bevy_render/render_phase/mod.rs
1//! The modular rendering abstraction responsible for queuing, preparing, sorting and drawing
2//! entities as part of separate render phases.
3//!
4//! In Bevy each view (camera, or shadow-casting light, etc.) has one or multiple render phases
5//! (e.g. opaque, transparent, shadow, etc).
6//! They are used to queue entities for rendering.
7//! Multiple phases might be required due to different sorting/batching behaviors
8//! (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
9//! the rendered texture of the previous phase (e.g. for screen-space reflections).
10//!
11//! To draw an entity, a corresponding [`PhaseItem`] has to be added to one or multiple of these
12//! render phases for each view that it is visible in.
13//! This must be done in the [`RenderSet::Queue`].
14//! After that the render phase sorts them in the [`RenderSet::PhaseSort`].
15//! Finally the items are rendered using a single [`TrackedRenderPass`], during
16//! the [`RenderSet::Render`].
17//!
18//! Therefore each phase item is assigned a [`Draw`] function.
19//! These set up the state of the [`TrackedRenderPass`] (i.e. select the
20//! [`RenderPipeline`](crate::render_resource::RenderPipeline), configure the
21//! [`BindGroup`](crate::render_resource::BindGroup)s, etc.) and then issue a draw call,
22//! for the corresponding item.
23//!
24//! The [`Draw`] function trait can either be implemented directly or such a function can be
25//! created by composing multiple [`RenderCommand`]s.
26
27mod draw;
28mod draw_state;
29mod rangefinder;
30
31use bevy_app::{App, Plugin};
32use bevy_derive::{Deref, DerefMut};
33use bevy_utils::{default, hashbrown::hash_map::Entry, HashMap};
34pub use draw::*;
35pub use draw_state::*;
36use encase::{internal::WriteInto, ShaderSize};
37use nonmax::NonMaxU32;
38pub use rangefinder::*;
39
40use crate::sync_world::MainEntity;
41use crate::{
42 batching::{
43 self,
44 gpu_preprocessing::{self, BatchedInstanceBuffers},
45 no_gpu_preprocessing::{self, BatchedInstanceBuffer},
46 GetFullBatchData,
47 },
48 render_resource::{CachedRenderPipelineId, GpuArrayBufferIndex, PipelineCache},
49 Render, RenderApp, RenderSet,
50};
51use bevy_ecs::{
52 entity::EntityHashMap,
53 prelude::*,
54 system::{lifetimeless::SRes, SystemParamItem},
55};
56use core::{
57 fmt::{self, Debug, Formatter},
58 hash::Hash,
59 iter,
60 marker::PhantomData,
61 ops::Range,
62 slice::SliceIndex,
63};
64use smallvec::SmallVec;
65
66/// Stores the rendering instructions for a single phase that uses bins in all
67/// views.
68///
69/// They're cleared out every frame, but storing them in a resource like this
70/// allows us to reuse allocations.
71#[derive(Resource, Deref, DerefMut)]
72pub struct ViewBinnedRenderPhases<BPI>(pub EntityHashMap<BinnedRenderPhase<BPI>>)
73where
74 BPI: BinnedPhaseItem;
75
76/// A collection of all rendering instructions, that will be executed by the GPU, for a
77/// single render phase for a single view.
78///
79/// Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases.
80/// They are used to queue entities for rendering.
81/// Multiple phases might be required due to different sorting/batching behaviors
82/// (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
83/// the rendered texture of the previous phase (e.g. for screen-space reflections).
84/// All [`PhaseItem`]s are then rendered using a single [`TrackedRenderPass`].
85/// The render pass might be reused for multiple phases to reduce GPU overhead.
86///
87/// This flavor of render phase is used for phases in which the ordering is less
88/// critical: for example, `Opaque3d`. It's generally faster than the
89/// alternative [`SortedRenderPhase`].
90pub struct BinnedRenderPhase<BPI>
91where
92 BPI: BinnedPhaseItem,
93{
94 /// A list of `BinKey`s for batchable items.
95 ///
96 /// These are accumulated in `queue_material_meshes` and then sorted in
97 /// `batch_and_prepare_binned_render_phase`.
