Blacksite/third_party/bevy_render/src/render_phase/mod.rs
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Rust

//! The modular rendering abstraction responsible for queuing, preparing, sorting and drawing
//! entities as part of separate render phases.
//!
//! In Bevy each view (camera, or shadow-casting light, etc.) has one or multiple render phases
//! (e.g. opaque, transparent, shadow, etc).
//! They are used to queue entities for rendering.
//! Multiple phases might be required due to different sorting/batching behaviors
//! (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
//! the rendered texture of the previous phase (e.g. for screen-space reflections).
//!
//! To draw an entity, a corresponding [`PhaseItem`] has to be added to one or multiple of these
//! render phases for each view that it is visible in.
//! This must be done in the [`RenderSystems::Queue`].
//! After that the render phase sorts them in the [`RenderSystems::PhaseSort`].
//! Finally the items are rendered using a single [`TrackedRenderPass`], during
//! the [`RenderSystems::Render`].
//!
//! Therefore each phase item is assigned a [`Draw`] function.
//! These set up the state of the [`TrackedRenderPass`] (i.e. select the
//! [`RenderPipeline`](crate::render_resource::RenderPipeline), configure the
//! [`BindGroup`](crate::render_resource::BindGroup)s, etc.) and then issue a draw call,
//! for the corresponding item.
//!
//! The [`Draw`] function trait can either be implemented directly or such a function can be
//! created by composing multiple [`RenderCommand`]s.
mod draw;
mod draw_state;
mod rangefinder;
use bevy_app::{App, Plugin};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::change_detection::Tick;
use bevy_ecs::entity::EntityHash;
use bevy_platform::collections::{hash_map::Entry, HashMap};
use bevy_utils::default;
pub use draw::*;
pub use draw_state::*;
use encase::{internal::WriteInto, ShaderSize};
use fixedbitset::{Block, FixedBitSet};
use indexmap::IndexMap;
use nonmax::NonMaxU32;
pub use rangefinder::*;
use wgpu::Features;
use crate::batching::gpu_preprocessing::{
GpuPreprocessingMode, GpuPreprocessingSupport, PhaseBatchedInstanceBuffers,
PhaseIndirectParametersBuffers,
};
use crate::renderer::RenderDevice;
use crate::sync_world::{MainEntity, MainEntityHashMap};
use crate::view::RetainedViewEntity;
use crate::RenderDebugFlags;
use crate::{
batching::{
self,
gpu_preprocessing::{self, BatchedInstanceBuffers},
no_gpu_preprocessing::{self, BatchedInstanceBuffer},
GetFullBatchData,
},
render_resource::{CachedRenderPipelineId, GpuArrayBufferIndex, PipelineCache},
Render, RenderApp, RenderSystems,
};
use bevy_ecs::intern::Interned;
use bevy_ecs::{
define_label,
prelude::*,
system::{lifetimeless::SRes, SystemParamItem},
};
use bevy_render::renderer::RenderAdapterInfo;
pub use bevy_render_macros::ShaderLabel;
use core::{fmt::Debug, hash::Hash, iter, marker::PhantomData, ops::Range, slice::SliceIndex};
use smallvec::SmallVec;
use tracing::warn;
define_label!(
#[diagnostic::on_unimplemented(
note = "consider annotating `{Self}` with `#[derive(ShaderLabel)]`"
)]
/// Labels used to uniquely identify types of material shaders
ShaderLabel,
SHADER_LABEL_INTERNER
);
/// A shorthand for `Interned<dyn RenderSubGraph>`.
pub type InternedShaderLabel = Interned<dyn ShaderLabel>;
pub use bevy_render_macros::DrawFunctionLabel;
define_label!(
#[diagnostic::on_unimplemented(
note = "consider annotating `{Self}` with `#[derive(DrawFunctionLabel)]`"
)]
/// Labels used to uniquely identify types of material shaders
DrawFunctionLabel,
DRAW_FUNCTION_LABEL_INTERNER
);
pub type InternedDrawFunctionLabel = Interned<dyn DrawFunctionLabel>;
/// Stores the rendering instructions for a single phase that uses bins in all
/// views.
///
/// They're cleared out every frame, but storing them in a resource like this
/// allows us to reuse allocations.
#[derive(Resource, Deref, DerefMut)]
pub struct ViewBinnedRenderPhases<BPI>(pub HashMap<RetainedViewEntity, BinnedRenderPhase<BPI>>)
where
BPI: BinnedPhaseItem;
/// A collection of all rendering instructions, that will be executed by the GPU, for a
/// single render phase for a single view.
///
/// Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases.
/// They are used to queue entities for rendering.
/// Multiple phases might be required due to different sorting/batching behaviors
/// (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
/// the rendered texture of the previous phase (e.g. for screen-space reflections).
/// All [`PhaseItem`]s are then rendered using a single [`TrackedRenderPass`].
/// The render pass might be reused for multiple phases to reduce GPU overhead.
///
/// This flavor of render phase is used for phases in which the ordering is less
/// critical: for example, `Opaque3d`. It's generally faster than the
/// alternative [`SortedRenderPhase`].
pub struct BinnedRenderPhase<BPI>
where
BPI: BinnedPhaseItem,
{
/// The multidrawable bins.
///
/// Each batch set key maps to a *batch set*, which in this case is a set of
/// meshes that can be drawn together in one multidraw call. Each batch set
/// is subdivided into *bins*, each of which represents a particular mesh.
/// Each bin contains the entity IDs of instances of that mesh.
///
/// So, for example, if there are two cubes and a sphere present in the
/// scene, we would generally have one batch set containing two bins,
/// assuming that the cubes and sphere meshes are allocated together and use
/// the same pipeline. The first bin, corresponding to the cubes, will have
/// two entities in it. The second bin, corresponding to the sphere, will
/// have one entity in it.
pub multidrawable_meshes: IndexMap<BPI::BatchSetKey, IndexMap<BPI::BinKey, RenderBin>>,
/// The bins corresponding to batchable items that aren't multidrawable.
///
/// For multidrawable entities, use `multidrawable_meshes`; for
/// unbatchable entities, use `unbatchable_values`.
pub batchable_meshes: IndexMap<(BPI::BatchSetKey, BPI::BinKey), RenderBin>,
/// The unbatchable bins.
///
/// Each entity here is rendered in a separate drawcall.
pub unbatchable_meshes: IndexMap<(BPI::BatchSetKey, BPI::BinKey), UnbatchableBinnedEntities>,
/// Items in the bin that aren't meshes at all.
///
/// Bevy itself doesn't place anything in this list, but plugins or your app
/// can in order to execute custom drawing commands. Draw functions for each
/// entity are simply called in order at rendering time.
///
/// See the `custom_phase_item` example for an example of how to use this.
pub non_mesh_items: IndexMap<(BPI::BatchSetKey, BPI::BinKey), NonMeshEntities>,
/// Information on each batch set.
///
/// A *batch set* is a set of entities that will be batched together unless
/// we're on a platform that doesn't support storage buffers (e.g. WebGL 2)
/// and differing dynamic uniform indices force us to break batches. On
/// platforms that support storage buffers, a batch set always consists of
/// at most one batch.
///
/// Multidrawable entities come first, then batchable entities, then
/// unbatchable entities.
pub(crate) batch_sets: BinnedRenderPhaseBatchSets<BPI::BinKey>,
/// The batch and bin key for each entity.
///
/// We retain these so that, when the entity changes,
/// [`Self::sweep_old_entities`] can quickly find the bin it was located in
/// and remove it.
cached_entity_bin_keys: IndexMap<MainEntity, CachedBinnedEntity<BPI>, EntityHash>,
/// The set of indices in [`Self::cached_entity_bin_keys`] that are
/// confirmed to be up to date.
///
/// Note that each bit in this bit set refers to an *index* in the
/// [`IndexMap`] (i.e. a bucket in the hash table). They aren't entity IDs.
valid_cached_entity_bin_keys: FixedBitSet,
/// The set of entities that changed bins this frame.
