
# Objective - In #9822 I forgot to disable auto sync points on the Extract Schedule. We want to do this because the Commands on the Extract Schedule should be applied on the render thread.
470 lines
18 KiB
Rust
470 lines
18 KiB
Rust
#[cfg(target_pointer_width = "16")]
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compile_error!("bevy_render cannot compile for a 16-bit platform.");
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extern crate core;
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pub mod batching;
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pub mod camera;
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pub mod color;
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pub mod deterministic;
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pub mod extract_component;
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pub mod extract_instances;
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mod extract_param;
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pub mod extract_resource;
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pub mod globals;
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pub mod gpu_component_array_buffer;
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pub mod mesh;
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#[cfg(not(target_arch = "wasm32"))]
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pub mod pipelined_rendering;
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pub mod primitives;
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pub mod render_asset;
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pub mod render_graph;
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pub mod render_phase;
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pub mod render_resource;
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pub mod renderer;
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pub mod settings;
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mod spatial_bundle;
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pub mod texture;
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pub mod view;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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camera::{
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Camera, ClearColor, ClearColorConfig, OrthographicProjection, PerspectiveProjection,
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Projection,
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},
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color::Color,
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mesh::{morph::MorphWeights, primitives::Meshable, shape, Mesh},
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render_resource::Shader,
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spatial_bundle::SpatialBundle,
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texture::{Image, ImagePlugin},
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view::{InheritedVisibility, Msaa, ViewVisibility, Visibility, VisibilityBundle},
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ExtractSchedule,
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};
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}
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use bevy_ecs::schedule::ScheduleBuildSettings;
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use bevy_utils::prelude::default;
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pub use extract_param::Extract;
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use bevy_hierarchy::ValidParentCheckPlugin;
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use bevy_window::{PrimaryWindow, RawHandleWrapper};
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use globals::GlobalsPlugin;
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use renderer::{RenderAdapter, RenderAdapterInfo, RenderDevice, RenderQueue};
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use crate::deterministic::DeterministicRenderingConfig;
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use crate::{
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camera::CameraPlugin,
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mesh::{morph::MorphPlugin, Mesh, MeshPlugin},
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render_asset::prepare_assets,
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render_resource::{PipelineCache, Shader, ShaderLoader},
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renderer::{render_system, RenderInstance},
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settings::RenderCreation,
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view::{ViewPlugin, WindowRenderPlugin},
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};
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use bevy_app::{App, AppLabel, Plugin, SubApp};
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use bevy_asset::{load_internal_asset, AssetApp, AssetServer, Handle};
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use bevy_ecs::{prelude::*, schedule::ScheduleLabel, system::SystemState};
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use bevy_utils::tracing::debug;
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use std::{
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ops::{Deref, DerefMut},
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sync::{Arc, Mutex},
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};
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/// Contains the default Bevy rendering backend based on wgpu.
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///
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/// Rendering is done in a [`SubApp`], which exchanges data with the main app
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/// between main schedule iterations.
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///
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/// Rendering can be executed between iterations of the main schedule,
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/// or it can be executed in parallel with main schedule when
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/// [`PipelinedRenderingPlugin`](pipelined_rendering::PipelinedRenderingPlugin) is enabled.
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#[derive(Default)]
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pub struct RenderPlugin {
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pub render_creation: RenderCreation,
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}
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/// The labels of the default App rendering sets.
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///
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/// that runs immediately after the matching system set.
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/// These can be useful for ordering, but you almost never want to add your systems to these sets.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum RenderSet {
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/// This is used for applying the commands from the [`ExtractSchedule`]
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ExtractCommands,
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/// Prepare assets that have been created/modified/removed this frame.
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PrepareAssets,
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/// Create any additional views such as those used for shadow mapping.
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ManageViews,
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/// Queue drawable entities as phase items in [`RenderPhase`](crate::render_phase::RenderPhase)s
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/// ready for sorting
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Queue,
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/// A sub-set within [`Queue`](RenderSet::Queue) where mesh entity queue systems are executed. Ensures `prepare_assets::<Mesh>` is completed.
