 f9cc91d5a1
			
		
	
	
		f9cc91d5a1
		
			
		
	
	
	
	
		
			
			Although we cached hashes of `MeshVertexBufferLayout`, we were paying the cost of `PartialEq` on `InnerMeshVertexBufferLayout` for every entity, every frame. This patch changes that logic to place `MeshVertexBufferLayout`s in `Arc`s so that they can be compared and hashed by pointer. This results in a 28% speedup in the `queue_material_meshes` phase of `many_cubes`, with frustum culling disabled. Additionally, this patch contains two minor changes: 1. This commit flattens the specialized mesh pipeline cache to one level of hash tables instead of two. This saves a hash lookup. 2. The example `many_cubes` has been given a `--no-frustum-culling` flag, to aid in benchmarking. See the Tracy profile: <img width="1064" alt="Screenshot 2024-02-29 144406" src="https://github.com/bevyengine/bevy/assets/157897/18632f1d-1fdd-4ac7-90ed-2d10306b2a1e"> ## Migration guide * Duplicate `MeshVertexBufferLayout`s are now combined into a single object, `MeshVertexBufferLayoutRef`, which contains an atomically-reference-counted pointer to the layout. Code that was using `MeshVertexBufferLayout` may need to be updated to use `MeshVertexBufferLayoutRef` instead.
		
			
				
	
	
		
			101 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A shader that uses "shaders defs", which selectively toggle parts of a shader.
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| 
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| use bevy::{
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|     pbr::{MaterialPipeline, MaterialPipelineKey},
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|     prelude::*,
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|     reflect::TypePath,
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|     render::{
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|         mesh::MeshVertexBufferLayoutRef,
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|         render_resource::{
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|             AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
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|         },
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|     },
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<CustomMaterial>>,
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| ) {
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|     // blue cube
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|     commands.spawn(MaterialMeshBundle {
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|         mesh: meshes.add(Cuboid::default()),
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|         transform: Transform::from_xyz(-1.0, 0.5, 0.0),
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|         material: materials.add(CustomMaterial {
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|             color: LinearRgba::BLUE,
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|             is_red: false,
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|         }),
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|         ..default()
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|     });
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| 
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|     // red cube (with green color overridden by the IS_RED "shader def")
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|     commands.spawn(MaterialMeshBundle {
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|         mesh: meshes.add(Cuboid::default()),
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|         transform: Transform::from_xyz(1.0, 0.5, 0.0),
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|         material: materials.add(CustomMaterial {
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|             color: LinearRgba::GREEN,
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|             is_red: true,
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|         }),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| impl Material for CustomMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         "shaders/shader_defs.wgsl".into()
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|     }
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| 
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|     fn specialize(
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|         _pipeline: &MaterialPipeline<Self>,
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|         descriptor: &mut RenderPipelineDescriptor,
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|         _layout: &MeshVertexBufferLayoutRef,
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|         key: MaterialPipelineKey<Self>,
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|     ) -> Result<(), SpecializedMeshPipelineError> {
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|         if key.bind_group_data.is_red {
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|             let fragment = descriptor.fragment.as_mut().unwrap();
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|             fragment.shader_defs.push("IS_RED".into());
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|         }
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|         Ok(())
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|     }
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| }
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| 
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| // This is the struct that will be passed to your shader
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| #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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| #[bind_group_data(CustomMaterialKey)]
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| struct CustomMaterial {
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|     #[uniform(0)]
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|     color: LinearRgba,
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|     is_red: bool,
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| }
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| 
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| // This key is used to identify a specific permutation of this material pipeline.
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| // In this case, we specialize on whether or not to configure the "IS_RED" shader def.
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| // Specialization keys should be kept as small / cheap to hash as possible,
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| // as they will be used to look up the pipeline for each drawn entity with this material type.
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| #[derive(Eq, PartialEq, Hash, Clone)]
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| struct CustomMaterialKey {
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|     is_red: bool,
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| }
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| 
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| impl From<&CustomMaterial> for CustomMaterialKey {
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|     fn from(material: &CustomMaterial) -> Self {
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|         Self {
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|             is_red: material.is_red,
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|         }
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|     }
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| }
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