
This commit uses the [`offset-allocator`] crate to combine vertex and index arrays from different meshes into single buffers. Since the primary source of `wgpu` overhead is from validation and synchronization when switching buffers, this significantly improves Bevy's rendering performance on many scenes. This patch is a more flexible version of #13218, which also used slabs. Unlike #13218, which used slabs of a fixed size, this commit implements slabs that start small and can grow. In addition to reducing memory usage, supporting slab growth reduces the number of vertex and index buffer switches that need to happen during rendering, leading to improved performance. To prevent pathological fragmentation behavior, slabs are capped to a maximum size, and mesh arrays that are too large get their own dedicated slabs. As an additional improvement over #13218, this commit allows the application to customize all allocator heuristics. The `MeshAllocatorSettings` resource contains values that adjust the minimum and maximum slab sizes, the cutoff point at which meshes get their own dedicated slabs, and the rate at which slabs grow. Hopefully-sensible defaults have been chosen for each value. Unfortunately, WebGL 2 doesn't support the *base vertex* feature, which is necessary to pack vertex arrays from different meshes into the same buffer. `wgpu` represents this restriction as the downlevel flag `BASE_VERTEX`. This patch detects that bit and ensures that all vertex buffers get dedicated slabs on that platform. Even on WebGL 2, though, we can combine all *index* arrays into single buffers to reduce buffer changes, and we do so. The following measurements are on Bistro: Overall frame time improves from 8.74 ms to 5.53 ms (1.58x speedup):  Render system time improves from 6.57 ms to 3.54 ms (1.86x speedup):  Opaque pass time improves from 4.64 ms to 2.33 ms (1.99x speedup):  ## Migration Guide ### Changed * Vertex and index buffers for meshes may now be packed alongside other buffers, for performance. * `GpuMesh` has been renamed to `RenderMesh`, to reflect the fact that it no longer directly stores handles to GPU objects. * Because meshes no longer have their own vertex and index buffers, the responsibility for the buffers has moved from `GpuMesh` (now called `RenderMesh`) to the `MeshAllocator` resource. To access the vertex data for a mesh, use `MeshAllocator::mesh_vertex_slice`. To access the index data for a mesh, use `MeshAllocator::mesh_index_slice`. [`offset-allocator`]: https://github.com/pcwalton/offset-allocator
213 lines
7.6 KiB
Rust
213 lines
7.6 KiB
Rust
//! Lightmaps, baked lighting textures that can be applied at runtime to provide
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//! diffuse global illumination.
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//!
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//! Bevy doesn't currently have any way to actually bake lightmaps, but they can
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//! be baked in an external tool like [Blender](http://blender.org), for example
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//! with an addon like [The Lightmapper]. The tools in the [`bevy-baked-gi`]
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//! project support other lightmap baking methods.
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//!
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//! When a [`Lightmap`] component is added to an entity with a [`Mesh`] and a
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//! [`StandardMaterial`](crate::StandardMaterial), Bevy applies the lightmap when rendering. The brightness
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//! of the lightmap may be controlled with the `lightmap_exposure` field on
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//! `StandardMaterial`.
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//!
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//! During the rendering extraction phase, we extract all lightmaps into the
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//! [`RenderLightmaps`] table, which lives in the render world. Mesh bindgroup
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//! and mesh uniform creation consults this table to determine which lightmap to
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//! supply to the shader. Essentially, the lightmap is a special type of texture
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//! that is part of the mesh instance rather than part of the material (because
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//! multiple meshes can share the same material, whereas sharing lightmaps is
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//! nonsensical).
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//!
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//! Note that meshes can't be instanced if they use different lightmap textures.
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//! If you want to instance a lightmapped mesh, combine the lightmap textures
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//! into a single atlas, and set the `uv_rect` field on [`Lightmap`]
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//! appropriately.
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//!
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//! [The Lightmapper]: https://github.com/Naxela/The_Lightmapper
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//!
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//! [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
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use bevy_app::{App, Plugin};
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use bevy_asset::{load_internal_asset, AssetId, Handle};
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use bevy_ecs::entity::EntityHashMap;
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use bevy_ecs::{
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component::Component,
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entity::Entity,
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reflect::ReflectComponent,
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schedule::IntoSystemConfigs,
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system::{Query, Res, ResMut, Resource},
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};
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use bevy_math::{uvec2, vec4, Rect, UVec2};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::mesh::RenderMesh;
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use bevy_render::texture::GpuImage;
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use bevy_render::{
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mesh::Mesh, render_asset::RenderAssets, render_resource::Shader, texture::Image,
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view::ViewVisibility, Extract, ExtractSchedule, RenderApp,
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};
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use bevy_utils::HashSet;
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use crate::{ExtractMeshesSet, RenderMeshInstances};
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/// The ID of the lightmap shader.
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pub const LIGHTMAP_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(285484768317531991932943596447919767152);
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/// A plugin that provides an implementation of lightmaps.
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pub struct LightmapPlugin;
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/// A component that applies baked indirect diffuse global illumination from a
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/// lightmap.
