
# Objective We have a few old system labels that are now system sets but are still named or documented as labels. Documentation also generally mentioned system labels in some places. ## Solution - Clean up naming and documentation regarding system sets ## Migration Guide `PrepareAssetLabel` is now called `PrepareAssetSet`
339 lines
13 KiB
Rust
339 lines
13 KiB
Rust
#[cfg(target_pointer_width = "16")]
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compile_error!("bevy_render cannot compile for a 16-bit platform.");
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extern crate core;
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pub mod camera;
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pub mod color;
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pub mod extract_component;
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mod extract_param;
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pub mod extract_resource;
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pub mod globals;
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pub mod mesh;
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pub mod pipelined_rendering;
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pub mod primitives;
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pub mod render_asset;
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pub mod render_graph;
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pub mod render_phase;
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pub mod render_resource;
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pub mod renderer;
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pub mod settings;
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mod spatial_bundle;
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pub mod texture;
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pub mod view;
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use bevy_hierarchy::ValidParentCheckPlugin;
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pub use extract_param::Extract;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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camera::{Camera, OrthographicProjection, PerspectiveProjection, Projection},
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color::Color,
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mesh::{shape, Mesh},
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render_resource::Shader,
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spatial_bundle::SpatialBundle,
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texture::{Image, ImagePlugin},
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view::{ComputedVisibility, Msaa, Visibility, VisibilityBundle},
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ExtractSchedule,
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};
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}
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use bevy_window::{PrimaryWindow, RawHandleWrapper};
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use globals::GlobalsPlugin;
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pub use once_cell;
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use crate::{
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camera::CameraPlugin,
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mesh::MeshPlugin,
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render_resource::{PipelineCache, Shader, ShaderLoader},
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renderer::{render_system, RenderInstance},
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settings::WgpuSettings,
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view::{ViewPlugin, WindowRenderPlugin},
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};
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use bevy_app::{App, AppLabel, CoreSchedule, Plugin, SubApp};
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use bevy_asset::{AddAsset, AssetServer};
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use bevy_ecs::{prelude::*, schedule::ScheduleLabel, system::SystemState};
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use bevy_utils::tracing::debug;
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use std::ops::{Deref, DerefMut};
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/// Contains the default Bevy rendering backend based on wgpu.
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#[derive(Default)]
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pub struct RenderPlugin {
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pub wgpu_settings: WgpuSettings,
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}
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/// The labels of the default App rendering sets.
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///
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/// The sets run in the order listed, with [`apply_system_buffers`] inserted between each set.
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///
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/// The `*Flush` sets are assigned to the copy of [`apply_system_buffers`]
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/// that runs immediately after the matching system set.
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/// These can be useful for ordering, but you almost never want to add your systems to these sets.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum RenderSet {
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/// The copy of [`apply_system_buffers`] that runs at the begining of this schedule.
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/// This is used for applying the commands from the [`ExtractSchedule`]
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ExtractCommands,
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/// Prepare render resources from the extracted data for the GPU.
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Prepare,
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/// The copy of [`apply_system_buffers`] that runs immediately after `Prepare`.
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PrepareFlush,
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/// Create [`BindGroups`](crate::render_resource::BindGroup) that depend on
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/// [`Prepare`](RenderSet::Prepare) data and queue up draw calls to run during the
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/// [`Render`](RenderSet::Render) step.
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Queue,
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/// The copy of [`apply_system_buffers`] that runs immediately after `Queue`.
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QueueFlush,
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// TODO: This could probably be moved in favor of a system ordering abstraction in Render or Queue
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/// Sort the [`RenderPhases`](crate::render_phase::RenderPhase) here.
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PhaseSort,
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/// The copy of [`apply_system_buffers`] that runs immediately after `PhaseSort`.
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PhaseSortFlush,
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/// Actual rendering happens here.
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/// In most cases, only the render backend should insert resources here.
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Render,
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/// The copy of [`apply_system_buffers`] that runs immediately after `Render`.
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RenderFlush,
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/// Cleanup render resources here.
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Cleanup,
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/// The copy of [`apply_system_buffers`] that runs immediately after `Cleanup`.
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CleanupFlush,
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}
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impl RenderSet {
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/// Sets up the base structure of the rendering [`Schedule`].
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///
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/// The sets defined in this enum are configured to run in order,
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/// and a copy of [`apply_system_buffers`] is inserted into each `*Flush` set.
