bevy/crates/bevy_render/src/batching/mod.rs
Patrick Walton 44db8b7fac
Allow phase items not associated with meshes to be binned. (#14029)
As reported in #14004, many third-party plugins, such as Hanabi, enqueue
entities that don't have meshes into render phases. However, the
introduction of indirect mode added a dependency on mesh-specific data,
breaking this workflow. This is because GPU preprocessing requires that
the render phases manage indirect draw parameters, which don't apply to
objects that aren't meshes. The existing code skips over binned entities
that don't have indirect draw parameters, which causes the rendering to
be skipped for such objects.

To support this workflow, this commit adds a new field,
`non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple
list of (bin key, entity) pairs. After drawing batchable and unbatchable
objects, the non-mesh items are drawn one after another. Bevy itself
doesn't enqueue any items into this list; it exists solely for the
application and/or plugins to use.

Additionally, this commit switches the asset ID in the standard bin keys
to be an untyped asset ID rather than that of a mesh. This allows more
flexibility, allowing bins to be keyed off any type of asset.

This patch adds a new example, `custom_phase_item`, which simultaneously
serves to demonstrate how to use this new feature and to act as a
regression test so this doesn't break again.

Fixes #14004.

## Changelog

### Added

* `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins
to add custom items to.
2024-06-27 16:13:03 +00:00

