bevy/crates/bevy_sprite/src/mesh2d/material.rs
Aevyrie cba6698033 Parallelize bevy 0.16-rc bottlenecks (#18632)
# Objective

- Found stuttering and performance degradation while updating big_space
stress tests.

## Solution

- Identify and fix slow spots using tracy. Patch to verify fixes.

## Testing

- Tracy
- Before: 

![image](https://github.com/user-attachments/assets/ab7f440d-88c1-4ad9-9ad9-dca127c9421f)
- prev_gt parallelization and mutating instead of component insertion: 

![image](https://github.com/user-attachments/assets/9279a663-c0ba-4529-b709-d0f81f2a1d8b)
- parallelize visibility ranges and mesh specialization

![image](https://github.com/user-attachments/assets/25b70e7c-5d30-48ab-9bb2-79211d4d672f)

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-03-31 22:33:28 +02:00

1003 lines
36 KiB
Rust

use crate::{
DrawMesh2d, Mesh2d, Mesh2dPipeline, Mesh2dPipelineKey, RenderMesh2dInstances,
SetMesh2dBindGroup, SetMesh2dViewBindGroup, ViewKeyCache, ViewSpecializationTicks,
};
use bevy_app::{App, Plugin, PostUpdate};
use bevy_asset::prelude::AssetChanged;
use bevy_asset::{AsAssetId, Asset, AssetApp, AssetEvents, AssetId, AssetServer, Handle};
use bevy_core_pipeline::{
core_2d::{
AlphaMask2d, AlphaMask2dBinKey, BatchSetKey2d, Opaque2d, Opaque2dBinKey, Transparent2d,
},
tonemapping::Tonemapping,
};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::component::Tick;
use bevy_ecs::system::SystemChangeTick;
use bevy_ecs::{
prelude::*,
system::{lifetimeless::SRes, SystemParamItem},
};
use bevy_math::FloatOrd;
use bevy_platform_support::collections::HashMap;
use bevy_reflect::{prelude::ReflectDefault, Reflect};
use bevy_render::camera::extract_cameras;
use bevy_render::render_phase::{DrawFunctionId, InputUniformIndex};
use bevy_render::render_resource::CachedRenderPipelineId;
use bevy_render::view::RenderVisibleEntities;
use bevy_render::{
mesh::{MeshVertexBufferLayoutRef, RenderMesh},
render_asset::{
prepare_assets, PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets,
},
render_phase::{
AddRenderCommand, BinnedRenderPhaseType, DrawFunctions, PhaseItem, PhaseItemExtraIndex,
RenderCommand, RenderCommandResult, SetItemPipeline, TrackedRenderPass,
ViewBinnedRenderPhases, ViewSortedRenderPhases,
},
render_resource::{
AsBindGroup, AsBindGroupError, BindGroup, BindGroupId, BindGroupLayout, BindingResources,
PipelineCache, RenderPipelineDescriptor, Shader, ShaderRef, SpecializedMeshPipeline,
SpecializedMeshPipelineError, SpecializedMeshPipelines,
},
renderer::RenderDevice,
sync_world::{MainEntity, MainEntityHashMap},
view::{ExtractedView, ViewVisibility},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_utils::Parallel;
use core::{hash::Hash, marker::PhantomData};
use derive_more::derive::From;
use tracing::error;
/// Materials are used alongside [`Material2dPlugin`], [`Mesh2d`], and [`MeshMaterial2d`]
/// to spawn entities that are rendered with a specific [`Material2d`] type. They serve as an easy to use high level
/// way to render [`Mesh2d`] entities with custom shader logic.
///
/// Materials must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders.
/// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details.
///
/// # Example
///
/// Here is a simple [`Material2d`] implementation. The [`AsBindGroup`] derive has many features. To see what else is available,
/// check out the [`AsBindGroup`] documentation.
///
/// ```
/// # use bevy_sprite::{Material2d, MeshMaterial2d};
/// # use bevy_ecs::prelude::*;
/// # use bevy_image::Image;
/// # use bevy_reflect::TypePath;
/// # use bevy_render::{mesh::{Mesh, Mesh2d}, render_resource::{AsBindGroup, ShaderRef}};
/// # use bevy_color::LinearRgba;
/// # use bevy_color::palettes::basic::RED;
/// # use bevy_asset::{Handle, AssetServer, Assets, Asset};
/// # use bevy_math::primitives::Circle;
/// #
/// #[derive(AsBindGroup, Debug, Clone, Asset, TypePath)]
/// pub struct CustomMaterial {
/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
/// #[uniform(0)]
/// color: LinearRgba,
/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
/// // add the sampler attribute with a different binding index.
