bevy/crates/bevy_ui/src
Patrick Walton 16531fb3e3
Implement GPU frustum culling. (#12889)
This commit implements opt-in GPU frustum culling, built on top of the
infrastructure in https://github.com/bevyengine/bevy/pull/12773. To
enable it on a camera, add the `GpuCulling` component to it. To
additionally disable CPU frustum culling, add the `NoCpuCulling`
component. Note that adding `GpuCulling` without `NoCpuCulling`
*currently* does nothing useful. The reason why `GpuCulling` doesn't
automatically imply `NoCpuCulling` is that I intend to follow this patch
up with GPU two-phase occlusion culling, and CPU frustum culling plus
GPU occlusion culling seems like a very commonly-desired mode.

Adding the `GpuCulling` component to a view puts that view into
*indirect mode*. This mode makes all drawcalls indirect, relying on the
mesh preprocessing shader to allocate instances dynamically. In indirect
mode, the `PreprocessWorkItem` `output_index` points not to a
`MeshUniform` instance slot but instead to a set of `wgpu`
`IndirectParameters`, from which it allocates an instance slot
dynamically if frustum culling succeeds. Batch building has been updated
to allocate and track indirect parameter slots, and the AABBs are now
supplied to the GPU as `MeshCullingData`.

A small amount of code relating to the frustum culling has been borrowed
from meshlets and moved into `maths.wgsl`. Note that standard Bevy
frustum culling uses AABBs, while meshlets use bounding spheres; this
means that not as much code can be shared as one might think.

This patch doesn't provide any way to perform GPU culling on shadow
maps, to avoid making this patch bigger than it already is. That can be
a followup.

## Changelog

### Added

* Frustum culling can now optionally be done on the GPU. To enable it,
add the `GpuCulling` component to a camera.
* To disable CPU frustum culling, add `NoCpuCulling` to a camera. Note
that `GpuCulling` doesn't automatically imply `NoCpuCulling`.
2024-04-28 12:50:00 +00:00
..
layout Added vmin and vmax to the gridtrack impls, repeatedgridtrack impls (#13096) 2024-04-26 18:30:15 +00:00
render Implement GPU frustum culling. (#12889) 2024-04-28 12:50:00 +00:00
widget feat: derive some common traits on some UI types (#12532) 2024-03-18 03:41:50 +00:00
accessibility.rs fix: use try_insert instead of insert in bevy_ui to prevent panics when despawning ui nodes (#13000) 2024-04-19 18:12:08 +00:00
focus.rs don't attempt to set cursor relative position for zero sized nodes (#12395) 2024-03-10 02:18:40 +00:00
geometry.rs Fix uses of "it's" vs "its". (#13033) 2024-04-19 18:17:31 +00:00
lib.rs Run CheckVisibility after all the other visibility system sets have… (#12962) 2024-04-18 20:33:29 +00:00
measurement.rs Change the default for the measure_func field of ContentSize to None. (#9346) 2023-08-07 23:06:40 +00:00
node_bundles.rs Fix uses of "it's" vs "its". (#13033) 2024-04-19 18:17:31 +00:00
stack.rs Reduce steady-state allocations in ui_stack_system (#12413) 2024-03-12 13:57:57 +00:00
texture_slice.rs fix: use try_insert instead of insert in bevy_ui to prevent panics when despawning ui nodes (#13000) 2024-04-19 18:12:08 +00:00
ui_material.rs Fix incorrect link in UiMaterial documentation (#12361) 2024-03-07 22:09:57 +00:00
ui_node.rs Added vmin and vmax to the gridtrack impls, repeatedgridtrack impls (#13096) 2024-04-26 18:30:15 +00:00
update.rs fix: use try_insert instead of insert in bevy_ui to prevent panics when despawning ui nodes (#13000) 2024-04-19 18:12:08 +00:00