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QueueMeshes,
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// TODO: This could probably be moved in favor of a system ordering abstraction in `Render` or `Queue`
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/// Sort the [`RenderPhases`](render_phase::RenderPhase) here.
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PhaseSort,
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/// Prepare render resources from extracted data for the GPU based on their sorted order.
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/// Create [`BindGroups`](render_resource::BindGroup) that depend on those data.
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Prepare,
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/// A sub-set within [`Prepare`](RenderSet::Prepare) for initializing buffers, textures and uniforms for use in bind groups.
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PrepareResources,
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/// Flush buffers after [`PrepareResources`](RenderSet::PrepareResources), but before ['PrepareBindGroups'](RenderSet::PrepareBindGroups).
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PrepareResourcesFlush,
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/// A sub-set within [`Prepare`](RenderSet::Prepare) for constructing bind groups, or other data that relies on render resources prepared in [`PrepareResources`](RenderSet::PrepareResources).
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PrepareBindGroups,
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/// Actual rendering happens here.
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/// In most cases, only the render backend should insert resources here.
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Render,
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/// Cleanup render resources here.
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Cleanup,
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}
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/// The main render schedule.
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#[derive(ScheduleLabel, Debug, Hash, PartialEq, Eq, Clone)]
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pub struct Render;
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impl Render {
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/// Sets up the base structure of the rendering [`Schedule`].
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///
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/// The sets defined in this enum are configured to run in order.
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pub fn base_schedule() -> Schedule {
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use RenderSet::*;
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let mut schedule = Schedule::new(Self);
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schedule.configure_sets(
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(
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ExtractCommands,
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ManageViews,
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Queue,
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PhaseSort,
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Prepare,
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Render,
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Cleanup,
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)
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.chain(),
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);
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schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain());
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schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<Mesh>));
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schedule.configure_sets(
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(PrepareResources, PrepareResourcesFlush, PrepareBindGroups)
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.chain()
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.in_set(Prepare),
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);
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schedule
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}
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}
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/// Schedule which extract data from the main world and inserts it into the render world.
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///
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/// This step should be kept as short as possible to increase the "pipelining potential" for
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/// running the next frame while rendering the current frame.
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///
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/// This schedule is run on the main world, but its buffers are not applied
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/// until it is returned to the render world.
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#[derive(ScheduleLabel, PartialEq, Eq, Debug, Clone, Hash)]
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pub struct ExtractSchedule;
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/// The simulation [`World`] of the application, stored as a resource.
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/// This resource is only available during [`ExtractSchedule`] and not
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/// during command application of that schedule.
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/// See [`Extract`] for more details.
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#[derive(Resource, Default)]
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pub struct MainWorld(World);
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impl Deref for MainWorld {
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type Target = World;
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fn deref(&self) -> &Self::Target {
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&self.0
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}
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}
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impl DerefMut for MainWorld {
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fn deref_mut(&mut self) -> &mut Self::Target {
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&mut self.0
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}
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}
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pub mod graph {
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use crate::render_graph::RenderLabel;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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pub struct CameraDriverLabel;
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}
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#[derive(Resource)]
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struct FutureRendererResources(
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Arc<
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Mutex<
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Option<(
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RenderDevice,
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RenderQueue,
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RenderAdapterInfo,
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RenderAdapter,
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RenderInstance,
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)>,
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>,
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>,
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);
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/// A Label for the rendering sub-app.
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#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
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pub struct RenderApp;
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pub const INSTANCE_INDEX_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(10313207077636615845);
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pub const MATHS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(10665356303104593376);
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impl Plugin for RenderPlugin {
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/// Initializes the renderer, sets up the [`RenderSet`] and creates the rendering sub-app.
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fn build(&self, app: &mut App) {
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app.init_resource::<DeterministicRenderingConfig>();
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app.init_asset::<Shader>()
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.init_asset_loader::<ShaderLoader>();
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match &self.render_creation {
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RenderCreation::Manual(device, queue, adapter_info, adapter, instance) => {
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let future_renderer_resources_wrapper = Arc::new(Mutex::new(Some((
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device.clone(),
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queue.clone(),
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adapter_info.clone(),
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adapter.clone(),
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instance.clone(),
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))));
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app.insert_resource(FutureRendererResources(
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future_renderer_resources_wrapper.clone(),
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));
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// SAFETY: Plugins should be set up on the main thread.