/// #[texture(1)]
/// #[sampler(2)]
/// color_texture: Handle<Image>,
/// }
///
/// // All functions on `Material2d` have default impls. You only need to implement the
/// // functions that are relevant for your material.
/// impl Material2d for CustomMaterial {
/// fn fragment_shader() -> ShaderRef {
/// "shaders/custom_material.wgsl".into()
/// }
/// }
///
/// // Spawn an entity with a mesh using `CustomMaterial`.
/// fn setup(
/// mut commands: Commands,
/// mut meshes: ResMut<Assets<Mesh>>,
/// mut materials: ResMut<Assets<CustomMaterial>>,
/// asset_server: Res<AssetServer>,
/// ) {
/// commands.spawn((
/// Mesh2d(meshes.add(Circle::new(50.0))),
/// MeshMaterial2d(materials.add(CustomMaterial {
/// color: RED.into(),
/// color_texture: asset_server.load("some_image.png"),
/// })),
/// ));
/// }
/// ```
///
/// In WGSL shaders, the material's binding would look like this:
///
/// ```wgsl
/// struct CustomMaterial {
/// color: vec4<f32>,
/// }
///
/// @group(2) @binding(0) var<uniform> material: CustomMaterial;
/// @group(2) @binding(1) var color_texture: texture_2d<f32>;
/// @group(2) @binding(2) var color_sampler: sampler;
/// ```
pub trait Material2d: AsBindGroup + Asset + Clone + Sized {
/// Returns this material's vertex shader. If [`ShaderRef::Default`] is returned, the default mesh vertex shader
/// will be used.
fn vertex_shader() -> ShaderRef {
ShaderRef::Default
}
/// Returns this material's fragment shader. If [`ShaderRef::Default`] is returned, the default mesh fragment shader
/// will be used.
fn fragment_shader() -> ShaderRef {
ShaderRef::Default
}
/// Add a bias to the view depth of the mesh which can be used to force a specific render order.
#[inline]
fn depth_bias(&self) -> f32 {
0.0
}
fn alpha_mode(&self) -> AlphaMode2d {
AlphaMode2d::Opaque
}
/// Customizes the default [`RenderPipelineDescriptor`].
#[expect(
unused_variables,
reason = "The parameters here are intentionally unused by the default implementation; however, putting underscores here will result in the underscores being copied by rust-analyzer's tab completion."
)]
#[inline]
fn specialize(
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
key: Material2dKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
Ok(())
}
}
/// A [material](Material2d) used for rendering a [`Mesh2d`].
///
/// See [`Material2d`] for general information about 2D materials and how to implement your own materials.
///
/// # Example
///
/// ```
/// # use bevy_sprite::{ColorMaterial, MeshMaterial2d};
/// # use bevy_ecs::prelude::*;
/// # use bevy_render::mesh::{Mesh, Mesh2d};
/// # use bevy_color::palettes::basic::RED;
/// # use bevy_asset::Assets;
/// # use bevy_math::primitives::Circle;
/// #
/// // Spawn an entity with a mesh using `ColorMaterial`.
/// fn setup(
/// mut commands: Commands,
/// mut meshes: ResMut<Assets<Mesh>>,
/// mut materials: ResMut<Assets<ColorMaterial>>,
/// ) {
/// commands.spawn((
/// Mesh2d(meshes.add(Circle::new(50.0))),
/// MeshMaterial2d(materials.add(ColorMaterial::from_color(RED))),
/// ));
/// }
/// ```
///
/// [`MeshMaterial2d`]: crate::MeshMaterial2d
#[derive(Component, Clone, Debug, Deref, DerefMut, Reflect, From)]
#[reflect(Component, Default, Clone)]
pub struct MeshMaterial2d<M: Material2d>(pub Handle<M>);
impl<M: Material2d> Default for MeshMaterial2d<M> {
fn default() -> Self {
Self(Handle::default())
}
}
impl<M: Material2d> PartialEq for MeshMaterial2d<M> {
fn eq(&self, other: &Self) -> bool {
self.0 == other.0
}
}
impl<M: Material2d> Eq for MeshMaterial2d<M> {}
impl<M: Material2d> From<MeshMaterial2d<M>> for AssetId<M> {
fn from(material: MeshMaterial2d<M>) -> Self {
material.id()
}
}
impl<M: Material2d> From<&MeshMaterial2d<M>> for AssetId<M> {
fn from(material: &MeshMaterial2d<M>) -> Self {
material.id()
}
}
impl<M: Material2d> AsAssetId for MeshMaterial2d<M> {
type Asset = M;
fn as_asset_id(&self) -> AssetId<Self::Asset> {
self.id()
}
}
/// Sets how a 2d material's base color alpha channel is used for transparency.