98 pub batchable_mesh_keys: Vec<BPI::BinKey>,
99
100 /// The batchable bins themselves.
101 ///
102 /// Each bin corresponds to a single batch set. For unbatchable entities,
103 /// prefer `unbatchable_values` instead.
104 pub batchable_mesh_values: HashMap<BPI::BinKey, Vec<(Entity, MainEntity)>>,
105
106 /// A list of `BinKey`s for unbatchable items.
107 ///
108 /// These are accumulated in `queue_material_meshes` and then sorted in
109 /// `batch_and_prepare_binned_render_phase`.
110 pub unbatchable_mesh_keys: Vec<BPI::BinKey>,
111
112 /// The unbatchable bins.
113 ///
114 /// Each entity here is rendered in a separate drawcall.
115 pub unbatchable_mesh_values: HashMap<BPI::BinKey, UnbatchableBinnedEntities>,
116
117 /// Items in the bin that aren't meshes at all.
118 ///
119 /// Bevy itself doesn't place anything in this list, but plugins or your app
120 /// can in order to execute custom drawing commands. Draw functions for each
121 /// entity are simply called in order at rendering time.
122 ///
123 /// See the `custom_phase_item` example for an example of how to use this.
124 pub non_mesh_items: Vec<(BPI::BinKey, (Entity, MainEntity))>,
125
126 /// Information on each batch set.
127 ///
128 /// A *batch set* is a set of entities that will be batched together unless
129 /// we're on a platform that doesn't support storage buffers (e.g. WebGL 2)
130 /// and differing dynamic uniform indices force us to break batches. On
131 /// platforms that support storage buffers, a batch set always consists of
132 /// at most one batch.
133 ///
134 /// The unbatchable entities immediately follow the batches in the storage
135 /// buffers.
136 pub(crate) batch_sets: Vec<SmallVec<[BinnedRenderPhaseBatch; 1]>>,
137}
138
139/// Information about a single batch of entities rendered using binned phase
140/// items.
141#[derive(Debug)]
142pub struct BinnedRenderPhaseBatch {
143 /// An entity that's *representative* of this batch.
144 ///
145 /// Bevy uses this to fetch the mesh. It can be any entity in the batch.
146 pub representative_entity: (Entity, MainEntity),
147 /// The range of instance indices in this batch.
148 pub instance_range: Range<u32>,
149
150 /// The dynamic offset of the batch.
151 ///
152 /// Note that dynamic offsets are only used on platforms that don't support
153 /// storage buffers.
154 pub extra_index: PhaseItemExtraIndex,
155}
156
157/// Information about the unbatchable entities in a bin.
158pub struct UnbatchableBinnedEntities {
159 /// The entities.
160 pub entities: Vec<(Entity, MainEntity)>,
161
162 /// The GPU array buffer indices of each unbatchable binned entity.
163 pub(crate) buffer_indices: UnbatchableBinnedEntityIndexSet,
164}
165
166/// Stores instance indices and dynamic offsets for unbatchable entities in a
167/// binned render phase.
168///
169/// This is conceptually `Vec<UnbatchableBinnedEntityDynamicOffset>`, but it
170/// avoids the overhead of storing dynamic offsets on platforms that support
171/// them. In other words, this allows a fast path that avoids allocation on
172/// platforms that aren't WebGL 2.
173#[derive(Default)]
174
175pub(crate) enum UnbatchableBinnedEntityIndexSet {
176 /// There are no unbatchable entities in this bin (yet).
177 #[default]
178 NoEntities,
179
180 /// The instances for all unbatchable entities in this bin are contiguous,
181 /// and there are no dynamic uniforms.
182 ///
183 /// This is the typical case on platforms other than WebGL 2. We special
184 /// case this to avoid allocation on those platforms.
185 Sparse {
186 /// The range of indices.
187 instance_range: Range<u32>,
188 /// The index of the first indirect instance parameters.
189 ///
190 /// The other indices immediately follow these.
191 first_indirect_parameters_index: Option<NonMaxU32>,
192 },
193
194 /// Dynamic uniforms are present for unbatchable entities in this bin.
