
Currently, our batchable binned items are stored in a hash table that maps bin key, which includes the batch set key, to a list of entities. Multidraw is handled by sorting the bin keys and accumulating adjacent bins that can be multidrawn together (i.e. have the same batch set key) into multidraw commands during `batch_and_prepare_binned_render_phase`. This is reasonably efficient right now, but it will complicate future work to retain indirect draw parameters from frame to frame. Consider what must happen when we have retained indirect draw parameters and the application adds a bin (i.e. a new mesh) that shares a batch set key with some pre-existing meshes. (That is, the new mesh can be multidrawn with the pre-existing meshes.) To be maximally efficient, our goal in that scenario will be to update *only* the indirect draw parameters for the batch set (i.e. multidraw command) containing the mesh that was added, while leaving the others alone. That means that we have to quickly locate all the bins that belong to the batch set being modified. In the existing code, we would have to sort the list of bin keys so that bins that can be multidrawn together become adjacent to one another in the list. Then we would have to do a binary search through the sorted list to find the location of the bin that was just added. Next, we would have to widen our search to adjacent indexes that contain the same batch set, doing expensive comparisons against the batch set key every time. Finally, we would reallocate the indirect draw parameters and update the stored pointers to the indirect draw parameters that the bins store. By contrast, it'd be dramatically simpler if we simply changed the way bins are stored to first map from batch set key (i.e. multidraw command) to the bins (i.e. meshes) within that batch set key, and then from each individual bin to the mesh instances. That way, the scenario above in which we add a new mesh will be simpler to handle. First, we will look up the batch set key corresponding to that mesh in the outer map to find an inner map corresponding to the single multidraw command that will draw that batch set. We will know how many meshes the multidraw command is going to draw by the size of that inner map. Then we simply need to reallocate the indirect draw parameters and update the pointers to those parameters within the bins as necessary. There will be no need to do any binary search or expensive batch set key comparison: only a single hash lookup and an iteration over the inner map to update the pointers. This patch implements the above technique. Because we don't have retained bins yet, this PR provides no performance benefits. However, it opens the door to maximally efficient updates when only a small number of meshes change from frame to frame. The main churn that this patch causes is that the *batch set key* (which uniquely specifies a multidraw command) and *bin key* (which uniquely specifies a mesh *within* that multidraw command) are now separate, instead of the batch set key being embedded *within* the bin key. In order to isolate potential regressions, I think that at least #16890, #16836, and #16825 should land before this PR does. ## Migration Guide * The *batch set key* is now separate from the *bin key* in `BinnedPhaseItem`. The batch set key is used to collect multidrawable meshes together. If you aren't using the multidraw feature, you can safely set the batch set key to `()`.
380 lines
14 KiB
Rust
380 lines
14 KiB
Rust
//! Demonstrates how to enqueue custom draw commands in a render phase.
|
|
//!
|
|
//! This example shows how to use the built-in
|
|
//! [`bevy_render::render_phase::BinnedRenderPhase`] functionality with a
|
|
//! custom [`RenderCommand`] to allow inserting arbitrary GPU drawing logic
|
|
//! into Bevy's pipeline. This is not the only way to add custom rendering code
|
|
//! into Bevy—render nodes are another, lower-level method—but it does allow
|
|
//! for better reuse of parts of Bevy's built-in mesh rendering logic.
|
|
|
|
use bevy::{
|
|
core_pipeline::core_3d::{Opaque3d, Opaque3dBatchSetKey, Opaque3dBinKey, CORE_3D_DEPTH_FORMAT},
|
|
ecs::{
|
|
query::ROQueryItem,
|
|
system::{lifetimeless::SRes, SystemParamItem},
|
|
},
|
|
prelude::*,
|
|
render::{
|
|
extract_component::{ExtractComponent, ExtractComponentPlugin},
|
|
primitives::Aabb,
|
|
render_phase::{
|
|
AddRenderCommand, BinnedRenderPhaseType, DrawFunctions, PhaseItem, RenderCommand,
|
|
RenderCommandResult, SetItemPipeline, TrackedRenderPass, ViewBinnedRenderPhases,
|
|
},
|
|
render_resource::{
|
|
BufferUsages, ColorTargetState, ColorWrites, CompareFunction, DepthStencilState,
|
|
FragmentState, IndexFormat, MultisampleState, PipelineCache, PrimitiveState,
|
|
RawBufferVec, RenderPipelineDescriptor, SpecializedRenderPipeline,
|
|
SpecializedRenderPipelines, TextureFormat, VertexAttribute, VertexBufferLayout,
|
|
VertexFormat, VertexState, VertexStepMode,
|
|
},
|
|
renderer::{RenderDevice, RenderQueue},
|
|
view::{self, ExtractedView, RenderVisibleEntities, VisibilityClass},
|
|
Render, RenderApp, RenderSet,
|
|
},
|
|
};
|
|
use bytemuck::{Pod, Zeroable};
|
|
|
|
/// A marker component that represents an entity that is to be rendered using
|
|
/// our custom phase item.
