bevy/examples/shader/custom_render_phase.rs
Patrick Walton 8976a45199
Retain skins from frame to frame. (#17818)
Currently, Bevy rebuilds the buffer containing all the transforms for
joints every frame, during the extraction phase. This is inefficient in
cases in which many skins are present in the scene and their joints
don't move, such as the Caldera test scene.

To address this problem, this commit switches skin extraction to use a
set of retained GPU buffers with allocations managed by the offset
allocator. I use fine-grained change detection in order to determine
which skins need updating. Note that the granularity is on the level of
an entire skin, not individual joints. Using the change detection at
that level would yield poor performance in common cases in which an
entire skin is animated at once. Also, this patch yields additional
performance from the fact that changing joint transforms no longer
requires the skinned mesh to be re-extracted.

Note that this optimization can be a double-edged sword. In
`many_foxes`, fine-grained change detection regressed the performance of
`extract_skins` by 3.4x. This is because every joint is updated every
frame in that example, so change detection is pointless and is pure
overhead. Because the `many_foxes` workload is actually representative
of animated scenes, this patch includes a heuristic that disables
fine-grained change detection if the number of transformed entities in
the frame exceeds a certain fraction of the total number of joints.
Currently, this threshold is set to 25%. Note that this is a crude
heuristic, because it doesn't distinguish between the number of
transformed *joints* and the number of transformed *entities*; however,
it should be good enough to yield the optimum code path most of the
time.

Finally, this patch fixes a bug whereby skinned meshes are actually
being incorrectly retained if the buffer offsets of the joints of those
skinned meshes changes from frame to frame. To fix this without
retaining skins, we would have to re-extract every skinned mesh every
frame. Doing this was a significant regression on Caldera. With this PR,
by contrast, mesh joints stay at the same buffer offset, so we don't
have to update the `MeshInputUniform` containing the buffer offset every
frame. This also makes PR #17717 easier to implement, because that PR
uses the buffer offset from the previous frame, and the logic for
calculating that is simplified if the previous frame's buffer offset is
guaranteed to be identical to that of the current frame.

On Caldera, this patch reduces the time spent in `extract_skins` from
1.79 ms to near zero. On `many_foxes`, this patch regresses the
performance of `extract_skins` by approximately 10%-25%, depending on
the number of foxes. This has only a small impact on frame rate.
2025-02-18 00:56:04 +00:00

633 lines
23 KiB
Rust

//! This example demonstrates how to write a custom phase
//!
//! Render phases in bevy are used whenever you need to draw a group of meshes in a specific way.
//! For example, bevy's main pass has an opaque phase, a transparent phase for both 2d and 3d.
//! Sometimes, you may want to only draw a subset of meshes before or after the builtin phase. In
//! those situations you need to write your own phase.
//!
//! This example showcases how writing a custom phase to draw a stencil of a bevy mesh could look
//! like. Some shortcuts have been used for simplicity.
//!
//! This example was made for 3d, but a 2d equivalent would be almost identical.
use std::ops::Range;
use bevy::{
core_pipeline::core_3d::graph::{Core3d, Node3d},
ecs::{
query::QueryItem,
system::{lifetimeless::SRes, SystemParamItem},
},
math::FloatOrd,
pbr::{
DrawMesh, MeshInputUniform, MeshPipeline, MeshPipelineKey, MeshPipelineViewLayoutKey,
MeshUniform, RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup,
},
platform_support::collections::HashSet,
prelude::*,
