
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets.
235 lines
7.4 KiB
Rust
235 lines
7.4 KiB
Rust
use crate::{
|
|
render_resource::{encase::internal::WriteInto, DynamicUniformBuffer, ShaderType},
|
|
renderer::{RenderDevice, RenderQueue},
|
|
view::ComputedVisibility,
|
|
Extract, ExtractSchedule, 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_system(prepare_uniform_components::<C>.in_set(RenderSet::Prepare));
|
|
}
|
|
}
|
|
}
|
|
|
|
/// 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_system_to_schedule(ExtractSchedule, extract_visible_components::<C>);
|
|
} else {
|
|
render_app.add_system_to_schedule(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);
|
|
}
|