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pub fn base_schedule() -> Schedule {
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use RenderSet::*;
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let mut schedule = Schedule::new();
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// Create "stage-like" structure using buffer flushes + ordering
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schedule.add_system(apply_system_buffers.in_set(PrepareFlush));
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schedule.add_system(apply_system_buffers.in_set(QueueFlush));
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schedule.add_system(apply_system_buffers.in_set(PhaseSortFlush));
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schedule.add_system(apply_system_buffers.in_set(RenderFlush));
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schedule.add_system(apply_system_buffers.in_set(CleanupFlush));
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schedule.configure_set(ExtractCommands.before(Prepare));
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schedule.configure_set(Prepare.after(ExtractCommands).before(PrepareFlush));
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schedule.configure_set(Queue.after(PrepareFlush).before(QueueFlush));
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schedule.configure_set(PhaseSort.after(QueueFlush).before(PhaseSortFlush));
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schedule.configure_set(Render.after(PhaseSortFlush).before(RenderFlush));
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schedule.configure_set(Cleanup.after(RenderFlush).before(CleanupFlush));
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schedule
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}
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}
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/// Schedule which extract data from the main world and inserts it into the render world.
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///
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/// This step should be kept as short as possible to increase the "pipelining potential" for
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/// running the next frame while rendering the current frame.
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///
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/// This schedule is run on the main world, but its buffers are not applied
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/// via [`Schedule::apply_system_buffers`](bevy_ecs::schedule::Schedule) until it is returned to the render world.
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#[derive(ScheduleLabel, PartialEq, Eq, Debug, Clone, Hash)]
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pub struct ExtractSchedule;
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/// The simulation [`World`] of the application, stored as a resource.
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/// This resource is only available during [`ExtractSchedule`] and not
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/// during command application of that schedule.
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/// See [`Extract`] for more details.
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#[derive(Resource, Default)]
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pub struct MainWorld(World);
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impl Deref for MainWorld {
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type Target = World;
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fn deref(&self) -> &Self::Target {
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&self.0
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}
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}
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impl DerefMut for MainWorld {
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fn deref_mut(&mut self) -> &mut Self::Target {
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&mut self.0
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}
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}
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pub mod main_graph {
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pub mod node {
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pub const CAMERA_DRIVER: &str = "camera_driver";
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}
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}
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/// A Label for the rendering sub-app.
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#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
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pub struct RenderApp;
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impl Plugin for RenderPlugin {
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/// Initializes the renderer, sets up the [`RenderSet`](RenderSet) and creates the rendering sub-app.
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fn build(&self, app: &mut App) {
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app.add_asset::<Shader>()
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.add_debug_asset::<Shader>()
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.init_asset_loader::<ShaderLoader>()
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.init_debug_asset_loader::<ShaderLoader>();
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let mut system_state: SystemState<Query<&RawHandleWrapper, With<PrimaryWindow>>> =
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SystemState::new(&mut app.world);
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let primary_window = system_state.get(&app.world);
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if let Some(backends) = self.wgpu_settings.backends {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends,
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dx12_shader_compiler: self.wgpu_settings.dx12_shader_compiler.clone(),
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});
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let surface = primary_window.get_single().ok().map(|wrapper| unsafe {
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// SAFETY: Plugins should be set up on the main thread.
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let handle = wrapper.get_handle();
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instance
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.create_surface(&handle)
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.expect("Failed to create wgpu surface")
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});
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let request_adapter_options = wgpu::RequestAdapterOptions {
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power_preference: self.wgpu_settings.power_preference,
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compatible_surface: surface.as_ref(),
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..Default::default()
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};
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let (device, queue, adapter_info, render_adapter) =
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futures_lite::future::block_on(renderer::initialize_renderer(
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&instance,
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&self.wgpu_settings,
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&request_adapter_options,
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));
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debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
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debug!("Configured wgpu adapter Features: {:#?}", device.features());
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app.insert_resource(device.clone())
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.insert_resource(queue.clone())
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.insert_resource(adapter_info.clone())
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.insert_resource(render_adapter.clone())
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.init_resource::<ScratchMainWorld>();
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let pipeline_cache = PipelineCache::new(device.clone());
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let asset_server = app.world.resource::<AssetServer>().clone();
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let mut render_app = App::empty();
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render_app.add_simple_outer_schedule();
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let mut render_schedule = RenderSet::base_schedule();
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// Prepare the schedule which extracts data from the main world to the render world
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render_app.edit_schedule(ExtractSchedule, |schedule| {
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schedule
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.set_apply_final_buffers(false)
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.add_system(PipelineCache::extract_shaders);
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});
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// This set applies the commands from the extract stage while the render schedule
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// is running in parallel with the main app.
