
This is a continuation of this PR: #8062 # Objective - Reorder render schedule sets to allow data preparation when phase item order is known to support improved batching - Part of the batching/instancing etc plan from here: https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074 - The original idea came from @inodentry and proved to be a good one. Thanks! - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new ordering ## Solution - Move `Prepare` and `PrepareFlush` after `PhaseSortFlush` - Add a `PrepareAssets` set that runs in parallel with other systems and sets in the render schedule. - Put prepare_assets systems in the `PrepareAssets` set - If explicit dependencies are needed on Mesh or Material RenderAssets then depend on the appropriate system. - Add `ManageViews` and `ManageViewsFlush` sets between `ExtractCommands` and Queue - Move `queue_mesh*_bind_group` to the Prepare stage - Rename them to `prepare_` - Put systems that prepare resources (buffers, textures, etc.) into a `PrepareResources` set inside `Prepare` - Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set after `PrepareResources` - Move `prepare_lights` to the `ManageViews` set - `prepare_lights` creates views and this must happen before `Queue` - This system needs refactoring to stop handling all responsibilities - Gather lights, sort, and create shadow map views. Store sorted light entities in a resource - Remove `BatchedPhaseItem` - Replace `batch_range` with `batch_size` representing how many items to skip after rendering the item or to skip the item entirely if `batch_size` is 0. - `queue_sprites` has been split into `queue_sprites` for queueing phase items and `prepare_sprites` for batching after the `PhaseSort` - `PhaseItem`s are still inserted in `queue_sprites` - After sorting adjacent compatible sprite phase items are accumulated into `SpriteBatch` components on the first entity of each batch, containing a range of vertex indices. The associated `PhaseItem`'s `batch_size` is updated appropriately. - `SpriteBatch` items are then drawn skipping over the other items in the batch based on the value in `batch_size` - A very similar refactor was performed on `bevy_ui` --- ## Changelog Changed: - Reordered and reworked render app schedule sets. The main change is that data is extracted, queued, sorted, and then prepared when the order of data is known. - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the reordering. ## Migration Guide - Assets such as materials and meshes should now be created in `PrepareAssets` e.g. `prepare_assets<Mesh>` - Queueing entities to `RenderPhase`s continues to be done in `Queue` e.g. `queue_sprites` - Preparing resources (textures, buffers, etc.) should now be done in `PrepareResources`, e.g. `prepare_prepass_textures`, `prepare_mesh_uniforms` - Prepare bind groups should now be done in `PrepareBindGroups` e.g. `prepare_mesh_bind_group` - Any batching or instancing can now be done in `Prepare` where the order of the phase items is known e.g. `prepare_sprites` ## Next Steps - Introduce some generic mechanism to ensure items that can be batched are grouped in the phase item order, currently you could easily have `[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching. - Investigate improved orderings for building the MeshUniform buffer - Implementing batching across the rest of bevy --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
238 lines
7.4 KiB
Rust
238 lines
7.4 KiB
Rust
use crate::{
|
|
render_resource::{encase::internal::WriteInto, DynamicUniformBuffer, ShaderType},
|
|
renderer::{RenderDevice, RenderQueue},
|
|
view::ComputedVisibility,
|
|
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
|
|
};
|
|
use bevy_app::{App, Plugin};
|
|
use bevy_asset::{Asset, Handle};
|
|
use bevy_ecs::{
|
|
component::Component,
|
|
prelude::*,
|
|
query::{QueryItem, ReadOnlyWorldQuery, WorldQuery},
|
|
system::lifetimeless::Read,
|
|
};
|
|
use std::{marker::PhantomData, ops::Deref};
|
|
|
|
pub use bevy_render_macros::ExtractComponent;
|
|
|
|
/// Stores the index of a uniform inside of [`ComponentUniforms`].
|
|
#[derive(Component)]
|
|
pub struct DynamicUniformIndex<C: Component> {
|
|
index: u32,
|
|
marker: PhantomData<C>,
|
|
}
|
|
|
|
impl<C: Component> DynamicUniformIndex<C> {
|
|
#[inline]
|
|
pub fn index(&self) -> u32 {
|
|
self.index
|
|
}
|
|
}
|
|
|
|
/// Describes how a component gets extracted for rendering.
