
This commit allows Bevy to use `multi_draw_indirect_count` for drawing meshes. The `multi_draw_indirect_count` feature works just like `multi_draw_indirect`, but it takes the number of indirect parameters from a GPU buffer rather than specifying it on the CPU. Currently, the CPU constructs the list of indirect draw parameters with the instance count for each batch set to zero, uploads the resulting buffer to the GPU, and dispatches a compute shader that bumps the instance count for each mesh that survives culling. Unfortunately, this is inefficient when we support `multi_draw_indirect_count`. Draw commands corresponding to meshes for which all instances were culled will remain present in the list when calling `multi_draw_indirect_count`, causing overhead. Proper use of `multi_draw_indirect_count` requires eliminating these empty draw commands. To address this inefficiency, this PR makes Bevy fully construct the indirect draw commands on the GPU instead of on the CPU. Instead of writing instance counts to the draw command buffer, the mesh preprocessing shader now writes them to a separate *indirect metadata buffer*. A second compute dispatch known as the *build indirect parameters* shader runs after mesh preprocessing and converts the indirect draw metadata into actual indirect draw commands for the GPU. The build indirect parameters shader operates on a batch at a time, rather than an instance at a time, and as such each thread writes only 0 or 1 indirect draw parameters, simplifying the current logic in `mesh_preprocessing`, which currently has to have special cases for the first mesh in each batch. The build indirect parameters shader emits draw commands in a tightly packed manner, enabling maximally efficient use of `multi_draw_indirect_count`. Along the way, this patch switches mesh preprocessing to dispatch one compute invocation per render phase per view, instead of dispatching one compute invocation per view. This is preparation for two-phase occlusion culling, in which we will have two mesh preprocessing stages. In that scenario, the first mesh preprocessing stage must only process opaque and alpha tested objects, so the work items must be separated into those that are opaque or alpha tested and those that aren't. Thus this PR splits out the work items into a separate buffer for each phase. As this patch rewrites so much of the mesh preprocessing infrastructure, it was simpler to just fold the change into this patch instead of deferring it to the forthcoming occlusion culling PR. Finally, this patch changes mesh preprocessing so that it runs separately for indexed and non-indexed meshes. This is because draw commands for indexed and non-indexed meshes have different sizes and layouts. *The existing code is actually broken for non-indexed meshes*, as it attempts to overlay the indirect parameters for non-indexed meshes on top of those for indexed meshes. Consequently, right now the parameters will be read incorrectly when multiple non-indexed meshes are multi-drawn together. *This is a bug fix* and, as with the change to dispatch phases separately noted above, was easiest to include in this patch as opposed to separately. ## Migration Guide * Systems that add custom phase items now need to populate the indirect drawing-related buffers. See the `specialized_mesh_pipeline` example for an example of how this is done.
420 lines
16 KiB
Rust
420 lines
16 KiB
Rust
//! This example shows how to manually render 2d items using "mid level render apis" with a custom
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//! pipeline for 2d meshes.
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//! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include vertex color.
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//! Check out the "mesh2d" example for simpler / higher level 2d meshes.
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//!
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//! [`Material2d`]: bevy::sprite::Material2d
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use bevy::{
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color::palettes::basic::YELLOW,
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core_pipeline::core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT},
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math::{ops, FloatOrd},
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prelude::*,
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render::{
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mesh::{Indices, MeshVertexAttribute, RenderMesh},
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render_asset::{RenderAssetUsages, RenderAssets},
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render_phase::{
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AddRenderCommand, DrawFunctions, PhaseItemExtraIndex, SetItemPipeline,
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ViewSortedRenderPhases,
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},
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render_resource::{
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BlendState, ColorTargetState, ColorWrites, CompareFunction, DepthBiasState,
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DepthStencilState, Face, FragmentState, FrontFace, MultisampleState, PipelineCache,
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PolygonMode, PrimitiveState, PrimitiveTopology, RenderPipelineDescriptor,
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SpecializedRenderPipeline, SpecializedRenderPipelines, StencilFaceState, StencilState,
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TextureFormat, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
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},
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sync_world::MainEntityHashMap,
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view::{ExtractedView, RenderVisibleEntities, ViewTarget},
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Extract, Render, RenderApp, RenderSet,
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},
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sprite::{
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extract_mesh2d, DrawMesh2d, Material2dBindGroupId, Mesh2dPipeline, Mesh2dPipelineKey,
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Mesh2dTransforms, MeshFlags, RenderMesh2dInstance, SetMesh2dBindGroup,
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SetMesh2dViewBindGroup,
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},
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};
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use std::f32::consts::PI;
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, ColoredMesh2dPlugin))
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.add_systems(Startup, star)
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.run();
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}
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fn star(
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mut commands: Commands,
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// We will add a new Mesh for the star being created
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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// Let's define the mesh for the object we want to draw: a nice star.
