bevy/crates/bevy_render/src/renderer/graph_runner.rs
IceSentry 2c21d423fd
Make render graph slots optional for most cases (#8109)
# Objective

- Currently, the render graph slots are only used to pass the
view_entity around. This introduces significant boilerplate for very
little value. Instead of using slots for this, make the view_entity part
of the `RenderGraphContext`. This also means we won't need to have
`IN_VIEW` on every node and and we'll be able to use the default impl of
`Node::input()`.

## Solution

- Add `view_entity: Option<Entity>` to the `RenderGraphContext`
- Update all nodes to use this instead of entity slot input

---

## Changelog

- Add optional `view_entity` to `RenderGraphContext`

## Migration Guide

You can now get the view_entity directly from the `RenderGraphContext`. 

When implementing the Node:

```rust
// 0.10
struct FooNode;
impl FooNode {
    const IN_VIEW: &'static str = "view";
}
impl Node for FooNode {
    fn input(&self) -> Vec<SlotInfo> {
        vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)]
    }
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
        // ...
        Ok(())
    }
}

// 0.11
struct FooNode;
impl Node for FooNode {
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.view_entity();
        // ...
        Ok(())
    }
}
```

When adding the node to the graph, you don't need to specify a slot_edge
for the view_entity.

```rust
// 0.10
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new(
    graph::input::VIEW_ENTITY,
    SlotType::Entity,
)]);
graph.add_slot_edge(
    input_node_id,
    graph::input::VIEW_ENTITY,
    FooNode::NAME,
    FooNode::IN_VIEW,
);
// add_node_edge ...

// 0.11
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
// add_node_edge ...
```

## Notes

This PR paired with #8007 will help reduce a lot of annoying boilerplate
with the render nodes. Depending on which one gets merged first. It will
require a bit of clean up work to make both compatible.

I tagged this as a breaking change, because using the old system to get
the view_entity will break things because it's not a node input slot
anymore.

## Notes for reviewers

A lot of the diffs are just removing the slots in every nodes and graph
creation. The important part is mostly in the
graph_runner/CameraDriverNode.
2023-03-21 20:11:13 +00:00

