bevy/crates/bevy_render/src/lib.rs
VitalyR c313e21d65 Update wgpu to 0.14.0, naga to 0.10.0, winit to 0.27.4, raw-window-handle to 0.5.0, ndk to 0.7 (#6218)
# Objective

- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.

## Solution

---

## Changelog

### Changed

- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.

- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.

## Migration Guide

- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
2022-10-19 17:40:23 +00:00

403 lines
15 KiB
Rust

extern crate core;
pub mod camera;
pub mod color;
pub mod extract_component;
mod extract_param;
pub mod extract_resource;
pub mod globals;
pub mod mesh;
pub mod primitives;
pub mod rangefinder;
pub mod render_asset;
pub mod render_graph;
pub mod render_phase;
pub mod render_resource;
pub mod renderer;
pub mod settings;
mod spatial_bundle;
pub mod texture;
pub mod view;
use bevy_core::FrameCount;
use bevy_hierarchy::ValidParentCheckPlugin;
pub use extract_param::Extract;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
camera::{Camera, OrthographicProjection, PerspectiveProjection, Projection},
color::Color,
mesh::{shape, Mesh},
render_resource::Shader,
spatial_bundle::SpatialBundle,
texture::{Image, ImageSettings},
view::{ComputedVisibility, Msaa, Visibility, VisibilityBundle},
};
}
use globals::GlobalsPlugin;
pub use once_cell;
use prelude::ComputedVisibility;
use wgpu::TextureFormat;
use crate::{
camera::CameraPlugin,
color::Color,
mesh::MeshPlugin,
primitives::{CubemapFrusta, Frustum},
render_graph::RenderGraph,
render_resource::{PipelineCache, Shader, ShaderLoader},
renderer::{render_system, RenderInstance, RenderTextureFormat},
texture::{BevyDefault, ImagePlugin},
view::{ViewPlugin, WindowRenderPlugin},
};
use bevy_app::{App, AppLabel, Plugin};
use bevy_asset::{AddAsset, AssetServer};
use bevy_ecs::prelude::*;
use bevy_utils::tracing::debug;
use std::{
any::TypeId,
ops::{Deref, DerefMut},
};
/// Contains the default Bevy rendering backend based on wgpu.
#[derive(Default)]
pub struct RenderPlugin;
/// The labels of the default App rendering stages.
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
pub enum RenderStage {
/// Extract data from the "app world" and insert it into the "render world".
/// This step should be kept as short as possible to increase the "pipelining potential" for
/// running the next frame while rendering the current frame.
Extract,
/// Prepare render resources from the extracted data for the GPU.
Prepare,
/// Create [`BindGroups`](crate::render_resource::BindGroup) that depend on
/// [`Prepare`](RenderStage::Prepare) data and queue up draw calls to run during the
/// [`Render`](RenderStage::Render) stage.
Queue,
// TODO: This could probably be moved in favor of a system ordering abstraction in Render or Queue
/// Sort the [`RenderPhases`](crate::render_phase::RenderPhase) here.
PhaseSort,
/// Actual rendering happens here.
/// In most cases, only the render backend should insert resources here.
Render,
/// Cleanup render resources here.
Cleanup,
}
/// The simulation [`World`] of the application, stored as a resource.
/// This resource is only available during [`RenderStage::Extract`] and not
/// during command application of that stage.
/// See [`Extract`] for more details.
#[derive(Resource, Default)]
pub struct MainWorld(World);
/// The Render App World. This is only available as a resource during the Extract step.
#[derive(Resource, Default)]
pub struct RenderWorld(World);
impl Deref for MainWorld {
type Target = World;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl DerefMut for MainWorld {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
pub mod main_graph {
pub mod node {
pub const CAMERA_DRIVER: &str = "camera_driver";
}
}
/// A Label for the rendering sub-app.
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
pub struct RenderApp;
impl Plugin for RenderPlugin {
/// Initializes the renderer, sets up the [`RenderStage`](RenderStage) and creates the rendering sub-app.