///
/// An entity will only be present in this list if it was in one bin on the
/// previous frame and is in a new bin on this frame. Each list entry
/// specifies the bin the entity used to be in. We use this in order to
/// remove the entity from the old bin during
/// [`BinnedRenderPhase::sweep_old_entities`].
entities_that_changed_bins: Vec<EntityThatChangedBins<BPI>>,
/// The gpu preprocessing mode configured for the view this phase is associated
/// with.
gpu_preprocessing_mode: GpuPreprocessingMode,
}
/// All entities that share a mesh and a material and can be batched as part of
/// a [`BinnedRenderPhase`].
#[derive(Default)]
pub struct RenderBin {
/// A list of the entities in each bin, along with their cached
/// [`InputUniformIndex`].
entities: IndexMap<MainEntity, InputUniformIndex, EntityHash>,
}
/// Information that we track about an entity that was in one bin on the
/// previous frame and is in a different bin this frame.
struct EntityThatChangedBins<BPI>
where
BPI: BinnedPhaseItem,
{
/// The entity.
main_entity: MainEntity,
/// The key that identifies the bin that this entity used to be in.
old_cached_binned_entity: CachedBinnedEntity<BPI>,
}
/// Information that we keep about an entity currently within a bin.
pub struct CachedBinnedEntity<BPI>
where
BPI: BinnedPhaseItem,
{
/// Information that we use to identify a cached entity in a bin.
pub cached_bin_key: Option<CachedBinKey<BPI>>,
/// The last modified tick of the entity.
///
/// We use this to detect when the entity needs to be invalidated.
pub change_tick: Tick,
}
/// Information that we use to identify a cached entity in a bin.
pub struct CachedBinKey<BPI>
where
BPI: BinnedPhaseItem,
{
/// The key of the batch set containing the entity.
pub batch_set_key: BPI::BatchSetKey,
/// The key of the bin containing the entity.
pub bin_key: BPI::BinKey,
/// The type of render phase that we use to render the entity: multidraw,
/// plain batch, etc.
pub phase_type: BinnedRenderPhaseType,
}
impl<BPI> Clone for CachedBinnedEntity<BPI>
where
BPI: BinnedPhaseItem,
{
fn clone(&self) -> Self {
CachedBinnedEntity {
cached_bin_key: self.cached_bin_key.clone(),
change_tick: self.change_tick,
}
}
}
impl<BPI> Clone for CachedBinKey<BPI>
where
BPI: BinnedPhaseItem,
{
fn clone(&self) -> Self {
CachedBinKey {
batch_set_key: self.batch_set_key.clone(),
bin_key: self.bin_key.clone(),
phase_type: self.phase_type,
}
}
}
impl<BPI> PartialEq for CachedBinKey<BPI>
where
BPI: BinnedPhaseItem,
{
fn eq(&self, other: &Self) -> bool {
self.batch_set_key == other.batch_set_key
&& self.bin_key == other.bin_key
&& self.phase_type == other.phase_type
}
}
/// How we store and render the batch sets.
///
/// Each one of these corresponds to a [`GpuPreprocessingMode`].
pub enum BinnedRenderPhaseBatchSets<BK> {
/// Batches are grouped into batch sets based on dynamic uniforms.
///
/// This corresponds to [`GpuPreprocessingMode::None`].
DynamicUniforms(Vec<SmallVec<[BinnedRenderPhaseBatch; 1]>>),
/// Batches are never grouped into batch sets.
///
/// This corresponds to [`GpuPreprocessingMode::PreprocessingOnly`].
Direct(Vec<BinnedRenderPhaseBatch>),
/// Batches are grouped together into batch sets based on their ability to
/// be multi-drawn together.
///
/// This corresponds to [`GpuPreprocessingMode::Culling`].
MultidrawIndirect(Vec<BinnedRenderPhaseBatchSet<BK>>),
}
/// A group of entities that will be batched together into a single multi-draw
/// call.
pub struct BinnedRenderPhaseBatchSet<BK> {
/// The first batch in this batch set.
pub(crate) first_batch: BinnedRenderPhaseBatch,
/// The key of the bin that the first batch corresponds to.
pub(crate) bin_key: BK,
/// The number of batches.
pub(crate) batch_count: u32,
/// The index of the batch set in the GPU buffer.
pub(crate) index: u32,
}
impl<BK> BinnedRenderPhaseBatchSets<BK> {
fn clear(&mut self) {
match *self {
BinnedRenderPhaseBatchSets::DynamicUniforms(ref mut vec) => vec.clear(),
BinnedRenderPhaseBatchSets::Direct(ref mut vec) => vec.clear(),
BinnedRenderPhaseBatchSets::MultidrawIndirect(ref mut vec) => vec.clear(),
}
}
}
/// Information about a single batch of entities rendered using binned phase
/// items.
#[derive(Debug)]
pub struct BinnedRenderPhaseBatch {
/// An entity that's *representative* of this batch.
///
/// Bevy uses this to fetch the mesh. It can be any entity in the batch.
pub representative_entity: (Entity, MainEntity),
/// The range of instance indices in this batch.
pub instance_range: Range<u32>,
/// The dynamic offset of the batch.
///
/// Note that dynamic offsets are only used on platforms that don't support
/// storage buffers.
pub extra_index: PhaseItemExtraIndex,
}
/// Information about the unbatchable entities in a bin.
pub struct UnbatchableBinnedEntities {
/// The entities.
pub entities: MainEntityHashMap<Entity>,
/// The GPU array buffer indices of each unbatchable binned entity.
pub(crate) buffer_indices: UnbatchableBinnedEntityIndexSet,
}
/// Information about [`BinnedRenderPhaseType::NonMesh`] entities.
pub struct NonMeshEntities {
/// The entities.
pub entities: MainEntityHashMap<Entity>,
}
/// Stores instance indices and dynamic offsets for unbatchable entities in a
/// binned render phase.
///
/// This is conceptually `Vec<UnbatchableBinnedEntityDynamicOffset>`, but it
/// avoids the overhead of storing dynamic offsets on platforms that support
/// them. In other words, this allows a fast path that avoids allocation on
/// platforms that aren't WebGL 2.
#[derive(Default)]
pub(crate) enum UnbatchableBinnedEntityIndexSet {
/// There are no unbatchable entities in this bin (yet).
#[default]
NoEntities,
/// The instances for all unbatchable entities in this bin are contiguous,
/// and there are no dynamic uniforms.
///
/// This is the typical case on platforms other than WebGL 2. We special
/// case this to avoid allocation on those platforms.
Sparse {
/// The range of indices.
instance_range: Range<u32>,
/// The index of the first indirect instance parameters.
///
/// The other indices immediately follow these.
first_indirect_parameters_index: Option<NonMaxU32>,
},
/// Dynamic uniforms are present for unbatchable entities in this bin.
///
/// We fall back to this on WebGL 2.
Dense(Vec<UnbatchableBinnedEntityIndices>),
}
/// The instance index and dynamic offset (if present) for an unbatchable entity.
///
/// This is only useful on platforms that don't support storage buffers.
#[derive(Clone)]
pub(crate) struct UnbatchableBinnedEntityIndices {
/// The instance index.
pub(crate) instance_index: u32,
/// The [`PhaseItemExtraIndex`], if present.
pub(crate) extra_index: PhaseItemExtraIndex,
}
/// Identifies the list within [`BinnedRenderPhase`] that a phase item is to be
/// placed in.
#[derive(Clone, Copy, PartialEq, Debug)]
pub enum BinnedRenderPhaseType {
/// The item is a mesh that's eligible for multi-draw indirect rendering and
/// can be batched with other meshes of the same type.
MultidrawableMesh,
/// The item is a mesh that can be batched with other meshes of the same type and
/// drawn in a single draw call.
BatchableMesh,
/// The item is a mesh that's eligible for indirect rendering, but can't be
/// batched with other meshes of the same type.
UnbatchableMesh,
/// The item isn't a mesh at all.
///
/// Bevy will simply invoke the drawing commands for such items one after
/// another, with no further processing.
///
/// The engine itself doesn't enqueue any items of this type, but it's
/// available for use in your application and/or plugins.