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unsafe { initialize_render_app(app) };
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}
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RenderCreation::Automatic(render_creation) => {
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if let Some(backends) = render_creation.backends {
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let future_renderer_resources_wrapper = Arc::new(Mutex::new(None));
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app.insert_resource(FutureRendererResources(
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future_renderer_resources_wrapper.clone(),
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));
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let mut system_state: SystemState<
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Query<&RawHandleWrapper, With<PrimaryWindow>>,
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> = SystemState::new(&mut app.world);
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let primary_window = system_state.get(&app.world).get_single().ok().cloned();
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let settings = render_creation.clone();
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let async_renderer = async move {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends,
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dx12_shader_compiler: settings.dx12_shader_compiler.clone(),
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flags: settings.instance_flags,
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gles_minor_version: settings.gles3_minor_version,
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});
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// SAFETY: Plugins should be set up on the main thread.
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let surface = primary_window.map(|wrapper| unsafe {
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let handle = wrapper.get_handle();
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instance
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.create_surface(handle)
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.expect("Failed to create wgpu surface")
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});
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let request_adapter_options = wgpu::RequestAdapterOptions {
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power_preference: settings.power_preference,
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compatible_surface: surface.as_ref(),
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..Default::default()
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};
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let (device, queue, adapter_info, render_adapter) =
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renderer::initialize_renderer(
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&instance,
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&settings,
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&request_adapter_options,
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)
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.await;
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debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
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debug!("Configured wgpu adapter Features: {:#?}", device.features());
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let mut future_renderer_resources_inner =
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future_renderer_resources_wrapper.lock().unwrap();
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*future_renderer_resources_inner = Some((
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device,
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queue,
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adapter_info,
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render_adapter,
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RenderInstance(Arc::new(instance)),
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));
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};
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// In wasm, spawn a task and detach it for execution
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#[cfg(target_arch = "wasm32")]
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bevy_tasks::IoTaskPool::get()
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.spawn_local(async_renderer)
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.detach();
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// Otherwise, just block for it to complete
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#[cfg(not(target_arch = "wasm32"))]
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futures_lite::future::block_on(async_renderer);
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// SAFETY: Plugins should be set up on the main thread.
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unsafe { initialize_render_app(app) };
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}
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}
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};
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app.add_plugins((
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ValidParentCheckPlugin::<view::InheritedVisibility>::default(),
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WindowRenderPlugin,
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CameraPlugin,
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ViewPlugin,
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MeshPlugin,
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GlobalsPlugin,
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MorphPlugin,
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));
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app.register_type::<color::Color>()
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.register_type::<primitives::Aabb>()
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.register_type::<primitives::CascadesFrusta>()
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.register_type::<primitives::CubemapFrusta>()
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.register_type::<primitives::Frustum>();
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}
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fn ready(&self, app: &App) -> bool {
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app.world
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.get_resource::<FutureRendererResources>()
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.and_then(|frr| frr.0.try_lock().map(|locked| locked.is_some()).ok())
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.unwrap_or(true)
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}
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fn finish(&self, app: &mut App) {
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load_internal_asset!(app, MATHS_SHADER_HANDLE, "maths.wgsl", Shader::from_wgsl);
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if let Some(future_renderer_resources) =
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app.world.remove_resource::<FutureRendererResources>()
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{
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let (device, queue, adapter_info, render_adapter, instance) =
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future_renderer_resources.0.lock().unwrap().take().unwrap();
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app.insert_resource(device.clone())
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.insert_resource(queue.clone())
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.insert_resource(adapter_info.clone())
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.insert_resource(render_adapter.clone());
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let render_app = app.sub_app_mut(RenderApp);
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render_app
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.insert_resource(instance)
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.insert_resource(PipelineCache::new(device.clone()))
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.insert_resource(device)
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.insert_resource(queue)
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.insert_resource(render_adapter)
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.insert_resource(adapter_info);
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}
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}
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}
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/// A "scratch" world used to avoid allocating new worlds every frame when
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/// swapping out the [`MainWorld`] for [`ExtractSchedule`].
