath` so cannot provide static type path information
   --> crates/bevy_image/src/image.rs:341:12
    |
341 | pub struct Image {
    |            ^^^^^ the trait `bevy_reflect::type_path::TypePath` is not implemented for `image::Image`
    |
    = note: consider annotating `image::Image` with `#[derive(Reflect)]` or `#[derive(TypePath)]`
    = help: the following other types implement trait `bevy_reflect::type_path::TypePath`:
              &'static Location<'static>
              &'static T
              &'static mut T
              ()
              (P,)
              (P1, P0)
              (P1, P2, P0)
              (P1, P2, P3, P0)
            and 146 others
note: required by a bound in `Asset`
   --> /home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset/src/lib.rs:415:43
    |
415 | pub trait Asset: VisitAssetDependencies + TypePath + Send + Sync + 'static {}
    |                                           ^^^^^^^^ required by this bound in `Asset`
    = note: `Asset` is a "sealed trait", because to implement it you also need to implement `bevy_reflect::type_path::TypePath`, which is not accessible; this is usually done to force you to use one of the provided types that already implement it
    = help: the following types implement the trait:
              bevy_asset::AssetIndex
              bevy_asset::LoadedUntypedAsset
              bevy_asset::AssetEvent<A>
              bevy_asset::LoadedFolder
              bevy_asset::StrongHandle
              bevy_asset::Handle<A>
              bevy_asset::AssetId<A>
              bevy_asset::AssetPath<'a>
            and 148 others

error[E0277]: `image::Image` does not implement `TypePath` so cannot provide static type path information
   --> crates/bevy_image/src/image_loader.rs:121:18
    |
121 |     type Asset = Image;
    |                  ^^^^^ the trait `bevy_reflect::type_path::TypePath` is not implemented for `image::Image`
    |
    = note: consider annotating `image::Image` with `#[derive(Reflect)]` or `#[derive(TypePath)]`
    = help: the following other types implement trait `bevy_reflect::type_path::TypePath`:
              &'static Location<'static>
              &'static T
              &'static mut T
              ()
              (P,)
              (P1, P0)
              (P1, P2, P0)
              (P1, P2, P3, P0)
            and 146 others
    = note: required for `<ImageLoader as AssetLoader>::Asset` to implement `Asset`
note: required by a bound in `bevy_asset::AssetLoader::Asset`
   --> /home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset/src/loader.rs:33:17
    |
33  |     type Asset: Asset;
    |                 ^^^^^ required by this bound in `AssetLoader::Asset`

error[E0277]: `texture_atlas::TextureAtlasLayout` does not implement `TypePath` so cannot provide static type path information
   --> crates/bevy_image/src/texture_atlas.rs💯12
    |
100 | pub struct TextureAtlasLayout {
    |            ^^^^^^^^^^^^^^^^^^ the trait `bevy_reflect::type_path::TypePath` is not implemented for `texture_atlas::TextureAtlasLayout`
    |
    = note: consider annotating `texture_atlas::TextureAtlasLayout` with `#[derive(Reflect)]` or `#[derive(TypePath)]`
    = help: the following other types implement trait `bevy_reflect::type_path::TypePath`:
              &'static Location<'static>
              &'static T
              &'static mut T
              ()
              (P,)
              (P1, P0)
              (P1, P2, P0)
              (P1, P2, P3, P0)
            and 146 others
note: required by a bound in `Asset`
   --> /home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset/src/lib.rs:415:43
    |
415 | pub trait Asset: VisitAssetDependencies + TypePath + Send + Sync + 'static {}
    |                                           ^^^^^^^^ required by this bound in `Asset`
    = note: `Asset` is a "sealed trait", because to implement it you also need to implement `bevy_reflect::type_path::TypePath`, which is not accessible; this is usually done to force you to use one of the provided types that already implement it
    = help: the following types implement the trait:
              bevy_asset::AssetIndex
              bevy_asset::LoadedUntypedAsset
              bevy_asset::AssetEvent<A>
              bevy_asset::LoadedFolder
              bevy_asset::StrongHandle
              bevy_asset::Handle<A>
              bevy_asset::AssetId<A>
              bevy_asset::AssetPath<'a>
            and 148 others
```
- `Asset` trait depends on `TypePath` which is in bevy_reflect. it's
usually implemented by the `Reflect` derive


## Solution

- make bevy_reflect not an optional dependency
- when feature `bevy_reflect` is not enabled, derive `TypePath` directly
2025-03-30 02:50:24 +00:00
Brian Reavis
9d25689f82
Remove Image::from_buffer name argument (only present in debug "dds" builds) (#18538)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/17891
- Cherry-picked from https://github.com/bevyengine/bevy/pull/18411

## Solution

The `name` argument could either be made permanent (by removing the
`#[cfg(...)]` condition) or eliminated entirely. I opted to remove it,
as debugging a specific DDS texture edge case in GLTF files doesn't seem
necessary, and there isn't any other foreseeable need to have it.