NonMesh,
}
impl<T> From<GpuArrayBufferIndex<T>> for UnbatchableBinnedEntityIndices
where
T: Clone + ShaderSize + WriteInto,
{
fn from(value: GpuArrayBufferIndex<T>) -> Self {
UnbatchableBinnedEntityIndices {
instance_index: value.index,
extra_index: PhaseItemExtraIndex::maybe_dynamic_offset(value.dynamic_offset),
}
}
}
impl<BPI> Default for ViewBinnedRenderPhases<BPI>
where
BPI: BinnedPhaseItem,
{
fn default() -> Self {
Self(default())
}
}
impl<BPI> ViewBinnedRenderPhases<BPI>
where
BPI: BinnedPhaseItem,
{
pub fn prepare_for_new_frame(
&mut self,
retained_view_entity: RetainedViewEntity,
gpu_preprocessing: GpuPreprocessingMode,
) {
match self.entry(retained_view_entity) {
Entry::Occupied(mut entry) => entry.get_mut().prepare_for_new_frame(),
Entry::Vacant(entry) => {
entry.insert(BinnedRenderPhase::<BPI>::new(gpu_preprocessing));
}
}
}
}
/// The index of the uniform describing this object in the GPU buffer, when GPU
/// preprocessing is enabled.
///
/// For example, for 3D meshes, this is the index of the `MeshInputUniform` in
/// the buffer.
///
/// This field is ignored if GPU preprocessing isn't in use, such as (currently)
/// in the case of 2D meshes. In that case, it can be safely set to
/// [`core::default::Default::default`].
#[derive(Clone, Copy, PartialEq, Default, Deref, DerefMut)]
#[repr(transparent)]
pub struct InputUniformIndex(pub u32);
impl<BPI> BinnedRenderPhase<BPI>
where
BPI: BinnedPhaseItem,
{
/// Bins a new entity.
///
/// The `phase_type` parameter specifies whether the entity is a
/// preprocessable mesh and whether it can be binned with meshes of the same
/// type.
pub fn add(
&mut self,
batch_set_key: BPI::BatchSetKey,
bin_key: BPI::BinKey,
(entity, main_entity): (Entity, MainEntity),
input_uniform_index: InputUniformIndex,
mut phase_type: BinnedRenderPhaseType,
change_tick: Tick,
) {
// If the user has overridden indirect drawing for this view, we need to
// force the phase type to be batchable instead.
if self.gpu_preprocessing_mode == GpuPreprocessingMode::PreprocessingOnly
&& phase_type == BinnedRenderPhaseType::MultidrawableMesh
{
phase_type = BinnedRenderPhaseType::BatchableMesh;
}
match phase_type {
BinnedRenderPhaseType::MultidrawableMesh => {
match self.multidrawable_meshes.entry(batch_set_key.clone()) {
indexmap::map::Entry::Occupied(mut entry) => {
entry
.get_mut()
.entry(bin_key.clone())
.or_default()
.insert(main_entity, input_uniform_index);
}
indexmap::map::Entry::Vacant(entry) => {
let mut new_batch_set = IndexMap::default();
new_batch_set.insert(
bin_key.clone(),
RenderBin::from_entity(main_entity, input_uniform_index),
);
entry.insert(new_batch_set);
}
}
}
BinnedRenderPhaseType::BatchableMesh => {
match self
.batchable_meshes
.entry((batch_set_key.clone(), bin_key.clone()).clone())
{
indexmap::map::Entry::Occupied(mut entry) => {
entry.get_mut().insert(main_entity, input_uniform_index);
}
indexmap::map::Entry::Vacant(entry) => {
entry.insert(RenderBin::from_entity(main_entity, input_uniform_index));
}
}
}
BinnedRenderPhaseType::UnbatchableMesh => {
match self
.unbatchable_meshes
.entry((batch_set_key.clone(), bin_key.clone()))
{
indexmap::map::Entry::Occupied(mut entry) => {
entry.get_mut().entities.insert(main_entity, entity);
}
indexmap::map::Entry::Vacant(entry) => {
let mut entities = MainEntityHashMap::default();
entities.insert(main_entity, entity);
entry.insert(UnbatchableBinnedEntities {
entities,
buffer_indices: default(),
});
}
}
}
BinnedRenderPhaseType::NonMesh => {
// We don't process these items further.
match self
.non_mesh_items
.entry((batch_set_key.clone(), bin_key.clone()).clone())
{
indexmap::map::Entry::Occupied(mut entry) => {
entry.get_mut().entities.insert(main_entity, entity);
}
indexmap::map::Entry::Vacant(entry) => {
let mut entities = MainEntityHashMap::default();
entities.insert(main_entity, entity);
entry.insert(NonMeshEntities { entities });
}
}
}
}
// Update the cache.
self.update_cache(
main_entity,
Some(CachedBinKey {
batch_set_key,
bin_key,
phase_type,
}),
change_tick,
);
}
/// Inserts an entity into the cache with the given change tick.
pub fn update_cache(
&mut self,
main_entity: MainEntity,
cached_bin_key: Option<CachedBinKey<BPI>>,
change_tick: Tick,
) {
let new_cached_binned_entity = CachedBinnedEntity {
cached_bin_key,
change_tick,
};
let (index, old_cached_binned_entity) = self
.cached_entity_bin_keys
.insert_full(main_entity, new_cached_binned_entity.clone());
// If the entity changed bins, record its old bin so that we can remove
// the entity from it.
if let Some(old_cached_binned_entity) = old_cached_binned_entity
&& old_cached_binned_entity.cached_bin_key != new_cached_binned_entity.cached_bin_key
{
self.entities_that_changed_bins.push(EntityThatChangedBins {
main_entity,
old_cached_binned_entity,
});
}
// Mark the entity as valid.
self.valid_cached_entity_bin_keys.grow_and_insert(index);
}
/// Encodes the GPU commands needed to render all entities in this phase.
pub fn render<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
) -> Result<(), DrawError> {
{
let draw_functions = world.resource::<DrawFunctions<BPI>>();
let mut draw_functions = draw_functions.write();
draw_functions.prepare(world);
// Make sure to drop the reader-writer lock here to avoid recursive
// locks.
}
self.render_batchable_meshes(render_pass, world, view)?;
self.render_unbatchable_meshes(render_pass, world, view)?;
self.render_non_meshes(render_pass, world, view)?;
Ok(())
}
/// Renders all batchable meshes queued in this phase.
fn render_batchable_meshes<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
) -> Result<(), DrawError> {
let draw_functions = world.resource::<DrawFunctions<BPI>>();
let mut draw_functions = draw_functions.write();
let render_device = world.resource::<RenderDevice>();
let render_adapter_info = world.resource::<RenderAdapterInfo>();
let multi_draw_indirect_count_supported = render_device
.features()
.contains(Features::MULTI_DRAW_INDIRECT_COUNT)
// TODO: https://github.com/gfx-rs/wgpu/issues/7974
&& !matches!(render_adapter_info.backend, wgpu::Backend::Dx12);
match self.batch_sets {
BinnedRenderPhaseBatchSets::DynamicUniforms(ref batch_sets) => {
debug_assert_eq!(self.batchable_meshes.len(), batch_sets.len());
for ((batch_set_key, bin_key), batch_set) in
self.batchable_meshes.keys().zip(batch_sets.iter())
{
for batch in batch_set {
let binned_phase_item = BPI::new(
batch_set_key.clone(),
bin_key.clone(),
batch.representative_entity,
batch.instance_range.clone(),
batch.extra_index.clone(),
);
// Fetch the draw function.
let Some(draw_function) =
draw_functions.get_mut(binned_phase_item.draw_function())
else {
continue;
};
draw_function.draw(world, render_pass, view, &binned_phase_item)?;
}
}
}
BinnedRenderPhaseBatchSets::Direct(ref batch_set) => {
for (batch, (batch_set_key, bin_key)) in
batch_set.iter().zip(self.batchable_meshes.keys())
{
let binned_phase_item = BPI::new(
batch_set_key.clone(),
bin_key.clone(),
batch.representative_entity,
batch.instance_range.clone(),
batch.extra_index.clone(),
);
// Fetch the draw function.