195 ///
196 /// We fall back to this on WebGL 2.
197 Dense(Vec<UnbatchableBinnedEntityIndices>),
198}
199
200/// The instance index and dynamic offset (if present) for an unbatchable entity.
201///
202/// This is only useful on platforms that don't support storage buffers.
203#[derive(Clone, Copy)]
204pub(crate) struct UnbatchableBinnedEntityIndices {
205 /// The instance index.
206 pub(crate) instance_index: u32,
207 /// The [`PhaseItemExtraIndex`], if present.
208 pub(crate) extra_index: PhaseItemExtraIndex,
209}
210
211/// Identifies the list within [`BinnedRenderPhase`] that a phase item is to be
212/// placed in.
213#[derive(Clone, Copy, PartialEq, Debug)]
214pub enum BinnedRenderPhaseType {
215 /// The item is a mesh that's eligible for indirect rendering and can be
216 /// batched with other meshes of the same type.
217 BatchableMesh,
218
219 /// The item is a mesh that's eligible for indirect rendering, but can't be
220 /// batched with other meshes of the same type.
221 ///
222 /// At the moment, this is used for skinned meshes.
223 UnbatchableMesh,
224
225 /// The item isn't a mesh at all.
226 ///
227 /// Bevy will simply invoke the drawing commands for such items one after
228 /// another, with no further processing.
229 ///
230 /// The engine itself doesn't enqueue any items of this type, but it's
231 /// available for use in your application and/or plugins.
232 NonMesh,
233}
234
235impl<T> From<GpuArrayBufferIndex<T>> for UnbatchableBinnedEntityIndices
236where
237 T: Clone + ShaderSize + WriteInto,
238{
239 fn from(value: GpuArrayBufferIndex<T>) -> Self {
240 UnbatchableBinnedEntityIndices {
241 instance_index: value.index,
242 extra_index: PhaseItemExtraIndex::maybe_dynamic_offset(value.dynamic_offset),
243 }
244 }
245}
246
247impl<BPI> Default for ViewBinnedRenderPhases<BPI>
248where
249 BPI: BinnedPhaseItem,
250{
251 fn default() -> Self {
252 Self(default())
253 }
254}
255
256impl<BPI> ViewBinnedRenderPhases<BPI>
257where
258 BPI: BinnedPhaseItem,
259{
260 pub fn insert_or_clear(&mut self, entity: Entity) {
261 match self.entry(entity) {
262 Entry::Occupied(mut entry) => entry.get_mut().clear(),
263 Entry::Vacant(entry) => {
264 entry.insert(default());
265 }
266 }
267 }
268}
269
270impl<BPI> BinnedRenderPhase<BPI>
271where
272 BPI: BinnedPhaseItem,
273{
274 /// Bins a new entity.
275 ///
276 /// The `phase_type` parameter specifies whether the entity is a
277 /// preprocessable mesh and whether it can be binned with meshes of the same
278 /// type.
279 pub fn add(
280 &mut self,
281 key: BPI::BinKey,
282 entity: (Entity, MainEntity),
283 phase_type: BinnedRenderPhaseType,
284 ) {
285 match phase_type {
286 BinnedRenderPhaseType::BatchableMesh => {
287 match self.batchable_mesh_values.entry(key.clone()) {
288 Entry::Occupied(mut entry) => entry.get_mut().push(entity),
289 Entry::Vacant(entry) => {
290 self.batchable_mesh_keys.push(key);
291 entry.insert(vec![entity]);
292 }
293 }
294 }
295
296 BinnedRenderPhaseType::UnbatchableMesh => {
297 match self.unbatchable_mesh_values.entry(key.clone()) {
298 Entry::Occupied(mut entry) => entry.get_mut().entities.push(entity),
299 Entry::Vacant(entry) => {
300 self.unbatchable_mesh_keys.push(key);
301 entry.insert(UnbatchableBinnedEntities {
302 entities: vec![entity],
303 buffer_indices: default(),
304 });
305 }
306 }
307 }
308
309 BinnedRenderPhaseType::NonMesh => {
310 // We don't process these items further.
311 self.non_mesh_items.push((key, entity));
312 }
313 }
314 }
315
316 /// Encodes the GPU commands needed to render all entities in this phase.
317 pub fn render<'w>(
318 &self,
319 render_pass: &mut TrackedRenderPass<'w>,
320 world: &'w World,
321 view: Entity,
322 ) -> Result<(), DrawError> {
323 {
324 let draw_functions = world.resource::<DrawFunctions<BPI>>();
325 let mut draw_functions = draw_functions.write();
326 draw_functions.prepare(world);
327 // Make sure to drop the reader-writer lock here to avoid recursive
328 // locks.
329 }
330
331 self.render_batchable_meshes(render_pass, world, view)?;
332 self.render_unbatchable_meshes(render_pass, world, view)?;
333 self.render_non_meshes(render_pass, world, view)?;
334
335 Ok(())
336 }
337
338 /// Renders all batchable meshes queued in this phase.
339 fn render_batchable_meshes<'w>(
340 &self,
341 render_pass: &mut TrackedRenderPass<'w>,
342 world: &'w World,
343 view: Entity,
344 ) -> Result<(), DrawError> {
345 let draw_functions = world.resource::<DrawFunctions<BPI>>();
346 let mut draw_functions = draw_functions.write();
347
348 debug_assert_eq!(self.batchable_mesh_keys.len(), self.batch_sets.len());
349
350 for (key, batch_set) in self.batchable_mesh_keys.iter().zip(self.batch_sets.iter()) {
351 for batch in batch_set {
352 let binned_phase_item = BPI::new(
353 key.clone(),
354 batch.representative_entity,
355 batch.instance_range.clone(),
356 batch.extra_index,
357 );
358
359 // Fetch the draw function.
360 let Some(draw_function) = draw_functions.get_mut(binned_phase_item.draw_function())
361 else {
362 continue;
363 };
364
365 draw_function.draw(world, render_pass, view, &binned_phase_item)?;
366 }
367 }
368
369 Ok(())
370 }
371
372 /// Renders all unbatchable meshes queued in this phase.
373 fn render_unbatchable_meshes<'w>(
374 &self,
375 render_pass: &mut TrackedRenderPass<'w>,
376 world: &'w World,
377 view: Entity,
378 ) -> Result<(), DrawError> {
379 let draw_functions = world.resource::<DrawFunctions<BPI>>();
380 let mut draw_functions = draw_functions.write();
381
382 for key in &self.unbatchable_mesh_keys {
383 let unbatchable_entities = &self.unbatchable_mesh_values[key];
384 for (entity_index, &entity) in unbatchable_entities.entities.iter().enumerate() {
385 let unbatchable_dynamic_offset = match &unbatchable_entities.buffer_indices {
386 UnbatchableBinnedEntityIndexSet::NoEntities => {
387 // Shouldn't happen…
388 continue;
389 }
390 UnbatchableBinnedEntityIndexSet::Sparse {
391 instance_range,
392 first_indirect_parameters_index,
393 } => UnbatchableBinnedEntityIndices {
394 instance_index: instance_range.start + entity_index as u32,
395 extra_index: match first_indirect_parameters_index {
396 None => PhaseItemExtraIndex::NONE,
397 Some(first_indirect_parameters_index) => {
398 PhaseItemExtraIndex::indirect_parameters_index(
399 u32::from(*first_indirect_parameters_index)
400 + entity_index as u32,
401 )
402 }
403 },
404 },
405 UnbatchableBinnedEntityIndexSet::Dense(ref dynamic_offsets) => {
406 dynamic_offsets[entity_index]
407 }
408 };
409
410 let binned_phase_item = BPI::new(
411 key.clone(),
412 entity,
413 unbatchable_dynamic_offset.instance_index
414 ..(unbatchable_dynamic_offset.instance_index + 1),
415 unbatchable_dynamic_offset.extra_index,
416 );
417
418 // Fetch the draw function.
419 let Some(draw_function) = draw_functions.get_mut(binned_phase_item.draw_function())
420 else {
421 continue;
422 };
423
424 draw_function.draw(world, render_pass, view, &binned_phase_item)?;
425 }
426 }
427 Ok(())
428 }
429
430 /// Renders all objects of type [`BinnedRenderPhaseType::NonMesh`].
431 ///
432 /// These will have been added by plugins or the application.
433 fn render_non_meshes<'w>(
434 &self,
435 render_pass: &mut TrackedRenderPass<'w>,
436 world: &'w World,
437 view: Entity,
438 ) -> Result<(), DrawError> {
439 let draw_functions = world.resource::<DrawFunctions<BPI>>();
440 let mut draw_functions = draw_functions.write();
441
442 for &(ref key, entity) in &self.non_mesh_items {
443 // Come up with a fake batch range and extra index. The draw
444 // function is expected to manage any sort of batching logic itself.
445 let binned_phase_item = BPI::new(key.clone(), entity, 0..1, PhaseItemExtraIndex(0));
446
447 let Some(draw_function) = draw_functions.get_mut(binned_phase_item.draw_function())
448 else {
449 continue;
450 };
451
452 draw_function.draw(world, render_pass, view, &binned_phase_item)?;
453 }
454
455 Ok(())
456 }
457
458 pub fn is_empty(&self) -> bool {
459 self.batchable_mesh_keys.is_empty()
460 && self.unbatchable_mesh_keys.is_empty()
461 && self.non_mesh_items.is_empty()
462 }
463
464 pub fn clear(&mut self) {
465 self.batchable_mesh_keys.clear();
466 self.batchable_mesh_values.clear();
467 self.unbatchable_mesh_keys.clear();
468 self.unbatchable_mesh_values.clear();
469 self.non_mesh_items.clear();
470 self.batch_sets.clear();
471 }
472}
473
474impl<BPI> Default for BinnedRenderPhase<BPI>
475where
476 BPI: BinnedPhaseItem,
477{
478 fn default() -> Self {
479 Self {
480 batchable_mesh_keys: vec![],
481 batchable_mesh_values: HashMap::default(),
482 unbatchable_mesh_keys: vec![],
483 unbatchable_mesh_values: HashMap::default(),
484 non_mesh_items: vec![],
485 batch_sets: vec![],
486 }
487 }
488}
489
490impl UnbatchableBinnedEntityIndexSet {
491 /// Returns the [`UnbatchableBinnedEntityIndices`] for the given entity.
492 fn indices_for_entity_index(
493 &self,
494 entity_index: u32,
495 ) -> Option<UnbatchableBinnedEntityIndices> {
496 match self {
497 UnbatchableBinnedEntityIndexSet::NoEntities => None,
498 UnbatchableBinnedEntityIndexSet::Sparse { instance_range, .. }
499 if entity_index >= instance_range.len() as u32 =>
500 {
501 None
502 }
503 UnbatchableBinnedEntityIndexSet::Sparse {
504 instance_range,
505 first_indirect_parameters_index: None,
506 } => Some(UnbatchableBinnedEntityIndices {
507 instance_index: instance_range.start + entity_index,
508 extra_index: PhaseItemExtraIndex::NONE,
509 }),
510 UnbatchableBinnedEntityIndexSet::Sparse {
511 instance_range,
512 first_indirect_parameters_index: Some(first_indirect_parameters_index),
513 } => Some(UnbatchableBinnedEntityIndices {
514 instance_index: instance_range.start + entity_index,
515 extra_index: PhaseItemExtraIndex::indirect_parameters_index(
516 u32::from(*first_indirect_parameters_index) + entity_index,
517 ),
518 }),
519 UnbatchableBinnedEntityIndexSet::Dense(ref indices) => {
520 indices.get(entity_index as usize).copied()
521 }
522 }
523 }
524}
525
526/// A convenient abstraction for adding all the systems necessary for a binned
527/// render phase to the render app.
528///
529/// This is the version used when the pipeline supports GPU preprocessing: e.g.
530/// 3D PBR meshes.
531pub struct BinnedRenderPhasePlugin<BPI, GFBD>(PhantomData<(BPI, GFBD)>)
532where
533 BPI: BinnedPhaseItem,
534 GFBD: GetFullBatchData;
535
536impl<BPI, GFBD> Default for BinnedRenderPhasePlugin<BPI, GFBD>
537where
538 BPI: BinnedPhaseItem,
539 GFBD: GetFullBatchData,
540{
541 fn default() -> Self {
542 Self(PhantomData)
543 }
544}
545
546impl<BPI, GFBD> Plugin for BinnedRenderPhasePlugin<BPI, GFBD>
547where
548 BPI: BinnedPhaseItem,
549 GFBD: GetFullBatchData + Sync + Send + 'static,
550{
551 fn build(&self, app: &mut App) {
552 let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
553 return;
554 };
555
556 render_app
557 .init_resource::<ViewBinnedRenderPhases<BPI>>()
558 .add_systems(
559 Render,
560 (
561 batching::sort_binned_render_phase::<BPI>.in_set(RenderSet::PhaseSort),
562 (
563 no_gpu_preprocessing::batch_and_prepare_binned_render_phase::<BPI, GFBD>
564 .run_if(resource_exists::<BatchedInstanceBuffer<GFBD::BufferData>>),
565 gpu_preprocessing::batch_and_prepare_binned_render_phase::<BPI, GFBD>
566 .run_if(
567 resource_exists::<
568 BatchedInstanceBuffers<GFBD::BufferData, GFBD::BufferInputData>,
569 >,
570 ),
571 )
572 .in_set(RenderSet::PrepareResources),
573 ),
574 );
575 }
576}
577
578/// Stores the rendering instructions for a single phase that sorts items in all
579/// views.
580///
581/// They're cleared out every frame, but storing them in a resource like this
582/// allows us to reuse allocations.
583#[derive(Resource, Deref, DerefMut)]
584pub struct ViewSortedRenderPhases<SPI>(pub EntityHashMap<SortedRenderPhase<SPI>>)
585where
586 SPI: SortedPhaseItem;
587
588impl<SPI> Default for ViewSortedRenderPhases<SPI>
589where
590 SPI: SortedPhaseItem,
591{
592 fn default() -> Self {
593 Self(default())
594 }
595}
596
597impl<SPI> ViewSortedRenderPhases<SPI>
598where
599 SPI: SortedPhaseItem,
600{
601 pub fn insert_or_clear(&mut self, entity: Entity) {
602 match self.entry(entity) {
603 Entry::Occupied(mut entry) => entry.get_mut().clear(),
604 Entry::Vacant(entry) => {
605 entry.insert(default());
606 }
607 }
608 }
609}
610
611/// A convenient abstraction for adding all the systems necessary for a sorted
612/// render phase to the render app.
613///
614/// This is the version used when the pipeline supports GPU preprocessing: e.g.
615/// 3D PBR meshes.
616pub struct SortedRenderPhasePlugin<SPI, GFBD>(PhantomData<(SPI, GFBD)>)
617where
618 SPI: SortedPhaseItem,
619 GFBD: GetFullBatchData;
620
621impl<SPI, GFBD> Default for SortedRenderPhasePlugin<SPI, GFBD>
622where
623 SPI: SortedPhaseItem,
624 GFBD: GetFullBatchData,
625{
626 fn default() -> Self {
627 Self(PhantomData)
628 }
629}
630
631impl<SPI, GFBD> Plugin for SortedRenderPhasePlugin<SPI, GFBD>
632where
633 SPI: SortedPhaseItem + CachedRenderPipelinePhaseItem,
634 GFBD: GetFullBatchData + Sync + Send + 'static,
635{
636 fn build(&self, app: &mut App) {
637 let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
638 return;
639 };
640
641 render_app
642 .init_resource::<ViewSortedRenderPhases<SPI>>()
643 .add_systems(
644 Render,
645 (
646 no_gpu_preprocessing::batch_and_prepare_sorted_render_phase::<SPI, GFBD>
647 .run_if(resource_exists::<BatchedInstanceBuffer<GFBD::BufferData>>),
648 gpu_preprocessing::batch_and_prepare_sorted_render_phase::<SPI, GFBD>.run_if(
649 resource_exists::<
650 BatchedInstanceBuffers<GFBD::BufferData, GFBD::BufferInputData>,
651 >,
652 ),
653 )
654 .in_set(RenderSet::PrepareResources),
655 );
656 }
657}
658
659impl UnbatchableBinnedEntityIndexSet {
660 /// Adds a new entity to the list of unbatchable binned entities.
661 pub fn add(&mut self, indices: UnbatchableBinnedEntityIndices) {
662 match self {
663 UnbatchableBinnedEntityIndexSet::NoEntities => {
664 if indices.extra_index.is_dynamic_offset() {
665 // This is the first entity we've seen, and we don't have
666 // compute shaders. Initialize an array.
667 *self = UnbatchableBinnedEntityIndexSet::Dense(vec![indices]);
668 } else {
669 // This is the first entity we've seen, and we have compute
670 // shaders. Initialize the fast path.
671 *self = UnbatchableBinnedEntityIndexSet::Sparse {
672 instance_range: indices.instance_index..indices.instance_index + 1,
673 first_indirect_parameters_index: indices
674 .extra_index
675 .as_indirect_parameters_index()
676 .and_then(|index| NonMaxU32::try_from(index).ok()),
677 }
678 }
679 }
680
681 UnbatchableBinnedEntityIndexSet::Sparse {
682 ref mut instance_range,
683 first_indirect_parameters_index,
684 } if instance_range.end == indices.instance_index
685 && ((first_indirect_parameters_index.is_none()
686 && indices.extra_index == PhaseItemExtraIndex::NONE)
687 || first_indirect_parameters_index.is_some_and(
688 |first_indirect_parameters_index| {
689 Some(
690 u32::from(first_indirect_parameters_index) + instance_range.end
691 - instance_range.start,
692 ) == indices.extra_index.as_indirect_parameters_index()
693 },
694 )) =>
695 {
696 // This is the normal case on non-WebGL 2.
697 instance_range.end += 1;
698 }
699
700 UnbatchableBinnedEntityIndexSet::Sparse { instance_range, .. } => {
701 // We thought we were in non-WebGL 2 mode, but we got a dynamic
702 // offset or non-contiguous index anyway. This shouldn't happen,
703 // but let's go ahead and do the sensible thing anyhow: demote
704 // the compressed `NoDynamicOffsets` field to the full
705 // `DynamicOffsets` array.
706 let new_dynamic_offsets = (0..instance_range.len() as u32)
707 .flat_map(|entity_index| self.indices_for_entity_index(entity_index))
708 .chain(iter::once(indices))
709 .collect();
710 *self = UnbatchableBinnedEntityIndexSet::Dense(new_dynamic_offsets);
711 }
712
713 UnbatchableBinnedEntityIndexSet::Dense(ref mut dense_indices) => {
714 dense_indices.push(indices);
715 }
716 }
717 }
718}
719
720/// A collection of all items to be rendered that will be encoded to GPU
721/// commands for a single render phase for a single view.
722///
723/// Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases.
724/// They are used to queue entities for rendering.
725/// Multiple phases might be required due to different sorting/batching behaviors
726/// (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
727/// the rendered texture of the previous phase (e.g. for screen-space reflections).
728/// All [`PhaseItem`]s are then rendered using a single [`TrackedRenderPass`].
729/// The render pass might be reused for multiple phases to reduce GPU overhead.
730///
731/// This flavor of render phase is used only for meshes that need to be sorted
732/// back-to-front, such as transparent meshes. For items that don't need strict
733/// sorting, [`BinnedRenderPhase`] is preferred, for performance.
734pub struct SortedRenderPhase<I>
735where
736 I: SortedPhaseItem,
737{
738 /// The items within this [`SortedRenderPhase`].
739 pub items: Vec<I>,
740}
741
742impl<I> Default for SortedRenderPhase<I>
743where
744 I: SortedPhaseItem,
745{
746 fn default() -> Self {
747 Self { items: Vec::new() }
748 }
749}
750
751impl<I> SortedRenderPhase<I>
752where
753 I: SortedPhaseItem,
754{
755 /// Adds a [`PhaseItem`] to this render phase.