render::{
batching::{
gpu_preprocessing::{
batch_and_prepare_sorted_render_phase, IndirectParametersCpuMetadata,
UntypedPhaseIndirectParametersBuffers,
},
GetBatchData, GetFullBatchData,
},
camera::ExtractedCamera,
extract_component::{ExtractComponent, ExtractComponentPlugin},
mesh::{allocator::MeshAllocator, MeshVertexBufferLayoutRef, RenderMesh},
render_asset::RenderAssets,
render_graph::{
NodeRunError, RenderGraphApp, RenderGraphContext, RenderLabel, ViewNode, ViewNodeRunner,
},
render_phase::{
sort_phase_system, AddRenderCommand, CachedRenderPipelinePhaseItem, DrawFunctionId,
DrawFunctions, PhaseItem, PhaseItemExtraIndex, SetItemPipeline, SortedPhaseItem,
SortedRenderPhasePlugin, ViewSortedRenderPhases,
},
render_resource::{
CachedRenderPipelineId, ColorTargetState, ColorWrites, Face, FragmentState, FrontFace,
MultisampleState, PipelineCache, PolygonMode, PrimitiveState, RenderPassDescriptor,
RenderPipelineDescriptor, SpecializedMeshPipeline, SpecializedMeshPipelineError,
SpecializedMeshPipelines, TextureFormat, VertexState,
},
renderer::RenderContext,
sync_world::MainEntity,
view::{ExtractedView, RenderVisibleEntities, RetainedViewEntity, ViewTarget},
Extract, Render, RenderApp, RenderDebugFlags, RenderSet,
},
};
use nonmax::NonMaxU32;
const SHADER_ASSET_PATH: &str = "shaders/custom_stencil.wgsl";
fn main() {
App::new()
.add_plugins((DefaultPlugins, MeshStencilPhasePlugin))
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// circular base
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
));
// cube
// This cube will be rendered by the main pass, but it will also be rendered by our custom
// pass. This should result in an unlit red cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
Transform::from_xyz(0.0, 0.5, 0.0),
// This marker component is used to identify which mesh will be used in our custom pass
// The circle doesn't have it so it won't be rendered in our pass
DrawStencil,
));
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
// disable msaa for simplicity
Msaa::Off,
));
}
#[derive(Component, ExtractComponent, Clone, Copy, Default)]
struct DrawStencil;
struct MeshStencilPhasePlugin;
impl Plugin for MeshStencilPhasePlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
ExtractComponentPlugin::<DrawStencil>::default(),
SortedRenderPhasePlugin::<Stencil3d, MeshPipeline>::new(RenderDebugFlags::default()),
));
// We need to get the render app from the main app
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.init_resource::<SpecializedMeshPipelines<StencilPipeline>>()
.init_resource::<DrawFunctions<Stencil3d>>()
.add_render_command::<Stencil3d, DrawMesh3dStencil>()
.init_resource::<ViewSortedRenderPhases<Stencil3d>>()
.add_systems(ExtractSchedule, extract_camera_phases)
.add_systems(
Render,
(
queue_custom_meshes.in_set(RenderSet::QueueMeshes),
sort_phase_system::<Stencil3d>.in_set(RenderSet::PhaseSort),
batch_and_prepare_sorted_render_phase::<Stencil3d, StencilPipeline>
.in_set(RenderSet::PrepareResources),
),
);
render_app
.add_render_graph_node::<ViewNodeRunner<CustomDrawNode>>(Core3d, CustomDrawPassLabel)
// Tell the node to run after the main pass
.add_render_graph_edges(Core3d, (Node3d::MainOpaquePass, CustomDrawPassLabel));
}
fn finish(&self, app: &mut App) {
// We need to get the render app from the main app
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// The pipeline needs the RenderDevice to be created and it's only available once plugins
// are initialized
render_app.init_resource::<StencilPipeline>();
}
}
#[derive(Resource)]
struct StencilPipeline {
/// The base mesh pipeline defined by bevy
///
/// Since we want to draw a stencil of an existing bevy mesh we want to reuse the default
/// pipeline as much as possible
mesh_pipeline: MeshPipeline,
/// Stores the shader used for this pipeline directly on the pipeline.
/// This isn't required, it's only done like this for simplicity.