let Some(draw_function) =
draw_functions.get_mut(binned_phase_item.draw_function())
else {
continue;
};
draw_function.draw(world, render_pass, view, &binned_phase_item)?;
}
}
BinnedRenderPhaseBatchSets::MultidrawIndirect(ref batch_sets) => {
for (batch_set_key, batch_set) in self
.multidrawable_meshes
.keys()
.chain(
self.batchable_meshes
.keys()
.map(|(batch_set_key, _)| batch_set_key),
)
.zip(batch_sets.iter())
{
let batch = &batch_set.first_batch;
let batch_set_index = if multi_draw_indirect_count_supported {
NonMaxU32::new(batch_set.index)
} else {
None
};
let binned_phase_item = BPI::new(
batch_set_key.clone(),
batch_set.bin_key.clone(),
batch.representative_entity,
batch.instance_range.clone(),
match batch.extra_index {
PhaseItemExtraIndex::None => PhaseItemExtraIndex::None,
PhaseItemExtraIndex::DynamicOffset(ref dynamic_offset) => {
PhaseItemExtraIndex::DynamicOffset(*dynamic_offset)
}
PhaseItemExtraIndex::IndirectParametersIndex { ref range, .. } => {
PhaseItemExtraIndex::IndirectParametersIndex {
range: range.start..(range.start + batch_set.batch_count),
batch_set_index,
}
}
},
);
// Fetch the draw function.
let Some(draw_function) =
draw_functions.get_mut(binned_phase_item.draw_function())
else {
continue;
};
draw_function.draw(world, render_pass, view, &binned_phase_item)?;
}
}
}
Ok(())
}
/// Renders all unbatchable meshes queued in this phase.
fn render_unbatchable_meshes<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
) -> Result<(), DrawError> {
let draw_functions = world.resource::<DrawFunctions<BPI>>();
let mut draw_functions = draw_functions.write();
for (batch_set_key, bin_key) in self.unbatchable_meshes.keys() {
let unbatchable_entities =
&self.unbatchable_meshes[&(batch_set_key.clone(), bin_key.clone())];
for (entity_index, entity) in unbatchable_entities.entities.iter().enumerate() {
let unbatchable_dynamic_offset = match &unbatchable_entities.buffer_indices {
UnbatchableBinnedEntityIndexSet::NoEntities => {
// Shouldn't happen…
continue;
}
UnbatchableBinnedEntityIndexSet::Sparse {
instance_range,
first_indirect_parameters_index,
} => UnbatchableBinnedEntityIndices {
instance_index: instance_range.start + entity_index as u32,
extra_index: match first_indirect_parameters_index {
None => PhaseItemExtraIndex::None,
Some(first_indirect_parameters_index) => {
let first_indirect_parameters_index_for_entity =
u32::from(*first_indirect_parameters_index)
+ entity_index as u32;
PhaseItemExtraIndex::IndirectParametersIndex {
range: first_indirect_parameters_index_for_entity
..(first_indirect_parameters_index_for_entity + 1),
batch_set_index: None,
}
}
},
},
UnbatchableBinnedEntityIndexSet::Dense(dynamic_offsets) => {
dynamic_offsets[entity_index].clone()
}
};
let binned_phase_item = BPI::new(
batch_set_key.clone(),
bin_key.clone(),
(*entity.1, *entity.0),
unbatchable_dynamic_offset.instance_index
..(unbatchable_dynamic_offset.instance_index + 1),
unbatchable_dynamic_offset.extra_index,
);
// Fetch the draw function.
let Some(draw_function) = draw_functions.get_mut(binned_phase_item.draw_function())
else {
continue;
};
draw_function.draw(world, render_pass, view, &binned_phase_item)?;
}
}
Ok(())
}
/// Renders all objects of type [`BinnedRenderPhaseType::NonMesh`].
///
/// These will have been added by plugins or the application.
fn render_non_meshes<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
) -> Result<(), DrawError> {
let draw_functions = world.resource::<DrawFunctions<BPI>>();
let mut draw_functions = draw_functions.write();
for ((batch_set_key, bin_key), non_mesh_entities) in &self.non_mesh_items {
for (main_entity, entity) in non_mesh_entities.entities.iter() {
// Come up with a fake batch range and extra index. The draw
// function is expected to manage any sort of batching logic itself.
let binned_phase_item = BPI::new(
batch_set_key.clone(),
bin_key.clone(),
(*entity, *main_entity),
0..1,
PhaseItemExtraIndex::None,
);
let Some(draw_function) = draw_functions.get_mut(binned_phase_item.draw_function())
else {
continue;
};
draw_function.draw(world, render_pass, view, &binned_phase_item)?;
}
}
Ok(())
}
pub fn is_empty(&self) -> bool {
self.multidrawable_meshes.is_empty()
&& self.batchable_meshes.is_empty()
&& self.unbatchable_meshes.is_empty()
&& self.non_mesh_items.is_empty()
}
pub fn prepare_for_new_frame(&mut self) {
self.batch_sets.clear();
self.valid_cached_entity_bin_keys.clear();
self.valid_cached_entity_bin_keys
.grow(self.cached_entity_bin_keys.len());
self.valid_cached_entity_bin_keys
.set_range(self.cached_entity_bin_keys.len().., true);
self.entities_that_changed_bins.clear();
for unbatchable_bin in self.unbatchable_meshes.values_mut() {
unbatchable_bin.buffer_indices.clear();
}
}
/// Checks to see whether the entity is in a bin and returns true if it's
/// both in a bin and up to date.
///
/// If this function returns true, we also add the entry to the
/// `valid_cached_entity_bin_keys` list.
pub fn validate_cached_entity(
&mut self,
visible_entity: MainEntity,
current_change_tick: Tick,
) -> bool {
if let indexmap::map::Entry::Occupied(entry) =
self.cached_entity_bin_keys.entry(visible_entity)
&& entry.get().change_tick == current_change_tick
{
self.valid_cached_entity_bin_keys.insert(entry.index());
return true;
}
false
}
/// Removes all entities not marked as clean from the bins.
///
/// During `queue_material_meshes`, we process all visible entities and mark
/// each as clean as we come to it. Then, in [`sweep_old_entities`], we call
/// this method, which removes entities that aren't marked as clean from the
/// bins.
pub fn sweep_old_entities(&mut self) {
// Search for entities not marked as valid. We have to do this in
// reverse order because `swap_remove_index` will potentially invalidate
// all indices after the one we remove.
for index in ReverseFixedBitSetZeroesIterator::new(&self.valid_cached_entity_bin_keys) {
let Some((entity, cached_binned_entity)) =
self.cached_entity_bin_keys.swap_remove_index(index)
else {
continue;
};
if let Some(ref cached_bin_key) = cached_binned_entity.cached_bin_key {
remove_entity_from_bin(
entity,
cached_bin_key,
&mut self.multidrawable_meshes,
&mut self.batchable_meshes,
&mut self.unbatchable_meshes,
&mut self.non_mesh_items,
);
}
}
// If an entity changed bins, we need to remove it from its old bin.
for entity_that_changed_bins in self.entities_that_changed_bins.drain(..) {
let Some(ref old_cached_bin_key) = entity_that_changed_bins
.old_cached_binned_entity
.cached_bin_key
else {
continue;
};
remove_entity_from_bin(
entity_that_changed_bins.main_entity,
old_cached_bin_key,
&mut self.multidrawable_meshes,
&mut self.batchable_meshes,
&mut self.unbatchable_meshes,
&mut self.non_mesh_items,
);
}
}
}
/// Removes an entity from a bin.
///
/// If this makes the bin empty, this function removes the bin as well.
