 2d1b4939d2
			
		
	
	
		2d1b4939d2
		
			
		
	
	
	
	
		
			
			# Objective Fixes #15560 Fixes (most of) #15570 Currently a lot of examples (and presumably some user code) depend on toggling certain render features by adding/removing a single component to an entity, e.g. `SpotLight` to toggle a light. Because of the retained render world this no longer works: Extract will add any new components, but when it is removed the entity persists unchanged in the render world. ## Solution Add `SyncComponentPlugin<C: Component>` that registers `SyncToRenderWorld` as a required component for `C`, and adds a component hook that will clear all components from the render world entity when `C` is removed. We add this plugin to `ExtractComponentPlugin` which fixes most instances of the problem. For custom extraction logic we can manually add `SyncComponentPlugin` for that component. We also rename `WorldSyncPlugin` to `SyncWorldPlugin` so we start a naming convention like all the `Extract` plugins. In this PR I also fixed a bunch of breakage related to the retained render world, stemming from old code that assumed that `Entity` would be the same in both worlds. I found that using the `RenderEntity` wrapper instead of `Entity` in data structures when referring to render world entities makes intent much clearer, so I propose we make this an official pattern. ## Testing Run examples like ``` cargo run --features pbr_multi_layer_material_textures --example clearcoat cargo run --example volumetric_fog ``` and see that they work, and that toggles work correctly. But really we should test every single example, as we might not even have caught all the breakage yet. --- ## Migration Guide The retained render world notes should be updated to explain this edge case and `SyncComponentPlugin` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
		
			
				
	
	