|
|
///
|
|
/// Therefore the component is transferred from the "app world" into the "render world"
|
|
/// in the [`ExtractSchedule`](crate::ExtractSchedule) step.
|
|
pub trait ExtractComponent: Component {
|
|
/// ECS [`WorldQuery`] to fetch the components to extract.
|
|
type Query: WorldQuery + ReadOnlyWorldQuery;
|
|
/// Filters the entities with additional constraints.
|
|
type Filter: WorldQuery + ReadOnlyWorldQuery;
|
|
|
|
/// The output from extraction.
|
|
///
|
|
/// Returning `None` based on the queried item can allow early optimization,
|
|
/// for example if there is an `enabled: bool` field on `Self`, or by only accepting
|
|
/// values within certain thresholds.
|
|
///
|
|
/// The output may be different from the queried component.
|
|
/// This can be useful for example if only a subset of the fields are useful
|
|
/// in the render world.
|
|
///
|
|
/// `Out` has a [`Bundle`] trait bound instead of a [`Component`] trait bound in order to allow use cases
|
|
/// such as tuples of components as output.
|
|
type Out: Bundle;
|
|
|
|
// TODO: https://github.com/rust-lang/rust/issues/29661
|
|
// type Out: Component = Self;
|
|
|
|
/// Defines how the component is transferred into the "render world".
|
|
fn extract_component(item: QueryItem<'_, Self::Query>) -> Option<Self::Out>;
|
|
}
|
|
|
|
/// This plugin prepares the components of the corresponding type for the GPU
|
|
/// by transforming them into uniforms.
|
|
///
|
|
/// They can then be accessed from the [`ComponentUniforms`] resource.
|
|
/// For referencing the newly created uniforms a [`DynamicUniformIndex`] is inserted
|
|
/// for every processed entity.
|
|
///
|
|
/// Therefore it sets up the [`RenderSet::Prepare`](crate::RenderSet::Prepare) step
|
|
/// for the specified [`ExtractComponent`].
|
|
pub struct UniformComponentPlugin<C>(PhantomData<fn() -> C>);
|
|
|
|
impl<C> Default for UniformComponentPlugin<C> {
|
|
fn default() -> Self {
|
|
Self(PhantomData)
|
|
}
|
|
}
|
|
|
|
impl<C: Component + ShaderType + WriteInto + Clone> Plugin for UniformComponentPlugin<C> {
|
|
fn build(&self, app: &mut App) {
|
|
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
|
|
render_app
|
|
.insert_resource(ComponentUniforms::<C>::default())
|
|
.add_systems(
|
|
Render,
|
|
prepare_uniform_components::<C>.in_set(RenderSet::PrepareResources),
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Stores all uniforms of the component type.
|
|
#[derive(Resource)]
|
|
pub struct ComponentUniforms<C: Component + ShaderType> {
|
|
uniforms: DynamicUniformBuffer<C>,
|
|
}
|
|
|
|
impl<C: Component + ShaderType> Deref for ComponentUniforms<C> {
|
|
type Target = DynamicUniformBuffer<C>;
|
|
|
|
#[inline]
|
|
fn deref(&self) -> &Self::Target {
|
|
&self.uniforms
|
|
}
|
|
}
|
|
|
|
impl<C: Component + ShaderType> ComponentUniforms<C> {
|
|
#[inline]
|
|
pub fn uniforms(&self) -> &DynamicUniformBuffer<C> {
|
|
&self.uniforms
|
|
}
|
|
}
|
|
|
|
impl<C: Component + ShaderType> Default for ComponentUniforms<C> {
|
|
fn default() -> Self {
|
|
Self {
|
|
uniforms: Default::default(),
|
|
}
|
|
}
|
|
}
|
|
|
|
/// This system prepares all components of the corresponding component type.
|
|
/// They are transformed into uniforms and stored in the [`ComponentUniforms`] resource.