///
/// This is a standalone function instead of a method on [`BinnedRenderPhase`]
/// for borrow check reasons.
fn remove_entity_from_bin<BPI>(
entity: MainEntity,
entity_bin_key: &CachedBinKey<BPI>,
multidrawable_meshes: &mut IndexMap<BPI::BatchSetKey, IndexMap<BPI::BinKey, RenderBin>>,
batchable_meshes: &mut IndexMap<(BPI::BatchSetKey, BPI::BinKey), RenderBin>,
unbatchable_meshes: &mut IndexMap<(BPI::BatchSetKey, BPI::BinKey), UnbatchableBinnedEntities>,
non_mesh_items: &mut IndexMap<(BPI::BatchSetKey, BPI::BinKey), NonMeshEntities>,
) where
BPI: BinnedPhaseItem,
{
match entity_bin_key.phase_type {
BinnedRenderPhaseType::MultidrawableMesh => {
if let indexmap::map::Entry::Occupied(mut batch_set_entry) =
multidrawable_meshes.entry(entity_bin_key.batch_set_key.clone())
{
if let indexmap::map::Entry::Occupied(mut bin_entry) = batch_set_entry
.get_mut()
.entry(entity_bin_key.bin_key.clone())
{
bin_entry.get_mut().remove(entity);
// If the bin is now empty, remove the bin.
if bin_entry.get_mut().is_empty() {
bin_entry.swap_remove();
}
}
// If the batch set is now empty, remove it. This will perturb
// the order, but that's OK because we're going to sort the bin
// afterwards.
if batch_set_entry.get_mut().is_empty() {
batch_set_entry.swap_remove();
}
}
}
BinnedRenderPhaseType::BatchableMesh => {
if let indexmap::map::Entry::Occupied(mut bin_entry) = batchable_meshes.entry((
entity_bin_key.batch_set_key.clone(),
entity_bin_key.bin_key.clone(),
)) {
bin_entry.get_mut().remove(entity);
// If the bin is now empty, remove the bin.
if bin_entry.get_mut().is_empty() {
bin_entry.swap_remove();
}
}
}
BinnedRenderPhaseType::UnbatchableMesh => {
if let indexmap::map::Entry::Occupied(mut bin_entry) = unbatchable_meshes.entry((
entity_bin_key.batch_set_key.clone(),
entity_bin_key.bin_key.clone(),
)) {
bin_entry.get_mut().entities.remove(&entity);
// If the bin is now empty, remove the bin.
if bin_entry.get_mut().entities.is_empty() {
bin_entry.swap_remove();
}
}
}
BinnedRenderPhaseType::NonMesh => {
if let indexmap::map::Entry::Occupied(mut bin_entry) = non_mesh_items.entry((
entity_bin_key.batch_set_key.clone(),
entity_bin_key.bin_key.clone(),
)) {
bin_entry.get_mut().entities.remove(&entity);
// If the bin is now empty, remove the bin.
if bin_entry.get_mut().entities.is_empty() {
bin_entry.swap_remove();
}
}
}
}
}
impl<BPI> BinnedRenderPhase<BPI>
where
BPI: BinnedPhaseItem,
{
fn new(gpu_preprocessing: GpuPreprocessingMode) -> Self {
Self {
multidrawable_meshes: IndexMap::default(),
batchable_meshes: IndexMap::default(),
unbatchable_meshes: IndexMap::default(),
non_mesh_items: IndexMap::default(),
batch_sets: match gpu_preprocessing {
GpuPreprocessingMode::Culling => {
BinnedRenderPhaseBatchSets::MultidrawIndirect(vec![])
}
GpuPreprocessingMode::PreprocessingOnly => {
BinnedRenderPhaseBatchSets::Direct(vec![])
}
GpuPreprocessingMode::None => BinnedRenderPhaseBatchSets::DynamicUniforms(vec![]),
},
cached_entity_bin_keys: IndexMap::default(),
valid_cached_entity_bin_keys: FixedBitSet::new(),
entities_that_changed_bins: vec![],
gpu_preprocessing_mode: gpu_preprocessing,
}
}
}
impl UnbatchableBinnedEntityIndexSet {
/// Returns the [`UnbatchableBinnedEntityIndices`] for the given entity.
fn indices_for_entity_index(
&self,
entity_index: u32,
) -> Option<UnbatchableBinnedEntityIndices> {
match self {
UnbatchableBinnedEntityIndexSet::NoEntities => None,
UnbatchableBinnedEntityIndexSet::Sparse { instance_range, .. }
if entity_index >= instance_range.len() as u32 =>
{
None
}
UnbatchableBinnedEntityIndexSet::Sparse {
instance_range,
first_indirect_parameters_index: None,
} => Some(UnbatchableBinnedEntityIndices {
instance_index: instance_range.start + entity_index,
extra_index: PhaseItemExtraIndex::None,
}),
UnbatchableBinnedEntityIndexSet::Sparse {
instance_range,
first_indirect_parameters_index: Some(first_indirect_parameters_index),
} => {
let first_indirect_parameters_index_for_this_batch =
u32::from(*first_indirect_parameters_index) + entity_index;
Some(UnbatchableBinnedEntityIndices {
instance_index: instance_range.start + entity_index,
extra_index: PhaseItemExtraIndex::IndirectParametersIndex {
range: first_indirect_parameters_index_for_this_batch
..(first_indirect_parameters_index_for_this_batch + 1),
batch_set_index: None,
},
})
}
UnbatchableBinnedEntityIndexSet::Dense(indices) => {
indices.get(entity_index as usize).cloned()
}
}
}
}
/// A convenient abstraction for adding all the systems necessary for a binned
/// render phase to the render app.
///
/// This is the version used when the pipeline supports GPU preprocessing: e.g.
/// 3D PBR meshes.
pub struct BinnedRenderPhasePlugin<BPI, GFBD>
where
BPI: BinnedPhaseItem,
GFBD: GetFullBatchData,
{
/// Debugging flags that can optionally be set when constructing the renderer.
pub debug_flags: RenderDebugFlags,
phantom: PhantomData<(BPI, GFBD)>,
}
impl<BPI, GFBD> BinnedRenderPhasePlugin<BPI, GFBD>
where
BPI: BinnedPhaseItem,
GFBD: GetFullBatchData,
{
pub fn new(debug_flags: RenderDebugFlags) -> Self {
Self {
debug_flags,
phantom: PhantomData,
}
}
}
impl<BPI, GFBD> Plugin for BinnedRenderPhasePlugin<BPI, GFBD>
where
BPI: BinnedPhaseItem,
GFBD: GetFullBatchData + Sync + Send + 'static,
{
fn build(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.init_resource::<ViewBinnedRenderPhases<BPI>>()
.init_resource::<PhaseBatchedInstanceBuffers<BPI, GFBD::BufferData>>()
.insert_resource(PhaseIndirectParametersBuffers::<BPI>::new(
self.debug_flags
.contains(RenderDebugFlags::ALLOW_COPIES_FROM_INDIRECT_PARAMETERS),
))
.add_systems(
Render,
(
batching::sort_binned_render_phase::<BPI>.in_set(RenderSystems::PhaseSort),
(
no_gpu_preprocessing::batch_and_prepare_binned_render_phase::<BPI, GFBD>
.run_if(resource_exists::<BatchedInstanceBuffer<GFBD::BufferData>>),
gpu_preprocessing::batch_and_prepare_binned_render_phase::<BPI, GFBD>
.run_if(
resource_exists::<
BatchedInstanceBuffers<GFBD::BufferData, GFBD::BufferInputData>,
>,
),
)
.in_set(RenderSystems::PrepareResources),
sweep_old_entities::<BPI>.in_set(RenderSystems::QueueSweep),
gpu_preprocessing::collect_buffers_for_phase::<BPI, GFBD>
.run_if(
resource_exists::<
BatchedInstanceBuffers<GFBD::BufferData, GFBD::BufferInputData>,
>,
)
.in_set(RenderSystems::PrepareResourcesCollectPhaseBuffers),
),
);
}
}
/// Stores the rendering instructions for a single phase that sorts items in all
/// views.
///
/// They're cleared out every frame, but storing them in a resource like this
/// allows us to reuse allocations.
