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.
		
			
				
	
	
		
			89 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			89 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader that uses the GLSL shading language.
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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::MeshVertexBufferLayoutRef,
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        render_resource::{
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            AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
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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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/// 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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    asset_server: Res<AssetServer>,
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) {
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    // cube
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(Cuboid::default()),
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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::BLUE,
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            color_texture: Some(asset_server.load("branding/icon.png")),
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            alpha_mode: AlphaMode::Blend,
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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, Clone)]
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struct CustomMaterial {
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    #[uniform(0)]
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    color: LinearRgba,
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    #[texture(1)]
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    #[sampler(2)]
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    color_texture: Option<Handle<Image>>,
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    alpha_mode: AlphaMode,
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}
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/// The Material trait is very configurable, but comes with sensible defaults for all methods.
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/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
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/// When using the GLSL shading language for your shader, the specialize method must be overridden.
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impl Material for CustomMaterial {
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    fn vertex_shader() -> ShaderRef {
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        "shaders/custom_material.vert".into()
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    }
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    fn fragment_shader() -> ShaderRef {
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        "shaders/custom_material.frag".into()
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    }
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    fn alpha_mode(&self) -> AlphaMode {
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        self.alpha_mode
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    }
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    // Bevy assumes by default that vertex shaders use the "vertex" entry point
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    // and fragment shaders use the "fragment" entry point (for WGSL shaders).
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    // GLSL uses "main" as the entry point, so we must override the defaults here
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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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        descriptor.vertex.entry_point = "main".into();
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        descriptor.fragment.as_mut().unwrap().entry_point = "main".into();
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        Ok(())
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    }
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}
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