bevy/crates/bevy_render/src/lib.rs
Mike d76b53bf4d Separate Extract from Sub App Schedule (#7046)
# Objective

- This pulls out some of the changes to Plugin setup and sub apps from #6503 to make that PR easier to review.
- Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future
- Fixes #6990

## Solution

- add a run method to `SubApp` that runs the schedule
- change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app
- remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See e3267965e1/crates/bevy_render/src/pipelined_rendering.rs (L57-L98)

## Changelog

- Separate SubApp Extract stage from running the sub app schedule.

## Migration Guide

### SubApp `runner` has conceptually been changed to an `extract` function.

The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called.

```rust
// before
fn main() {
    let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        render_app.app.schedule.run();
    });
}

// after
fn main() {
        let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        // schedule is automatically called for you after extract is run
    });
}
```
2023-01-09 19:24:54 +00:00

317 lines
12 KiB
Rust

#[cfg(target_pointer_width = "16")]
compile_error!("bevy_render cannot compile for a 16-bit platform.");
extern crate core;
pub mod camera;
pub mod color;
pub mod extract_component;
mod extract_param;
pub mod extract_resource;
pub mod globals;
pub mod mesh;
pub mod primitives;
pub mod rangefinder;
pub mod render_asset;
pub mod render_graph;
pub mod render_phase;
pub mod render_resource;
pub mod renderer;
pub mod settings;
mod spatial_bundle;
pub mod texture;
pub mod view;
use bevy_hierarchy::ValidParentCheckPlugin;
pub use extract_param::Extract;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
camera::{Camera, OrthographicProjection, PerspectiveProjection, Projection},
color::Color,
mesh::{shape, Mesh},
render_resource::Shader,
spatial_bundle::SpatialBundle,
texture::{Image, ImagePlugin},
view::{ComputedVisibility, Msaa, Visibility, VisibilityBundle},
};
}
use globals::GlobalsPlugin;
pub use once_cell;
use crate::{
camera::CameraPlugin,
mesh::MeshPlugin,
render_resource::{PipelineCache, Shader, ShaderLoader},
renderer::{render_system, RenderInstance},
settings::WgpuSettings,
view::{ViewPlugin, WindowRenderPlugin},
};
use bevy_app::{App, AppLabel, Plugin};
use bevy_asset::{AddAsset, AssetServer};
use bevy_ecs::prelude::*;
use bevy_utils::tracing::debug;
use std::{
any::TypeId,
ops::{Deref, DerefMut},
};
/// Contains the default Bevy rendering backend based on wgpu.
#[derive(Default)]
pub struct RenderPlugin {
pub wgpu_settings: WgpuSettings,
}
/// The labels of the default App rendering stages.
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
pub enum RenderStage {
/// Extract data from the "app world" and insert it into the "render world".
/// This step should be kept as short as possible to increase the "pipelining potential" for
/// running the next frame while rendering the current frame.
Extract,
/// Prepare render resources from the extracted data for the GPU.
Prepare,
/// Create [`BindGroups`](crate::render_resource::BindGroup) that depend on
/// [`Prepare`](RenderStage::Prepare) data and queue up draw calls to run during the
/// [`Render`](RenderStage::Render) stage.
Queue,
// TODO: This could probably be moved in favor of a system ordering abstraction in Render or Queue
/// Sort the [`RenderPhases`](crate::render_phase::RenderPhase) here.
PhaseSort,
/// Actual rendering happens here.
/// In most cases, only the render backend should insert resources here.
Render,
/// Cleanup render resources here.
Cleanup,
}
/// Resource for holding the extract stage of the rendering schedule.
#[derive(Resource)]
pub struct ExtractStage(pub SystemStage);
/// The simulation [`World`] of the application, stored as a resource.
/// This resource is only available during [`RenderStage::Extract`] and not
/// during command application of that stage.
/// See [`Extract`] for more details.
#[derive(Resource, Default)]
pub struct MainWorld(World);
/// The Render App World. This is only available as a resource during the Extract step.
#[derive(Resource, Default)]
pub struct RenderWorld(World);
impl Deref for MainWorld {
type Target = World;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl DerefMut for MainWorld {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
pub mod main_graph {
pub mod node {
pub const CAMERA_DRIVER: &str = "camera_driver";
}
}
/// A Label for the rendering sub-app.
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
pub struct RenderApp;
impl Plugin for RenderPlugin {
/// Initializes the renderer, sets up the [`RenderStage`](RenderStage) and creates the rendering sub-app.
fn build(&self, app: &mut App) {
app.add_asset::<Shader>()
.add_debug_asset::<Shader>()
.init_asset_loader::<ShaderLoader>()
.init_debug_asset_loader::<ShaderLoader>();
if let Some(backends) = self.wgpu_settings.backends {
let windows = app.world.resource_mut::<bevy_window::Windows>();
let instance = wgpu::Instance::new(backends);
let surface = windows
.get_primary()
.and_then(|window| window.raw_handle())
.map(|wrapper| unsafe {
let handle = wrapper.get_handle();
instance.create_surface(&handle)
});
let request_adapter_options = wgpu::RequestAdapterOptions {
power_preference: self.wgpu_settings.power_preference,
compatible_surface: surface.as_ref(),