#[derive(Resource, Deref, DerefMut)]
pub struct ViewSortedRenderPhases<SPI>(pub HashMap<RetainedViewEntity, SortedRenderPhase<SPI>>)
where
SPI: SortedPhaseItem;
impl<SPI> Default for ViewSortedRenderPhases<SPI>
where
SPI: SortedPhaseItem,
{
fn default() -> Self {
Self(default())
}
}
impl<SPI> ViewSortedRenderPhases<SPI>
where
SPI: SortedPhaseItem,
{
pub fn insert_or_clear(&mut self, retained_view_entity: RetainedViewEntity) {
match self.entry(retained_view_entity) {
Entry::Occupied(mut entry) => entry.get_mut().clear(),
Entry::Vacant(entry) => {
entry.insert(default());
}
}
}
}
/// A convenient abstraction for adding all the systems necessary for a sorted
/// render phase to the render app.
///
/// This is the version used when the pipeline supports GPU preprocessing: e.g.
/// 3D PBR meshes.
pub struct SortedRenderPhasePlugin<SPI, GFBD>
where
SPI: SortedPhaseItem,
GFBD: GetFullBatchData,
{
/// Debugging flags that can optionally be set when constructing the renderer.
pub debug_flags: RenderDebugFlags,
phantom: PhantomData<(SPI, GFBD)>,
}
impl<SPI, GFBD> SortedRenderPhasePlugin<SPI, GFBD>
where
SPI: SortedPhaseItem,
GFBD: GetFullBatchData,
{
pub fn new(debug_flags: RenderDebugFlags) -> Self {
Self {
debug_flags,
phantom: PhantomData,
}
}
}
impl<SPI, GFBD> Plugin for SortedRenderPhasePlugin<SPI, GFBD>
where
SPI: SortedPhaseItem + CachedRenderPipelinePhaseItem,
GFBD: GetFullBatchData + Sync + Send + 'static,
{
fn build(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.init_resource::<ViewSortedRenderPhases<SPI>>()
.init_resource::<PhaseBatchedInstanceBuffers<SPI, GFBD::BufferData>>()
.insert_resource(PhaseIndirectParametersBuffers::<SPI>::new(
self.debug_flags
.contains(RenderDebugFlags::ALLOW_COPIES_FROM_INDIRECT_PARAMETERS),
))
.add_systems(
Render,
(
(
no_gpu_preprocessing::batch_and_prepare_sorted_render_phase::<SPI, GFBD>
.run_if(resource_exists::<BatchedInstanceBuffer<GFBD::BufferData>>),
gpu_preprocessing::batch_and_prepare_sorted_render_phase::<SPI, GFBD>
.run_if(
resource_exists::<
BatchedInstanceBuffers<GFBD::BufferData, GFBD::BufferInputData>,
>,
),
)
.in_set(RenderSystems::PrepareResources),
gpu_preprocessing::collect_buffers_for_phase::<SPI, GFBD>
.run_if(
resource_exists::<
BatchedInstanceBuffers<GFBD::BufferData, GFBD::BufferInputData>,
>,
)
.in_set(RenderSystems::PrepareResourcesCollectPhaseBuffers),
),
);
}
}
impl UnbatchableBinnedEntityIndexSet {
/// Adds a new entity to the list of unbatchable binned entities.
pub fn add(&mut self, indices: UnbatchableBinnedEntityIndices) {
match self {
UnbatchableBinnedEntityIndexSet::NoEntities => {
match indices.extra_index {
PhaseItemExtraIndex::DynamicOffset(_) => {
// This is the first entity we've seen, and we don't have
// compute shaders. Initialize an array.
*self = UnbatchableBinnedEntityIndexSet::Dense(vec![indices]);
}
PhaseItemExtraIndex::None => {
// This is the first entity we've seen, and we have compute
// shaders. Initialize the fast path.
*self = UnbatchableBinnedEntityIndexSet::Sparse {
instance_range: indices.instance_index..indices.instance_index + 1,
first_indirect_parameters_index: None,
}
}
PhaseItemExtraIndex::IndirectParametersIndex {
range: ref indirect_parameters_index,
..
} => {
// This is the first entity we've seen, and we have compute
// shaders. Initialize the fast path.
*self = UnbatchableBinnedEntityIndexSet::Sparse {
instance_range: indices.instance_index..indices.instance_index + 1,
first_indirect_parameters_index: NonMaxU32::new(
indirect_parameters_index.start,
),
}
}
}
}
UnbatchableBinnedEntityIndexSet::Sparse {
instance_range,
first_indirect_parameters_index,
} if instance_range.end == indices.instance_index
&& ((first_indirect_parameters_index.is_none()
&& indices.extra_index == PhaseItemExtraIndex::None)
|| first_indirect_parameters_index.is_some_and(
|first_indirect_parameters_index| match indices.extra_index {
PhaseItemExtraIndex::IndirectParametersIndex {
range: ref this_range,
..
} => {
u32::from(first_indirect_parameters_index) + instance_range.end
- instance_range.start
== this_range.start
}
PhaseItemExtraIndex::DynamicOffset(_) | PhaseItemExtraIndex::None => {
false
}
},
)) =>
{
// This is the normal case on non-WebGL 2.
instance_range.end += 1;
}
UnbatchableBinnedEntityIndexSet::Sparse { instance_range, .. } => {
// We thought we were in non-WebGL 2 mode, but we got a dynamic
// offset or non-contiguous index anyway. This shouldn't happen,
// but let's go ahead and do the sensible thing anyhow: demote
// the compressed `NoDynamicOffsets` field to the full
// `DynamicOffsets` array.
warn!(
"Unbatchable binned entity index set was demoted from sparse to dense. \
This is a bug in the renderer. Please report it.",
);
let new_dynamic_offsets = (0..instance_range.len() as u32)
.flat_map(|entity_index| self.indices_for_entity_index(entity_index))
.chain(iter::once(indices))
.collect();
*self = UnbatchableBinnedEntityIndexSet::Dense(new_dynamic_offsets);
}
UnbatchableBinnedEntityIndexSet::Dense(dense_indices) => {
dense_indices.push(indices);
}
}
}
/// Clears the unbatchable binned entity index set.
fn clear(&mut self) {
match self {
UnbatchableBinnedEntityIndexSet::Dense(dense_indices) => dense_indices.clear(),
UnbatchableBinnedEntityIndexSet::Sparse { .. } => {
*self = UnbatchableBinnedEntityIndexSet::NoEntities;
}
_ => {}
}
}
}
/// A collection of all items to be rendered that will be encoded to GPU
/// commands for a single render phase for a single view.
///
/// Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases.
/// They are used to queue entities for rendering.
/// Multiple phases might be required due to different sorting/batching behaviors
/// (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
/// the rendered texture of the previous phase (e.g. for screen-space reflections).
/// All [`PhaseItem`]s are then rendered using a single [`TrackedRenderPass`].
/// The render pass might be reused for multiple phases to reduce GPU overhead.
///
/// This flavor of render phase is used only for meshes that need to be sorted
/// back-to-front, such as transparent meshes. For items that don't need strict
/// sorting, [`BinnedRenderPhase`] is preferred, for performance.
pub struct SortedRenderPhase<I>
where
I: SortedPhaseItem,
{
/// The items within this [`SortedRenderPhase`].
pub items: Vec<I>,
}
impl<I> Default for SortedRenderPhase<I>
where
I: SortedPhaseItem,
{
fn default() -> Self {
Self { items: Vec::new() }
}
}
impl<I> SortedRenderPhase<I>
where
I: SortedPhaseItem,
{
/// Adds a [`PhaseItem`] to this render phase.
#[inline]
pub fn add(&mut self, item: I) {
self.items.push(item);
}
/// Removes all [`PhaseItem`]s from this render phase.
#[inline]
pub fn clear(&mut self) {
self.items.clear();
}
/// Sorts all of its [`PhaseItem`]s.
pub fn sort(&mut self) {
I::sort(&mut self.items);
}
/// An [`Iterator`] through the associated [`Entity`] for each [`PhaseItem`] in order.
#[inline]
pub fn iter_entities(&'_ self) -> impl Iterator<Item = Entity> + '_ {
self.items.iter().map(PhaseItem::entity)
}
/// Renders all of its [`PhaseItem`]s using their corresponding draw functions.
pub fn render<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
) -> Result<(), DrawError> {
self.render_range(render_pass, world, view, ..)