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render_schedule.add_system(apply_extract_commands.in_set(RenderSet::ExtractCommands));
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render_schedule.add_system(
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PipelineCache::process_pipeline_queue_system
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.before(render_system)
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.in_set(RenderSet::Render),
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);
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render_schedule.add_system(render_system.in_set(RenderSet::Render));
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render_schedule.add_system(World::clear_entities.in_set(RenderSet::Cleanup));
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render_app
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.add_schedule(CoreSchedule::Main, render_schedule)
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.init_resource::<render_graph::RenderGraph>()
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.insert_resource(RenderInstance(instance))
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.insert_resource(device)
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.insert_resource(queue)
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.insert_resource(render_adapter)
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.insert_resource(adapter_info)
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.insert_resource(pipeline_cache)
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.insert_resource(asset_server);
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let (sender, receiver) = bevy_time::create_time_channels();
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app.insert_resource(receiver);
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render_app.insert_resource(sender);
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app.insert_sub_app(RenderApp, SubApp::new(render_app, move |main_world, render_app| {
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#[cfg(feature = "trace")]
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let _render_span = bevy_utils::tracing::info_span!("extract main app to render subapp").entered();
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{
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#[cfg(feature = "trace")]
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let _stage_span =
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bevy_utils::tracing::info_span!("reserve_and_flush")
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.entered();
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// reserve all existing main world entities for use in render_app
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// they can only be spawned using `get_or_spawn()`
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let total_count = main_world.entities().total_count();
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assert_eq!(
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render_app.world.entities().len(),
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0,
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"An entity was spawned after the entity list was cleared last frame and before the extract schedule began. This is not supported",
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);
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// This is safe given the clear_entities call in the past frame and the assert above
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unsafe {
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render_app
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.world
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.entities_mut()
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.flush_and_reserve_invalid_assuming_no_entities(total_count);
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}
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}
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// run extract schedule
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extract(main_world, render_app);
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}));
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}
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app.add_plugin(ValidParentCheckPlugin::<view::ComputedVisibility>::default())
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.add_plugin(WindowRenderPlugin)
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.add_plugin(CameraPlugin)
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.add_plugin(ViewPlugin)
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.add_plugin(MeshPlugin)
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.add_plugin(GlobalsPlugin);
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app.register_type::<color::Color>()
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.register_type::<primitives::Aabb>()
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.register_type::<primitives::CascadesFrusta>()
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.register_type::<primitives::CubemapFrusta>()
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.register_type::<primitives::Frustum>();
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}
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}
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/// A "scratch" world used to avoid allocating new worlds every frame when
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/// swapping out the [`MainWorld`] for [`ExtractSchedule`].
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#[derive(Resource, Default)]
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struct ScratchMainWorld(World);
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/// Executes the [`ExtractSchedule`] step of the renderer.
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/// This updates the render world with the extracted ECS data of the current frame.
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fn extract(main_world: &mut World, render_app: &mut App) {
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// temporarily add the app world to the render world as a resource
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let scratch_world = main_world.remove_resource::<ScratchMainWorld>().unwrap();
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let inserted_world = std::mem::replace(main_world, scratch_world.0);
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render_app.world.insert_resource(MainWorld(inserted_world));
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render_app.world.run_schedule(ExtractSchedule);
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// move the app world back, as if nothing happened.
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let inserted_world = render_app.world.remove_resource::<MainWorld>().unwrap();
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let scratch_world = std::mem::replace(main_world, inserted_world.0);
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main_world.insert_resource(ScratchMainWorld(scratch_world));
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}
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/// Applies the commands from the extract schedule. This happens during
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/// the render schedule rather than during extraction to allow the commands to run in parallel with the
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/// main app when pipelined rendering is enabled.
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fn apply_extract_commands(render_world: &mut World) {
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render_world.resource_scope(|render_world, mut schedules: Mut<Schedules>| {
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schedules
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.get_mut(&ExtractSchedule)
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.unwrap()
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.apply_system_buffers(render_world);
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});
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}
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