Although we cached hashes of `MeshVertexBufferLayout`, we were paying the cost of `PartialEq` on `InnerMeshVertexBufferLayout` for every entity, every frame. This patch changes that logic to place `MeshVertexBufferLayout`s in `Arc`s so that they can be compared and hashed by pointer. This results in a 28% speedup in the `queue_material_meshes` phase of `many_cubes`, with frustum culling disabled. Additionally, this patch contains two minor changes: 1. This commit flattens the specialized mesh pipeline cache to one level of hash tables instead of two. This saves a hash lookup. 2. The example `many_cubes` has been given a `--no-frustum-culling` flag, to aid in benchmarking. See the Tracy profile: <img width="1064" alt="Screenshot 2024-02-29 144406" src="https://github.com/bevyengine/bevy/assets/157897/18632f1d-1fdd-4ac7-90ed-2d10306b2a1e"> ## Migration guide * Duplicate `MeshVertexBufferLayout`s are now combined into a single object, `MeshVertexBufferLayoutRef`, which contains an atomically-reference-counted pointer to the layout. Code that was using `MeshVertexBufferLayout` may need to be updated to use `MeshVertexBufferLayoutRef` instead.
		
			
				
	
	
		
			85 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders a glTF mesh in 2D with a custom vertex attribute.
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    gltf::GltfPlugin,
 | 
						|
    prelude::*,
 | 
						|
    reflect::TypePath,
 | 
						|
    render::{
 | 
						|
        mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef},
 | 
						|
        render_resource::*,
 | 
						|
    },
 | 
						|
    sprite::{Material2d, Material2dKey, Material2dPlugin, MaterialMesh2dBundle, Mesh2dHandle},
 | 
						|
};
 | 
						|
 | 
						|
/// This vertex attribute supplies barycentric coordinates for each triangle.
 | 
						|
/// Each component of the vector corresponds to one corner of a triangle. It's
 | 
						|
/// equal to 1.0 in that corner and 0.0 in the other two. Hence, its value in
 | 
						|
/// the fragment shader indicates proximity to a corner or the opposite edge.
 | 
						|
const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
 | 
						|
    MeshVertexAttribute::new("Barycentric", 2137464976, VertexFormat::Float32x3);
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .insert_resource(AmbientLight {
 | 
						|
            color: Color::WHITE,
 | 
						|
            brightness: 1.0 / 5.0f32,
 | 
						|
        })
 | 
						|
        .add_plugins((
 | 
						|
            DefaultPlugins.set(
 | 
						|
                GltfPlugin::default()
 | 
						|
                    // Map a custom glTF attribute name to a `MeshVertexAttribute`.
 | 
						|
                    .add_custom_vertex_attribute("_BARYCENTRIC", ATTRIBUTE_BARYCENTRIC),
 | 
						|
            ),
 | 
						|
            Material2dPlugin::<CustomMaterial>::default(),
 | 
						|
        ))
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
    mut materials: ResMut<Assets<CustomMaterial>>,
 | 
						|
) {
 | 
						|
    // Add a mesh loaded from a glTF file. This mesh has data for `ATTRIBUTE_BARYCENTRIC`.
 | 
						|
    let mesh = asset_server.load("models/barycentric/barycentric.gltf#Mesh0/Primitive0");
 | 
						|
    commands.spawn(MaterialMesh2dBundle {
 | 
						|
        mesh: Mesh2dHandle(mesh),
 | 
						|
        material: materials.add(CustomMaterial {}),
 | 
						|
        transform: Transform::from_scale(150.0 * Vec3::ONE),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // Add a camera
 | 
						|
    commands.spawn(Camera2dBundle { ..default() });
 | 
						|
}
 | 
						|
 | 
						|
/// This custom material uses barycentric coordinates from
 | 
						|
/// `ATTRIBUTE_BARYCENTRIC` to shade a white border around each triangle. The
 | 
						|
/// thickness of the border is animated using the global time shader uniform.
 | 
						|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
 | 
						|
struct CustomMaterial {}
 | 
						|
 | 
						|
impl Material2d for CustomMaterial {
 | 
						|
    fn vertex_shader() -> ShaderRef {
 | 
						|
        "shaders/custom_gltf_2d.wgsl".into()
 | 
						|
    }
 | 
						|
    fn fragment_shader() -> ShaderRef {
 | 
						|
        "shaders/custom_gltf_2d.wgsl".into()
 | 
						|
    }
 | 
						|
 | 
						|
    fn specialize(
 | 
						|
        descriptor: &mut RenderPipelineDescriptor,
 | 
						|
        layout: &MeshVertexBufferLayoutRef,
 | 
						|
        _key: Material2dKey<Self>,
 | 
						|
    ) -> Result<(), SpecializedMeshPipelineError> {
 | 
						|
        let vertex_layout = layout.0.get_layout(&[
 | 
						|
            Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
 | 
						|
            Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
 | 
						|
            ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
 | 
						|
        ])?;
 | 
						|
        descriptor.vertex.buffers = vec![vertex_layout];
 | 
						|
        Ok(())
 | 
						|
    }
 | 
						|
}
 |