/// Currently, this only works with [`Mesh2d`]. Sprites are always transparent.
///
/// This is very similar to [`AlphaMode`](bevy_render::alpha::AlphaMode) but this only applies to 2d meshes.
/// We use a separate type because 2d doesn't support all the transparency modes that 3d does.
#[derive(Debug, Default, Reflect, Copy, Clone, PartialEq)]
#[reflect(Default, Debug, Clone)]
pub enum AlphaMode2d {
/// Base color alpha values are overridden to be fully opaque (1.0).
#[default]
Opaque,
/// Reduce transparency to fully opaque or fully transparent
/// based on a threshold.
///
/// Compares the base color alpha value to the specified threshold.
/// If the value is below the threshold,
/// considers the color to be fully transparent (alpha is set to 0.0).
/// If it is equal to or above the threshold,
/// considers the color to be fully opaque (alpha is set to 1.0).
Mask(f32),
/// The base color alpha value defines the opacity of the color.
/// Standard alpha-blending is used to blend the fragment's color
/// with the color behind it.
Blend,
}
/// Adds the necessary ECS resources and render logic to enable rendering entities using the given [`Material2d`]
/// asset type (which includes [`Material2d`] types).
pub struct Material2dPlugin<M: Material2d>(PhantomData<M>);
impl<M: Material2d> Default for Material2dPlugin<M> {
fn default() -> Self {
Self(Default::default())
}
}
impl<M: Material2d> Plugin for Material2dPlugin<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
fn build(&self, app: &mut App) {
app.init_asset::<M>()
.init_resource::<EntitiesNeedingSpecialization<M>>()
.register_type::<MeshMaterial2d<M>>()
.add_plugins(RenderAssetPlugin::<PreparedMaterial2d<M>>::default())
.add_systems(
PostUpdate,
check_entities_needing_specialization::<M>.after(AssetEvents),
);
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<EntitySpecializationTicks<M>>()
.init_resource::<SpecializedMaterial2dPipelineCache<M>>()
.add_render_command::<Opaque2d, DrawMaterial2d<M>>()
.add_render_command::<AlphaMask2d, DrawMaterial2d<M>>()
.add_render_command::<Transparent2d, DrawMaterial2d<M>>()
.init_resource::<RenderMaterial2dInstances<M>>()
.init_resource::<SpecializedMeshPipelines<Material2dPipeline<M>>>()
.add_systems(
ExtractSchedule,
(
extract_entities_needs_specialization::<M>.after(extract_cameras),
extract_mesh_materials_2d::<M>,
),
)
.add_systems(
Render,
(
specialize_material2d_meshes::<M>
.in_set(RenderSet::PrepareMeshes)
.after(prepare_assets::<PreparedMaterial2d<M>>)
.after(prepare_assets::<RenderMesh>),
queue_material2d_meshes::<M>
.in_set(RenderSet::QueueMeshes)
.after(prepare_assets::<PreparedMaterial2d<M>>),
),
);
}
}
fn finish(&self, app: &mut App) {
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.init_resource::<Material2dPipeline<M>>();
}
}
}
#[derive(Resource, Deref, DerefMut)]
pub struct RenderMaterial2dInstances<M: Material2d>(MainEntityHashMap<AssetId<M>>);
impl<M: Material2d> Default for RenderMaterial2dInstances<M> {
fn default() -> Self {
Self(Default::default())
}
}
pub fn extract_mesh_materials_2d<M: Material2d>(
mut material_instances: ResMut<RenderMaterial2dInstances<M>>,
changed_meshes_query: Extract<
Query<
(Entity, &ViewVisibility, &MeshMaterial2d<M>),
Or<(Changed<ViewVisibility>, Changed<MeshMaterial2d<M>>)>,
>,
>,
mut removed_visibilities_query: Extract<RemovedComponents<ViewVisibility>>,
mut removed_materials_query: Extract<RemovedComponents<MeshMaterial2d<M>>>,
) {
for (entity, view_visibility, material) in &changed_meshes_query {
if view_visibility.get() {
add_mesh_instance(entity, material, &mut material_instances);
} else {
remove_mesh_instance(entity, &mut material_instances);
}
}
for entity in removed_visibilities_query
.read()
.chain(removed_materials_query.read())
{
// Only queue a mesh for removal if we didn't pick it up above.