shader_handle: Handle<Shader>,
}
impl FromWorld for StencilPipeline {
fn from_world(world: &mut World) -> Self {
Self {
mesh_pipeline: MeshPipeline::from_world(world),
shader_handle: world.resource::<AssetServer>().load(SHADER_ASSET_PATH),
}
}
}
// For more information on how SpecializedMeshPipeline work, please look at the
// specialized_mesh_pipeline example
impl SpecializedMeshPipeline for StencilPipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayoutRef,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
// We will only use the position of the mesh in our shader so we only need to specify that
let mut vertex_attributes = Vec::new();
if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
// Make sure this matches the shader location
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
}
// This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes
let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
Ok(RenderPipelineDescriptor {
label: Some("Specialized Mesh Pipeline".into()),
// We want to reuse the data from bevy so we use the same bind groups as the default
// mesh pipeline
layout: vec![
// Bind group 0 is the view uniform
self.mesh_pipeline
.get_view_layout(MeshPipelineViewLayoutKey::from(key))
.clone(),
// Bind group 1 is the mesh uniform
self.mesh_pipeline.mesh_layouts.model_only.clone(),
],
push_constant_ranges: vec![],
vertex: VertexState {
shader: self.shader_handle.clone(),
shader_defs: vec![],
entry_point: "vertex".into(),
buffers: vec![vertex_buffer_layout],
},
fragment: Some(FragmentState {
shader: self.shader_handle.clone(),
shader_defs: vec![],
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format: TextureFormat::bevy_default(),
blend: None,
write_mask: ColorWrites::ALL,
})],
}),
primitive: PrimitiveState {
topology: key.primitive_topology(),
front_face: FrontFace::Ccw,
cull_mode: Some(Face::Back),
polygon_mode: PolygonMode::Fill,
..default()
},
depth_stencil: None,
// It's generally recommended to specialize your pipeline for MSAA,
// but it's not always possible
multisample: MultisampleState::default(),
zero_initialize_workgroup_memory: false,
})
}
}
// We will reuse render commands already defined by bevy to draw a 3d mesh
type DrawMesh3dStencil = (
SetItemPipeline,
// This will set the view bindings in group 0
SetMeshViewBindGroup<0>,
// This will set the mesh bindings in group 1
SetMeshBindGroup<1>,
// This will draw the mesh
DrawMesh,
);
// This is the data required per entity drawn in a custom phase in bevy. More specifically this is the
// data required when using a ViewSortedRenderPhase. This would look differently if we wanted a
// batched render phase. Sorted phases are a bit easier to implement, but a batched phase would
// look similar.
//
// If you want to see how a batched phase implementation looks, you should look at the Opaque2d
// phase.
struct Stencil3d {
pub sort_key: FloatOrd,
pub entity: (Entity, MainEntity),
pub pipeline: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
pub batch_range: Range<u32>,
pub extra_index: PhaseItemExtraIndex,
/// Whether the mesh in question is indexed (uses an index buffer in
/// addition to its vertex buffer).
pub indexed: bool,
}
// For more information about writing a phase item, please look at the custom_phase_item example
impl PhaseItem for Stencil3d {
#[inline]
fn entity(&self) -> Entity {
self.entity.0
}
#[inline]
fn main_entity(&self) -> MainEntity {
self.entity.1
}
#[inline]
fn draw_function(&self) -> DrawFunctionId {
self.draw_function
}
#[inline]
fn batch_range(&self) -> &Range<u32> {
&self.batch_range
}
#[inline]
fn batch_range_mut(&mut self) -> &mut Range<u32> {
&mut self.batch_range
}
#[inline]
fn extra_index(&self) -> PhaseItemExtraIndex {
self.extra_index.clone()
}
#[inline]
fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) {
(&mut self.batch_range, &mut self.extra_index)
}
}
impl SortedPhaseItem for Stencil3d {
type SortKey = FloatOrd;
#[inline]
fn sort_key(&self) -> Self::SortKey {
self.sort_key
}
#[inline]
fn sort(items: &mut [Self]) {
// bevy normally uses radsort instead of the std slice::sort_by_key
// radsort is a stable radix sort that performed better than `slice::sort_by_key` or `slice::sort_unstable_by_key`.