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// We will specify here what kind of topology is used to define the mesh,
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// that is, how triangles are built from the vertices. We will use a
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// triangle list, meaning that each vertex of the triangle has to be
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// specified. We set `RenderAssetUsages::RENDER_WORLD`, meaning this mesh
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// will not be accessible in future frames from the `meshes` resource, in
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// order to save on memory once it has been uploaded to the GPU.
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let mut star = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::RENDER_WORLD,
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);
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// Vertices need to have a position attribute. We will use the following
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// vertices (I hope you can spot the star in the schema).
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//
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// 1
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//
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// 10 2
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// 9 0 3
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// 8 4
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// 6
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// 7 5
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//
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// These vertices are specified in 3D space.
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let mut v_pos = vec![[0.0, 0.0, 0.0]];
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for i in 0..10 {
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// The angle between each vertex is 1/10 of a full rotation.
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let a = i as f32 * PI / 5.0;
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// The radius of inner vertices (even indices) is 100. For outer vertices (odd indices) it's 200.
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let r = (1 - i % 2) as f32 * 100.0 + 100.0;
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// Add the vertex position.
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v_pos.push([r * ops::sin(a), r * ops::cos(a), 0.0]);
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}
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// Set the position attribute
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star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
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// And a RGB color attribute as well. A built-in `Mesh::ATTRIBUTE_COLOR` exists, but we
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// use a custom vertex attribute here for demonstration purposes.
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let mut v_color: Vec<u32> = vec![LinearRgba::BLACK.as_u32()];
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v_color.extend_from_slice(&[LinearRgba::from(YELLOW).as_u32(); 10]);
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star.insert_attribute(
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MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32),
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v_color,
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);
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// Now, we specify the indices of the vertex that are going to compose the
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// triangles in our star. Vertices in triangles have to be specified in CCW
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// winding (that will be the front face, colored). Since we are using
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// triangle list, we will specify each triangle as 3 vertices
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// First triangle: 0, 2, 1
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// Second triangle: 0, 3, 2
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// Third triangle: 0, 4, 3
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// etc
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// Last triangle: 0, 1, 10
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let mut indices = vec![0, 1, 10];
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for i in 2..=10 {
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indices.extend_from_slice(&[0, i, i - 1]);
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}
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star.insert_indices(Indices::U32(indices));
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// We can now spawn the entities for the star and the camera
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commands.spawn((
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// We use a marker component to identify the custom colored meshes
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ColoredMesh2d,
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// The `Handle<Mesh>` needs to be wrapped in a `Mesh2d` for 2D rendering
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Mesh2d(meshes.add(star)),
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));
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// Spawn the camera
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commands.spawn(Camera2d);
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}
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/// A marker component for colored 2d meshes
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#[derive(Component, Default)]
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pub struct ColoredMesh2d;
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/// Custom pipeline for 2d meshes with vertex colors
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#[derive(Resource)]
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pub struct ColoredMesh2dPipeline {
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/// this pipeline wraps the standard [`Mesh2dPipeline`]
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mesh2d_pipeline: Mesh2dPipeline,
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}
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impl FromWorld for ColoredMesh2dPipeline {
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fn from_world(world: &mut World) -> Self {
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Self {
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mesh2d_pipeline: Mesh2dPipeline::from_world(world),
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}
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}
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}
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// We implement `SpecializedPipeline` to customize the default rendering from `Mesh2dPipeline`
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impl SpecializedRenderPipeline for ColoredMesh2dPipeline {
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type Key = Mesh2dPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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// Customize how to store the meshes' vertex attributes in the vertex buffer
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// Our meshes only have position and color
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let formats = vec![
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// Position
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VertexFormat::Float32x3,
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// Color
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VertexFormat::Uint32,
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];
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let vertex_layout =
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VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);
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let format = match key.contains(Mesh2dPipelineKey::HDR) {
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true => ViewTarget::TEXTURE_FORMAT_HDR,
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false => TextureFormat::bevy_default(),
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};
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RenderPipelineDescriptor {
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vertex: VertexState {
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// Use our custom shader
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shader: COLORED_MESH2D_SHADER_HANDLE,
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entry_point: "vertex".into(),
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shader_defs: vec![],
