This is a continuation of this PR: #8062 # Objective - Reorder render schedule sets to allow data preparation when phase item order is known to support improved batching - Part of the batching/instancing etc plan from here: https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074 - The original idea came from @inodentry and proved to be a good one. Thanks! - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new ordering ## Solution - Move `Prepare` and `PrepareFlush` after `PhaseSortFlush` - Add a `PrepareAssets` set that runs in parallel with other systems and sets in the render schedule. - Put prepare_assets systems in the `PrepareAssets` set - If explicit dependencies are needed on Mesh or Material RenderAssets then depend on the appropriate system. - Add `ManageViews` and `ManageViewsFlush` sets between `ExtractCommands` and Queue - Move `queue_mesh*_bind_group` to the Prepare stage - Rename them to `prepare_` - Put systems that prepare resources (buffers, textures, etc.) into a `PrepareResources` set inside `Prepare` - Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set after `PrepareResources` - Move `prepare_lights` to the `ManageViews` set - `prepare_lights` creates views and this must happen before `Queue` - This system needs refactoring to stop handling all responsibilities - Gather lights, sort, and create shadow map views. Store sorted light entities in a resource - Remove `BatchedPhaseItem` - Replace `batch_range` with `batch_size` representing how many items to skip after rendering the item or to skip the item entirely if `batch_size` is 0. - `queue_sprites` has been split into `queue_sprites` for queueing phase items and `prepare_sprites` for batching after the `PhaseSort` - `PhaseItem`s are still inserted in `queue_sprites` - After sorting adjacent compatible sprite phase items are accumulated into `SpriteBatch` components on the first entity of each batch, containing a range of vertex indices. The associated `PhaseItem`'s `batch_size` is updated appropriately. - `SpriteBatch` items are then drawn skipping over the other items in the batch based on the value in `batch_size` - A very similar refactor was performed on `bevy_ui` --- ## Changelog Changed: - Reordered and reworked render app schedule sets. The main change is that data is extracted, queued, sorted, and then prepared when the order of data is known. - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the reordering. ## Migration Guide - Assets such as materials and meshes should now be created in `PrepareAssets` e.g. `prepare_assets<Mesh>` - Queueing entities to `RenderPhase`s continues to be done in `Queue` e.g. `queue_sprites` - Preparing resources (textures, buffers, etc.) should now be done in `PrepareResources`, e.g. `prepare_prepass_textures`, `prepare_mesh_uniforms` - Prepare bind groups should now be done in `PrepareBindGroups` e.g. `prepare_mesh_bind_group` - Any batching or instancing can now be done in `Prepare` where the order of the phase items is known e.g. `prepare_sprites` ## Next Steps - Introduce some generic mechanism to ensure items that can be batched are grouped in the phase item order, currently you could easily have `[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching. - Investigate improved orderings for building the MeshUniform buffer - Implementing batching across the rest of bevy --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
200 lines
6.1 KiB
Rust
200 lines
6.1 KiB
Rust
use crate::{
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line_gizmo_vertex_buffer_layouts, DrawLineGizmo, GizmoConfig, LineGizmo,
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LineGizmoUniformBindgroupLayout, SetLineGizmoBindGroup, LINE_SHADER_HANDLE,
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};
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use bevy_app::{App, Plugin};
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use bevy_asset::Handle;
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use bevy_core_pipeline::core_3d::Transparent3d;
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use bevy_ecs::{
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prelude::Entity,
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schedule::IntoSystemConfigs,
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system::{Query, Res, ResMut, Resource},
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world::{FromWorld, World},
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};
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use bevy_pbr::{MeshPipeline, MeshPipelineKey, SetMeshViewBindGroup};
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use bevy_render::{
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render_asset::{prepare_assets, RenderAssets},
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render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
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render_resource::*,
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texture::BevyDefault,
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view::{ExtractedView, Msaa, RenderLayers, ViewTarget},
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Render, RenderApp, RenderSet,
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};
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pub struct LineGizmo3dPlugin;
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impl Plugin for LineGizmo3dPlugin {
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fn build(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app
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.add_render_command::<Transparent3d, DrawLineGizmo3d>()
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.init_resource::<SpecializedRenderPipelines<LineGizmoPipeline>>()
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.add_systems(
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Render,
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queue_line_gizmos_3d
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.in_set(RenderSet::Queue)
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.after(prepare_assets::<LineGizmo>),
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);
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}
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fn finish(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app.init_resource::<LineGizmoPipeline>();
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}
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}
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#[derive(Clone, Resource)]
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struct LineGizmoPipeline {
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mesh_pipeline: MeshPipeline,
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uniform_layout: BindGroupLayout,
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}
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impl FromWorld for LineGizmoPipeline {
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fn from_world(render_world: &mut World) -> Self {
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LineGizmoPipeline {
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mesh_pipeline: render_world.resource::<MeshPipeline>().clone(),
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uniform_layout: render_world
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.resource::<LineGizmoUniformBindgroupLayout>()
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.layout
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.clone(),
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}
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}
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}
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#[derive(PartialEq, Eq, Hash, Clone)]
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struct LineGizmoPipelineKey {
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mesh_key: MeshPipelineKey,