// It's possible that a necessary component was removed and re-added in
// the same frame.
if !changed_meshes_query.contains(entity) {
remove_mesh_instance(entity, &mut material_instances);
}
}
// Adds or updates a mesh instance in the [`RenderMaterial2dInstances`]
// array.
fn add_mesh_instance<M>(
entity: Entity,
material: &MeshMaterial2d<M>,
material_instances: &mut RenderMaterial2dInstances<M>,
) where
M: Material2d,
{
material_instances.insert(entity.into(), material.id());
}
// Removes a mesh instance from the [`RenderMaterial2dInstances`] array.
fn remove_mesh_instance<M>(
entity: Entity,
material_instances: &mut RenderMaterial2dInstances<M>,
) where
M: Material2d,
{
material_instances.remove(&MainEntity::from(entity));
}
}
/// Render pipeline data for a given [`Material2d`]
#[derive(Resource)]
pub struct Material2dPipeline<M: Material2d> {
pub mesh2d_pipeline: Mesh2dPipeline,
pub material2d_layout: BindGroupLayout,
pub vertex_shader: Option<Handle<Shader>>,
pub fragment_shader: Option<Handle<Shader>>,
marker: PhantomData<M>,
}
pub struct Material2dKey<M: Material2d> {
pub mesh_key: Mesh2dPipelineKey,
pub bind_group_data: M::Data,
}
impl<M: Material2d> Eq for Material2dKey<M> where M::Data: PartialEq {}
impl<M: Material2d> PartialEq for Material2dKey<M>
where
M::Data: PartialEq,
{
fn eq(&self, other: &Self) -> bool {
self.mesh_key == other.mesh_key && self.bind_group_data == other.bind_group_data
}
}
impl<M: Material2d> Clone for Material2dKey<M>
where
M::Data: Clone,
{
fn clone(&self) -> Self {
Self {
mesh_key: self.mesh_key,
bind_group_data: self.bind_group_data.clone(),
}
}
}
impl<M: Material2d> Hash for Material2dKey<M>
where
M::Data: Hash,
{
fn hash<H: core::hash::Hasher>(&self, state: &mut H) {
self.mesh_key.hash(state);
self.bind_group_data.hash(state);
}
}
impl<M: Material2d> Clone for Material2dPipeline<M> {
fn clone(&self) -> Self {
Self {
mesh2d_pipeline: self.mesh2d_pipeline.clone(),
material2d_layout: self.material2d_layout.clone(),
vertex_shader: self.vertex_shader.clone(),
fragment_shader: self.fragment_shader.clone(),
marker: PhantomData,
}
}
}
impl<M: Material2d> SpecializedMeshPipeline for Material2dPipeline<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
type Key = Material2dKey<M>;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayoutRef,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut descriptor = self.mesh2d_pipeline.specialize(key.mesh_key, layout)?;
if let Some(vertex_shader) = &self.vertex_shader {
descriptor.vertex.shader = vertex_shader.clone();
}
if let Some(fragment_shader) = &self.fragment_shader {
descriptor.fragment.as_mut().unwrap().shader = fragment_shader.clone();
}
descriptor.layout = vec![
self.mesh2d_pipeline.view_layout.clone(),
self.mesh2d_pipeline.mesh_layout.clone(),
self.material2d_layout.clone(),
];
M::specialize(&mut descriptor, layout, key)?;
Ok(descriptor)
}
}
impl<M: Material2d> FromWorld for Material2dPipeline<M> {
fn from_world(world: &mut World) -> Self {
let asset_server = world.resource::<AssetServer>();
let render_device = world.resource::<RenderDevice>();
let material2d_layout = M::bind_group_layout(render_device);
Material2dPipeline {
mesh2d_pipeline: world.resource::<Mesh2dPipeline>().clone(),
material2d_layout,
vertex_shader: match M::vertex_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
fragment_shader: match M::fragment_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
marker: PhantomData,
}
}
}
pub(super) type DrawMaterial2d<M> = (
SetItemPipeline,
SetMesh2dViewBindGroup<0>,
SetMesh2dBindGroup<1>,
SetMaterial2dBindGroup<M, 2>,
