Commit Graph

5 Commits

Author SHA1 Message Date
Rob Parrett
e186c7ccf4
Fix panic in custom_render_phase example (#17866)
# Objective

Fix panic in `custom_render_phase`.

This example was broken by #17764, but that breakage evolved into a
panic after #17849. This new panic seems to illustrate the problem in a
pretty straightforward way.

```
2025-02-15T00:44:11.833622Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "macOS 15.3 Sequoia", kernel: "24.3.0", cpu: "Apple M4 Max", core_count: "16", memory: "64.0 GiB" }    
2025-02-15T00:44:11.908328Z  INFO bevy_render::renderer: AdapterInfo { name: "Apple M4 Max", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }
2025-02-15T00:44:12.314930Z  INFO bevy_winit::system: Creating new window App (0v1)
thread 'Compute Task Pool (1)' panicked at /Users/me/src/bevy/crates/bevy_ecs/src/system/function_system.rs:216:28:
bevy_render::batching::gpu_preprocessing::batch_and_prepare_sorted_render_phase<custom_render_phase::Stencil3d, custom_render_phase::StencilPipeline> could not access system parameter ResMut<PhaseBatchedInstanceBuffers<Stencil3d, MeshUniform>>
```

## Solution

Add a `SortedRenderPhasePlugin` for the custom phase.

## Testing

`cargo run --example custom_render_phase`
2025-02-16 19:59:45 +00:00
Patrick Walton
0ede857103
Build batches across phases in parallel. (#17764)
Currently, invocations of `batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` can't run in parallel because
they write to scene-global GPU buffers. After PR #17698,
`batch_and_prepare_binned_render_phase` started accounting for the
lion's share of the CPU time, causing us to be strongly CPU bound on
scenes like Caldera when occlusion culling was on (because of the
overhead of batching for the Z-prepass). Although I eventually plan to
optimize `batch_and_prepare_binned_render_phase`, we can obtain
significant wins now by parallelizing that system across phases.

This commit splits all GPU buffers that
`batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` touches into separate buffers
for each phase so that the scheduler will run those phases in parallel.
At the end of batch preparation, we gather the render phases up into a
single resource with a new *collection* phase. Because we already run
mesh preprocessing separately for each phase in order to make occlusion
culling work, this is actually a cleaner separation. For example, mesh
output indices (the unique ID that identifies each mesh instance on GPU)
are now guaranteed to be sequential starting from 0, which will simplify
the forthcoming work to remove them in favor of the compute dispatch ID.

On Caldera, this brings the frame time down to approximately 9.1 ms with
occlusion culling on.

![Screenshot 2025-02-08
210720](https://github.com/user-attachments/assets/44bed500-e323-4786-b40c-828b75bc7d3f)
2025-02-13 00:02:20 +00:00
Patrick Walton
85b366a8a2
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.
2025-02-11 22:38:52 +00:00
charlotte
a861452d68
Add user supplied mesh tag (#17648)
# Objective

Because of mesh preprocessing, users cannot rely on
`@builtin(instance_index)` in order to reference external data, as the
instance index is not stable, either from frame to frame or relative to
the total spawn order of mesh instances.

## Solution

Add a user supplied mesh index that can be used for referencing external
data when drawing instanced meshes.

Closes #13373

## Testing

Benchmarked `many_cubes` showing no difference in total frame time.

## Showcase



https://github.com/user-attachments/assets/80620147-aafc-4d9d-a8ee-e2149f7c8f3b

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-02-10 22:38:13 +00:00
IceSentry
4ecbe001d5
Add a custom render phase example (#16916)
# Objective

- It's currently very hard for beginners and advanced users to get a
full understanding of a complete render phase.

## Solution

- Implement a full custom render phase
- The render phase in the example is intended to show a custom stencil
phase that renders the stencil in red directly on the screen

---

## Showcase

<img width="1277" alt="image"
src="https://github.com/user-attachments/assets/e9dc0105-4fb6-463f-ad53-0529b575fd28"
/>

## Notes

More docs to explain what is going on is still needed but the example
works and can already help some people.

We might want to consider using a batched phase and cold specialization
in the future, but the example is already complex enough as it is.

---------

Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
2025-02-10 21:17:37 +00:00