}
/// Renders all [`PhaseItem`]s in the provided `range` (based on their index in `self.items`) using their corresponding draw functions.
pub fn render_range<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
range: impl SliceIndex<[I], Output = [I]>,
) -> Result<(), DrawError> {
let items = self
.items
.get(range)
.expect("`Range` provided to `render_range()` is out of bounds");
let draw_functions = world.resource::<DrawFunctions<I>>();
let mut draw_functions = draw_functions.write();
draw_functions.prepare(world);
let mut index = 0;
while index < items.len() {
let item = &items[index];
let batch_range = item.batch_range();
if batch_range.is_empty() {
index += 1;
} else {
let draw_function = draw_functions.get_mut(item.draw_function()).unwrap();
draw_function.draw(world, render_pass, view, item)?;
index += batch_range.len();
}
}
Ok(())
}
}
/// An item (entity of the render world) which will be drawn to a texture or the screen,
/// as part of a render phase.
///
/// The data required for rendering an entity is extracted from the main world in the
/// [`ExtractSchedule`](crate::ExtractSchedule).
/// Then it has to be queued up for rendering during the [`RenderSystems::Queue`],
/// by adding a corresponding phase item to a render phase.
/// Afterwards it will be possibly sorted and rendered automatically in the
/// [`RenderSystems::PhaseSort`] and [`RenderSystems::Render`], respectively.
///
/// `PhaseItem`s come in two flavors: [`BinnedPhaseItem`]s and
/// [`SortedPhaseItem`]s.
///
/// * Binned phase items have a `BinKey` which specifies what bin they're to be
/// placed in. All items in the same bin are eligible to be batched together.
/// The `BinKey`s are sorted, but the individual bin items aren't. Binned phase
/// items are good for opaque meshes, in which the order of rendering isn't
/// important. Generally, binned phase items are faster than sorted phase items.
///
/// * Sorted phase items, on the other hand, are placed into one large buffer
/// and then sorted all at once. This is needed for transparent meshes, which
/// have to be sorted back-to-front to render with the painter's algorithm.
/// These types of phase items are generally slower than binned phase items.
pub trait PhaseItem: Sized + Send + Sync + 'static {
/// Whether or not this `PhaseItem` should be subjected to automatic batching. (Default: `true`)
const AUTOMATIC_BATCHING: bool = true;
/// The corresponding entity that will be drawn.
///
/// This is used to fetch the render data of the entity, required by the draw function,
/// from the render world .
fn entity(&self) -> Entity;
/// The main world entity represented by this `PhaseItem`.
fn main_entity(&self) -> MainEntity;
/// Specifies the [`Draw`] function used to render the item.
fn draw_function(&self) -> DrawFunctionId;
/// The range of instances that the batch covers. After doing a batched draw, batch range
/// length phase items will be skipped. This design is to avoid having to restructure the
/// render phase unnecessarily.
fn batch_range(&self) -> &Range<u32>;
fn batch_range_mut(&mut self) -> &mut Range<u32>;
/// Returns the [`PhaseItemExtraIndex`].
///
/// If present, this is either a dynamic offset or an indirect parameters
/// index.
fn extra_index(&self) -> PhaseItemExtraIndex;
/// Returns a pair of mutable references to both the batch range and extra
/// index.
fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex);
}
/// The "extra index" associated with some [`PhaseItem`]s, alongside the
/// indirect instance index.
///
/// Sometimes phase items require another index in addition to the range of
/// instances they already have. These can be:
///
/// * The *dynamic offset*: a `wgpu` dynamic offset into the uniform buffer of
/// instance data. This is used on platforms that don't support storage
/// buffers, to work around uniform buffer size limitations.
///
/// * The *indirect parameters index*: an index into the buffer that specifies
/// the indirect parameters for this [`PhaseItem`]'s drawcall. This is used when
/// indirect mode is on (as used for GPU culling).
///
/// Note that our indirect draw functionality requires storage buffers, so it's
/// impossible to have both a dynamic offset and an indirect parameters index.
/// This convenient fact allows us to pack both indices into a single `u32`.
#[derive(Clone, PartialEq, Eq, Hash, Debug)]
pub enum PhaseItemExtraIndex {
/// No extra index is present.
None,
/// A `wgpu` dynamic offset into the uniform buffer of instance data. This
/// is used on platforms that don't support storage buffers, to work around
/// uniform buffer size limitations.
DynamicOffset(u32),
/// An index into the buffer that specifies the indirect parameters for this
/// [`PhaseItem`]'s drawcall. This is used when indirect mode is on (as used
/// for GPU culling).
IndirectParametersIndex {
/// The range of indirect parameters within the indirect parameters array.
///
/// If we're using `multi_draw_indirect_count`, this specifies the
/// maximum range of indirect parameters within that array. If batches
/// are ultimately culled out on the GPU, the actual number of draw
/// commands might be lower than the length of this range.
range: Range<u32>,
/// If `multi_draw_indirect_count` is in use, and this phase item is
/// part of a batch set, specifies the index of the batch set that this
/// phase item is a part of.
///
/// If `multi_draw_indirect_count` isn't in use, or this phase item
/// isn't part of a batch set, this is `None`.
batch_set_index: Option<NonMaxU32>,
},
}
impl PhaseItemExtraIndex {
/// Returns either an indirect parameters index or
/// [`PhaseItemExtraIndex::None`], as appropriate.
pub fn maybe_indirect_parameters_index(
indirect_parameters_index: Option<NonMaxU32>,
) -> PhaseItemExtraIndex {
match indirect_parameters_index {
Some(indirect_parameters_index) => PhaseItemExtraIndex::IndirectParametersIndex {
range: u32::from(indirect_parameters_index)
..(u32::from(indirect_parameters_index) + 1),
batch_set_index: None,
},
None => PhaseItemExtraIndex::None,
}
}
/// Returns either a dynamic offset index or [`PhaseItemExtraIndex::None`],
/// as appropriate.
pub fn maybe_dynamic_offset(dynamic_offset: Option<NonMaxU32>) -> PhaseItemExtraIndex {
match dynamic_offset {
Some(dynamic_offset) => PhaseItemExtraIndex::DynamicOffset(dynamic_offset.into()),
None => PhaseItemExtraIndex::None,
}
}
}
/// Represents phase items that are placed into bins. The `BinKey` specifies
/// which bin they're to be placed in. Bin keys are sorted, and items within the
/// same bin are eligible to be batched together. The elements within the bins
/// aren't themselves sorted.
///
/// An example of a binned phase item is `Opaque3d`, for which the rendering
/// order isn't critical.
pub trait BinnedPhaseItem: PhaseItem {
/// The key used for binning [`PhaseItem`]s into bins. Order the members of
/// [`BinnedPhaseItem::BinKey`] by the order of binding for best
/// performance. For example, pipeline id, draw function id, mesh asset id,
/// lowest variable bind group id such as the material bind group id, and
/// its dynamic offsets if any, next bind group and offsets, etc. This
/// reduces the need for rebinding between bins and improves performance.
type BinKey: Clone + Send + Sync + PartialEq + Eq + Ord + Hash;
/// The key used to combine batches into batch sets.
///
/// A *batch set* is a set of meshes that can potentially be multi-drawn
/// together.
type BatchSetKey: PhaseItemBatchSetKey;
/// Creates a new binned phase item from the key and per-entity data.
///
/// Unlike [`SortedPhaseItem`]s, this is generally called "just in time"
/// before rendering. The resulting phase item isn't stored in any data
/// structures, resulting in significant memory savings.
fn new(
batch_set_key: Self::BatchSetKey,
bin_key: Self::BinKey,
representative_entity: (Entity, MainEntity),
batch_range: Range<u32>,
extra_index: PhaseItemExtraIndex,
) -> Self;
}
/// A key used to combine batches into batch sets.
///
/// A *batch set* is a set of meshes that can potentially be multi-drawn
/// together.
pub trait PhaseItemBatchSetKey: Clone + Send + Sync + PartialEq + Eq + Ord + Hash {
/// Returns true if this batch set key describes indexed meshes or false if
/// it describes non-indexed meshes.
