# Objective
* Remove all uses of render_resource_wrapper.
* Make it easier to share a `wgpu::Device` between Bevy and application
code.
## Solution
Removed the `render_resource_wrapper` macro.
To improve the `RenderCreation:: Manual ` API, `ErasedRenderDevice` was
replaced by `Arc`. Unfortunately I had to introduce one more usage of
`WgpuWrapper` which seems like an unwanted constraint on the caller.
## Testing
- Did you test these changes? If so, how?
- Ran `cargo test`.
- Ran a few examples.
- Used `RenderCreation::Manual` in my own project
- Exercised `RenderCreation::Automatic` through examples
- Are there any parts that need more testing?
- No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run examples
- Use `RenderCreation::Manual` in their own project
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Fixes#14841
## Solution
- Compute BufferSlice size manually and use it for comparison in
`TrackedRenderPass`
## Testing
- Gizmo example does not crash with #14721 (without system ordering),
and `slice` computes correct size there
---
## Migration Guide
- `TrackedRenderPass::set_vertex_buffer` function has been modified to
update vertex buffers when the same buffer with the same offset is
provided, but its size has changed. Some existing code may rely on the
previous behavior, which did not update the vertex buffer in this
scenario.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- alternative to #2895
- as mentioned in #2535 the uuid based ids in the render module should be replaced with atomic-counted ones
## Solution
- instead of generating a random UUID for each render resource, this implementation increases an atomic counter
- this might be replaced by the ids of wgpu if they expose them directly in the future
- I have not benchmarked this solution yet, but this should be slightly faster in theory.
- Bevymark does not seem to be affected much by this change, which is to be expected.
- Nothing of our API has changed, other than that the IDs have lost their IMO rather insignificant documentation.
- Maybe the documentation could be added back into the macro, but this would complicate the code.
What is says on the tin.
This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.
that said, deriving `Default` for a couple of structs is a nice easy win
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.