DrawMesh2d,
);
pub struct SetMaterial2dBindGroup<M: Material2d, const I: usize>(PhantomData<M>);
impl<P: PhaseItem, M: Material2d, const I: usize> RenderCommand<P>
for SetMaterial2dBindGroup<M, I>
{
type Param = (
SRes<RenderAssets<PreparedMaterial2d<M>>>,
SRes<RenderMaterial2dInstances<M>>,
);
type ViewQuery = ();
type ItemQuery = ();
#[inline]
fn render<'w>(
item: &P,
_view: (),
_item_query: Option<()>,
(materials, material_instances): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let materials = materials.into_inner();
let material_instances = material_instances.into_inner();
let Some(material_instance) = material_instances.get(&item.main_entity()) else {
return RenderCommandResult::Skip;
};
let Some(material2d) = materials.get(*material_instance) else {
return RenderCommandResult::Skip;
};
pass.set_bind_group(I, &material2d.bind_group, &[]);
RenderCommandResult::Success
}
}
pub const fn alpha_mode_pipeline_key(alpha_mode: AlphaMode2d) -> Mesh2dPipelineKey {
match alpha_mode {
AlphaMode2d::Blend => Mesh2dPipelineKey::BLEND_ALPHA,
AlphaMode2d::Mask(_) => Mesh2dPipelineKey::MAY_DISCARD,
_ => Mesh2dPipelineKey::NONE,
}
}
pub const fn tonemapping_pipeline_key(tonemapping: Tonemapping) -> Mesh2dPipelineKey {
match tonemapping {
Tonemapping::None => Mesh2dPipelineKey::TONEMAP_METHOD_NONE,
Tonemapping::Reinhard => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD,
Tonemapping::ReinhardLuminance => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE,
Tonemapping::AcesFitted => Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED,
Tonemapping::AgX => Mesh2dPipelineKey::TONEMAP_METHOD_AGX,
Tonemapping::SomewhatBoringDisplayTransform => {
Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
}
Tonemapping::TonyMcMapface => Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
Tonemapping::BlenderFilmic => Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
}
}
pub fn extract_entities_needs_specialization<M>(
entities_needing_specialization: Extract<Res<EntitiesNeedingSpecialization<M>>>,
mut entity_specialization_ticks: ResMut<EntitySpecializationTicks<M>>,
mut removed_mesh_material_components: Extract<RemovedComponents<MeshMaterial2d<M>>>,
mut specialized_material2d_pipeline_cache: ResMut<SpecializedMaterial2dPipelineCache<M>>,
views: Query<&MainEntity, With<ExtractedView>>,
ticks: SystemChangeTick,
) where
M: Material2d,
{
for entity in entities_needing_specialization.iter() {
// Update the entity's specialization tick with this run's tick
entity_specialization_ticks.insert((*entity).into(), ticks.this_run());
}
// Clean up any despawned entities
for entity in removed_mesh_material_components.read() {
entity_specialization_ticks.remove(&MainEntity::from(entity));
for view in views {
if let Some(cache) = specialized_material2d_pipeline_cache.get_mut(view) {
cache.remove(&MainEntity::from(entity));
}
}
}
}
#[derive(Clone, Resource, Deref, DerefMut, Debug)]
pub struct EntitiesNeedingSpecialization<M> {
#[deref]
pub entities: Vec<Entity>,
_marker: PhantomData<M>,
}
impl<M> Default for EntitiesNeedingSpecialization<M> {
fn default() -> Self {
Self {
entities: Default::default(),
_marker: Default::default(),
}
}
}
#[derive(Clone, Resource, Deref, DerefMut, Debug)]
pub struct EntitySpecializationTicks<M> {
#[deref]
pub entities: MainEntityHashMap<Tick>,
_marker: PhantomData<M>,
}
impl<M> Default for EntitySpecializationTicks<M> {
fn default() -> Self {
Self {
entities: MainEntityHashMap::default(),
_marker: Default::default(),
}
}
}
/// Stores the [`SpecializedMaterial2dViewPipelineCache`] for each view.