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#[derive(Resource, Default)]
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struct ScratchMainWorld(World);
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/// Executes the [`ExtractSchedule`] step of the renderer.
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/// This updates the render world with the extracted ECS data of the current frame.
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fn extract(main_world: &mut World, render_app: &mut App) {
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// temporarily add the app world to the render world as a resource
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let scratch_world = main_world.remove_resource::<ScratchMainWorld>().unwrap();
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let inserted_world = std::mem::replace(main_world, scratch_world.0);
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render_app.world.insert_resource(MainWorld(inserted_world));
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render_app.world.run_schedule(ExtractSchedule);
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// move the app world back, as if nothing happened.
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let inserted_world = render_app.world.remove_resource::<MainWorld>().unwrap();
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let scratch_world = std::mem::replace(main_world, inserted_world.0);
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main_world.insert_resource(ScratchMainWorld(scratch_world));
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}
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/// SAFETY: this function must be called from the main thread.
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unsafe fn initialize_render_app(app: &mut App) {
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app.init_resource::<ScratchMainWorld>();
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let mut render_app = App::empty();
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render_app.main_schedule_label = Render.intern();
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let mut extract_schedule = Schedule::new(ExtractSchedule);
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// We skip applying any commands during the ExtractSchedule
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// so commands can be applied on the render thread.
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extract_schedule.set_build_settings(ScheduleBuildSettings {
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auto_insert_apply_deferred: false,
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..default()
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});
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extract_schedule.set_apply_final_deferred(false);
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render_app
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.add_schedule(extract_schedule)
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.add_schedule(Render::base_schedule())
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.init_resource::<render_graph::RenderGraph>()
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.insert_resource(app.world.resource::<AssetServer>().clone())
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.add_systems(ExtractSchedule, PipelineCache::extract_shaders)
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.add_systems(
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Render,
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(
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// This set applies the commands from the extract schedule while the render schedule
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// is running in parallel with the main app.
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apply_extract_commands.in_set(RenderSet::ExtractCommands),
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(
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PipelineCache::process_pipeline_queue_system.before(render_system),
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render_system,
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)
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.in_set(RenderSet::Render),
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World::clear_entities.in_set(RenderSet::Cleanup),
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),
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);
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let (sender, receiver) = bevy_time::create_time_channels();
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app.insert_resource(receiver);
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render_app.insert_resource(sender);
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app.insert_sub_app(RenderApp, SubApp::new(render_app, move |main_world, render_app| {
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#[cfg(feature = "trace")]
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let _render_span = bevy_utils::tracing::info_span!("extract main app to render subapp").entered();
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{
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#[cfg(feature = "trace")]
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let _stage_span =
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bevy_utils::tracing::info_span!("reserve_and_flush")
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.entered();
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// reserve all existing main world entities for use in render_app
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// they can only be spawned using `get_or_spawn()`
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let total_count = main_world.entities().total_count();
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assert_eq!(
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render_app.world.entities().len(),
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0,
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"An entity was spawned after the entity list was cleared last frame and before the extract schedule began. This is not supported",
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);
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// SAFETY: This is safe given the clear_entities call in the past frame and the assert above
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unsafe {
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render_app
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.world
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.entities_mut()
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.flush_and_reserve_invalid_assuming_no_entities(total_count);
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}
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}
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// run extract schedule
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extract(main_world, render_app);
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}));
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}
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/// Applies the commands from the extract schedule. This happens during
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/// the render schedule rather than during extraction to allow the commands to run in parallel with the
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/// main app when pipelined rendering is enabled.
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fn apply_extract_commands(render_world: &mut World) {
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render_world.resource_scope(|render_world, mut schedules: Mut<Schedules>| {
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schedules
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.get_mut(ExtractSchedule)
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.unwrap()
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.apply_deferred(render_world);
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});
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}
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