bevy/crates/bevy_render/src
Patrick Walton 44db8b7fac
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.
2024-06-27 16:13:03 +00:00
..
batching Allow phase items not associated with meshes to be binned. (#14029) 2024-06-27 16:13:03 +00:00
camera Fix lints introduced in Rust beta 1.80 (#13899) 2024-06-17 17:22:01 +00:00
diagnostic Wgpu 0.20 (#13186) 2024-06-14 18:39:31 +00:00
mesh Use u32 for resolution/subdivision in primitive meshing (#13930) 2024-06-20 00:58:21 +00:00
primitives Fix lints introduced in Rust beta 1.80 (#13899) 2024-06-17 17:22:01 +00:00
render_graph Update render graph docs (#13495) 2024-05-24 21:57:08 +00:00
render_phase Allow phase items not associated with meshes to be binned. (#14029) 2024-06-27 16:13:03 +00:00
render_resource Fix lints introduced in Rust beta 1.80 (#13899) 2024-06-17 17:22:01 +00:00
renderer Fix typo in CPU adapter warning (#14037) 2024-06-26 18:37:34 +00:00
texture Make default behavior for BackgroundColor and BorderColor more intuitive (#14017) 2024-06-25 21:50:41 +00:00
view Allow phase items not associated with meshes to be binned. (#14029) 2024-06-27 16:13:03 +00:00
alpha.rs Implement alpha to coverage (A2C) support. (#12970) 2024-04-15 20:37:52 +00:00
color_operations.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
extract_component.rs Fix some nightly Clippy lints (#12927) 2024-04-13 02:05:38 +00:00
extract_instances.rs Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
extract_param.rs Enable the unsafe_op_in_unsafe_fn lint (#11591) 2024-01-28 23:18:11 +00:00
extract_resource.rs Add error when extract resource build fails (#4964) 2024-04-28 05:20:59 +00:00
globals.rs Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
globals.wgsl
gpu_component_array_buffer.rs Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
lib.rs fix: upgrade to winit v0.30 (#13366) 2024-06-03 13:06:48 +00:00
maths.wgsl add tonemapping LUT bindings for sprite and mesh2d pipelines (#13262) 2024-05-28 12:09:26 +00:00
pipelined_rendering.rs Fix lints introduced in Rust beta 1.80 (#13899) 2024-06-17 17:22:01 +00:00
render_asset.rs asset throttling: don't be exhausted if there is no limit (#13112) 2024-04-27 09:00:10 +00:00
settings.rs Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) 2024-01-26 18:14:21 +00:00
spatial_bundle.rs Implement Clone for VisibilityBundle and SpatialBundle (#10394) 2023-11-07 21:25:00 +00:00