bevy/crates/bevy_render/src/view/visibility/render_layers.rs
charlotte 4c3b7679ec
#12502 Remove limit on RenderLayers. (#13317)
# Objective

Remove the limit of `RenderLayer` by using a growable mask using
`SmallVec`.

Changes adopted from @UkoeHB's initial PR here
https://github.com/bevyengine/bevy/pull/12502 that contained additional
changes related to propagating render layers.

Changes

## Solution

The main thing needed to unblock this is removing `RenderLayers` from
our shader code. This primarily affects `DirectionalLight`. We are now
computing a `skip` field on the CPU that is then used to skip the light
in the shader.

## Testing

Checked a variety of examples and did a quick benchmark on `many_cubes`.
There were some existing problems identified during the development of
the original pr (see:
https://discord.com/channels/691052431525675048/1220477928605749340/1221190112939872347).
This PR shouldn't change any existing behavior besides removing the
layer limit (sans the comment in migration about `all` layers no longer
being possible).

---

## Changelog

Removed the limit on `RenderLayers` by using a growable bitset that only
allocates when layers greater than 64 are used.

## Migration Guide

- `RenderLayers::all()` no longer exists. Entities expecting to be
visible on all layers, e.g. lights, should compute the active layers
that are in use.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2024-05-16 16:15:47 +00:00