// Since it is not re-exported by bevy, we just use the std sort for the purpose of the example
items.sort_by_key(SortedPhaseItem::sort_key);
}
#[inline]
fn indexed(&self) -> bool {
self.indexed
}
}
impl CachedRenderPipelinePhaseItem for Stencil3d {
#[inline]
fn cached_pipeline(&self) -> CachedRenderPipelineId {
self.pipeline
}
}
impl GetBatchData for StencilPipeline {
type Param = (
SRes<RenderMeshInstances>,
SRes<RenderAssets<RenderMesh>>,
SRes<MeshAllocator>,
);
type CompareData = AssetId<Mesh>;
type BufferData = MeshUniform;
fn get_batch_data(
(mesh_instances, _render_assets, mesh_allocator): &SystemParamItem<Self::Param>,
(_entity, main_entity): (Entity, MainEntity),
) -> Option<(Self::BufferData, Option<Self::CompareData>)> {
let RenderMeshInstances::CpuBuilding(ref mesh_instances) = **mesh_instances else {
error!(
"`get_batch_data` should never be called in GPU mesh uniform \
building mode"
);
return None;
};
let mesh_instance = mesh_instances.get(&main_entity)?;
let first_vertex_index =
match mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id) {
Some(mesh_vertex_slice) => mesh_vertex_slice.range.start,
None => 0,
};
let mesh_uniform = {
let mesh_transforms = &mesh_instance.transforms;
let (local_from_world_transpose_a, local_from_world_transpose_b) =
mesh_transforms.world_from_local.inverse_transpose_3x3();
MeshUniform {
world_from_local: mesh_transforms.world_from_local.to_transpose(),
previous_world_from_local: mesh_transforms.previous_world_from_local.to_transpose(),
lightmap_uv_rect: UVec2::ZERO,
local_from_world_transpose_a,
local_from_world_transpose_b,
flags: mesh_transforms.flags,
first_vertex_index,
current_skin_index: u32::MAX,
material_and_lightmap_bind_group_slot: 0,
tag: 0,
pad: 0,
}
};
Some((mesh_uniform, None))
}
}
impl GetFullBatchData for StencilPipeline {
type BufferInputData = MeshInputUniform;
fn get_index_and_compare_data(
(mesh_instances, _, _): &SystemParamItem<Self::Param>,
main_entity: MainEntity,
) -> Option<(NonMaxU32, Option<Self::CompareData>)> {
// This should only be called during GPU building.
let RenderMeshInstances::GpuBuilding(ref mesh_instances) = **mesh_instances else {
error!(
"`get_index_and_compare_data` should never be called in CPU mesh uniform building \
mode"
);
return None;
};
let mesh_instance = mesh_instances.get(&main_entity)?;
Some((
mesh_instance.current_uniform_index,
mesh_instance
.should_batch()
.then_some(mesh_instance.mesh_asset_id),
))
}
fn get_binned_batch_data(
(mesh_instances, _render_assets, mesh_allocator): &SystemParamItem<Self::Param>,
main_entity: MainEntity,
) -> Option<Self::BufferData> {
let RenderMeshInstances::CpuBuilding(ref mesh_instances) = **mesh_instances else {
error!(
"`get_binned_batch_data` should never be called in GPU mesh uniform building mode"
);
return None;
};
let mesh_instance = mesh_instances.get(&main_entity)?;
let first_vertex_index =
match mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id) {
Some(mesh_vertex_slice) => mesh_vertex_slice.range.start,
None => 0,
};
Some(MeshUniform::new(
&mesh_instance.transforms,
first_vertex_index,
mesh_instance.material_bindings_index.slot,
None,
None,
None,
))
}
fn write_batch_indirect_parameters_metadata(
indexed: bool,
base_output_index: u32,
batch_set_index: Option<NonMaxU32>,
indirect_parameters_buffers: &mut UntypedPhaseIndirectParametersBuffers,
indirect_parameters_offset: u32,
) {
// Note that `IndirectParameters` covers both of these structures, even
// though they actually have distinct layouts. See the comment above that
// type for more information.
let indirect_parameters = IndirectParametersCpuMetadata {
base_output_index,
batch_set_index: match batch_set_index {
None => !0,
Some(batch_set_index) => u32::from(batch_set_index),
},
};
if indexed {
indirect_parameters_buffers
.indexed
.set(indirect_parameters_offset, indirect_parameters);
} else {
indirect_parameters_buffers
.non_indexed
.set(indirect_parameters_offset, indirect_parameters);
}
}
fn get_binned_index(
_param: &SystemParamItem<Self::Param>,
_query_item: MainEntity,
) -> Option<NonMaxU32> {
None
}
}
// When defining a phase, we need to extract it from the main world and add it to a resource
// that will be used by the render world. We need to give that resource all views that will use
// that phase
fn extract_camera_phases(
mut stencil_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
cameras: Extract<Query<(Entity, &Camera), With<Camera3d>>>,
mut live_entities: Local<HashSet<RetainedViewEntity>>,
) {
live_entities.clear();
for (main_entity, camera) in &cameras {
if !camera.is_active {
continue;
}
// This is the main camera, so we use the first subview index (0)
let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0);
stencil_phases.insert_or_clear(retained_view_entity);
live_entities.insert(retained_view_entity);
}
// Clear out all dead views.
stencil_phases.retain(|camera_entity, _| live_entities.contains(camera_entity));
}
// This is a very important step when writing a custom phase.