#[derive(Resource, Deref, DerefMut)]
pub struct SpecializedMaterial2dPipelineCache<M> {
// view_entity -> view pipeline cache
#[deref]
map: MainEntityHashMap<SpecializedMaterial2dViewPipelineCache<M>>,
marker: PhantomData<M>,
}
/// Stores the cached render pipeline ID for each entity in a single view, as
/// well as the last time it was changed.
#[derive(Deref, DerefMut)]
pub struct SpecializedMaterial2dViewPipelineCache<M> {
// material entity -> (tick, pipeline_id)
#[deref]
map: MainEntityHashMap<(Tick, CachedRenderPipelineId)>,
marker: PhantomData<M>,
}
impl<M> Default for SpecializedMaterial2dPipelineCache<M> {
fn default() -> Self {
Self {
map: HashMap::default(),
marker: PhantomData,
}
}
}
impl<M> Default for SpecializedMaterial2dViewPipelineCache<M> {
fn default() -> Self {
Self {
map: HashMap::default(),
marker: PhantomData,
}
}
}
pub fn check_entities_needing_specialization<M>(
needs_specialization: Query<
Entity,
(
Or<(
Changed<Mesh2d>,
AssetChanged<Mesh2d>,
Changed<MeshMaterial2d<M>>,
AssetChanged<MeshMaterial2d<M>>,
)>,
With<MeshMaterial2d<M>>,
),
>,
mut par_local: Local<Parallel<Vec<Entity>>>,
mut entities_needing_specialization: ResMut<EntitiesNeedingSpecialization<M>>,
) where
M: Material2d,
{
entities_needing_specialization.clear();
needs_specialization
.par_iter()
.for_each(|entity| par_local.borrow_local_mut().push(entity));
par_local.drain_into(&mut entities_needing_specialization);
}
pub fn specialize_material2d_meshes<M: Material2d>(
material2d_pipeline: Res<Material2dPipeline<M>>,
mut pipelines: ResMut<SpecializedMeshPipelines<Material2dPipeline<M>>>,
pipeline_cache: Res<PipelineCache>,
(render_meshes, render_materials): (
Res<RenderAssets<RenderMesh>>,
Res<RenderAssets<PreparedMaterial2d<M>>>,
),
mut render_mesh_instances: ResMut<RenderMesh2dInstances>,
render_material_instances: Res<RenderMaterial2dInstances<M>>,
transparent_render_phases: Res<ViewSortedRenderPhases<Transparent2d>>,
opaque_render_phases: Res<ViewBinnedRenderPhases<Opaque2d>>,
alpha_mask_render_phases: Res<ViewBinnedRenderPhases<AlphaMask2d>>,
views: Query<(&MainEntity, &ExtractedView, &RenderVisibleEntities)>,
view_key_cache: Res<ViewKeyCache>,
entity_specialization_ticks: Res<EntitySpecializationTicks<M>>,
view_specialization_ticks: Res<ViewSpecializationTicks>,
ticks: SystemChangeTick,
mut specialized_material_pipeline_cache: ResMut<SpecializedMaterial2dPipelineCache<M>>,
) where
M::Data: PartialEq + Eq + Hash + Clone,
{
if render_material_instances.is_empty() {
return;
}
for (view_entity, view, visible_entities) in &views {
if !transparent_render_phases.contains_key(&view.retained_view_entity)
&& !opaque_render_phases.contains_key(&view.retained_view_entity)
&& !alpha_mask_render_phases.contains_key(&view.retained_view_entity)
{
continue;
}
let Some(view_key) = view_key_cache.get(view_entity) else {
continue;
};
let view_tick = view_specialization_ticks.get(view_entity).unwrap();
let view_specialized_material_pipeline_cache = specialized_material_pipeline_cache
.entry(*view_entity)
.or_default();
for (_, visible_entity) in visible_entities.iter::<Mesh2d>() {
let Some(material_asset_id) = render_material_instances.get(visible_entity) else {
continue;
};
let entity_tick = entity_specialization_ticks.get(visible_entity).unwrap();
let last_specialized_tick = view_specialized_material_pipeline_cache
.get(visible_entity)
.map(|(tick, _)| *tick);