## Migration Guide

- `Image::from_buffer()` no longer has a `name` argument that's only
present in debug builds when the `"dds"` feature is enabled. If you
happen to pass a name, remove it.
2025-03-25 19:25:01 +00:00
Zachary Harrold
a8568f7535
Ensure dds enables bevy_core_pipeline/dds in bevy_anti_aliasing (#18484)
# Objective

- Compile failure with `bevy_anti_aliasing` due to `dds` feature not
enabling `bevy_core_pipeline/dds`, causing a public API desync.

## Solution

- Ensured feature is enabled

## Testing

- CI
2025-03-22 12:27:14 +00:00
François Mockers
ce392fade8
remove circular dependency between bevy_sprite and bevy_image (#18379)
# Objective

- #17219 introduced a circular dependency between bevy_image and
bevy_sprite for documentation

## Solution

- Remove the circular dependency
- Simplify the doc example
2025-03-18 01:38:49 +00:00
Gino Valente
9b32e09551
bevy_reflect: Add clone registrations project-wide (#18307)
# Objective

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

## Solution

This PR is broken into 4 commits:

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

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

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

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

## Testing

You can test locally with a `cargo check`:

```
cargo check --workspace --all-features
```
2025-03-17 18:32:35 +00:00
noxmore
18f543474d
Derive Clone for ImageLoaderSettings and ImageFormatSetting (#18335)
# Objective

I was setting up an asset loader that passes settings through to
`ImageLoader`, and i have to clone the settings to achieve this.

## Solution

Derive `Clone` for `ImageLoaderSettings` and `ImageFormatSetting`.

## Testing

Full CI passed.
2025-03-16 18:57:25 +00:00
copygirl
6cd98b38b9
Add TextureAtlasSources::uv_rect to get Rect in UV coords (#18178)
# Objective

I'm building a bloxel game in which I (currently) use a texture atlas to
render the blocks the world is made of. While I was coding it, I was
using the `TextureAtlas...` types to build the terrain's texture atlas
at runtime as shown in the
[example](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs).
But when I was using it to build a 3D mesh out of the blocks, I found
that there was no easy way get the texture rect in UV coordinates, only
in pixels via `texture_rect()`. I had to resort to writing code like
this:

```rs
let size = layout.size.as_vec2();
if let Some(rect) = sources.texture_rect(layout, texture) {
    let rect = rect.as_rect();
    let uvs = Rect::from_corners(rect.min / size, rect.max / size);
    // use the UVs here, such as to build vertex buffer
}
```

That is, until I wrote a helper function that's practically identical to
the one in this PR.

## Solution

Add a `uv_rect` function to `TextureAtlasSources` that will return a
`Rect` with coordinates in the range of 0.0 to 1.0 – that is, UV
coordinates – which can then be used directly to build `Vec2` UV values
to put into a buffer and send to the GPU.

I'm a little unsure about the wording of the `texture_rect`
documentation but I kept it intact and based mine on it. If you think
this could be improved and have some advice, I'd love to include that in
this PR.

## Testing

I've not done any testing with the updated bevy branch, other than
seeing that the original helper function (identical in functionality)
worked in my currently very small project, and making sure `cargo build`
doesn't error, but I'm new to making changes to Bevy so unsure if this
is sufficient.

## Showcase


![image](https://github.com/user-attachments/assets/a6d25608-e4ea-4cfd-ba1f-911dc4430138)
2025-03-07 01:59:45 +00:00
Martín Maita
a23f397dab
Update ruzstd requirement from 0.7.0 to 0.8.0 (#18145)
# Objective

- Fixes #18129

## Solution

- Update ruzstd requirement from 0.7.0 to 0.8.0 and fixed imports.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-03-03 21:44:51 +00:00
Rob Parrett
36cb64b382
Bump typos to 1.30.0 (#18097)
# Objective

Update `typos` and fix newly detected typos.