|
|
///
|
|
/// Note the [`ExtractComponent`] trait implementation: this is necessary to
|
|
/// tell Bevy that this object should be pulled into the render world. Also note
|
|
/// the `on_add` hook, which is needed to tell Bevy's `check_visibility` system
|
|
/// that entities with this component need to be examined for visibility.
|
|
#[derive(Clone, Component, ExtractComponent)]
|
|
#[require(VisibilityClass)]
|
|
#[component(on_add = view::add_visibility_class::<CustomRenderedEntity>)]
|
|
struct CustomRenderedEntity;
|
|
|
|
/// Holds a reference to our shader.
|
|
///
|
|
/// This is loaded at app creation time.
|
|
#[derive(Resource)]
|
|
struct CustomPhasePipeline {
|
|
shader: Handle<Shader>,
|
|
}
|
|
|
|
/// A [`RenderCommand`] that binds the vertex and index buffers and issues the
|
|
/// draw command for our custom phase item.
|
|
struct DrawCustomPhaseItem;
|
|
|
|
impl<P> RenderCommand<P> for DrawCustomPhaseItem
|
|
where
|
|
P: PhaseItem,
|
|
{
|
|
type Param = SRes<CustomPhaseItemBuffers>;
|
|
|
|
type ViewQuery = ();
|
|
|
|
type ItemQuery = ();
|
|
|
|
fn render<'w>(
|
|
_: &P,
|
|
_: ROQueryItem<'w, Self::ViewQuery>,
|
|
_: Option<ROQueryItem<'w, Self::ItemQuery>>,
|
|
custom_phase_item_buffers: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
// Borrow check workaround.
|
|
let custom_phase_item_buffers = custom_phase_item_buffers.into_inner();
|
|
|
|
// Tell the GPU where the vertices are.
|
|
pass.set_vertex_buffer(
|
|
0,
|
|
custom_phase_item_buffers
|
|
.vertices
|
|
.buffer()
|
|
.unwrap()
|
|
.slice(..),
|
|
);
|
|
|
|
// Tell the GPU where the indices are.
|
|
pass.set_index_buffer(
|
|
custom_phase_item_buffers
|
|
.indices
|
|
.buffer()
|
|
.unwrap()
|
|
.slice(..),
|
|
0,
|
|
IndexFormat::Uint32,
|
|
);
|
|
|
|
// Draw one triangle (3 vertices).
|
|
pass.draw_indexed(0..3, 0, 0..1);
|
|
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
/// The GPU vertex and index buffers for our custom phase item.
|
|
///
|
|
/// As the custom phase item is a single triangle, these are uploaded once and
|
|
/// then left alone.
|
|
#[derive(Resource)]
|
|
struct CustomPhaseItemBuffers {
|
|
/// The vertices for the single triangle.
|
|
///
|
|
/// This is a [`RawBufferVec`] because that's the simplest and fastest type
|
|
/// of GPU buffer, and [`Vertex`] objects are simple.
|
|
vertices: RawBufferVec<Vertex>,
|
|
|
|
/// The indices of the single triangle.
|
|
///
|
|
/// As above, this is a [`RawBufferVec`] because `u32` values have trivial
|
|
/// size and alignment.
|
|
indices: RawBufferVec<u32>,
|
|
}
|
|
|
|
/// The CPU-side structure that describes a single vertex of the triangle.
|
|
#[derive(Clone, Copy, Pod, Zeroable)]
|
|
#[repr(C)]
|
|
struct Vertex {
|
|
/// The 3D position of the triangle vertex.
|
|
position: Vec3,
|
|
/// Padding.
|
|
pad0: u32,
|
|
/// The color of the triangle vertex.
|
|
color: Vec3,
|
|
/// Padding.
|
|
pad1: u32,
|
|
}
|
|
|
|
impl Vertex {
|
|
/// Creates a new vertex structure.
|
|
const fn new(position: Vec3, color: Vec3) -> Vertex {
|
|
Vertex {
|
|
position,
|
|
color,
|
|
pad0: 0,
|
|
pad1: 0,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// The custom draw commands that Bevy executes for each entity we enqueue into
|
|
/// the render phase.