247 lines
8.0 KiB
Rust

use bevy_ecs::prelude::{Component, ReflectComponent};
use bevy_reflect::std_traits::ReflectDefault;
use bevy_reflect::Reflect;
use smallvec::SmallVec;
pub const DEFAULT_LAYERS: &RenderLayers = &RenderLayers::layer(0);
/// An identifier for a rendering layer.
pub type Layer = usize;
/// Describes which rendering layers an entity belongs to.
///
/// Cameras with this component will only render entities with intersecting
/// layers.
///
/// There are 32 layers numbered `0` - [`TOTAL_LAYERS`](RenderLayers::TOTAL_LAYERS). Entities may
/// belong to one or more layers, or no layer at all.
///
/// The [`Default`] instance of `RenderLayers` contains layer `0`, the first layer.
///
/// An entity with this component without any layers is invisible.
///
/// Entities without this component belong to layer `0`.
#[derive(Component, Clone, Reflect, PartialEq, Eq, PartialOrd, Ord)]
#[reflect(Component, Default, PartialEq)]
pub struct RenderLayers(SmallVec<[u64; 1]>);
impl Default for &RenderLayers {
fn default() -> Self {
DEFAULT_LAYERS
}
}
impl std::fmt::Debug for RenderLayers {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_tuple("RenderLayers")
.field(&self.iter().collect::<Vec<_>>())
.finish()
}
}
impl FromIterator<Layer> for RenderLayers {
fn from_iter<T: IntoIterator<Item = Layer>>(i: T) -> Self {
i.into_iter().fold(Self::none(), |mask, g| mask.with(g))
}
}
impl Default for RenderLayers {
/// By default, this structure includes layer `0`, which represents the first layer.
fn default() -> Self {
let (_, bit) = Self::layer_info(0);
RenderLayers(SmallVec::from_const([bit]))
}
}
impl RenderLayers {
/// Create a new `RenderLayers` belonging to the given layer.
pub const fn layer(n: Layer) -> Self {
let (buffer_index, bit) = Self::layer_info(n);
assert!(
buffer_index < 1,
"layer is out of bounds for const construction"
);
RenderLayers(SmallVec::from_const([bit]))
}
/// Create a new `RenderLayers` that belongs to no layers.
pub const fn none() -> Self {
RenderLayers(SmallVec::from_const([0]))
}
/// Create a `RenderLayers` from a list of layers.
pub fn from_layers(layers: &[Layer]) -> Self {
layers.iter().copied().collect()
}
/// Add the given layer.
///
/// This may be called multiple times to allow an entity to belong
/// to multiple rendering layers.
#[must_use]
pub fn with(mut self, layer: Layer) -> Self {
let (buffer_index, bit) = Self::layer_info(layer);
self.extend_buffer(buffer_index + 1);
self.0[buffer_index] |= bit;
self
}
/// Removes the given rendering layer.
#[must_use]
pub fn without(mut self, layer: Layer) -> Self {
let (buffer_index, bit) = Self::layer_info(layer);
if buffer_index < self.0.len() {
self.0[buffer_index] &= !bit;
}
self
}
/// Get an iterator of the layers.
pub fn iter(&self) -> impl Iterator<Item = Layer> + '_ {
self.0.iter().copied().zip(0..).flat_map(Self::iter_layers)
}
/// Determine if a `RenderLayers` intersects another.
///
/// `RenderLayers`s intersect if they share any common layers.
///
/// A `RenderLayers` with no layers will not match any other
/// `RenderLayers`, even another with no layers.
pub fn intersects(&self, other: &RenderLayers) -> bool {
// Check for the common case where the view layer and entity layer
// both point towards our default layer.
if self.0.as_ptr() == other.0.as_ptr() {
return true;
}
for (self_layer, other_layer) in self.0.iter().zip(other.0.iter()) {
if (*self_layer & *other_layer) != 0 {
return true;
}
}
false
}
/// get the bitmask representation of the contained layers
pub fn bits(&self) -> &[u64] {
self.0.as_slice()
}
const fn layer_info(layer: usize) -> (usize, u64) {
let buffer_index = layer / 64;
let bit_index = layer % 64;
let bit = 1u64 << bit_index;
(buffer_index, bit)
}
fn extend_buffer(&mut self, other_len: usize) {
let new_size = std::cmp::max(self.0.len(), other_len);
self.0.reserve_exact(new_size - self.0.len());
self.0.resize(new_size, 0u64);
}
fn iter_layers(buffer_and_offset: (u64, usize)) -> impl Iterator<Item = Layer> + 'static {
let (mut buffer, mut layer) = buffer_and_offset;
layer *= 64;
std::iter::from_fn(move || {
if buffer == 0 {
return None;
}
let next = buffer.trailing_zeros() + 1;
buffer >>= next;
layer += next as usize;
Some(layer - 1)
})
}
}
#[cfg(test)]
mod rendering_mask_tests {
use super::{Layer, RenderLayers};
use smallvec::SmallVec;
#[test]
fn rendering_mask_sanity() {
let layer_0 = RenderLayers::layer(0);
assert_eq!(layer_0.0.len(), 1, "layer 0 is one buffer");
assert_eq!(layer_0.0[0], 1, "layer 0 is mask 1");
let layer_1 = RenderLayers::layer(1);
assert_eq!(layer_1.0.len(), 1, "layer 1 is one buffer");
assert_eq!(layer_1.0[0], 2, "layer 1 is mask 2");
let layer_0_1 = RenderLayers::layer(0).with(1);
assert_eq!(layer_0_1.0.len(), 1, "layer 0 + 1 is one buffer");
assert_eq!(layer_0_1.0[0], 3, "layer 0 + 1 is mask 3");
let layer_0_1_without_0 = layer_0_1.without(0);
assert_eq!(
layer_0_1_without_0.0.len(),
1,
"layer 0 + 1 - 0 is one buffer"
);
assert_eq!(layer_0_1_without_0.0[0], 2, "layer 0 + 1 - 0 is mask 2");
let layer_0_2345 = RenderLayers::layer(0).with(2345);
assert_eq!(layer_0_2345.0.len(), 37, "layer 0 + 2345 is 37 buffers");
assert_eq!(layer_0_2345.0[0], 1, "layer 0 + 2345 is mask 1");
assert_eq!(
layer_0_2345.0[36], 2199023255552,
"layer 0 + 2345 is mask 2199023255552"
);
assert!(
layer_0_2345.intersects(&layer_0),
"layer 0 + 2345 intersects 0"
);
assert!(
RenderLayers::layer(1).intersects(&RenderLayers::layer(1)),
"layers match like layers"
);
assert!(
RenderLayers::layer(0).intersects(&RenderLayers(SmallVec::from_const([1]))),
"a layer of 0 means the mask is just 1 bit"
);
assert!(
RenderLayers::layer(0)
.with(3)
.intersects(&RenderLayers::layer(3)),
"a mask will match another mask containing any similar layers"
);
assert!(
RenderLayers::default().intersects(&RenderLayers::default()),
"default masks match each other"
);
assert!(
!RenderLayers::layer(0).intersects(&RenderLayers::layer(1)),
"masks with differing layers do not match"
);
assert!(
!RenderLayers::none().intersects(&RenderLayers::none()),
"empty masks don't match"
);
assert_eq!(
RenderLayers::from_layers(&[0, 2, 16, 30])
.iter()
.collect::<Vec<_>>(),
vec![0, 2, 16, 30],
"from_layers and get_layers should roundtrip"
);
assert_eq!(
format!("{:?}", RenderLayers::from_layers(&[0, 1, 2, 3])).as_str(),
"RenderLayers([0, 1, 2, 3])",
"Debug instance shows layers"
);
assert_eq!(
RenderLayers::from_layers(&[0, 1, 2]),
<RenderLayers as FromIterator<Layer>>::from_iter(vec![0, 1, 2]),
"from_layers and from_iter are equivalent"
);
let tricky_layers = vec![0, 5, 17, 55, 999, 1025, 1026];
let layers = RenderLayers::from_layers(&tricky_layers);
let out = layers.iter().collect::<Vec<_>>();
assert_eq!(tricky_layers, out, "tricky layers roundtrip");
}
}