		
			206 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			206 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use async_channel::{Receiver, Sender};
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| 
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| use bevy_app::{App, AppExit, AppLabel, Plugin, SubApp};
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| use bevy_ecs::{
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|     schedule::MainThreadExecutor,
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|     system::Resource,
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|     world::{Mut, World},
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| };
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| use bevy_tasks::ComputeTaskPool;
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| 
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| use crate::RenderApp;
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| 
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| /// A Label for the sub app that runs the parts of pipelined rendering that need to run on the main thread.
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| ///
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| /// The Main schedule of this app can be used to run logic after the render schedule starts, but
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| /// before I/O processing. This can be useful for something like frame pacing.
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| #[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
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| pub struct RenderExtractApp;
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| 
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| /// Channels used by the main app to send and receive the render app.
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| #[derive(Resource)]
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| pub struct RenderAppChannels {
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|     app_to_render_sender: Sender<SubApp>,
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|     render_to_app_receiver: Receiver<SubApp>,
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|     render_app_in_render_thread: bool,
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| }
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| 
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| impl RenderAppChannels {
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|     /// Create a `RenderAppChannels` from a [`async_channel::Receiver`] and [`async_channel::Sender`]
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|     pub fn new(
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|         app_to_render_sender: Sender<SubApp>,
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|         render_to_app_receiver: Receiver<SubApp>,
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|     ) -> Self {
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|         Self {
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|             app_to_render_sender,
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|             render_to_app_receiver,
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|             render_app_in_render_thread: false,
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|         }
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|     }
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| 
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|     /// Send the `render_app` to the rendering thread.
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|     pub fn send_blocking(&mut self, render_app: SubApp) {
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|         self.app_to_render_sender.send_blocking(render_app).unwrap();
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|         self.render_app_in_render_thread = true;
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|     }
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| 
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|     /// Receive the `render_app` from the rendering thread.
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|     /// Return `None` if the render thread has panicked.
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|     pub async fn recv(&mut self) -> Option<SubApp> {
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|         let render_app = self.render_to_app_receiver.recv().await.ok()?;
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|         self.render_app_in_render_thread = false;
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|         Some(render_app)
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|     }
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| }
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| 
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| impl Drop for RenderAppChannels {
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|     fn drop(&mut self) {
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|         if self.render_app_in_render_thread {
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|             // Any non-send data in the render world was initialized on the main thread.
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|             // So on dropping the main world and ending the app, we block and wait for
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|             // the render world to return to drop it. Which allows the non-send data
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|             // drop methods to run on the correct thread.
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|             self.render_to_app_receiver.recv_blocking().ok();
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|         }
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|     }
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| }
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| 
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| /// The [`PipelinedRenderingPlugin`] can be added to your application to enable pipelined rendering.
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| ///
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| /// This moves rendering into a different thread, so that the Nth frame's rendering can
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| /// be run at the same time as the N + 1 frame's simulation.
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| ///
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| /// ```text
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| /// |--------------------|--------------------|--------------------|--------------------|
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| /// | simulation thread  | frame 1 simulation | frame 2 simulation | frame 3 simulation |
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| /// |--------------------|--------------------|--------------------|--------------------|
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| /// | rendering thread   |                    | frame 1 rendering  | frame 2 rendering  |
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| /// |--------------------|--------------------|--------------------|--------------------|
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| /// ```
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| ///
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| /// The plugin is dependent on the [`RenderApp`] added by [`crate::RenderPlugin`] and so must
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| /// be added after that plugin. If it is not added after, the plugin will do nothing.
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| ///
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| /// A single frame of execution looks something like below
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| ///
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| /// ```text
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| /// |---------------------------------------------------------------------------|
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| /// |      |         | RenderExtractApp schedule | winit events | main schedule |
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| /// | sync | extract |----------------------------------------------------------|
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| /// |      |         | extract commands | rendering schedule                    |
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| /// |---------------------------------------------------------------------------|
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| /// ```
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| ///
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| /// - `sync` is the step where the entity-entity mapping between the main and render world is updated.
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| ///     This is run on the main app's thread. For more information checkout [`SyncWorldPlugin`].
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| /// - `extract` is the step where data is copied from the main world to the render world.
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| ///     This is run on the main app's thread.
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| /// - On the render thread, we first apply the `extract commands`. This is not run during extract, so the
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| ///     main schedule can start sooner.
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| /// - Then the `rendering schedule` is run. See [`RenderSet`](crate::RenderSet) for the standard steps in this process.
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| /// - In parallel to the rendering thread the [`RenderExtractApp`] schedule runs. By
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| ///     default, this schedule is empty. But it is useful if you need something to run before I/O processing.
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| /// - Next all the `winit events` are processed.
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| /// - And finally the `main app schedule` is run.
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| /// - Once both the `main app schedule` and the `render schedule` are finished running, `extract` is run again.
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| ///
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| /// [`SyncWorldPlugin`]: crate::sync_world::SyncWorldPlugin
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| #[derive(Default)]
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| pub struct PipelinedRenderingPlugin;
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| 
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| impl Plugin for PipelinedRenderingPlugin {
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|     fn build(&self, app: &mut App) {
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|         // Don't add RenderExtractApp if RenderApp isn't initialized.
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|         if app.get_sub_app(RenderApp).is_none() {
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|             return;
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|         }
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|         app.insert_resource(MainThreadExecutor::new());
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| 
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|         let mut sub_app = SubApp::new();
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|         sub_app.set_extract(renderer_extract);
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|         app.insert_sub_app(RenderExtractApp, sub_app);
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|     }
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| 
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|     // Sets up the render thread and inserts resources into the main app used for controlling the render thread.
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|     fn cleanup(&self, app: &mut App) {
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|         // skip setting up when headless
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|         if app.get_sub_app(RenderExtractApp).is_none() {
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|             return;
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|         }
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| 
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|         let (app_to_render_sender, app_to_render_receiver) = async_channel::bounded::<SubApp>(1);
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|         let (render_to_app_sender, render_to_app_receiver) = async_channel::bounded::<SubApp>(1);
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| 
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|         let mut render_app = app
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|             .remove_sub_app(RenderApp)
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|             .expect("Unable to get RenderApp. Another plugin may have removed the RenderApp before PipelinedRenderingPlugin");
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| 
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|         // clone main thread executor to render world
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|         let executor = app.world().get_resource::<MainThreadExecutor>().unwrap();
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|         render_app.world_mut().insert_resource(executor.clone());
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| 
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|         render_to_app_sender.send_blocking(render_app).unwrap();
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| 
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|         app.insert_resource(RenderAppChannels::new(
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|             app_to_render_sender,
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|             render_to_app_receiver,
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|         ));
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| 
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|         std::thread::spawn(move || {
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|             #[cfg(feature = "trace")]
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|             let _span = bevy_utils::tracing::info_span!("render thread").entered();
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| 
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|             let compute_task_pool = ComputeTaskPool::get();
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|             loop {
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|                 // run a scope here to allow main world to use this thread while it's waiting for the render app
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|                 let sent_app = compute_task_pool
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|                     .scope(|s| {
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|                         s.spawn(async { app_to_render_receiver.recv().await });
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|                     })
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|                     .pop();
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|                 let Some(Ok(mut render_app)) = sent_app else {
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|                     break;
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|                 };
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| 
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|                 {
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|                     #[cfg(feature = "trace")]
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|                     let _sub_app_span =
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|                         bevy_utils::tracing::info_span!("sub app", name = ?RenderApp).entered();
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|                     render_app.update();
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|                 }
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| 
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|                 if render_to_app_sender.send_blocking(render_app).is_err() {
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|                     break;
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|                 }
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|             }
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| 
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|             bevy_utils::tracing::debug!("exiting pipelined rendering thread");
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|         });
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|     }
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| }
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| 
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| // This function waits for the rendering world to be received,
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| // runs extract, and then sends the rendering world back to the render thread.
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| fn renderer_extract(app_world: &mut World, _world: &mut World) {
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|     app_world.resource_scope(|world, main_thread_executor: Mut<MainThreadExecutor>| {
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|         world.resource_scope(|world, mut render_channels: Mut<RenderAppChannels>| {
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|             // we use a scope here to run any main thread tasks that the render world still needs to run
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|             // while we wait for the render world to be received.
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|             if let Some(mut render_app) = ComputeTaskPool::get()
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|                 .scope_with_executor(true, Some(&*main_thread_executor.0), |s| {
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|                     s.spawn(async { render_channels.recv().await });
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|                 })
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|                 .pop()
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|                 .unwrap()
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|             {
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|                 render_app.extract(world);
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| 
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|                 render_channels.send_blocking(render_app);
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|             } else {
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|                 // Renderer thread panicked
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|                 world.send_event(AppExit::error());
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|             }
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|         });
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|     });
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| }
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