[Changelog](https://github.com/crate-ci/typos/blob/master/CHANGELOG.md#1300---2025-03-01)
(just a dictionary update releases)

## Solution

Fix em

- Describe the solution used to achieve the objective above.

## Testing

CI
2025-03-02 19:02:23 +00:00
Lucien Menassol
7c7b1e9fc0
Load and convert RGB8 dds textures (#12952)
# Objective

- Closes #12944.

## Solution

- Load `R8G8B8` textures by transcoding to an rgba format since `wgpu`
does not support texture formats with 3 channels.
- Switch to erroring out instead of panicking on an invalid dds file.

---

## Changelog

### Added

- DDS Textures with the `R8G8B8` format are now supported. They require
an additional conversion step, so using `R8G8B8A8` or a similar format
is preferable for texture loading performance.
2025-02-24 20:45:56 +00:00
Rob Parrett
9046859ca8
Fix 1x1 dds textures being interpreted as 1-dimensional (#17890)
# Objective

Fixes #8615

## Solution

Bevy currently interprets 1x1 dds textures as 1-dimensional. I think it
might be more common for game engines to assume two dimensions in this
ambiguous case. [citation needed]

I reworked the dimension choosing logic to only use 1d if there's a
dimension > 1, and assume 2d otherwise. I kept the assumption that
compressed textures are probably 2d.

## Testing

Modified `sprite.rs` to use `Tex_0012_0.dds` from the linked issue.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-22 01:59:51 +00:00
Lege19
3978ba9783
Allowed creating uninitialized images (for use as storage textures) (#17760)
# Objective
https://github.com/bevyengine/bevy/issues/17746
## Solution
- Change `Image.data` from being a `Vec<u8>` to a `Option<Vec<u8>>`
- Added functions to help with creating images
## Testing

- Did you test these changes? If so, how?
All current tests pass
Tested a variety of existing examples to make sure they don't crash
(they don't)
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Linux x86 64-bit NixOS 
---
## Migration Guide
Code that directly access `Image` data will now need to use unwrap or
handle the case where no data is provided.
Behaviour of new_fill slightly changed, but not in a way that is likely
to affect anything. It no longer panics and will fill the whole texture
instead of leaving black pixels if the data provided is not a nice
factor of the size of the image.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-02-10 22:22:07 +00:00
JMS55
669d139c13
Upgrade to wgpu v24 (#17542)
Didn't remove WgpuWrapper. Not sure if it's needed or not still.

## Testing

- Did you test these changes? If so, how? Example runner
- Are there any parts that need more testing? Web (portable atomics
thingy?), DXC.

## Migration Guide
- Bevy has upgraded to [wgpu
v24](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v2400-2025-01-15).
- When using the DirectX 12 rendering backend, the new priority system
for choosing a shader compiler is as follows:
- If the `WGPU_DX12_COMPILER` environment variable is set at runtime, it
is used
- Else if the new `statically-linked-dxc` feature is enabled, a custom
version of DXC will be statically linked into your app at compile time.
- Else Bevy will look in the app's working directory for
`dxcompiler.dll` and `dxil.dll` at runtime.
- Else if they are missing, Bevy will fall back to FXC (not recommended)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-09 19:40:53 +00:00
Sven Niederberger
fcd1847a48
Image::get_color_at and Image::set_color_at: Support 16-bit float values (#17550)
# Objective

- Also support `f16` values when getting and setting colors.

## Solution

- Use the `half` crate to work with `f16` until it's in stable Rust.
2025-01-31 00:36:11 +00:00
Sven Niederberger
b25bbb79a0
Image::get_color_at_3d and Image::set_color_at_3d: Support 2D images with layers (#17548)
# Objective

This makes the `Image::get_color_at_3d` and `Image::set_color_at_3d`
methods work with 2D images with more than one layer.

## Solution

- The Z coordinate is interpreted as the layer number.

## Testing

- Added a test: `get_set_pixel_2d_with_layers`.
2025-01-28 05:58:37 +00:00
Zachary Harrold
9bc0ae33c3
Move hashbrown and foldhash out of bevy_utils (#17460)
# Objective

- Contributes to #16877

## Solution

- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.