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// Use our custom vertex buffer
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buffers: vec![vertex_layout],
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},
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fragment: Some(FragmentState {
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// Use our custom shader
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shader: COLORED_MESH2D_SHADER_HANDLE,
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shader_defs: vec![],
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format,
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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})],
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}),
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// Use the two standard uniforms for 2d meshes
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layout: vec![
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// Bind group 0 is the view uniform
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self.mesh2d_pipeline.view_layout.clone(),
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// Bind group 1 is the mesh uniform
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self.mesh2d_pipeline.mesh_layout.clone(),
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],
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push_constant_ranges: vec![],
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primitive: PrimitiveState {
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front_face: FrontFace::Ccw,
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cull_mode: Some(Face::Back),
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unclipped_depth: false,
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polygon_mode: PolygonMode::Fill,
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conservative: false,
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topology: key.primitive_topology(),
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strip_index_format: None,
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},
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depth_stencil: Some(DepthStencilState {
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format: CORE_2D_DEPTH_FORMAT,
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depth_write_enabled: false,
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depth_compare: CompareFunction::GreaterEqual,
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stencil: StencilState {
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front: StencilFaceState::IGNORE,
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back: StencilFaceState::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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bias: DepthBiasState {
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constant: 0,
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slope_scale: 0.0,
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clamp: 0.0,
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},
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}),
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multisample: MultisampleState {
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count: key.msaa_samples(),
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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label: Some("colored_mesh2d_pipeline".into()),
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zero_initialize_workgroup_memory: false,
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}
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}
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}
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// This specifies how to render a colored 2d mesh
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type DrawColoredMesh2d = (
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// Set the pipeline
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SetItemPipeline,
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// Set the view uniform as bind group 0
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SetMesh2dViewBindGroup<0>,
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// Set the mesh uniform as bind group 1
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SetMesh2dBindGroup<1>,
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// Draw the mesh
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DrawMesh2d,
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);
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// The custom shader can be inline like here, included from another file at build time
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// using `include_str!()`, or loaded like any other asset with `asset_server.load()`.
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const COLORED_MESH2D_SHADER: &str = r"
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// Import the standard 2d mesh uniforms and set their bind groups
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#import bevy_sprite::mesh2d_functions
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// The structure of the vertex buffer is as specified in `specialize()`
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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@location(0) position: vec3<f32>,
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@location(1) color: u32,
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};
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struct VertexOutput {
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// The vertex shader must set the on-screen position of the vertex
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@builtin(position) clip_position: vec4<f32>,
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// We pass the vertex color to the fragment shader in location 0
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@location(0) color: vec4<f32>,
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};
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/// Entry point for the vertex shader
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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// Project the world position of the mesh into screen position
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let model = mesh2d_functions::get_world_from_local(vertex.instance_index);
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out.clip_position = mesh2d_functions::mesh2d_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0));
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// Unpack the `u32` from the vertex buffer into the `vec4<f32>` used by the fragment shader
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out.color = vec4<f32>((vec4<u32>(vertex.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
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return out;
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}
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// The input of the fragment shader must correspond to the output of the vertex shader for all `location`s
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struct FragmentInput {
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// The color is interpolated between vertices by default
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@location(0) color: vec4<f32>,
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};
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/// Entry point for the fragment shader
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@fragment
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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return in.color;
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}
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";
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/// Plugin that renders [`ColoredMesh2d`]s
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pub struct ColoredMesh2dPlugin;
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/// Handle to the custom shader with a unique random ID
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pub const COLORED_MESH2D_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(13828845428412094821);
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/// Our custom pipeline needs its own instance storage
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#[derive(Resource, Deref, DerefMut, Default)]
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pub struct RenderColoredMesh2dInstances(MainEntityHashMap<RenderMesh2dInstance>);
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impl Plugin for ColoredMesh2dPlugin {
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fn build(&self, app: &mut App) {
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// Load our custom shader