|
|
type DrawCustomPhaseItemCommands = (SetItemPipeline, DrawCustomPhaseItem);
|
|
|
|
/// A single triangle's worth of vertices, for demonstration purposes.
|
|
static VERTICES: [Vertex; 3] = [
|
|
Vertex::new(vec3(-0.866, -0.5, 0.5), vec3(1.0, 0.0, 0.0)),
|
|
Vertex::new(vec3(0.866, -0.5, 0.5), vec3(0.0, 1.0, 0.0)),
|
|
Vertex::new(vec3(0.0, 1.0, 0.5), vec3(0.0, 0.0, 1.0)),
|
|
];
|
|
|
|
/// The entry point.
|
|
fn main() {
|
|
let mut app = App::new();
|
|
app.add_plugins(DefaultPlugins)
|
|
.add_plugins(ExtractComponentPlugin::<CustomRenderedEntity>::default())
|
|
.add_systems(Startup, setup);
|
|
|
|
// We make sure to add these to the render app, not the main app.
|
|
app.get_sub_app_mut(RenderApp)
|
|
.unwrap()
|
|
.init_resource::<CustomPhasePipeline>()
|
|
.init_resource::<SpecializedRenderPipelines<CustomPhasePipeline>>()
|
|
.add_render_command::<Opaque3d, DrawCustomPhaseItemCommands>()
|
|
.add_systems(
|
|
Render,
|
|
prepare_custom_phase_item_buffers.in_set(RenderSet::Prepare),
|
|
)
|
|
.add_systems(Render, queue_custom_phase_item.in_set(RenderSet::Queue));
|
|
|
|
app.run();
|
|
}
|
|
|
|
/// Spawns the objects in the scene.
|
|
fn setup(mut commands: Commands) {
|
|
// Spawn a single entity that has custom rendering. It'll be extracted into
|
|
// the render world via [`ExtractComponent`].
|
|
commands.spawn((
|
|
Visibility::default(),
|
|
Transform::default(),
|
|
// This `Aabb` is necessary for the visibility checks to work.
|
|
Aabb {
|
|
center: Vec3A::ZERO,
|
|
half_extents: Vec3A::splat(0.5),
|
|
},
|
|
CustomRenderedEntity,
|
|
));
|
|
|
|
// Spawn the camera.
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 0.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
/// Creates the [`CustomPhaseItemBuffers`] resource.
|
|
///
|
|
/// This must be done in a startup system because it needs the [`RenderDevice`]
|
|
/// and [`RenderQueue`] to exist, and they don't until [`App::run`] is called.
|
|
fn prepare_custom_phase_item_buffers(mut commands: Commands) {
|
|
commands.init_resource::<CustomPhaseItemBuffers>();
|
|
}
|
|
|
|
/// A render-world system that enqueues the entity with custom rendering into
|
|
/// the opaque render phases of each view.
|
|
fn queue_custom_phase_item(
|
|
pipeline_cache: Res<PipelineCache>,
|
|
custom_phase_pipeline: Res<CustomPhasePipeline>,
|
|
mut opaque_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3d>>,
|
|
opaque_draw_functions: Res<DrawFunctions<Opaque3d>>,
|
|
mut specialized_render_pipelines: ResMut<SpecializedRenderPipelines<CustomPhasePipeline>>,
|
|
views: Query<(Entity, &RenderVisibleEntities, &Msaa), With<ExtractedView>>,
|
|
) {
|
|
let draw_custom_phase_item = opaque_draw_functions
|
|
.read()
|
|
.id::<DrawCustomPhaseItemCommands>();
|
|
|
|
// Render phases are per-view, so we need to iterate over all views so that
|
|
// the entity appears in them. (In this example, we have only one view, but
|
|
// it's good practice to loop over all views anyway.)
|
|
for (view_entity, view_visible_entities, msaa) in views.iter() {
|
|
let Some(opaque_phase) = opaque_render_phases.get_mut(&view_entity) else {
|
|
continue;
|
|
};
|
|
|
|
// Find all the custom rendered entities that are visible from this
|
|
// view.
|
|
for &entity in view_visible_entities.get::<CustomRenderedEntity>().iter() {
|
|
// Ordinarily, the [`SpecializedRenderPipeline::Key`] would contain
|
|
// some per-view settings, such as whether the view is HDR, but for
|
|
// simplicity's sake we simply hard-code the view's characteristics,
|
|
// with the exception of number of MSAA samples.