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///
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/// When assigned to an entity that contains a [`Mesh`] and a
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/// [`StandardMaterial`](crate::StandardMaterial), if the mesh has a second UV
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/// layer ([`ATTRIBUTE_UV_1`](bevy_render::mesh::Mesh::ATTRIBUTE_UV_1)), then
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/// the lightmap will render using those UVs.
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#[derive(Component, Clone, Reflect)]
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#[reflect(Component, Default)]
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pub struct Lightmap {
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/// The lightmap texture.
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pub image: Handle<Image>,
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/// The rectangle within the lightmap texture that the UVs are relative to.
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///
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/// The top left coordinate is the `min` part of the rect, and the bottom
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/// right coordinate is the `max` part of the rect. The rect ranges from (0,
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/// 0) to (1, 1).
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///
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/// This field allows lightmaps for a variety of meshes to be packed into a
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/// single atlas.
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pub uv_rect: Rect,
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}
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/// Lightmap data stored in the render world.
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///
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/// There is one of these per visible lightmapped mesh instance.
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#[derive(Debug)]
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pub(crate) struct RenderLightmap {
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/// The ID of the lightmap texture.
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pub(crate) image: AssetId<Image>,
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/// The rectangle within the lightmap texture that the UVs are relative to.
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///
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/// The top left coordinate is the `min` part of the rect, and the bottom
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/// right coordinate is the `max` part of the rect. The rect ranges from (0,
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/// 0) to (1, 1).
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pub(crate) uv_rect: Rect,
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}
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/// Stores data for all lightmaps in the render world.
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///
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/// This is cleared and repopulated each frame during the `extract_lightmaps`
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/// system.
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#[derive(Default, Resource)]
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pub struct RenderLightmaps {
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/// The mapping from every lightmapped entity to its lightmap info.
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///
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/// Entities without lightmaps, or for which the mesh or lightmap isn't
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/// loaded, won't have entries in this table.
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pub(crate) render_lightmaps: EntityHashMap<RenderLightmap>,
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/// All active lightmap images in the scene.
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///
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/// Gathering all lightmap images into a set makes mesh bindgroup
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/// preparation slightly more efficient, because only one bindgroup needs to
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/// be created per lightmap texture.
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pub(crate) all_lightmap_images: HashSet<AssetId<Image>>,
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}
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impl Plugin for LightmapPlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(
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app,
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LIGHTMAP_SHADER_HANDLE,
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"lightmap.wgsl",
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Shader::from_wgsl
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);
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}
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fn finish(&self, app: &mut App) {
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let Some(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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.init_resource::<RenderLightmaps>()
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.add_systems(ExtractSchedule, extract_lightmaps.after(ExtractMeshesSet));
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}
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}
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/// Extracts all lightmaps from the scene and populates the [`RenderLightmaps`]
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/// resource.
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fn extract_lightmaps(
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mut render_lightmaps: ResMut<RenderLightmaps>,
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lightmaps: Extract<Query<(Entity, &ViewVisibility, &Lightmap)>>,
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render_mesh_instances: Res<RenderMeshInstances>,
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images: Res<RenderAssets<GpuImage>>,
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meshes: Res<RenderAssets<RenderMesh>>,
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) {
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// Clear out the old frame's data.
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render_lightmaps.render_lightmaps.clear();
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render_lightmaps.all_lightmap_images.clear();
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// Loop over each entity.
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for (entity, view_visibility, lightmap) in lightmaps.iter() {
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// Only process visible entities for which the mesh and lightmap are
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// both loaded.
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if !view_visibility.get()
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|| images.get(&lightmap.image).is_none()
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|| !render_mesh_instances
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.mesh_asset_id(entity)
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.and_then(|mesh_asset_id| meshes.get(mesh_asset_id))
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.is_some_and(|mesh| mesh.layout.0.contains(Mesh::ATTRIBUTE_UV_1.id))
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{
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continue;
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}
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// Store information about the lightmap in the render world.
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render_lightmaps.render_lightmaps.insert(
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entity,
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RenderLightmap::new(lightmap.image.id(), lightmap.uv_rect),
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);
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// Make a note of the loaded lightmap image so we can efficiently
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// process them later during mesh bindgroup creation.
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render_lightmaps
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.all_lightmap_images
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.insert(lightmap.image.id());
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}
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}
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impl RenderLightmap {
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/// Creates a new lightmap from a texture and a UV rect.
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fn new(image: AssetId<Image>, uv_rect: Rect) -> Self {
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Self { image, uv_rect }
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}
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}
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/// Packs the lightmap UV rect into 64 bits (4 16-bit unsigned integers).
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pub(crate) fn pack_lightmap_uv_rect(maybe_rect: Option<Rect>) -> UVec2 {
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match maybe_rect {
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Some(rect) => {
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let rect_uvec4 = (vec4(rect.min.x, rect.min.y, rect.max.x, rect.max.y) * 65535.0)
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.round()
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.as_uvec4();
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uvec2(
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rect_uvec4.x | (rect_uvec4.y << 16),
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rect_uvec4.z | (rect_uvec4.w << 16),
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)
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}
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None => UVec2::ZERO,
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}
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}
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impl Default for Lightmap {
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fn default() -> Self {
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Self {
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image: Default::default(),
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uv_rect: Rect::new(0.0, 0.0, 1.0, 1.0),
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}
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}
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}
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