228 lines
8.4 KiB
Rust

use bevy_ecs::{prelude::Entity, world::World};
#[cfg(feature = "trace")]
use bevy_utils::tracing::info_span;
use bevy_utils::HashMap;
use smallvec::{smallvec, SmallVec};
#[cfg(feature = "trace")]
use std::ops::Deref;
use std::{borrow::Cow, collections::VecDeque};
use thiserror::Error;
use crate::{
render_graph::{
Edge, NodeId, NodeRunError, NodeState, RenderGraph, RenderGraphContext, SlotLabel,
SlotType, SlotValue,
},
renderer::{RenderContext, RenderDevice},
};
pub(crate) struct RenderGraphRunner;
#[derive(Error, Debug)]
pub enum RenderGraphRunnerError {
#[error(transparent)]
NodeRunError(#[from] NodeRunError),
#[error("node output slot not set (index {slot_index}, name {slot_name})")]
EmptyNodeOutputSlot {
type_name: &'static str,
slot_index: usize,
slot_name: Cow<'static, str>,
},
#[error("graph (name: '{graph_name:?}') could not be run because slot '{slot_name}' at index {slot_index} has no value")]
MissingInput {
slot_index: usize,
slot_name: Cow<'static, str>,
graph_name: Option<Cow<'static, str>>,
},
#[error("attempted to use the wrong type for input slot")]
MismatchedInputSlotType {
slot_index: usize,
label: SlotLabel,
expected: SlotType,
actual: SlotType,
},
#[error(
"node (name: '{node_name:?}') has {slot_count} input slots, but was provided {value_count} values"
)]
MismatchedInputCount {
node_name: Option<Cow<'static, str>>,
slot_count: usize,
value_count: usize,
},
}
impl RenderGraphRunner {
pub fn run(
graph: &RenderGraph,
render_device: RenderDevice,
queue: &wgpu::Queue,
world: &World,
) -> Result<(), RenderGraphRunnerError> {
let mut render_context = RenderContext::new(render_device);
Self::run_graph(graph, None, &mut render_context, world, &[], None)?;
{
#[cfg(feature = "trace")]
let _span = info_span!("submit_graph_commands").entered();
queue.submit(render_context.finish());
}
Ok(())
}
fn run_graph(
graph: &RenderGraph,
graph_name: Option<Cow<'static, str>>,
render_context: &mut RenderContext,
world: &World,
inputs: &[SlotValue],
view_entity: Option<Entity>,
) -> Result<(), RenderGraphRunnerError> {
let mut node_outputs: HashMap<NodeId, SmallVec<[SlotValue; 4]>> = HashMap::default();
#[cfg(feature = "trace")]
let span = if let Some(name) = &graph_name {
info_span!("run_graph", name = name.deref())
} else {
info_span!("run_graph", name = "main_graph")
};
#[cfg(feature = "trace")]
let _guard = span.enter();
// Queue up nodes without inputs, which can be run immediately
let mut node_queue: VecDeque<&NodeState> = graph
.iter_nodes()
.filter(|node| node.input_slots.is_empty())
.collect();
// pass inputs into the graph
if let Some(input_node) = graph.get_input_node() {
let mut input_values: SmallVec<[SlotValue; 4]> = SmallVec::new();
for (i, input_slot) in input_node.input_slots.iter().enumerate() {
if let Some(input_value) = inputs.get(i) {
if input_slot.slot_type != input_value.slot_type() {
return Err(RenderGraphRunnerError::MismatchedInputSlotType {
slot_index: i,
actual: input_value.slot_type(),
expected: input_slot.slot_type,
label: input_slot.name.clone().into(),
});
}
input_values.push(input_value.clone());
} else {
return Err(RenderGraphRunnerError::MissingInput {
slot_index: i,
slot_name: input_slot.name.clone(),
graph_name,
});
}
}
node_outputs.insert(input_node.id, input_values);
for (_, node_state) in graph.iter_node_outputs(input_node.id).expect("node exists") {
node_queue.push_front(node_state);
}
}
'handle_node: while let Some(node_state) = node_queue.pop_back() {
// skip nodes that are already processed
if node_outputs.contains_key(&node_state.id) {
continue;
}
let mut slot_indices_and_inputs: SmallVec<[(usize, SlotValue); 4]> = SmallVec::new();
// check if all dependencies have finished running
for (edge, input_node) in graph
.iter_node_inputs(node_state.id)
.expect("node is in graph")
{
match edge {
Edge::SlotEdge {
output_index,
input_index,
..
} => {
if let Some(outputs) = node_outputs.get(&input_node.id) {
slot_indices_and_inputs
.push((*input_index, outputs[*output_index].clone()));
} else {
node_queue.push_front(node_state);
continue 'handle_node;
}
}
Edge::NodeEdge { .. } => {
if !node_outputs.contains_key(&input_node.id) {
node_queue.push_front(node_state);
continue 'handle_node;
}
}
}
}
// construct final sorted input list
slot_indices_and_inputs.sort_by_key(|(index, _)| *index);
let inputs: SmallVec<[SlotValue; 4]> = slot_indices_and_inputs
.into_iter()
.map(|(_, value)| value)
.collect();
if inputs.len() != node_state.input_slots.len() {
return Err(RenderGraphRunnerError::MismatchedInputCount {
node_name: node_state.name.clone(),
slot_count: node_state.input_slots.len(),
value_count: inputs.len(),
});
}
let mut outputs: SmallVec<[Option<SlotValue>; 4]> =
smallvec![None; node_state.output_slots.len()];
{
let mut context = RenderGraphContext::new(graph, node_state, &inputs, &mut outputs);
if let Some(view_entity) = view_entity {
context.set_view_entity(view_entity);
}
{
#[cfg(feature = "trace")]
let _span = info_span!("node", name = node_state.type_name).entered();
node_state.node.run(&mut context, render_context, world)?;
}
for run_sub_graph in context.finish() {
let sub_graph = graph
.get_sub_graph(&run_sub_graph.name)
.expect("sub graph exists because it was validated when queued.");
Self::run_graph(
sub_graph,
Some(run_sub_graph.name),
render_context,
world,
&run_sub_graph.inputs,
run_sub_graph.view_entity,
)?;
}
}
let mut values: SmallVec<[SlotValue; 4]> = SmallVec::new();
for (i, output) in outputs.into_iter().enumerate() {
if let Some(value) = output {
values.push(value);
} else {
let empty_slot = node_state.output_slots.get_slot(i).unwrap();
return Err(RenderGraphRunnerError::EmptyNodeOutputSlot {
type_name: node_state.type_name,
slot_index: i,
slot_name: empty_slot.name.clone(),
});
}
}
node_outputs.insert(node_state.id, values);
for (_, node_state) in graph.iter_node_outputs(node_state.id).expect("node exists") {
node_queue.push_front(node_state);
}
}
Ok(())
}
}