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let mut shaders = app.world_mut().resource_mut::<Assets<Shader>>();
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shaders.insert(
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&COLORED_MESH2D_SHADER_HANDLE,
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Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()),
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);
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// Register our custom draw function, and add our render systems
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app.get_sub_app_mut(RenderApp)
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.unwrap()
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.add_render_command::<Transparent2d, DrawColoredMesh2d>()
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.init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
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.init_resource::<RenderColoredMesh2dInstances>()
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.add_systems(
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ExtractSchedule,
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extract_colored_mesh2d.after(extract_mesh2d),
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)
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.add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
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}
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fn finish(&self, app: &mut App) {
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// Register our custom pipeline
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app.get_sub_app_mut(RenderApp)
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.unwrap()
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.init_resource::<ColoredMesh2dPipeline>();
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}
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}
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/// Extract the [`ColoredMesh2d`] marker component into the render app
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pub fn extract_colored_mesh2d(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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// When extracting, you must use `Extract` to mark the `SystemParam`s
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// which should be taken from the main world.
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query: Extract<
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Query<(Entity, &ViewVisibility, &GlobalTransform, &Mesh2d), With<ColoredMesh2d>>,
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>,
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mut render_mesh_instances: ResMut<RenderColoredMesh2dInstances>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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for (entity, view_visibility, transform, handle) in &query {
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if !view_visibility.get() {
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continue;
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}
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let transforms = Mesh2dTransforms {
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world_from_local: (&transform.affine()).into(),
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flags: MeshFlags::empty().bits(),
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};
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values.push((entity, ColoredMesh2d));
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render_mesh_instances.insert(
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entity.into(),
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RenderMesh2dInstance {
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mesh_asset_id: handle.0.id(),
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transforms,
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material_bind_group_id: Material2dBindGroupId::default(),
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automatic_batching: false,
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},
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);
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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}
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/// Queue the 2d meshes marked with [`ColoredMesh2d`] using our custom pipeline and draw function
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pub fn queue_colored_mesh2d(
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transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
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colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
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pipeline_cache: Res<PipelineCache>,
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render_meshes: Res<RenderAssets<RenderMesh>>,
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render_mesh_instances: Res<RenderColoredMesh2dInstances>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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views: Query<(&RenderVisibleEntities, &ExtractedView, &Msaa)>,
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) {
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if render_mesh_instances.is_empty() {
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return;
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}
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// Iterate each view (a camera is a view)
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for (visible_entities, view, msaa) in &views {
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let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
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else {
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continue;
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};
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let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>();
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let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
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| Mesh2dPipelineKey::from_hdr(view.hdr);
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// Queue all entities visible to that view
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for (render_entity, visible_entity) in visible_entities.iter::<Mesh2d>() {
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if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
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let mesh2d_handle = mesh_instance.mesh_asset_id;
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let mesh2d_transforms = &mesh_instance.transforms;
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// Get our specialized pipeline
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let mut mesh2d_key = mesh_key;
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let Some(mesh) = render_meshes.get(mesh2d_handle) else {
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continue;
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};
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mesh2d_key |= Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology());
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let pipeline_id =
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pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
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let mesh_z = mesh2d_transforms.world_from_local.translation.z;
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transparent_phase.add(Transparent2d {
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entity: (*render_entity, *visible_entity),
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draw_function: draw_colored_mesh2d,
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pipeline: pipeline_id,
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// The 2d render items are sorted according to their z value before rendering,
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// in order to get correct transparency
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sort_key: FloatOrd(mesh_z),
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// This material is not batched
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batch_range: 0..1,
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extra_index: PhaseItemExtraIndex::None,
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indexed: mesh.indexed(),
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});
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}
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}
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}
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}
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