..Default::default()
};
let (device, queue, adapter_info, render_adapter) =
futures_lite::future::block_on(renderer::initialize_renderer(
&instance,
&self.wgpu_settings,
&request_adapter_options,
));
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
app.insert_resource(device.clone())
.insert_resource(queue.clone())
.insert_resource(adapter_info.clone())
.insert_resource(render_adapter.clone())
.init_resource::<ScratchMainWorld>();
let pipeline_cache = PipelineCache::new(device.clone());
let asset_server = app.world.resource::<AssetServer>().clone();
let mut render_app = App::empty();
let mut extract_stage =
SystemStage::parallel().with_system(PipelineCache::extract_shaders);
// Get the ComponentId for MainWorld. This does technically 'waste' a `WorldId`, but that's probably fine
render_app.init_resource::<MainWorld>();
render_app.world.remove_resource::<MainWorld>();
let main_world_in_render = render_app
.world
.components()
.get_resource_id(TypeId::of::<MainWorld>());
// `Extract` systems must read from the main world. We want to emit an error when that doesn't occur
// Safe to unwrap: Ensured it existed just above
extract_stage.set_must_read_resource(main_world_in_render.unwrap());
// don't apply buffers when the stage finishes running
// extract stage runs on the render world, but buffers are applied
// after access to the main world is removed
// See also https://github.com/bevyengine/bevy/issues/5082
extract_stage.set_apply_buffers(false);
render_app
.add_stage(RenderStage::Extract, extract_stage)
.add_stage(RenderStage::Prepare, SystemStage::parallel())
.add_stage(RenderStage::Queue, SystemStage::parallel())
.add_stage(RenderStage::PhaseSort, SystemStage::parallel())
.add_stage(
RenderStage::Render,
SystemStage::parallel()
.with_system(PipelineCache::process_pipeline_queue_system)
.with_system(render_system.at_end()),
)
.add_stage(
RenderStage::Cleanup,
SystemStage::parallel().with_system(World::clear_entities.at_end()),
)
.init_resource::<render_graph::RenderGraph>()
.insert_resource(RenderInstance(instance))
.insert_resource(device)
.insert_resource(queue)
.insert_resource(render_adapter)
.insert_resource(adapter_info)
.insert_resource(pipeline_cache)
.insert_resource(asset_server);
let (sender, receiver) = bevy_time::create_time_channels();
app.insert_resource(receiver);
render_app.insert_resource(sender);
app.add_sub_app(RenderApp, render_app, move |app_world, render_app| {
#[cfg(feature = "trace")]
let _render_span = bevy_utils::tracing::info_span!("renderer subapp").entered();
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "reserve_and_flush")
.entered();
// reserve all existing app entities for use in render_app
// they can only be spawned using `get_or_spawn()`
let total_count = app_world.entities().total_count();
assert_eq!(
render_app.world.entities().len(),
0,
"An entity was spawned after the entity list was cleared last frame and before the extract stage began. This is not supported",
);
// This is safe given the clear_entities call in the past frame and the assert above
unsafe {
render_app
.world
.entities_mut()
.flush_and_reserve_invalid_assuming_no_entities(total_count);
}
}
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "extract").entered();
// extract
extract(app_world, render_app);
}
});
}
app.add_plugin(ValidParentCheckPlugin::<view::ComputedVisibility>::default())
.add_plugin(WindowRenderPlugin)
.add_plugin(CameraPlugin)
.add_plugin(ViewPlugin)
.add_plugin(MeshPlugin)
.add_plugin(GlobalsPlugin);
app.register_type::<color::Color>()
.register_type::<primitives::Aabb>()
.register_type::<primitives::CubemapFrusta>()
.register_type::<primitives::Frustum>();
}
fn setup(&self, app: &mut App) {
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
// move the extract stage to a resource so render_app.run() does not run it.
let stage = render_app
.schedule
.remove_stage(RenderStage::Extract)
.unwrap()
.downcast::<SystemStage>()
.unwrap();
render_app.world.insert_resource(ExtractStage(*stage));
}
}
}
/// A "scratch" world used to avoid allocating new worlds every frame when
/// swapping out the [`MainWorld`] for [`RenderStage::Extract`].
#[derive(Resource, Default)]
struct ScratchMainWorld(World);
/// Executes the [`Extract`](RenderStage::Extract) stage of the renderer.
/// This updates the render world with the extracted ECS data of the current frame.
fn extract(app_world: &mut World, render_app: &mut App) {
render_app
.world
.resource_scope(|render_world, mut extract_stage: Mut<ExtractStage>| {
// temporarily add the app world to the render world as a resource
let scratch_world = app_world.remove_resource::<ScratchMainWorld>().unwrap();
let inserted_world = std::mem::replace(app_world, scratch_world.0);
render_world.insert_resource(MainWorld(inserted_world));
extract_stage.0.run(render_world);
// move the app world back, as if nothing happened.
let inserted_world = render_world.remove_resource::<MainWorld>().unwrap();
let scratch_world = std::mem::replace(app_world, inserted_world.0);
app_world.insert_resource(ScratchMainWorld(scratch_world));
// Note: We apply buffers (read, Commands) after the `MainWorld` has been removed from the render app's world
// so that in future, pipelining will be able to do this too without any code relying on it.
// see <https://github.com/bevyengine/bevy/issues/5082>
extract_stage.0.apply_buffers(render_world);
});
}