## Testing

- CI

---

## Migration Guide

- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
  - `FixedState`
  - `DefaultHasher`
  - `RandomState`
  - `FixedHasher`
  - `Hashed`
  - `PassHash`
  - `PassHasher`
  - `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
  - `HashMap`
  - `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.

## Notes

- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
2025-01-23 16:46:08 +00:00
MichiRecRoom
26bb0b40d2
Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111

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

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

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 01:14:58 +00:00
mgi388
0756a19f28
Support texture atlases in CustomCursor::Image (#17121)
# Objective

- Bevy 0.15 added support for custom cursor images in
https://github.com/bevyengine/bevy/pull/14284.
- However, to do animated cursors using the initial support shipped in
0.15 means you'd have to animate the `Handle<Image>`: You can't use a
`TextureAtlas` like you can with sprites and UI images.
- For my use case, my cursors are spritesheets. To animate them, I'd
have to break them down into multiple `Image` assets, but that seems
less than ideal.


## Solution

- Allow users to specify a `TextureAtlas` field when creating a custom
cursor image.
- To create parity with Bevy's `TextureAtlas` support on `Sprite`s and
`ImageNode`s, this also allows users to specify `rect`, `flip_x` and
`flip_y`. In fact, for my own use case, I need to `flip_y`.

## Testing

- I added unit tests for `calculate_effective_rect` and
`extract_and_transform_rgba_pixels`.
- I added a brand new example for custom cursor images. It has controls
to toggle fields on and off. I opted to add a new example because the
existing cursor example (`window_settings`) would be far too messy for
showcasing these custom cursor features (I did start down that path but
decided to stop and make a brand new example).
- The new example uses a [Kenny cursor icon] sprite sheet. I included
the licence even though it's not required (and it's CC0).
- I decided to make the example just loop through all cursor icons for
its animation even though it's not a _realistic_ in-game animation
sequence.
- I ran the PNG through https://tinypng.com. Looks like it's about 35KB.
- I'm open to adjusting the example spritesheet if required, but if it's
fine as is, great.

[Kenny cursor icon]: https://kenney-assets.itch.io/crosshair-pack

---

## Showcase


https://github.com/user-attachments/assets/8f6be8d7-d1d4-42f9-b769-ef8532367749

## Migration Guide

The `CustomCursor::Image` enum variant has some new fields. Update your
code to set them.

Before:

```rust
CustomCursor::Image {
    handle: asset_server.load("branding/icon.png"),
    hotspot: (128, 128),
}
```

After:

```rust
CustomCursor::Image {
    handle: asset_server.load("branding/icon.png"),
    texture_atlas: None,
    flip_x: false,
    flip_y: false,
    rect: None,
    hotspot: (128, 128),
}
```

## References

- Feature request [originally raised in Discord].

[originally raised in Discord]:
https://discord.com/channels/691052431525675048/692572690833473578/1319836362219847681
2025-01-14 22:27:24 +00:00
MichiRecRoom
447108b2a4
Downgrade clippy::allow_attributes and clippy::allow_attributes_without_reason to warn (#17320)
# Objective
I realized that setting these to `deny` may have been a little
aggressive - especially since we upgrade warnings to denies in CI.

## Solution
Downgrades these lints to `warn`, so that compiles can work locally. CI
will still treat these as denies.
2025-01-12 05:28:26 +00:00
AlephCubed
6063887be2
Feature gate bevy_reflect in bevy_image. (#17313)
Fixes #17294.
2025-01-12 01:24:34 +00:00
MichiRecRoom
bab5a1026c
bevy_image: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17289)
# Objective
- https://github.com/bevyengine/bevy/issues/17111

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

## Testing
`cargo clippy --tests --package bevy_image` was run, and no errors were
encountered.

I could not run the above command with `--all-features` due to some
compilation errors with `bevy_core_pipeline` and `bevy_math` - but
hopefully CI catches anything I missed.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-11 04:11:07 +00:00
mgi388
e24ae6cf40
Move TextureAtlas and friends into bevy_image (#17219)
# Objective

- Allow other crates to use `TextureAtlas` and friends without needing
to depend on `bevy_sprite`.
- Specifically, this allows adding `TextureAtlas` support to custom
cursors in https://github.com/bevyengine/bevy/pull/17121 by allowing
`bevy_winit` to depend on `bevy_image` instead of `bevy_sprite` which is
a [non-starter].

