bevy/pipelined/bevy_render2/src/render_component.rs
Carter Anderson 85487707ef Sprite Batching (#3060)
This implements the following:

* **Sprite Batching**: Collects sprites in a vertex buffer to draw many sprites with a single draw call. Sprites are batched by their `Handle<Image>` within a specific z-level. When possible, sprites are opportunistically batched _across_ z-levels (when no sprites with a different texture exist between two sprites with the same texture on different z levels). With these changes, I can now get ~130,000 sprites at 60fps on the `bevymark_pipelined` example.
* **Sprite Color Tints**: The `Sprite` type now has a `color` field. Non-white color tints result in a specialized render pipeline that passes the color in as a vertex attribute. I chose to specialize this because passing vertex colors has a measurable price (without colors I get ~130,000 sprites on bevymark, with colors I get ~100,000 sprites). "Colored" sprites cannot be batched with "uncolored" sprites, but I think this is fine because the chance of a "colored" sprite needing to batch with other "colored" sprites is generally probably way higher than an "uncolored" sprite needing to batch with a "colored" sprite.
* **Sprite Flipping**: Sprites can be flipped on their x or y axis using `Sprite::flip_x` and `Sprite::flip_y`. This is also true for `TextureAtlasSprite`.
* **Simpler BufferVec/UniformVec/DynamicUniformVec Clearing**:  improved the clearing interface by removing the need to know the size of the final buffer at the initial clear.

![image](https://user-images.githubusercontent.com/2694663/140001821-99be0d96-025d-489e-9bfa-ba19c1dc9548.png)


Note that this moves sprites away from entity-driven rendering and back to extracted lists. We _could_ use entities here, but it necessitates that an intermediate list is allocated / populated to collect and sort extracted sprites. This redundant copy, combined with the normal overhead of spawning extracted sprite entities, brings bevymark down to ~80,000 sprites at 60fps. I think making sprites a bit more fixed (by default) is worth it. I view this as acceptable because batching makes normal entity-driven rendering pretty useless anyway (and we would want to batch most custom materials too). We can still support custom shaders with custom bindings, we'll just need to define a specific interface for it.
2021-11-04 20:28:53 +00:00

162 lines
4.2 KiB
Rust

use crate::{
render_resource::DynamicUniformVec,
renderer::{RenderDevice, RenderQueue},
RenderApp, RenderStage,
};
use bevy_app::{App, Plugin};
use bevy_asset::{Asset, Handle};
use bevy_ecs::{
component::Component,
prelude::*,
query::{FilterFetch, QueryItem, ReadOnlyFetch, WorldQuery},
system::{
lifetimeless::{Read, SCommands, SQuery},
RunSystem, SystemParamItem,
},
};
use crevice::std140::AsStd140;
use std::{marker::PhantomData, ops::Deref};
pub struct DynamicUniformIndex<C: Component> {
index: u32,
marker: PhantomData<C>,
}
impl<C: Component> DynamicUniformIndex<C> {
#[inline]
pub fn index(&self) -> u32 {
self.index
}
}
pub trait ExtractComponent: Component {
type Query: WorldQuery;
type Filter: WorldQuery;
fn extract_component(item: QueryItem<Self::Query>) -> Self;
}
/// Extracts assets into gpu-usable data
pub struct UniformComponentPlugin<C>(PhantomData<fn() -> C>);
impl<C> Default for UniformComponentPlugin<C> {
fn default() -> Self {
Self(PhantomData)
}
}
impl<C: Component + AsStd140 + Clone> Plugin for UniformComponentPlugin<C> {
fn build(&self, app: &mut App) {
app.sub_app(RenderApp)
.insert_resource(ComponentUniforms::<C>::default())
.add_system_to_stage(
RenderStage::Prepare,
prepare_uniform_components::<C>.system(),
);
}
}
pub struct ComponentUniforms<C: Component + AsStd140> {
uniforms: DynamicUniformVec<C>,
}
impl<C: Component + AsStd140> Deref for ComponentUniforms<C> {
type Target = DynamicUniformVec<C>;
#[inline]
fn deref(&self) -> &Self::Target {
&self.uniforms
}
}
impl<C: Component + AsStd140> ComponentUniforms<C> {
#[inline]
pub fn uniforms(&self) -> &DynamicUniformVec<C> {
&self.uniforms
}
}
impl<C: Component + AsStd140> Default for ComponentUniforms<C> {
fn default() -> Self {
Self {
uniforms: Default::default(),
}
}
}
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: AsStd140 + Clone,
{
component_uniforms.uniforms.clear();
for (entity, component) in components.iter() {
commands
.get_or_spawn(entity)
.insert(DynamicUniformIndex::<C> {
index: component_uniforms.uniforms.push(component.clone()),
marker: PhantomData,
});
}
component_uniforms
.uniforms
.write_buffer(&render_device, &render_queue);
}
pub struct ExtractComponentPlugin<C, F = ()>(PhantomData<fn() -> (C, F)>);
impl<C, F> Default for ExtractComponentPlugin<C, F> {
fn default() -> Self {
Self(PhantomData)
}
}
impl<C: ExtractComponent> Plugin for ExtractComponentPlugin<C>
where
<C::Query as WorldQuery>::Fetch: ReadOnlyFetch,
<C::Filter as WorldQuery>::Fetch: FilterFetch,
{
fn build(&self, app: &mut App) {
let system = ExtractComponentSystem::<C>::system(&mut app.world);
let render_app = app.sub_app(RenderApp);
render_app.add_system_to_stage(RenderStage::Extract, system);
}
}
impl<T: Asset> ExtractComponent for Handle<T> {
type Query = Read<Handle<T>>;
type Filter = ();
#[inline]
fn extract_component(handle: QueryItem<Self::Query>) -> Self {
handle.clone_weak()
}
}
pub struct ExtractComponentSystem<C: ExtractComponent>(PhantomData<C>);
impl<C: ExtractComponent> RunSystem for ExtractComponentSystem<C>
where
<C::Filter as WorldQuery>::Fetch: FilterFetch,
<C::Query as WorldQuery>::Fetch: ReadOnlyFetch,
{
type Param = (
SCommands,
Local<'static, usize>,
SQuery<(Entity, C::Query), C::Filter>,
);
fn run((mut commands, mut previous_len, query): SystemParamItem<Self::Param>) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, query_item) in query.iter() {
values.push((entity, (C::extract_component(query_item),)));
}
*previous_len = values.len();
commands.insert_or_spawn_batch(values);
}
}