fn build(&self, app: &mut App) {
let options = app
.world
.get_resource::<settings::WgpuSettings>()
.cloned()
.unwrap_or_default();
app.add_asset::<Shader>()
.add_debug_asset::<Shader>()
.init_asset_loader::<ShaderLoader>()
.init_debug_asset_loader::<ShaderLoader>()
.register_type::<Color>();
if let Some(backends) = options.backends {
let windows = app.world.resource_mut::<bevy_window::Windows>();
let instance = wgpu::Instance::new(backends);
let surface = windows
.get_primary()
.and_then(|window| window.raw_handle())
.map(|wrapper| unsafe {
let handle = wrapper.get_handle();
instance.create_surface(&handle)
});
let request_adapter_options = wgpu::RequestAdapterOptions {
power_preference: options.power_preference,
compatible_surface: surface.as_ref(),
..Default::default()
};
let (device, queue, adapter_info, render_adapter, available_texture_formats) =
futures_lite::future::block_on(renderer::initialize_renderer(
&instance,
&options,
&request_adapter_options,
));
let texture_format = RenderTextureFormat(
available_texture_formats
.get(0)
.cloned()
.unwrap_or_else(TextureFormat::bevy_default),
);
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
app.insert_resource(device.clone())
.insert_resource(queue.clone())
.insert_resource(adapter_info.clone())
.insert_resource(render_adapter.clone())
.insert_resource(available_texture_formats.clone())
.insert_resource(texture_format.clone())
.init_resource::<ScratchMainWorld>()
.register_type::<Frustum>()
.register_type::<CubemapFrusta>();
let pipeline_cache = PipelineCache::new(device.clone());
let asset_server = app.world.resource::<AssetServer>().clone();
let mut render_app = App::empty();
let mut extract_stage =
SystemStage::parallel().with_system(PipelineCache::extract_shaders);
// Get the ComponentId for MainWorld. This does technically 'waste' a `WorldId`, but that's probably fine
render_app.init_resource::<MainWorld>();
render_app.world.remove_resource::<MainWorld>();
let main_world_in_render = render_app
.world
.components()
.get_resource_id(TypeId::of::<MainWorld>());
// `Extract` systems must read from the main world. We want to emit an error when that doesn't occur
// Safe to unwrap: Ensured it existed just above
extract_stage.set_must_read_resource(main_world_in_render.unwrap());
// don't apply buffers when the stage finishes running
// extract stage runs on the render world, but buffers are applied
// after access to the main world is removed
// See also https://github.com/bevyengine/bevy/issues/5082
extract_stage.set_apply_buffers(false);
render_app
.add_stage(RenderStage::Extract, extract_stage)
.add_stage(RenderStage::Prepare, SystemStage::parallel())
.add_stage(RenderStage::Queue, SystemStage::parallel())
.add_stage(RenderStage::PhaseSort, SystemStage::parallel())
.add_stage(
RenderStage::Render,
SystemStage::parallel()
.with_system(PipelineCache::process_pipeline_queue_system)
.with_system(render_system.at_end()),
)
.add_stage(RenderStage::Cleanup, SystemStage::parallel())
.init_resource::<RenderGraph>()
.insert_resource(RenderInstance(instance))
.insert_resource(device)
.insert_resource(queue)
.insert_resource(render_adapter)
.insert_resource(available_texture_formats)
.insert_resource(texture_format)
.insert_resource(adapter_info)
.insert_resource(pipeline_cache)
.insert_resource(asset_server);
let (sender, receiver) = bevy_time::create_time_channels();
app.insert_resource(receiver);
render_app.insert_resource(sender);
app.add_sub_app(RenderApp, render_app, move |app_world, render_app| {
#[cfg(feature = "trace")]
let _render_span = bevy_utils::tracing::info_span!("renderer subapp").entered();
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "reserve_and_flush")
.entered();
// reserve all existing app entities for use in render_app
// they can only be spawned using `get_or_spawn()`
let meta_len = app_world.entities().meta_len();
render_app
.world
.entities()
.reserve_entities(meta_len as u32);