let needs_specialization = last_specialized_tick.is_none_or(|tick| {
view_tick.is_newer_than(tick, ticks.this_run())
|| entity_tick.is_newer_than(tick, ticks.this_run())
});
if !needs_specialization {
continue;
}
let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else {
continue;
};
let Some(material_2d) = render_materials.get(*material_asset_id) else {
continue;
};
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
continue;
};
let mesh_key = *view_key
| Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology())
| material_2d.properties.mesh_pipeline_key_bits;
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&material2d_pipeline,
Material2dKey {
mesh_key,
bind_group_data: material_2d.key.clone(),
},
&mesh.layout,
);
let pipeline_id = match pipeline_id {
Ok(id) => id,
Err(err) => {
error!("{}", err);
continue;
}
};
view_specialized_material_pipeline_cache
.insert(*visible_entity, (ticks.this_run(), pipeline_id));
}
}
}
pub fn queue_material2d_meshes<M: Material2d>(
(render_meshes, render_materials): (
Res<RenderAssets<RenderMesh>>,
Res<RenderAssets<PreparedMaterial2d<M>>>,
),
mut render_mesh_instances: ResMut<RenderMesh2dInstances>,
render_material_instances: Res<RenderMaterial2dInstances<M>>,
mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
mut opaque_render_phases: ResMut<ViewBinnedRenderPhases<Opaque2d>>,
mut alpha_mask_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask2d>>,
views: Query<(&MainEntity, &ExtractedView, &RenderVisibleEntities)>,
specialized_material_pipeline_cache: ResMut<SpecializedMaterial2dPipelineCache<M>>,
) where
M::Data: PartialEq + Eq + Hash + Clone,
{
if render_material_instances.is_empty() {
return;
}
for (view_entity, view, visible_entities) in &views {
let Some(view_specialized_material_pipeline_cache) =
specialized_material_pipeline_cache.get(view_entity)
else {
continue;
};
let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
else {
continue;
};
let Some(opaque_phase) = opaque_render_phases.get_mut(&view.retained_view_entity) else {
continue;
};
let Some(alpha_mask_phase) = alpha_mask_render_phases.get_mut(&view.retained_view_entity)
else {
continue;
};
for (render_entity, visible_entity) in visible_entities.iter::<Mesh2d>() {
let Some((current_change_tick, pipeline_id)) = view_specialized_material_pipeline_cache
.get(visible_entity)
.map(|(current_change_tick, pipeline_id)| (*current_change_tick, *pipeline_id))
else {
continue;
};
// Skip the entity if it's cached in a bin and up to date.
if opaque_phase.validate_cached_entity(*visible_entity, current_change_tick)
|| alpha_mask_phase.validate_cached_entity(*visible_entity, current_change_tick)
{
continue;
}
let Some(material_asset_id) = render_material_instances.get(visible_entity) else {
continue;
};
let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else {
continue;
};
let Some(material_2d) = render_materials.get(*material_asset_id) else {
continue;
};
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
continue;
};
mesh_instance.material_bind_group_id = material_2d.get_bind_group_id();
let mesh_z = mesh_instance.transforms.world_from_local.translation.z;
// We don't support multidraw yet for 2D meshes, so we use this
// custom logic to generate the `BinnedRenderPhaseType` instead of
// `BinnedRenderPhaseType::mesh`, which can return
// `BinnedRenderPhaseType::MultidrawableMesh` if the hardware
// supports multidraw.
