A fork of bevy to implement some features for forestia
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Ugrade to wgpu version 25.0 (#19563)
# Objective

Upgrade to `wgpu` version `25.0`.

Depends on https://github.com/bevyengine/naga_oil/pull/121

## Solution

### Problem

The biggest issue we face upgrading is the following requirement:
> To facilitate this change, there was an additional validation rule put
in place: if there is a binding array in a bind group, you may not use
dynamic offset buffers or uniform buffers in that bind group. This
requirement comes from vulkan rules on UpdateAfterBind descriptors.

This is a major difficulty for us, as there are a number of binding
arrays that are used in the view bind group. Note, this requirement does
not affect merely uniform buffors that use dynamic offset but the use of
*any* uniform in a bind group that also has a binding array.

### Attempted fixes

The easiest fix would be to change uniforms to be storage buffers
whenever binding arrays are in use:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var<uniform> lights: types::Lights;
#else
@group(0) @binding(0) var<storage> view: array<View>;
@group(0) @binding(1) var<storage> lights: array<types::Lights>;
#endif
```

This requires passing the view index to the shader so that we know where
to index into the buffer:

```wgsl
struct PushConstants {
    view_index: u32,
}

var<push_constant> push_constants: PushConstants;
```

Using push constants is no problem because binding arrays are only
usable on native anyway.

However, this greatly complicates the ability to access `view` in
shaders. For example:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
mesh_view_bindings::view.view_from_world[0].z
#else
mesh_view_bindings::view[mesh_view_bindings::view_index].view_from_world[0].z
#endif
```

Using this approach would work but would have the effect of polluting
our shaders with ifdef spam basically *everywhere*.

Why not use a function? Unfortunately, the following is not valid wgsl
as it returns a binding directly from a function in the uniform path.

```wgsl
fn get_view() -> View {
#if BINDING_ARRAYS_ARE_USED
    let view_index = push_constants.view_index;
    let view = views[view_index];
#endif
    return view;
}
```

This also poses problems for things like lights where we want to return
a ptr to the light data. Returning ptrs from wgsl functions isn't
allowed even if both bindings were buffers.

The next attempt was to simply use indexed buffers everywhere, in both
the binding array and non binding array path. This would be viable if
push constants were available everywhere to pass the view index, but
unfortunately they are not available on webgpu. This means either
passing the view index in a storage buffer (not ideal for such a small
amount of state) or using push constants sometimes and uniform buffers
only on webgpu. However, this kind of conditional layout infects
absolutely everything.

Even if we were to accept just using storage buffer for the view index,
there's also the additional problem that some dynamic offsets aren't
actually per-view but per-use of a setting on a camera, which would
require passing that uniform data on *every* camera regardless of
whether that rendering feature is being used, which is also gross.

As such, although it's gross, the simplest solution just to bump binding
arrays into `@group(1)` and all other bindings up one bind group. This
should still bring us under the device limit of 4 for most users.

### Next steps / looking towards the future

I'd like to avoid needing split our view bind group into multiple parts.
In the future, if `wgpu` were to add `@builtin(draw_index)`, we could
build a list of draw state in gpu processing and avoid the need for any
kind of state change at all (see
https://github.com/gfx-rs/wgpu/issues/6823). This would also provide
significantly more flexibility to handle things like offsets into other
arrays that may not be per-view.

### Testing

Tested a number of examples, there are probably more that are still
broken.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
2025-06-26 19:41:47 +00:00
.cargo Fix typos in config_fast_builds.toml (#16025) 2024-10-20 16:50:40 +00:00
.github Bump cargo-bins/cargo-binstall from 1.12.3 to 1.12.5 (#19289) 2025-06-24 11:11:09 +00:00
assets Ugrade to wgpu version 25.0 (#19563) 2025-06-26 19:41:47 +00:00
benches Upgrade to Rust 1.88 (#19825) 2025-06-26 19:38:19 +00:00
crates Ugrade to wgpu version 25.0 (#19563) 2025-06-26 19:41:47 +00:00
docs Split overloaded basis-universal feature into compressed_image_saver (#19789) 2025-06-24 03:09:28 +00:00
docs-rs Relationship(…Target) html trait tag (#18140) 2025-03-04 08:05:16 +00:00
docs-template bevyengine.org -> bevy.org (#19503) 2025-06-05 23:09:28 +00:00
errors bevyengine.org -> bevy.org (#19503) 2025-06-05 23:09:28 +00:00
examples Ugrade to wgpu version 25.0 (#19563) 2025-06-26 19:41:47 +00:00
release-content Ugrade to wgpu version 25.0 (#19563) 2025-06-26 19:41:47 +00:00
src bevyengine.org -> bevy.org (#19503) 2025-06-05 23:09:28 +00:00
tests Event Split: Event, EntityEvent, and BufferedEvent (#19647) 2025-06-15 16:46:34 +00:00
tests-integration/simple-ecs-test Internalize BevyManifest logic. Switch to RwLock (#18263) 2025-03-12 00:46:01 +00:00
tools CI tests can exit directly after taking a screenshot (#19806) 2025-06-24 22:44:30 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Harden proc macro path resolution and add integration tests. (#17330) 2025-02-09 19:45:45 +00:00
Cargo.toml Split overloaded basis-universal feature into compressed_image_saver (#19789) 2025-06-24 03:09:28 +00:00
clippy.toml Fix warnings and errors reported on Rust beta (#19294) 2025-05-19 23:56:48 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md bevyengine.org -> bevy.org (#19503) 2025-06-05 23:09:28 +00:00
CREDITS.md Fix typos CREDITS.md (#17899) 2025-02-17 09:30:04 +00:00
deny.toml Ignore RUSTSEC-2023-0089 until postcard is updated (#19038) 2025-05-05 05:50:03 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md bevyengine.org -> bevy.org (#19503) 2025-06-05 23:09:28 +00:00
rustfmt.toml Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
typos.toml bevy_solari: RIS for Direct Lighting (#19620) 2025-06-23 00:47:10 +00:00

Bevy

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What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main() {
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.