|
|
fn prepare_uniform_components<C: Component>(
|
|
mut commands: Commands,
|
|
render_device: Res<RenderDevice>,
|
|
render_queue: Res<RenderQueue>,
|
|
mut component_uniforms: ResMut<ComponentUniforms<C>>,
|
|
components: Query<(Entity, &C)>,
|
|
) where
|
|
C: ShaderType + WriteInto + Clone,
|
|
{
|
|
component_uniforms.uniforms.clear();
|
|
let entities = components
|
|
.iter()
|
|
.map(|(entity, component)| {
|
|
(
|
|
entity,
|
|
DynamicUniformIndex::<C> {
|
|
index: component_uniforms.uniforms.push(component.clone()),
|
|
marker: PhantomData,
|
|
},
|
|
)
|
|
})
|
|
.collect::<Vec<_>>();
|
|
commands.insert_or_spawn_batch(entities);
|
|
|
|
component_uniforms
|
|
.uniforms
|
|
.write_buffer(&render_device, &render_queue);
|
|
}
|
|
|
|
/// This plugin extracts the components into the "render world".
|
|
///
|
|
/// Therefore it sets up the [`ExtractSchedule`](crate::ExtractSchedule) step
|
|
/// for the specified [`ExtractComponent`].
|
|
pub struct ExtractComponentPlugin<C, F = ()> {
|
|
only_extract_visible: bool,
|
|
marker: PhantomData<fn() -> (C, F)>,
|
|
}
|
|
|
|
impl<C, F> Default for ExtractComponentPlugin<C, F> {
|
|
fn default() -> Self {
|
|
Self {
|
|
only_extract_visible: false,
|
|
marker: PhantomData,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<C, F> ExtractComponentPlugin<C, F> {
|
|
pub fn extract_visible() -> Self {
|
|
Self {
|
|
only_extract_visible: true,
|
|
marker: PhantomData,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<C: ExtractComponent> Plugin for ExtractComponentPlugin<C> {
|
|
fn build(&self, app: &mut App) {
|
|
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
|
|
if self.only_extract_visible {
|
|
render_app.add_systems(ExtractSchedule, extract_visible_components::<C>);
|
|
} else {
|
|
render_app.add_systems(ExtractSchedule, extract_components::<C>);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<T: Asset> ExtractComponent for Handle<T> {
|
|
type Query = Read<Handle<T>>;
|
|
type Filter = ();
|
|
type Out = Handle<T>;
|
|
|
|
#[inline]
|
|
fn extract_component(handle: QueryItem<'_, Self::Query>) -> Option<Self::Out> {
|
|
Some(handle.clone_weak())
|
|
}
|
|
}
|
|
|
|
/// This system extracts all components of the corresponding [`ExtractComponent`] type.
|
|
fn extract_components<C: ExtractComponent>(
|
|
mut commands: Commands,
|
|
mut previous_len: Local<usize>,
|
|
query: Extract<Query<(Entity, C::Query), C::Filter>>,
|
|
) {
|
|
let mut values = Vec::with_capacity(*previous_len);
|
|
for (entity, query_item) in &query {
|
|
if let Some(component) = C::extract_component(query_item) {
|
|
values.push((entity, component));
|
|
}
|
|
}
|
|
*previous_len = values.len();
|
|
commands.insert_or_spawn_batch(values);
|
|
}
|
|
|
|
/// This system extracts all visible components of the corresponding [`ExtractComponent`] type.
|
|
fn extract_visible_components<C: ExtractComponent>(
|
|
mut commands: Commands,
|
|
mut previous_len: Local<usize>,
|
|
query: Extract<Query<(Entity, &ComputedVisibility, C::Query), C::Filter>>,
|
|
) {
|
|
let mut values = Vec::with_capacity(*previous_len);
|
|
for (entity, computed_visibility, query_item) in &query {
|
|
if computed_visibility.is_visible() {
|
|
if let Some(component) = C::extract_component(query_item) {
|
|
values.push((entity, component));
|
|
}
|
|
}
|
|
}
|
|
*previous_len = values.len();
|
|
commands.insert_or_spawn_batch(values);
|
|
}
|