let binned_render_phase_type = if mesh_instance.automatic_batching {
BinnedRenderPhaseType::BatchableMesh
} else {
BinnedRenderPhaseType::UnbatchableMesh
};
match material_2d.properties.alpha_mode {
AlphaMode2d::Opaque => {
let bin_key = Opaque2dBinKey {
pipeline: pipeline_id,
draw_function: material_2d.properties.draw_function_id,
asset_id: mesh_instance.mesh_asset_id.into(),
material_bind_group_id: material_2d.get_bind_group_id().0,
};
opaque_phase.add(
BatchSetKey2d {
indexed: mesh.indexed(),
},
bin_key,
(*render_entity, *visible_entity),
InputUniformIndex::default(),
binned_render_phase_type,
current_change_tick,
);
}
AlphaMode2d::Mask(_) => {
let bin_key = AlphaMask2dBinKey {
pipeline: pipeline_id,
draw_function: material_2d.properties.draw_function_id,
asset_id: mesh_instance.mesh_asset_id.into(),
material_bind_group_id: material_2d.get_bind_group_id().0,
};
alpha_mask_phase.add(
BatchSetKey2d {
indexed: mesh.indexed(),
},
bin_key,
(*render_entity, *visible_entity),
InputUniformIndex::default(),
binned_render_phase_type,
current_change_tick,
);
}
AlphaMode2d::Blend => {
transparent_phase.add(Transparent2d {
entity: (*render_entity, *visible_entity),
draw_function: material_2d.properties.draw_function_id,
pipeline: pipeline_id,
// NOTE: Back-to-front ordering for transparent with ascending sort means far should have the
// lowest sort key and getting closer should increase. As we have
// -z in front of the camera, the largest distance is -far with values increasing toward the
// camera. As such we can just use mesh_z as the distance
sort_key: FloatOrd(mesh_z + material_2d.properties.depth_bias),
// Batching is done in batch_and_prepare_render_phase
batch_range: 0..1,
extra_index: PhaseItemExtraIndex::None,
extracted_index: usize::MAX,
indexed: mesh.indexed(),
});
}
}
}
}
}
#[derive(Component, Clone, Copy, Default, PartialEq, Eq, Deref, DerefMut)]
pub struct Material2dBindGroupId(pub Option<BindGroupId>);
/// Common [`Material2d`] properties, calculated for a specific material instance.
pub struct Material2dProperties {
/// The [`AlphaMode2d`] of this material.
pub alpha_mode: AlphaMode2d,
/// Add a bias to the view depth of the mesh which can be used to force a specific render order
/// for meshes with equal depth, to avoid z-fighting.
/// The bias is in depth-texture units so large values may
pub depth_bias: f32,
/// The bits in the [`Mesh2dPipelineKey`] for this material.
///
/// These are precalculated so that we can just "or" them together in
/// [`queue_material2d_meshes`].
pub mesh_pipeline_key_bits: Mesh2dPipelineKey,
pub draw_function_id: DrawFunctionId,
}
/// Data prepared for a [`Material2d`] instance.
pub struct PreparedMaterial2d<T: Material2d> {
pub bindings: BindingResources,
pub bind_group: BindGroup,
pub key: T::Data,
pub properties: Material2dProperties,
}
impl<T: Material2d> PreparedMaterial2d<T> {
pub fn get_bind_group_id(&self) -> Material2dBindGroupId {
Material2dBindGroupId(Some(self.bind_group.id()))
}
}
impl<M: Material2d> RenderAsset for PreparedMaterial2d<M> {
type SourceAsset = M;
type Param = (
SRes<RenderDevice>,
SRes<Material2dPipeline<M>>,
SRes<DrawFunctions<Opaque2d>>,
SRes<DrawFunctions<AlphaMask2d>>,
SRes<DrawFunctions<Transparent2d>>,
M::Param,
);
fn prepare_asset(
material: Self::SourceAsset,
_: AssetId<Self::SourceAsset>,
(
render_device,
pipeline,
opaque_draw_functions,
alpha_mask_draw_functions,
transparent_draw_functions,
material_param,
): &mut SystemParamItem<Self::Param>,
) -> Result<Self, PrepareAssetError<Self::SourceAsset>> {
match material.as_bind_group(&pipeline.material2d_layout, render_device, material_param) {
Ok(prepared) => {
let mut mesh_pipeline_key_bits = Mesh2dPipelineKey::empty();
mesh_pipeline_key_bits.insert(alpha_mode_pipeline_key(material.alpha_mode()));
let draw_function_id = match material.alpha_mode() {
AlphaMode2d::Opaque => opaque_draw_functions.read().id::<DrawMaterial2d<M>>(),
AlphaMode2d::Mask(_) => {
alpha_mask_draw_functions.read().id::<DrawMaterial2d<M>>()
}
AlphaMode2d::Blend => {
transparent_draw_functions.read().id::<DrawMaterial2d<M>>()
}
};
Ok(PreparedMaterial2d {
bindings: prepared.bindings,
bind_group: prepared.bind_group,
key: prepared.data,
properties: Material2dProperties {
depth_bias: material.depth_bias(),
alpha_mode: material.alpha_mode(),
mesh_pipeline_key_bits,
draw_function_id,
},
})
}
Err(AsBindGroupError::RetryNextUpdate) => {
Err(PrepareAssetError::RetryNextUpdate(material))
}
Err(other) => Err(PrepareAssetError::AsBindGroupError(other)),
}
}
}