
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets.
384 lines
14 KiB
Rust
384 lines
14 KiB
Rust
//! The modular rendering abstraction responsible for queuing, preparing, sorting and drawing
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//! entities as part of separate render phases.
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//!
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//! In Bevy each view (camera, or shadow-casting light, etc.) has one or multiple [`RenderPhase`]s
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//! (e.g. opaque, transparent, shadow, etc).
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//! They are used to queue entities for rendering.
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//! Multiple phases might be required due to different sorting/batching behaviours
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//! (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
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//! the rendered texture of the previous phase (e.g. for screen-space reflections).
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//!
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//! To draw an entity, a corresponding [`PhaseItem`] has to be added to one or multiple of these
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//! render phases for each view that it is visible in.
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//! This must be done in the [`RenderSet::Queue`](crate::RenderSet::Queue).
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//! After that the render phase sorts them in the
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//! [`RenderSet::PhaseSort`](crate::RenderSet::PhaseSort).
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//! Finally the items are rendered using a single [`TrackedRenderPass`], during the
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//! [`RenderSet::Render`](crate::RenderSet::Render).
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//!
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//! Therefore each phase item is assigned a [`Draw`] function.
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//! These set up the state of the [`TrackedRenderPass`] (i.e. select the
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//! [`RenderPipeline`](crate::render_resource::RenderPipeline), configure the
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//! [`BindGroup`](crate::render_resource::BindGroup)s, etc.) and then issue a draw call,
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//! for the corresponding item.
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//!
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//! The [`Draw`] function trait can either be implemented directly or such a function can be
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//! created by composing multiple [`RenderCommand`]s.
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mod draw;
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mod draw_state;
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mod rangefinder;
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pub use draw::*;
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pub use draw_state::*;
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pub use rangefinder::*;
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use crate::render_resource::{CachedRenderPipelineId, PipelineCache};
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use bevy_ecs::{
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prelude::*,
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system::{lifetimeless::SRes, SystemParamItem},
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};
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use std::ops::Range;
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/// A collection of all rendering instructions, that will be executed by the GPU, for a
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/// single render phase for a single view.
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///
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/// Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases.
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/// They are used to queue entities for rendering.
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/// Multiple phases might be required due to different sorting/batching behaviours
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/// (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
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/// the rendered texture of the previous phase (e.g. for screen-space reflections).
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/// All [`PhaseItem`]s are then rendered using a single [`TrackedRenderPass`].
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/// The render pass might be reused for multiple phases to reduce GPU overhead.
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#[derive(Component)]
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pub struct RenderPhase<I: PhaseItem> {
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pub items: Vec<I>,
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}
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impl<I: PhaseItem> Default for RenderPhase<I> {
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fn default() -> Self {
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Self { items: Vec::new() }
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}
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}
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impl<I: PhaseItem> RenderPhase<I> {
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/// Adds a [`PhaseItem`] to this render phase.
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#[inline]
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pub fn add(&mut self, item: I) {
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self.items.push(item);
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}
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/// Sorts all of its [`PhaseItem`]s.
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pub fn sort(&mut self) {
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I::sort(&mut self.items);
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}
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/// Renders all of its [`PhaseItem`]s using their corresponding draw functions.
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pub fn render<'w>(
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&self,
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render_pass: &mut TrackedRenderPass<'w>,
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world: &'w World,
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view: Entity,
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) {
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let draw_functions = world.resource::<DrawFunctions<I>>();
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let mut draw_functions = draw_functions.write();
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draw_functions.prepare(world);
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for item in &self.items {
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let draw_function = draw_functions.get_mut(item.draw_function()).unwrap();
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draw_function.draw(world, render_pass, view, item);
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}
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}
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}
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impl<I: BatchedPhaseItem> RenderPhase<I> {
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/// Batches the compatible [`BatchedPhaseItem`]s of this render phase
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pub fn batch(&mut self) {
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// TODO: this could be done in-place
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let mut items = std::mem::take(&mut self.items).into_iter();
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self.items.reserve(items.len());
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// Start the first batch from the first item
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if let Some(mut current_batch) = items.next() {
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// Batch following items until we find an incompatible item
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for next_item in items {
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if matches!(
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current_batch.add_to_batch(&next_item),
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BatchResult::IncompatibleItems
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) {
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// Store the completed batch, and start a new one from the incompatible item
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self.items.push(current_batch);
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current_batch = next_item;
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}
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}
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// Store the last batch
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self.items.push(current_batch);
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}
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}
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}
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/// An item (entity of the render world) which will be drawn to a texture or the screen,
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/// as part of a [`RenderPhase`].