|
|
let pipeline_id = specialized_render_pipelines.specialize(
|
|
&pipeline_cache,
|
|
&custom_phase_pipeline,
|
|
*msaa,
|
|
);
|
|
|
|
// Add the custom render item. We use the
|
|
// [`BinnedRenderPhaseType::NonMesh`] type to skip the special
|
|
// handling that Bevy has for meshes (preprocessing, indirect
|
|
// draws, etc.)
|
|
//
|
|
// The asset ID is arbitrary; we simply use [`AssetId::invalid`],
|
|
// but you can use anything you like. Note that the asset ID need
|
|
// not be the ID of a [`Mesh`].
|
|
opaque_phase.add(
|
|
Opaque3dBatchSetKey {
|
|
draw_function: draw_custom_phase_item,
|
|
pipeline: pipeline_id,
|
|
material_bind_group_index: None,
|
|
lightmap_slab: None,
|
|
vertex_slab: default(),
|
|
index_slab: None,
|
|
},
|
|
Opaque3dBinKey {
|
|
asset_id: AssetId::<Mesh>::invalid().untyped(),
|
|
},
|
|
entity,
|
|
BinnedRenderPhaseType::NonMesh,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
impl SpecializedRenderPipeline for CustomPhasePipeline {
|
|
type Key = Msaa;
|
|
|
|
fn specialize(&self, msaa: Self::Key) -> RenderPipelineDescriptor {
|
|
RenderPipelineDescriptor {
|
|
label: Some("custom render pipeline".into()),
|
|
layout: vec![],
|
|
push_constant_ranges: vec![],
|
|
vertex: VertexState {
|
|
shader: self.shader.clone(),
|
|
shader_defs: vec![],
|
|
entry_point: "vertex".into(),
|
|
buffers: vec![VertexBufferLayout {
|
|
array_stride: size_of::<Vertex>() as u64,
|
|
step_mode: VertexStepMode::Vertex,
|
|
// This needs to match the layout of [`Vertex`].
|
|
attributes: vec![
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x3,
|
|
offset: 0,
|
|
shader_location: 0,
|
|
},
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x3,
|
|
offset: 16,
|
|
shader_location: 1,
|
|
},
|
|
],
|
|
}],
|
|
},
|
|
fragment: Some(FragmentState {
|
|
shader: self.shader.clone(),
|
|
shader_defs: vec![],
|
|
entry_point: "fragment".into(),
|
|
targets: vec![Some(ColorTargetState {
|
|
// Ordinarily, you'd want to check whether the view has the
|
|
// HDR format and substitute the appropriate texture format
|
|
// here, but we omit that for simplicity.
|
|
format: TextureFormat::bevy_default(),
|
|
blend: None,
|
|
write_mask: ColorWrites::ALL,
|
|
})],
|
|
}),
|
|
primitive: PrimitiveState::default(),
|
|
// Note that if your view has no depth buffer this will need to be
|
|
// changed.
|
|
depth_stencil: Some(DepthStencilState {
|
|
format: CORE_3D_DEPTH_FORMAT,
|
|
depth_write_enabled: false,
|
|
depth_compare: CompareFunction::Always,
|
|
stencil: default(),
|
|
bias: default(),
|
|
}),
|
|
multisample: MultisampleState {
|
|
count: msaa.samples(),
|
|
mask: !0,
|
|
alpha_to_coverage_enabled: false,
|
|
},
|
|
zero_initialize_workgroup_memory: false,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl FromWorld for CustomPhaseItemBuffers {
|
|
fn from_world(world: &mut World) -> Self {
|
|
let render_device = world.resource::<RenderDevice>();
|
|
let render_queue = world.resource::<RenderQueue>();
|
|
|
|
// Create the vertex and index buffers.
|
|
let mut vbo = RawBufferVec::new(BufferUsages::VERTEX);
|
|
let mut ibo = RawBufferVec::new(BufferUsages::INDEX);
|
|
|
|
for vertex in &VERTICES {
|
|
vbo.push(*vertex);
|
|
}
|
|
for index in 0..3 {
|
|
ibo.push(index);
|
|
}
|
|
|
|
// These two lines are required in order to trigger the upload to GPU.
|
|
vbo.write_buffer(render_device, render_queue);
|
|
ibo.write_buffer(render_device, render_queue);
|
|
|
|
CustomPhaseItemBuffers {
|
|
vertices: vbo,
|
|
indices: ibo,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl FromWorld for CustomPhasePipeline {
|
|
fn from_world(world: &mut World) -> Self {
|
|
// Load and compile the shader in the background.
|
|
let asset_server = world.resource::<AssetServer>();
|
|
|
|
CustomPhasePipeline {
|
|
shader: asset_server.load("shaders/custom_phase_item.wgsl"),
|
|
}
|
|
}
|
|
}
|