// flushing as "invalid" ensures that app world entities aren't added as "empty archetype" entities by default
// these entities cannot be accessed without spawning directly onto them
// this _only_ works as expected because clear_entities() is called at the end of every frame.
unsafe { render_app.world.entities_mut() }.flush_as_invalid();
}
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "extract").entered();
// extract
extract(app_world, render_app);
}
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "prepare").entered();
// prepare
let prepare = render_app
.schedule
.get_stage_mut::<SystemStage>(RenderStage::Prepare)
.unwrap();
prepare.run(&mut render_app.world);
}
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "queue").entered();
// queue
let queue = render_app
.schedule
.get_stage_mut::<SystemStage>(RenderStage::Queue)
.unwrap();
queue.run(&mut render_app.world);
}
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "sort").entered();
// phase sort
let phase_sort = render_app
.schedule
.get_stage_mut::<SystemStage>(RenderStage::PhaseSort)
.unwrap();
phase_sort.run(&mut render_app.world);
}
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "render").entered();
// render
let render = render_app
.schedule
.get_stage_mut::<SystemStage>(RenderStage::Render)
.unwrap();
render.run(&mut render_app.world);
}
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "cleanup").entered();
// cleanup
let cleanup = render_app
.schedule
.get_stage_mut::<SystemStage>(RenderStage::Cleanup)
.unwrap();
cleanup.run(&mut render_app.world);
}
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("stage", name = "clear_entities").entered();
render_app.world.clear_entities();
}
});
}
app.add_plugin(ValidParentCheckPlugin::<ComputedVisibility>::default())
.add_plugin(WindowRenderPlugin)
.add_plugin(CameraPlugin)
.add_plugin(ViewPlugin)
.add_plugin(MeshPlugin)
// NOTE: Load this after renderer initialization so that it knows about the supported
// compressed texture formats
.add_plugin(ImagePlugin)
.add_plugin(GlobalsPlugin)
.add_plugin(FrameCountPlugin);
}
}
/// A "scratch" world used to avoid allocating new worlds every frame when
/// swapping out the [`MainWorld`] for [`RenderStage::Extract`].
#[derive(Resource, Default)]
struct ScratchMainWorld(World);
/// Executes the [`Extract`](RenderStage::Extract) stage of the renderer.
/// This updates the render world with the extracted ECS data of the current frame.
fn extract(app_world: &mut World, render_app: &mut App) {
let extract = render_app
.schedule
.get_stage_mut::<SystemStage>(RenderStage::Extract)
.unwrap();
// temporarily add the app world to the render world as a resource
let scratch_world = app_world.remove_resource::<ScratchMainWorld>().unwrap();
let inserted_world = std::mem::replace(app_world, scratch_world.0);
let running_world = &mut render_app.world;
running_world.insert_resource(MainWorld(inserted_world));
extract.run(running_world);
// move the app world back, as if nothing happened.
let inserted_world = running_world.remove_resource::<MainWorld>().unwrap();
let scratch_world = std::mem::replace(app_world, inserted_world.0);
app_world.insert_resource(ScratchMainWorld(scratch_world));
// Note: We apply buffers (read, Commands) after the `MainWorld` has been removed from the render app's world
// so that in future, pipelining will be able to do this too without any code relying on it.
// see <https://github.com/bevyengine/bevy/issues/5082>
extract.apply_buffers(running_world);
}
pub struct FrameCountPlugin;
impl Plugin for FrameCountPlugin {
fn build(&self, app: &mut bevy_app::App) {
app.add_system(update_frame_count);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.add_system_to_stage(RenderStage::Extract, extract_frame_count);
}
}
}
fn update_frame_count(mut frame_count: ResMut<FrameCount>) {
frame_count.0 = frame_count.0.wrapping_add(1);
}
fn extract_frame_count(mut commands: Commands, frame_count: Extract<Res<FrameCount>>) {
commands.insert_resource(**frame_count);
}