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///
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/// The data required for rendering an entity is extracted from the main world in the
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/// [`ExtractSchedule`](crate::ExtractSchedule).
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/// Then it has to be queued up for rendering during the
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/// [`RenderSet::Queue`](crate::RenderSet::Queue), by adding a corresponding phase item to
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/// a render phase.
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/// Afterwards it will be sorted and rendered automatically in the
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/// [`RenderSet::PhaseSort`](crate::RenderSet::PhaseSort) and
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/// [`RenderSet::Render`](crate::RenderSet::Render), respectively.
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pub trait PhaseItem: Sized + Send + Sync + 'static {
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/// The type used for ordering the items. The smallest values are drawn first.
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/// This order can be calculated using the [`ViewRangefinder3d`],
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/// based on the view-space `Z` value of the corresponding view matrix.
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type SortKey: Ord;
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/// The corresponding entity that will be drawn.
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///
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/// This is used to fetch the render data of the entity, required by the draw function,
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/// from the render world .
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fn entity(&self) -> Entity;
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/// Determines the order in which the items are drawn.
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fn sort_key(&self) -> Self::SortKey;
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/// Specifies the [`Draw`] function used to render the item.
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fn draw_function(&self) -> DrawFunctionId;
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/// Sorts a slice of phase items into render order. Generally if the same type
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/// implements [`BatchedPhaseItem`], this should use a stable sort like [`slice::sort_by_key`].
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/// In almost all other cases, this should not be altered from the default,
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/// which uses a unstable sort, as this provides the best balance of CPU and GPU
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/// performance.
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///
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/// Implementers can optionally not sort the list at all. This is generally advisable if and
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/// only if the renderer supports a depth prepass, which is by default not supported by
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/// the rest of Bevy's first party rendering crates. Even then, this may have a negative
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/// impact on GPU-side performance due to overdraw.
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///
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/// It's advised to always profile for performance changes when changing this implementation.
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#[inline]
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fn sort(items: &mut [Self]) {
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items.sort_unstable_by_key(|item| item.sort_key());
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}
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}
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/// A [`PhaseItem`] item, that automatically sets the appropriate render pipeline,
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/// cached in the [`PipelineCache`].
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///
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/// You can use the [`SetItemPipeline`] render command to set the pipeline for this item.
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pub trait CachedRenderPipelinePhaseItem: PhaseItem {
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/// The id of the render pipeline, cached in the [`PipelineCache`], that will be used to draw
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/// this phase item.
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fn cached_pipeline(&self) -> CachedRenderPipelineId;
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}
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/// A [`RenderCommand`] that sets the pipeline for the [`CachedRenderPipelinePhaseItem`].
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pub struct SetItemPipeline;
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impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
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type Param = SRes<PipelineCache>;
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type ViewWorldQuery = ();
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type ItemWorldQuery = ();
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#[inline]
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fn render<'w>(
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item: &P,
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_view: (),
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_entity: (),
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pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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if let Some(pipeline) = pipeline_cache
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.into_inner()
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.get_render_pipeline(item.cached_pipeline())
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{
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pass.set_render_pipeline(pipeline);
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RenderCommandResult::Success
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} else {
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RenderCommandResult::Failure
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}
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}
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}
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/// A [`PhaseItem`] that can be batched dynamically.
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///
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/// Batching is an optimization that regroups multiple items in the same vertex buffer
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/// to render them in a single draw call.
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///
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/// If this is implemented on a type, the implementation of [`PhaseItem::sort`] should
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/// be changed to implement a stable sort, or incorrect/suboptimal batching may result.
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pub trait BatchedPhaseItem: PhaseItem {
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/// Range in the vertex buffer of this item.
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fn batch_range(&self) -> &Option<Range<u32>>;
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/// Range in the vertex buffer of this item.
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fn batch_range_mut(&mut self) -> &mut Option<Range<u32>>;
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/// Batches another item within this item if they are compatible.
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/// Items can be batched together if they have the same entity, and consecutive ranges.
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/// If batching is successful, the `other` item should be discarded from the render pass.
