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.
		
			
				
	
	
		
			101 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader that uses "shaders defs", which selectively toggle parts of a shader.
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    pbr::{MaterialPipeline, MaterialPipelineKey},
 | 
						|
    prelude::*,
 | 
						|
    reflect::TypePath,
 | 
						|
    render::{
 | 
						|
        mesh::MeshVertexBufferLayoutRef,
 | 
						|
        render_resource::{
 | 
						|
            AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
 | 
						|
        },
 | 
						|
    },
 | 
						|
};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
/// set up a simple 3D scene
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<CustomMaterial>>,
 | 
						|
) {
 | 
						|
    // blue cube
 | 
						|
    commands.spawn(MaterialMeshBundle {
 | 
						|
        mesh: meshes.add(Cuboid::default()),
 | 
						|
        transform: Transform::from_xyz(-1.0, 0.5, 0.0),
 | 
						|
        material: materials.add(CustomMaterial {
 | 
						|
            color: LinearRgba::BLUE,
 | 
						|
            is_red: false,
 | 
						|
        }),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // red cube (with green color overridden by the IS_RED "shader def")
 | 
						|
    commands.spawn(MaterialMeshBundle {
 | 
						|
        mesh: meshes.add(Cuboid::default()),
 | 
						|
        transform: Transform::from_xyz(1.0, 0.5, 0.0),
 | 
						|
        material: materials.add(CustomMaterial {
 | 
						|
            color: LinearRgba::GREEN,
 | 
						|
            is_red: true,
 | 
						|
        }),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // camera
 | 
						|
    commands.spawn(Camera3dBundle {
 | 
						|
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 | 
						|
 | 
						|
impl Material for CustomMaterial {
 | 
						|
    fn fragment_shader() -> ShaderRef {
 | 
						|
        "shaders/shader_defs.wgsl".into()
 | 
						|
    }
 | 
						|
 | 
						|
    fn specialize(
 | 
						|
        _pipeline: &MaterialPipeline<Self>,
 | 
						|
        descriptor: &mut RenderPipelineDescriptor,
 | 
						|
        _layout: &MeshVertexBufferLayoutRef,
 | 
						|
        key: MaterialPipelineKey<Self>,
 | 
						|
    ) -> Result<(), SpecializedMeshPipelineError> {
 | 
						|
        if key.bind_group_data.is_red {
 | 
						|
            let fragment = descriptor.fragment.as_mut().unwrap();
 | 
						|
            fragment.shader_defs.push("IS_RED".into());
 | 
						|
        }
 | 
						|
        Ok(())
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// This is the struct that will be passed to your shader
 | 
						|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
 | 
						|
#[bind_group_data(CustomMaterialKey)]
 | 
						|
struct CustomMaterial {
 | 
						|
    #[uniform(0)]
 | 
						|
    color: LinearRgba,
 | 
						|
    is_red: bool,
 | 
						|
}
 | 
						|
 | 
						|
// This key is used to identify a specific permutation of this material pipeline.
 | 
						|
// In this case, we specialize on whether or not to configure the "IS_RED" shader def.
 | 
						|
// Specialization keys should be kept as small / cheap to hash as possible,
 | 
						|
// as they will be used to look up the pipeline for each drawn entity with this material type.
 | 
						|
#[derive(Eq, PartialEq, Hash, Clone)]
 | 
						|
struct CustomMaterialKey {
 | 
						|
    is_red: bool,
 | 
						|
}
 | 
						|
 | 
						|
impl From<&CustomMaterial> for CustomMaterialKey {
 | 
						|
    fn from(material: &CustomMaterial) -> Self {
 | 
						|
        Self {
 | 
						|
            is_red: material.is_red,
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |