bevy_render/
lib.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
// FIXME(15321): solve CI failures, then replace with `#![expect()]`.
#![allow(missing_docs, reason = "Not all docs are written yet, see #3492.")]
#![allow(unsafe_code)]
// `rustdoc_internals` is needed for `#[doc(fake_variadics)]`
#![allow(internal_features)]
#![cfg_attr(any(docsrs, docsrs_dep), feature(doc_auto_cfg, rustdoc_internals))]
#![doc(
    html_logo_url = "https://bevyengine.org/assets/icon.png",
    html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]

#[cfg(target_pointer_width = "16")]
compile_error!("bevy_render cannot compile for a 16-bit platform.");

extern crate alloc;
extern crate core;

pub mod alpha;
pub mod batching;
pub mod camera;
pub mod diagnostic;
pub mod extract_component;
pub mod extract_instances;
mod extract_param;
pub mod extract_resource;
pub mod globals;
pub mod gpu_component_array_buffer;
pub mod gpu_readback;
pub mod mesh;
#[cfg(not(target_arch = "wasm32"))]
pub mod pipelined_rendering;
pub mod primitives;
pub mod render_asset;
pub mod render_graph;
pub mod render_phase;
pub mod render_resource;
pub mod renderer;
pub mod settings;
mod spatial_bundle;
pub mod storage;
pub mod sync_component;
pub mod sync_world;
pub mod texture;
pub mod view;

/// The render prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
#[expect(deprecated)]
pub mod prelude {
    #[doc(hidden)]
    pub use crate::{
        alpha::AlphaMode,
        camera::{
            Camera, ClearColor, ClearColorConfig, OrthographicProjection, PerspectiveProjection,
            Projection,
        },
        mesh::{
            morph::MorphWeights, primitives::MeshBuilder, primitives::Meshable, Mesh, Mesh2d,
            Mesh3d,
        },
        render_resource::Shader,
        spatial_bundle::SpatialBundle,
        texture::ImagePlugin,
        view::{InheritedVisibility, Msaa, ViewVisibility, Visibility, VisibilityBundle},
        ExtractSchedule,
    };
}
use batching::gpu_preprocessing::BatchingPlugin;
use bevy_ecs::schedule::ScheduleBuildSettings;
use bevy_utils::prelude::default;
pub use extract_param::Extract;

use bevy_hierarchy::ValidParentCheckPlugin;
use bevy_window::{PrimaryWindow, RawHandleWrapperHolder};
use extract_resource::ExtractResourcePlugin;
use globals::GlobalsPlugin;
use render_asset::RenderAssetBytesPerFrame;
use renderer::{RenderAdapter, RenderAdapterInfo, RenderDevice, RenderQueue};
use sync_world::{
    despawn_temporary_render_entities, entity_sync_system, SyncToRenderWorld, SyncWorldPlugin,
};

use crate::gpu_readback::GpuReadbackPlugin;
use crate::{
    camera::CameraPlugin,
    mesh::{MeshPlugin, MorphPlugin, RenderMesh},
    render_asset::prepare_assets,
    render_resource::{PipelineCache, Shader, ShaderLoader},
    renderer::{render_system, RenderInstance, WgpuWrapper},
    settings::RenderCreation,
    storage::StoragePlugin,
    view::{ViewPlugin, WindowRenderPlugin},
};
use alloc::sync::Arc;
use bevy_app::{App, AppLabel, Plugin, SubApp};
use bevy_asset::{load_internal_asset, AssetApp, AssetServer, Handle};
use bevy_ecs::{prelude::*, schedule::ScheduleLabel, system::SystemState};
use bevy_utils::tracing::debug;
use core::ops::{Deref, DerefMut};
use std::sync::Mutex;

/// Contains the default Bevy rendering backend based on wgpu.
///
/// Rendering is done in a [`SubApp`], which exchanges data with the main app
/// between main schedule iterations.
///
/// Rendering can be executed between iterations of the main schedule,
/// or it can be executed in parallel with main schedule when
/// [`PipelinedRenderingPlugin`](pipelined_rendering::PipelinedRenderingPlugin) is enabled.
#[derive(Default)]
pub struct RenderPlugin {
    pub render_creation: RenderCreation,
    /// If `true`, disables asynchronous pipeline compilation.
    /// This has no effect on macOS, Wasm, iOS, or without the `multi_threaded` feature.
    pub synchronous_pipeline_compilation: bool,
}

/// The systems sets of the default [`App`] rendering schedule.
///
/// These can be useful for ordering, but you almost never want to add your systems to these sets.
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum RenderSet {
    /// This is used for applying the commands from the [`ExtractSchedule`]
    ExtractCommands,
    /// Prepare assets that have been created/modified/removed this frame.
    PrepareAssets,
    /// Create any additional views such as those used for shadow mapping.
    ManageViews,
    /// Queue drawable entities as phase items in render phases ready for
    /// sorting (if necessary)
    Queue,
    /// A sub-set within [`Queue`](RenderSet::Queue) where mesh entity queue systems are executed. Ensures `prepare_assets::<RenderMesh>` is completed.
    QueueMeshes,
    // TODO: This could probably be moved in favor of a system ordering
    // abstraction in `Render` or `Queue`
    /// Sort the [`SortedRenderPhase`](render_phase::SortedRenderPhase)s and
    /// [`BinKey`](render_phase::BinnedPhaseItem::BinKey)s here.
    PhaseSort,
    /// Prepare render resources from extracted data for the GPU based on their sorted order.
    /// Create [`BindGroups`](render_resource::BindGroup) that depend on those data.
    Prepare,
    /// A sub-set within [`Prepare`](RenderSet::Prepare) for initializing buffers, textures and uniforms for use in bind groups.
    PrepareResources,
    /// Flush buffers after [`PrepareResources`](RenderSet::PrepareResources), but before [`PrepareBindGroups`](RenderSet::PrepareBindGroups).
    PrepareResourcesFlush,
    /// A sub-set within [`Prepare`](RenderSet::Prepare) for constructing bind groups, or other data that relies on render resources prepared in [`PrepareResources`](RenderSet::PrepareResources).
    PrepareBindGroups,
    /// Actual rendering happens here.
    /// In most cases, only the render backend should insert resources here.
    Render,
    /// Cleanup render resources here.
    Cleanup,
    /// Final cleanup occurs: all entities will be despawned.
    ///
    /// Runs after [`Cleanup`](RenderSet::Cleanup).
    PostCleanup,
}

/// The main render schedule.
#[derive(ScheduleLabel, Debug, Hash, PartialEq, Eq, Clone)]
pub struct Render;

impl Render {
    /// Sets up the base structure of the rendering [`Schedule`].
    ///
    /// The sets defined in this enum are configured to run in order.
    pub fn base_schedule() -> Schedule {
        use RenderSet::*;

        let mut schedule = Schedule::new(Self);

        schedule.configure_sets(
            (
                ExtractCommands,
                ManageViews,
                Queue,
                PhaseSort,
                Prepare,
                Render,
                Cleanup,
                PostCleanup,
            )
                .chain(),
        );

        schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain());
        schedule.configure_sets(
            QueueMeshes
                .in_set(Queue)
                .after(prepare_assets::<RenderMesh>),
        );
        schedule.configure_sets(
            (PrepareResources, PrepareResourcesFlush, PrepareBindGroups)
                .chain()
                .in_set(Prepare),
        );

        schedule
    }
}

/// Schedule which extract data from the main world and inserts it into the render world.
///
/// This step should be kept as short as possible to increase the "pipelining potential" for
/// running the next frame while rendering the current frame.
///
/// This schedule is run on the main world, but its buffers are not applied
/// until it is returned to the render world.
#[derive(ScheduleLabel, PartialEq, Eq, Debug, Clone, Hash)]
pub struct ExtractSchedule;

/// The simulation [`World`] of the application, stored as a resource.
///
/// This resource is only available during [`ExtractSchedule`] and not
/// during command application of that schedule.
/// See [`Extract`] for more details.
#[derive(Resource, Default)]
pub struct MainWorld(World);

impl Deref for MainWorld {
    type Target = World;

    fn deref(&self) -> &Self::Target {
        &self.0
    }
}

impl DerefMut for MainWorld {
    fn deref_mut(&mut self) -> &mut Self::Target {
        &mut self.0
    }
}

pub mod graph {
    use crate::render_graph::RenderLabel;

    #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
    pub struct CameraDriverLabel;
}

#[derive(Resource)]
struct FutureRendererResources(
    Arc<
        Mutex<
            Option<(
                RenderDevice,
                RenderQueue,
                RenderAdapterInfo,
                RenderAdapter,
                RenderInstance,
            )>,
        >,
    >,
);

/// A label for the rendering sub-app.
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
pub struct RenderApp;

pub const INSTANCE_INDEX_SHADER_HANDLE: Handle<Shader> =
    Handle::weak_from_u128(10313207077636615845);
pub const MATHS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(10665356303104593376);
pub const COLOR_OPERATIONS_SHADER_HANDLE: Handle<Shader> =
    Handle::weak_from_u128(1844674407370955161);

impl Plugin for RenderPlugin {
    /// Initializes the renderer, sets up the [`RenderSet`] and creates the rendering sub-app.
    fn build(&self, app: &mut App) {
        app.init_asset::<Shader>()
            .init_asset_loader::<ShaderLoader>();

        match &self.render_creation {
            RenderCreation::Manual(device, queue, adapter_info, adapter, instance) => {
                let future_renderer_resources_wrapper = Arc::new(Mutex::new(Some((
                    device.clone(),
                    queue.clone(),
                    adapter_info.clone(),
                    adapter.clone(),
                    instance.clone(),
                ))));
                app.insert_resource(FutureRendererResources(
                    future_renderer_resources_wrapper.clone(),
                ));
                // SAFETY: Plugins should be set up on the main thread.
                unsafe { initialize_render_app(app) };
            }
            RenderCreation::Automatic(render_creation) => {
                if let Some(backends) = render_creation.backends {
                    let future_renderer_resources_wrapper = Arc::new(Mutex::new(None));
                    app.insert_resource(FutureRendererResources(
                        future_renderer_resources_wrapper.clone(),
                    ));

                    let mut system_state: SystemState<
                        Query<&RawHandleWrapperHolder, With<PrimaryWindow>>,
                    > = SystemState::new(app.world_mut());
                    let primary_window = system_state.get(app.world()).get_single().ok().cloned();
                    let settings = render_creation.clone();
                    let async_renderer = async move {
                        let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
                            backends,
                            dx12_shader_compiler: settings.dx12_shader_compiler.clone(),
                            flags: settings.instance_flags,
                            gles_minor_version: settings.gles3_minor_version,
                        });

                        // SAFETY: Plugins should be set up on the main thread.
                        let surface = primary_window.and_then(|wrapper| unsafe {
                            let maybe_handle = wrapper.0.lock().expect(
                                "Couldn't get the window handle in time for renderer initialization",
                            );
                            if let Some(wrapper) = maybe_handle.as_ref() {
                                let handle = wrapper.get_handle();
                                Some(
                                    instance
                                        .create_surface(handle)
                                        .expect("Failed to create wgpu surface"),
                                )
                            } else {
                                None
                            }
                        });

                        let request_adapter_options = wgpu::RequestAdapterOptions {
                            power_preference: settings.power_preference,
                            compatible_surface: surface.as_ref(),
                            ..Default::default()
                        };

                        let (device, queue, adapter_info, render_adapter) =
                            renderer::initialize_renderer(
                                &instance,
                                &settings,
                                &request_adapter_options,
                            )
                            .await;
                        debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
                        debug!("Configured wgpu adapter Features: {:#?}", device.features());
                        let mut future_renderer_resources_inner =
                            future_renderer_resources_wrapper.lock().unwrap();
                        *future_renderer_resources_inner = Some((
                            device,
                            queue,
                            adapter_info,
                            render_adapter,
                            RenderInstance(Arc::new(WgpuWrapper::new(instance))),
                        ));
                    };
                    // In wasm, spawn a task and detach it for execution
                    #[cfg(target_arch = "wasm32")]
                    bevy_tasks::IoTaskPool::get()
                        .spawn_local(async_renderer)
                        .detach();
                    // Otherwise, just block for it to complete
                    #[cfg(not(target_arch = "wasm32"))]
                    futures_lite::future::block_on(async_renderer);

                    // SAFETY: Plugins should be set up on the main thread.
                    unsafe { initialize_render_app(app) };
                }
            }
        };

        app.add_plugins((
            ValidParentCheckPlugin::<view::InheritedVisibility>::default(),
            WindowRenderPlugin,
            CameraPlugin,
            ViewPlugin,
            MeshPlugin,
            GlobalsPlugin,
            MorphPlugin,
            BatchingPlugin,
            SyncWorldPlugin,
            StoragePlugin,
            GpuReadbackPlugin::default(),
        ));

        app.init_resource::<RenderAssetBytesPerFrame>()
            .add_plugins(ExtractResourcePlugin::<RenderAssetBytesPerFrame>::default());

        app.register_type::<alpha::AlphaMode>()
            // These types cannot be registered in bevy_color, as it does not depend on the rest of Bevy
            .register_type::<bevy_color::Color>()
            .register_type::<primitives::Aabb>()
            .register_type::<primitives::CascadesFrusta>()
            .register_type::<primitives::CubemapFrusta>()
            .register_type::<primitives::Frustum>()
            .register_type::<SyncToRenderWorld>();
    }

    fn ready(&self, app: &App) -> bool {
        app.world()
            .get_resource::<FutureRendererResources>()
            .and_then(|frr| frr.0.try_lock().map(|locked| locked.is_some()).ok())
            .unwrap_or(true)
    }