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#[inline]
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fn add_to_batch(&mut self, other: &Self) -> BatchResult {
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let self_entity = self.entity();
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if let (Some(self_batch_range), Some(other_batch_range)) = (
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self.batch_range_mut().as_mut(),
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other.batch_range().as_ref(),
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) {
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// If the items are compatible, join their range into `self`
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if self_entity == other.entity() {
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if self_batch_range.end == other_batch_range.start {
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self_batch_range.end = other_batch_range.end;
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return BatchResult::Success;
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} else if self_batch_range.start == other_batch_range.end {
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self_batch_range.start = other_batch_range.start;
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return BatchResult::Success;
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}
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}
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}
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BatchResult::IncompatibleItems
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}
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}
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/// The result of a batching operation.
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pub enum BatchResult {
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/// The `other` item was batched into `self`
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Success,
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/// `self` and `other` cannot be batched together
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IncompatibleItems,
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}
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/// This system sorts the [`PhaseItem`]s of all [`RenderPhase`]s of this type.
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pub fn sort_phase_system<I: PhaseItem>(mut render_phases: Query<&mut RenderPhase<I>>) {
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for mut phase in &mut render_phases {
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phase.sort();
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}
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}
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/// This system batches the [`PhaseItem`]s of all [`RenderPhase`]s of this type.
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pub fn batch_phase_system<I: BatchedPhaseItem>(mut render_phases: Query<&mut RenderPhase<I>>) {
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for mut phase in &mut render_phases {
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phase.batch();
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use bevy_ecs::entity::Entity;
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use std::ops::Range;
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#[test]
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fn batching() {
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#[derive(Debug, PartialEq)]
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struct TestPhaseItem {
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entity: Entity,
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batch_range: Option<Range<u32>>,
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}
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impl PhaseItem for TestPhaseItem {
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type SortKey = ();
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fn entity(&self) -> Entity {
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self.entity
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}
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fn sort_key(&self) -> Self::SortKey {}
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fn draw_function(&self) -> DrawFunctionId {
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unimplemented!();
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}
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}
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impl BatchedPhaseItem for TestPhaseItem {
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fn batch_range(&self) -> &Option<Range<u32>> {
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&self.batch_range
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}
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fn batch_range_mut(&mut self) -> &mut Option<Range<u32>> {
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&mut self.batch_range
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}
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}
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let mut render_phase = RenderPhase::<TestPhaseItem>::default();
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let items = [
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TestPhaseItem {
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entity: Entity::from_raw(0),
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batch_range: Some(0..5),
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},
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// This item should be batched
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TestPhaseItem {
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entity: Entity::from_raw(0),
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batch_range: Some(5..10),
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},
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TestPhaseItem {
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entity: Entity::from_raw(1),
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batch_range: Some(0..5),
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},
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TestPhaseItem {
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entity: Entity::from_raw(0),
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batch_range: Some(10..15),
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},
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TestPhaseItem {
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entity: Entity::from_raw(1),
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batch_range: Some(5..10),
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},
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TestPhaseItem {
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entity: Entity::from_raw(1),
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batch_range: None,
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},
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TestPhaseItem {
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entity: Entity::from_raw(1),
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batch_range: Some(10..15),
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},
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TestPhaseItem {
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entity: Entity::from_raw(1),
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batch_range: Some(20..25),
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},
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// This item should be batched
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TestPhaseItem {
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entity: Entity::from_raw(1),
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batch_range: Some(25..30),
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},
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// This item should be batched
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TestPhaseItem {
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entity: Entity::from_raw(1),
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batch_range: Some(30..35),
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},
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];
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for item in items {
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render_phase.add(item);
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}
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render_phase.batch();
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let items_batched = [
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TestPhaseItem {
|
|
entity: Entity::from_raw(0),
|
|
batch_range: Some(0..10),
|
|
},
|
|
TestPhaseItem {
|
|
entity: Entity::from_raw(1),
|
|
batch_range: Some(0..5),
|
|
},
|
|
TestPhaseItem {
|
|
entity: Entity::from_raw(0),
|
|
batch_range: Some(10..15),
|
|
},
|
|
TestPhaseItem {
|
|
entity: Entity::from_raw(1),
|
|
batch_range: Some(5..10),
|
|
},
|
|
TestPhaseItem {
|
|
entity: Entity::from_raw(1),
|
|
batch_range: None,
|
|
},
|
|
TestPhaseItem {
|
|
entity: Entity::from_raw(1),
|
|
batch_range: Some(10..15),
|
|
},
|
|
TestPhaseItem {
|
|
entity: Entity::from_raw(1),
|
|
batch_range: Some(20..35),
|
|
},
|
|
];
|
|
assert_eq!(&*render_phase.items, items_batched);
|
|
}
|
|
}
|