///
/// Bevy uses this in order to determine which kind of indirect draw
/// parameters to use, if indirect drawing is enabled.
fn indexed(&self) -> bool;
}
/// Represents phase items that must be sorted. The `SortKey` specifies the
/// order that these items are drawn in. These are placed into a single array,
/// and the array as a whole is then sorted.
///
/// An example of a sorted phase item is `Transparent3d`, which must be sorted
/// back to front in order to correctly render with the painter's algorithm.
pub trait SortedPhaseItem: PhaseItem {
/// The type used for ordering the items. The smallest values are drawn first.
/// This order can be calculated using the [`ViewRangefinder3d`],
/// based on the view-space `Z` value of the corresponding view matrix.
type SortKey: Ord;
/// Determines the order in which the items are drawn.
fn sort_key(&self) -> Self::SortKey;
/// Sorts a slice of phase items into render order. Generally if the same type
/// is batched this should use a stable sort like [`slice::sort_by_key`].
/// In almost all other cases, this should not be altered from the default,
/// which uses an unstable sort, as this provides the best balance of CPU and GPU
/// performance.
///
/// Implementers can optionally not sort the list at all. This is generally advisable if and
/// only if the renderer supports a depth prepass, which is by default not supported by
/// the rest of Bevy's first party rendering crates. Even then, this may have a negative
/// impact on GPU-side performance due to overdraw.
///
/// It's advised to always profile for performance changes when changing this implementation.
#[inline]
fn sort(items: &mut [Self]) {
items.sort_unstable_by_key(Self::sort_key);
}
/// Whether this phase item targets indexed meshes (those with both vertex
/// and index buffers as opposed to just vertex buffers).
///
/// Bevy needs this information in order to properly group phase items
/// together for multi-draw indirect, because the GPU layout of indirect
/// commands differs between indexed and non-indexed meshes.
///
/// If you're implementing a custom phase item that doesn't describe a mesh,
/// you can safely return false here.
fn indexed(&self) -> bool;
}
/// A [`PhaseItem`] item, that automatically sets the appropriate render pipeline,
/// cached in the [`PipelineCache`].
///
/// You can use the [`SetItemPipeline`] render command to set the pipeline for this item.
pub trait CachedRenderPipelinePhaseItem: PhaseItem {
/// The id of the render pipeline, cached in the [`PipelineCache`], that will be used to draw
/// this phase item.
fn cached_pipeline(&self) -> CachedRenderPipelineId;
}
/// A [`RenderCommand`] that sets the pipeline for the [`CachedRenderPipelinePhaseItem`].
pub struct SetItemPipeline;
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
type Param = SRes<PipelineCache>;
type ViewQuery = ();
type ItemQuery = ();
#[inline]
fn render<'w>(
item: &P,
_view: (),
_entity: Option<()>,
pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
if let Some(pipeline) = pipeline_cache
.into_inner()
.get_render_pipeline(item.cached_pipeline())
{
pass.set_render_pipeline(pipeline);
RenderCommandResult::Success
} else {
RenderCommandResult::Skip
}
}
}
/// This system sorts the [`PhaseItem`]s of all [`SortedRenderPhase`]s of this
/// type.
pub fn sort_phase_system<I>(mut render_phases: ResMut<ViewSortedRenderPhases<I>>)
where
I: SortedPhaseItem,
{
for phase in render_phases.values_mut() {
phase.sort();
}
}
/// Removes entities that became invisible or changed phases from the bins.
///
/// This must run after queuing.
pub fn sweep_old_entities<BPI>(mut render_phases: ResMut<ViewBinnedRenderPhases<BPI>>)
where
BPI: BinnedPhaseItem,
{
for phase in render_phases.0.values_mut() {
phase.sweep_old_entities();
}
}
impl BinnedRenderPhaseType {
pub fn mesh(
batchable: bool,
gpu_preprocessing_support: &GpuPreprocessingSupport,
) -> BinnedRenderPhaseType {
match (batchable, gpu_preprocessing_support.max_supported_mode) {
(true, GpuPreprocessingMode::Culling) => BinnedRenderPhaseType::MultidrawableMesh,
(true, _) => BinnedRenderPhaseType::BatchableMesh,
(false, _) => BinnedRenderPhaseType::UnbatchableMesh,
}
}
}
impl RenderBin {
/// Creates a [`RenderBin`] containing a single entity.
fn from_entity(entity: MainEntity, uniform_index: InputUniformIndex) -> RenderBin {
let mut entities = IndexMap::default();
entities.insert(entity, uniform_index);
RenderBin { entities }
}
/// Inserts an entity into the bin.
fn insert(&mut self, entity: MainEntity, uniform_index: InputUniformIndex) {
self.entities.insert(entity, uniform_index);
}
/// Removes an entity from the bin.
fn remove(&mut self, entity_to_remove: MainEntity) {
self.entities.swap_remove(&entity_to_remove);
}
/// Returns true if the bin contains no entities.
fn is_empty(&self) -> bool {
self.entities.is_empty()
}
/// Returns the [`IndexMap`] containing all the entities in the bin, along
/// with the cached [`InputUniformIndex`] of each.
#[inline]
pub fn entities(&self) -> &IndexMap<MainEntity, InputUniformIndex, EntityHash> {
&self.entities
}
}
/// An iterator that efficiently finds the indices of all zero bits in a
/// [`FixedBitSet`] and returns them in reverse order.
///
/// [`FixedBitSet`] doesn't natively offer this functionality, so we have to
/// implement it ourselves.
#[derive(Debug)]
struct ReverseFixedBitSetZeroesIterator<'a> {
/// The bit set.
bitset: &'a FixedBitSet,
/// The next bit index we're going to scan when [`Iterator::next`] is
/// called.
bit_index: isize,
}
impl<'a> ReverseFixedBitSetZeroesIterator<'a> {
fn new(bitset: &'a FixedBitSet) -> ReverseFixedBitSetZeroesIterator<'a> {
ReverseFixedBitSetZeroesIterator {
bitset,
bit_index: (bitset.len() as isize) - 1,
}
}
}
impl<'a> Iterator for ReverseFixedBitSetZeroesIterator<'a> {
type Item = usize;
fn next(&mut self) -> Option<usize> {
while self.bit_index >= 0 {
// Unpack the bit index into block and bit.
let block_index = self.bit_index / (Block::BITS as isize);
let bit_pos = self.bit_index % (Block::BITS as isize);
// Grab the block. Mask off all bits above the one we're scanning
// from by setting them all to 1.
let mut block = self.bitset.as_slice()[block_index as usize];
if bit_pos + 1 < (Block::BITS as isize) {
block |= (!0) << (bit_pos + 1);
}
// Search for the next unset bit. Note that the `leading_ones`
// function counts from the MSB to the LSB, so we need to flip it to
// get the bit number.
let pos = (Block::BITS as isize) - (block.leading_ones() as isize) - 1;
// If we found an unset bit, return it.
if pos != -1 {
let result = block_index * (Block::BITS as isize) + pos;
self.bit_index = result - 1;
return Some(result as usize);
}
// Otherwise, go to the previous block.
self.bit_index = block_index * (Block::BITS as isize) - 1;
}
None
}
}
#[cfg(test)]
mod test {
use super::ReverseFixedBitSetZeroesIterator;
use fixedbitset::FixedBitSet;
use proptest::{collection::vec, prop_assert_eq, proptest};
proptest! {
#[test]
fn reverse_fixed_bit_set_zeroes_iterator(
bits in vec(0usize..1024usize, 0usize..1024usize),
size in 0usize..1024usize,
) {
// Build a random bit set.
let mut bitset = FixedBitSet::new();
bitset.grow(size);
for bit in bits {
if bit < size {
bitset.set(bit, true);
}
}
// Iterate over the bit set backwards in a naive way, and check that
// that iteration sequence corresponds to the optimized one.
let mut iter = ReverseFixedBitSetZeroesIterator::new(&bitset);
for bit_index in (0..size).rev() {
if !bitset.contains(bit_index) {
prop_assert_eq!(iter.next(), Some(bit_index));
}
}
prop_assert_eq!(iter.next(), None);
}
}
}