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strip: bool,
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perspective: bool,
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}
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impl SpecializedRenderPipeline for LineGizmoPipeline {
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type Key = LineGizmoPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let mut shader_defs = vec![
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#[cfg(feature = "webgl")]
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"SIXTEEN_BYTE_ALIGNMENT".into(),
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];
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if key.perspective {
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shader_defs.push("PERSPECTIVE".into());
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}
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let format = if key.mesh_key.contains(MeshPipelineKey::HDR) {
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ViewTarget::TEXTURE_FORMAT_HDR
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} else {
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TextureFormat::bevy_default()
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};
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let view_layout = if key.mesh_key.msaa_samples() == 1 {
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self.mesh_pipeline.view_layout.clone()
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} else {
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self.mesh_pipeline.view_layout_multisampled.clone()
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};
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let layout = vec![view_layout, self.uniform_layout.clone()];
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RenderPipelineDescriptor {
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vertex: VertexState {
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shader: LINE_SHADER_HANDLE.typed(),
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entry_point: "vertex".into(),
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shader_defs: shader_defs.clone(),
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buffers: line_gizmo_vertex_buffer_layouts(key.strip),
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},
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fragment: Some(FragmentState {
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shader: LINE_SHADER_HANDLE.typed(),
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shader_defs,
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format,
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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})],
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}),
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layout,
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primitive: PrimitiveState::default(),
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depth_stencil: Some(DepthStencilState {
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format: TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: CompareFunction::Greater,
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stencil: StencilState::default(),
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bias: DepthBiasState::default(),
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}),
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multisample: MultisampleState {
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count: key.mesh_key.msaa_samples(),
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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label: Some("LineGizmo Pipeline".into()),
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push_constant_ranges: vec![],
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}
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}
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}
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type DrawLineGizmo3d = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetLineGizmoBindGroup<1>,
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DrawLineGizmo,
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);
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#[allow(clippy::too_many_arguments)]
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fn queue_line_gizmos_3d(
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draw_functions: Res<DrawFunctions<Transparent3d>>,
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pipeline: Res<LineGizmoPipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<LineGizmoPipeline>>,
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pipeline_cache: Res<PipelineCache>,
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msaa: Res<Msaa>,
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config: Res<GizmoConfig>,
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line_gizmos: Query<(Entity, &Handle<LineGizmo>)>,
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line_gizmo_assets: Res<RenderAssets<LineGizmo>>,
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mut views: Query<(
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&ExtractedView,
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&mut RenderPhase<Transparent3d>,
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Option<&RenderLayers>,
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)>,
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) {
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let draw_function = draw_functions.read().get_id::<DrawLineGizmo3d>().unwrap();
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for (view, mut transparent_phase, render_layers) in &mut views {
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let render_layers = render_layers.copied().unwrap_or_default();
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if !config.render_layers.intersects(&render_layers) {
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continue;
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}
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let mesh_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
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| MeshPipelineKey::from_hdr(view.hdr);
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for (entity, handle) in &line_gizmos {
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let Some(line_gizmo) = line_gizmo_assets.get(handle) else {
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continue;
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};
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let pipeline = pipelines.specialize(
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&pipeline_cache,
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&pipeline,
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LineGizmoPipelineKey {
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mesh_key,
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strip: line_gizmo.strip,
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perspective: config.line_perspective,
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},
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);
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transparent_phase.add(Transparent3d {
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entity,
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draw_function,
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pipeline,
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distance: 0.,
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batch_size: 1,
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});
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}
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}
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}
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