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.
		
			
				
	
	
		
			88 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader that reads a mesh's custom vertex attribute.
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use bevy::{
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    pbr::{MaterialPipeline, MaterialPipelineKey},
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    prelude::*,
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    reflect::TypePath,
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    render::{
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        mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef},
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        render_resource::{
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            AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
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            VertexFormat,
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        },
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    },
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};
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fn main() {
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    App::new()
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        .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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        .add_systems(Startup, setup)
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        .run();
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}
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// A "high" random id should be used for custom attributes to ensure consistent sorting and avoid collisions with other attributes.
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// See the MeshVertexAttribute docs for more info.
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const ATTRIBUTE_BLEND_COLOR: MeshVertexAttribute =
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    MeshVertexAttribute::new("BlendColor", 988540917, VertexFormat::Float32x4);
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/// set up a simple 3D scene
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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    let mesh = Mesh::from(Cuboid::default())
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        // Sets the custom attribute
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        .with_inserted_attribute(
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            ATTRIBUTE_BLEND_COLOR,
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            // The cube mesh has 24 vertices (6 faces, 4 vertices per face), so we insert one BlendColor for each
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            vec![[1.0, 0.0, 0.0, 1.0]; 24],
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        );
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    // cube
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(mesh),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        material: materials.add(CustomMaterial {
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            color: LinearRgba::WHITE,
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        }),
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {
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    #[uniform(0)]
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    color: LinearRgba,
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}
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impl Material for CustomMaterial {
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    fn vertex_shader() -> ShaderRef {
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        "shaders/custom_vertex_attribute.wgsl".into()
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    }
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    fn fragment_shader() -> ShaderRef {
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        "shaders/custom_vertex_attribute.wgsl".into()
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    }
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    fn specialize(
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        _pipeline: &MaterialPipeline<Self>,
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        descriptor: &mut RenderPipelineDescriptor,
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        layout: &MeshVertexBufferLayoutRef,
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        _key: MaterialPipelineKey<Self>,
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    ) -> Result<(), SpecializedMeshPipelineError> {
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        let vertex_layout = layout.0.get_layout(&[
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            Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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            ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
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        ])?;
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        descriptor.vertex.buffers = vec![vertex_layout];
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        Ok(())
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    }
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}
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