196 lines
7.6 KiB
Rust

use bevy_ecs::{
component::Component,
entity::Entity,
system::{ResMut, SystemParam, SystemParamItem},
};
use bytemuck::Pod;
use nonmax::NonMaxU32;
use crate::{
render_phase::{
BinnedPhaseItem, CachedRenderPipelinePhaseItem, DrawFunctionId, SortedPhaseItem,
SortedRenderPhase, ViewBinnedRenderPhases,
},
render_resource::{CachedRenderPipelineId, GpuArrayBufferable},
};
use self::gpu_preprocessing::IndirectParametersBuffer;
pub mod gpu_preprocessing;
pub mod no_gpu_preprocessing;
/// Add this component to mesh entities to disable automatic batching
#[derive(Component)]
pub struct NoAutomaticBatching;
/// Data necessary to be equal for two draw commands to be mergeable
///
/// This is based on the following assumptions:
/// - Only entities with prepared assets (pipelines, materials, meshes) are
/// queued to phases
/// - View bindings are constant across a phase for a given draw function as
/// phases are per-view
/// - `batch_and_prepare_render_phase` is the only system that performs this
/// batching and has sole responsibility for preparing the per-object data.
/// As such the mesh binding and dynamic offsets are assumed to only be
/// variable as a result of the `batch_and_prepare_render_phase` system, e.g.
/// due to having to split data across separate uniform bindings within the
/// same buffer due to the maximum uniform buffer binding size.
#[derive(PartialEq)]
struct BatchMeta<T: PartialEq> {
/// The pipeline id encompasses all pipeline configuration including vertex
/// buffers and layouts, shaders and their specializations, bind group
/// layouts, etc.
pipeline_id: CachedRenderPipelineId,
/// The draw function id defines the `RenderCommands` that are called to
/// set the pipeline and bindings, and make the draw command
draw_function_id: DrawFunctionId,
dynamic_offset: Option<NonMaxU32>,
user_data: T,
}
impl<T: PartialEq> BatchMeta<T> {
fn new(item: &impl CachedRenderPipelinePhaseItem, user_data: T) -> Self {
BatchMeta {
pipeline_id: item.cached_pipeline(),
draw_function_id: item.draw_function(),
dynamic_offset: item.extra_index().as_dynamic_offset(),
user_data,
}
}
}
/// A trait to support getting data used for batching draw commands via phase
/// items.
///
/// This is a simple version that only allows for sorting, not binning, as well
/// as only CPU processing, not GPU preprocessing. For these fancier features,
/// see [`GetFullBatchData`].
pub trait GetBatchData {
/// The system parameters [`GetBatchData::get_batch_data`] needs in
/// order to compute the batch data.
type Param: SystemParam + 'static;
/// Data used for comparison between phase items. If the pipeline id, draw
/// function id, per-instance data buffer dynamic offset and this data
/// matches, the draws can be batched.
type CompareData: PartialEq;
/// The per-instance data to be inserted into the
/// [`crate::render_resource::GpuArrayBuffer`] containing these data for all
/// instances.
type BufferData: GpuArrayBufferable + Sync + Send + 'static;
/// Get the per-instance data to be inserted into the
/// [`crate::render_resource::GpuArrayBuffer`]. If the instance can be
/// batched, also return the data used for comparison when deciding whether
/// draws can be batched, else return None for the `CompareData`.
///
/// This is only called when building instance data on CPU. In the GPU
/// instance data building path, we use
/// [`GetFullBatchData::get_index_and_compare_data`] instead.
fn get_batch_data(
param: &SystemParamItem<Self::Param>,
query_item: Entity,
) -> Option<(Self::BufferData, Option<Self::CompareData>)>;
}
/// A trait to support getting data used for batching draw commands via phase
/// items.
///
/// This version allows for binning and GPU preprocessing.
pub trait GetFullBatchData: GetBatchData {
/// The per-instance data that was inserted into the
/// [`crate::render_resource::BufferVec`] during extraction.
type BufferInputData: Pod + Sync + Send;
/// Get the per-instance data to be inserted into the
/// [`crate::render_resource::GpuArrayBuffer`].
///
/// This is only called when building uniforms on CPU. In the GPU instance
/// buffer building path, we use
/// [`GetFullBatchData::get_index_and_compare_data`] instead.
fn get_binned_batch_data(
param: &SystemParamItem<Self::Param>,
query_item: Entity,
) -> Option<Self::BufferData>;
/// Returns the index of the [`GetFullBatchData::BufferInputData`] that the
/// GPU preprocessing phase will use.
///
/// We already inserted the [`GetFullBatchData::BufferInputData`] during the
/// extraction phase before we got here, so this function shouldn't need to
/// look up any render data. If CPU instance buffer building is in use, this
/// function will never be called.
fn get_index_and_compare_data(
param: &SystemParamItem<Self::Param>,
query_item: Entity,
) -> Option<(NonMaxU32, Option<Self::CompareData>)>;
/// Returns the index of the [`GetFullBatchData::BufferInputData`] that the
/// GPU preprocessing phase will use, for the binning path.
///
/// We already inserted the [`GetFullBatchData::BufferInputData`] during the
/// extraction phase before we got here, so this function shouldn't need to
/// look up any render data. If CPU instance buffer building is in use, this
/// function will never be called.
fn get_binned_index(
param: &SystemParamItem<Self::Param>,
query_item: Entity,
) -> Option<NonMaxU32>;
/// Pushes [`gpu_preprocessing::IndirectParameters`] necessary to draw this
/// batch onto the given [`IndirectParametersBuffer`], and returns its
/// index.
///
/// This is only used if GPU culling is enabled (which requires GPU
/// preprocessing).
fn get_batch_indirect_parameters_index(
param: &SystemParamItem<Self::Param>,
indirect_parameters_buffer: &mut IndirectParametersBuffer,
entity: Entity,
instance_index: u32,
) -> Option<NonMaxU32>;
}
/// Sorts a render phase that uses bins.
pub fn sort_binned_render_phase<BPI>(mut phases: ResMut<ViewBinnedRenderPhases<BPI>>)
where
BPI: BinnedPhaseItem,
{
for phase in phases.values_mut() {
phase.batchable_mesh_keys.sort_unstable();
phase.unbatchable_mesh_keys.sort_unstable();
}
}
/// Batches the items in a sorted render phase.
///
/// This means comparing metadata needed to draw each phase item and trying to
/// combine the draws into a batch.
///
/// This is common code factored out from
/// [`gpu_preprocessing::batch_and_prepare_sorted_render_phase`] and
/// [`no_gpu_preprocessing::batch_and_prepare_sorted_render_phase`].
fn batch_and_prepare_sorted_render_phase<I, GBD>(
phase: &mut SortedRenderPhase<I>,
mut process_item: impl FnMut(&mut I) -> Option<GBD::CompareData>,
) where
I: CachedRenderPipelinePhaseItem + SortedPhaseItem,
GBD: GetBatchData,
{
let items = phase.items.iter_mut().map(|item| {
let batch_data = match process_item(item) {
Some(compare_data) if I::AUTOMATIC_BATCHING => Some(BatchMeta::new(item, compare_data)),
_ => None,
};
(item.batch_range_mut(), batch_data)
});
items.reduce(|(start_range, prev_batch_meta), (range, batch_meta)| {
if batch_meta.is_some() && prev_batch_meta == batch_meta {
start_range.end = range.end;
(start_range, prev_batch_meta)
} else {
(range, batch_meta)
}
});
}