//
// This system determines which meshes will be added to the phase.
fn queue_custom_meshes(
custom_draw_functions: Res<DrawFunctions<Stencil3d>>,
mut pipelines: ResMut<SpecializedMeshPipelines<StencilPipeline>>,
pipeline_cache: Res<PipelineCache>,
custom_draw_pipeline: Res<StencilPipeline>,
render_meshes: Res<RenderAssets<RenderMesh>>,
render_mesh_instances: Res<RenderMeshInstances>,
mut custom_render_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
mut views: Query<(&ExtractedView, &RenderVisibleEntities, &Msaa)>,
has_marker: Query<(), With<DrawStencil>>,
) {
for (view, visible_entities, msaa) in &mut views {
let Some(custom_phase) = custom_render_phases.get_mut(&view.retained_view_entity) else {
continue;
};
let draw_custom = custom_draw_functions.read().id::<DrawMesh3dStencil>();
// Create the key based on the view.
// In this case we only care about MSAA and HDR
let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
| MeshPipelineKey::from_hdr(view.hdr);
let rangefinder = view.rangefinder3d();
// Since our phase can work on any 3d mesh we can reuse the default mesh 3d filter
for (render_entity, visible_entity) in visible_entities.iter::<Mesh3d>() {
// We only want meshes with the marker component to be queued to our phase.
if has_marker.get(*render_entity).is_err() {
continue;
}
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity)
else {
continue;
};
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
continue;
};
// Specialize the key for the current mesh entity
// For this example we only specialize based on the mesh topology
// but you could have more complex keys and that's where you'd need to create those keys
let mut mesh_key = view_key;
mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&custom_draw_pipeline,
mesh_key,
&mesh.layout,
);
let pipeline_id = match pipeline_id {
Ok(id) => id,
Err(err) => {
error!("{}", err);
continue;
}
};
let distance = rangefinder.distance_translation(&mesh_instance.translation);
// At this point we have all the data we need to create a phase item and add it to our
// phase
custom_phase.add(Stencil3d {
// Sort the data based on the distance to the view
sort_key: FloatOrd(distance),
entity: (*render_entity, *visible_entity),
pipeline: pipeline_id,
draw_function: draw_custom,
// Sorted phase items aren't batched
batch_range: 0..1,
extra_index: PhaseItemExtraIndex::None,
indexed: mesh.indexed(),
});
}
}
}
// Render label used to order our render graph node that will render our phase
#[derive(RenderLabel, Debug, Clone, Hash, PartialEq, Eq)]
struct CustomDrawPassLabel;
#[derive(Default)]
struct CustomDrawNode;
impl ViewNode for CustomDrawNode {
type ViewQuery = (
&'static ExtractedCamera,
&'static ExtractedView,
&'static ViewTarget,
);
fn run<'w>(
&self,
graph: &mut RenderGraphContext,
render_context: &mut RenderContext<'w>,
(camera, view, target): QueryItem<'w, Self::ViewQuery>,
world: &'w World,
) -> Result<(), NodeRunError> {
// First, we need to get our phases resource
let Some(stencil_phases) = world.get_resource::<ViewSortedRenderPhases<Stencil3d>>() else {
return Ok(());
};
// Get the view entity from the graph
let view_entity = graph.view_entity();
// Get the phase for the current view running our node
let Some(stencil_phase) = stencil_phases.get(&view.retained_view_entity) else {
return Ok(());
};
// Render pass setup
let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
label: Some("stencil pass"),
// For the purpose of the example, we will write directly to the view target. A real
// stencil pass would write to a custom texture and that texture would be used in later
// passes to render custom effects using it.
color_attachments: &[Some(target.get_color_attachment())],
// We don't bind any depth buffer for this pass
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
if let Some(viewport) = camera.viewport.as_ref() {
render_pass.set_camera_viewport(viewport);
}
// Render the phase
// This will execute each draw functions of each phase items queued in this phase
if let Err(err) = stencil_phase.render(&mut render_pass, world, view_entity) {
error!("Error encountered while rendering the stencil phase {err:?}");
}
Ok(())
}
}