    fn finish(&self, app: &mut App) {
        load_internal_asset!(app, MATHS_SHADER_HANDLE, "maths.wgsl", Shader::from_wgsl);
        load_internal_asset!(
            app,
            COLOR_OPERATIONS_SHADER_HANDLE,
            "color_operations.wgsl",
            Shader::from_wgsl
        );
        if let Some(future_renderer_resources) =
            app.world_mut().remove_resource::<FutureRendererResources>()
        {
            let (device, queue, adapter_info, render_adapter, instance) =
                future_renderer_resources.0.lock().unwrap().take().unwrap();

            app.insert_resource(device.clone())
                .insert_resource(queue.clone())
                .insert_resource(adapter_info.clone())
                .insert_resource(render_adapter.clone());

            let render_app = app.sub_app_mut(RenderApp);

            render_app
                .insert_resource(instance)
                .insert_resource(PipelineCache::new(
                    device.clone(),
                    render_adapter.clone(),
                    self.synchronous_pipeline_compilation,
                ))
                .insert_resource(device)
                .insert_resource(queue)
                .insert_resource(render_adapter)
                .insert_resource(adapter_info)
                .add_systems(
                    Render,
                    (|mut bpf: ResMut<RenderAssetBytesPerFrame>| {
                        bpf.reset();
                    })
                    .in_set(RenderSet::Cleanup),
                );
        }
    }
}

/// A "scratch" world used to avoid allocating new worlds every frame when
/// swapping out the [`MainWorld`] for [`ExtractSchedule`].
#[derive(Resource, Default)]
struct ScratchMainWorld(World);

/// Executes the [`ExtractSchedule`] step of the renderer.
/// This updates the render world with the extracted ECS data of the current frame.
fn extract(main_world: &mut World, render_world: &mut World) {
    // temporarily add the app world to the render world as a resource
    let scratch_world = main_world.remove_resource::<ScratchMainWorld>().unwrap();
    let inserted_world = core::mem::replace(main_world, scratch_world.0);
    render_world.insert_resource(MainWorld(inserted_world));
    render_world.run_schedule(ExtractSchedule);

    // move the app world back, as if nothing happened.
    let inserted_world = render_world.remove_resource::<MainWorld>().unwrap();
    let scratch_world = core::mem::replace(main_world, inserted_world.0);
    main_world.insert_resource(ScratchMainWorld(scratch_world));
}

/// # Safety
/// This function must be called from the main thread.
unsafe fn initialize_render_app(app: &mut App) {
    app.init_resource::<ScratchMainWorld>();

    let mut render_app = SubApp::new();
    render_app.update_schedule = Some(Render.intern());

    let mut extract_schedule = Schedule::new(ExtractSchedule);
    // We skip applying any commands during the ExtractSchedule
    // so commands can be applied on the render thread.
    extract_schedule.set_build_settings(ScheduleBuildSettings {
        auto_insert_apply_deferred: false,
        ..default()
    });
    extract_schedule.set_apply_final_deferred(false);

    render_app
        .add_schedule(extract_schedule)
        .add_schedule(Render::base_schedule())
        .init_resource::<render_graph::RenderGraph>()
        .insert_resource(app.world().resource::<AssetServer>().clone())
        .add_systems(ExtractSchedule, PipelineCache::extract_shaders)
        .add_systems(
            Render,
            (
                // This set applies the commands from the extract schedule while the render schedule
                // is running in parallel with the main app.
                apply_extract_commands.in_set(RenderSet::ExtractCommands),
                (
                    PipelineCache::process_pipeline_queue_system.before(render_system),
                    render_system,
                )
                    .in_set(RenderSet::Render),
                despawn_temporary_render_entities.in_set(RenderSet::PostCleanup),
            ),
        );

    render_app.set_extract(|main_world, render_world| {
        {
            #[cfg(feature = "trace")]
            let _stage_span = bevy_utils::tracing::info_span!("entity_sync").entered();
            entity_sync_system(main_world, render_world);
        }

        // run extract schedule
        extract(main_world, render_world);
    });

    let (sender, receiver) = bevy_time::create_time_channels();
    render_app.insert_resource(sender);
    app.insert_resource(receiver);
    app.insert_sub_app(RenderApp, render_app);
}

/// Applies the commands from the extract schedule. This happens during
/// the render schedule rather than during extraction to allow the commands to run in parallel with the
/// main app when pipelined rendering is enabled.
fn apply_extract_commands(render_world: &mut World) {
    render_world.resource_scope(|render_world, mut schedules: Mut<Schedules>| {
        schedules
            .get_mut(ExtractSchedule)
            .unwrap()
            .apply_deferred(render_world);
    });
}