[non-starter]:
https://github.com/bevyengine/bevy/pull/17121#discussion_r1904955083

## Solution

- Move `TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`,
`TextureAtlasLayout` and `DynamicTextureAtlasBuilder` into `bevy_image`.
- Add a new plugin to `bevy_image` named `TextureAtlasPlugin` which
allows us to register `TextureAtlas` and `TextureAtlasLayout` which was
previously done in `SpritePlugin`. Since `SpritePlugin` did the
registration previously, we just need to make it add
`TextureAtlasPlugin`.

## Testing

- CI builds it.
- I also ran multiple examples which hopefully covered any issues:

```
$ cargo run --example sprite
$ cargo run --example text
$ cargo run --example ui_texture_atlas
$ cargo run --example sprite_animation
$ cargo run --example sprite_sheet
$ cargo run --example sprite_picking
```

---

## Migration Guide

The following types have been moved from `bevy_sprite` to `bevy_image`:
`TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`,
`TextureAtlasLayout` and `DynamicTextureAtlasBuilder`.

If you are using the `bevy` crate, and were importing these types
directly (e.g. before `use bevy::sprite::TextureAtlas`), be sure to
update your import paths (e.g. after `use bevy::image::TextureAtlas`)

If you are using the `bevy` prelude to import these types (e.g. `use
bevy::prelude::*`), you don't need to change anything.

If you are using the `bevy_sprite` subcrate, be sure to add `bevy_image`
as a dependency if you do not already have it, and be sure to update
your import paths.
2025-01-07 18:43:11 +00:00
Zachary Harrold
a371ee3019
Remove tracing re-export from bevy_utils (#17161)
# Objective

- Contributes to #11478

## Solution

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

## Testing

- CI

---

## Migration Guide

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

## Notes

- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
2025-01-05 23:06:34 +00:00
Rich Churcher
f2719f5470
Rust 1.83, allow -> expect (missing_docs) (#16561)
# Objective

We were waiting for 1.83 to address most of these, due to a bug with
`missing_docs` and `expect`. Relates to, but does not entirely complete,
#15059.

## Solution

- Upgrade to 1.83
- Switch `allow(missing_docs)` to `expect(missing_docs)`
- Remove a few now-unused `allow`s along the way, or convert to `expect`
2024-12-16 23:27:57 +00:00
homersimpsons
0707c0717b
✏️ Fix typos across bevy (#16702)
# Objective

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

## Solution

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

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

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

## Testing

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

---

## Migration Guide

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

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

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

## Questions

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

This project looks awesome, I really enjoy reading the progress made,
thanks to everyone involved.
2024-12-08 01:18:39 +00:00
Zachary Harrold
a6adced9ed
Deny derive_more error feature and replace it with thiserror (#16684)
# Objective

- Remove `derive_more`'s error derivation and replace it with
`thiserror`

## Solution

- Added `derive_more`'s `error` feature to `deny.toml` to prevent it
sneaking back in.
- Reverted to `thiserror` error derivation

## Notes

Merge conflicts were too numerous to revert the individual changes, so
this reversion was done manually. Please scrutinise carefully during
review.
2024-12-06 17:03:55 +00:00
atlv
d4883a9b5f
switch bevy_image to use wgpu-types wherever possible instead of wgpu (#16620)
# Objective

- dont depend on wgpu if we dont have to

## Solution

- works towards this, but doesnt fully accomplish it. the remaining
types stopping us from doing this need to be moved upstream, i will PR
this

## Testing

- 3d_scene runs

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-12-03 11:46:10 +00:00
andriyDev
2fbad7d845
Fix off-by-one error on Image::get_color_at and Image::set_color_at. (#16475)
# Objective

- Fixes #16474.

## Solution

- Check that the pixel x,y,z is less than width,height,depth.
    - Classic off-by-one.

## Testing

- Added a test.
2024-11-22 18:14:53 +00:00
Benjamin Brienen
40640fdf42
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>
2024-11-10 06:54:38 +00:00
Benjamin Brienen
56a002b693
Return Error instead of panicking when reading invalid dds file (#16283)
# Objective

Fixes #15928

## Solution

return Error instead of panic

## Testing

I don't know if we need to add a test for this. It is pretty
straightforward.
2024-11-08 21:55:34 +00:00