756 #[inline]
757 pub fn add(&mut self, item: I) {
758 self.items.push(item);
759 }
760
761 /// Removes all [`PhaseItem`]s from this render phase.
762 #[inline]
763 pub fn clear(&mut self) {
764 self.items.clear();
765 }
766
767 /// Sorts all of its [`PhaseItem`]s.
768 pub fn sort(&mut self) {
769 I::sort(&mut self.items);
770 }
771
772 /// An [`Iterator`] through the associated [`Entity`] for each [`PhaseItem`] in order.
773 #[inline]
774 pub fn iter_entities(&'_ self) -> impl Iterator<Item = Entity> + '_ {
775 self.items.iter().map(PhaseItem::entity)
776 }
777
778 /// Renders all of its [`PhaseItem`]s using their corresponding draw functions.
779 pub fn render<'w>(
780 &self,
781 render_pass: &mut TrackedRenderPass<'w>,
782 world: &'w World,
783 view: Entity,
784 ) -> Result<(), DrawError> {
785 self.render_range(render_pass, world, view, ..)
786 }
787
788 /// Renders all [`PhaseItem`]s in the provided `range` (based on their index in `self.items`) using their corresponding draw functions.
789 pub fn render_range<'w>(
790 &self,
791 render_pass: &mut TrackedRenderPass<'w>,
792 world: &'w World,
793 view: Entity,
794 range: impl SliceIndex<[I], Output = [I]>,
795 ) -> Result<(), DrawError> {
796 let items = self
797 .items
798 .get(range)
799 .expect("`Range` provided to `render_range()` is out of bounds");
800
801 let draw_functions = world.resource::<DrawFunctions<I>>();
802 let mut draw_functions = draw_functions.write();
803 draw_functions.prepare(world);
804
805 let mut index = 0;
806 while index < items.len() {
807 let item = &items[index];
808 let batch_range = item.batch_range();
809 if batch_range.is_empty() {
810 index += 1;
811 } else {
812 let draw_function = draw_functions.get_mut(item.draw_function()).unwrap();
813 draw_function.draw(world, render_pass, view, item)?;
814 index += batch_range.len();
815 }
816 }
817 Ok(())
818 }
819}
820
821/// An item (entity of the render world) which will be drawn to a texture or the screen,
822/// as part of a render phase.
823///
824/// The data required for rendering an entity is extracted from the main world in the
825/// [`ExtractSchedule`](crate::ExtractSchedule).
826/// Then it has to be queued up for rendering during the [`RenderSet::Queue`],
827/// by adding a corresponding phase item to a render phase.
828/// Afterwards it will be possibly sorted and rendered automatically in the
829/// [`RenderSet::PhaseSort`] and [`RenderSet::Render`], respectively.
830///
831/// `PhaseItem`s come in two flavors: [`BinnedPhaseItem`]s and
832/// [`SortedPhaseItem`]s.
833///
834/// * Binned phase items have a `BinKey` which specifies what bin they're to be
835/// placed in. All items in the same bin are eligible to be batched together.
836/// The `BinKey`s are sorted, but the individual bin items aren't. Binned phase
837/// items are good for opaque meshes, in which the order of rendering isn't
838/// important. Generally, binned phase items are faster than sorted phase items.
839///
840/// * Sorted phase items, on the other hand, are placed into one large buffer
841/// and then sorted all at once. This is needed for transparent meshes, which
842/// have to be sorted back-to-front to render with the painter's algorithm.
843/// These types of phase items are generally slower than binned phase items.
844pub trait PhaseItem: Sized + Send + Sync + 'static {
845 /// Whether or not this `PhaseItem` should be subjected to automatic batching. (Default: `true`)
846 const AUTOMATIC_BATCHING: bool = true;
847
848 /// The corresponding entity that will be drawn.
849 ///
850 /// This is used to fetch the render data of the entity, required by the draw function,
851 /// from the render world .
852 fn entity(&self) -> Entity;
853
854 /// The main world entity represented by this `PhaseItem`.
855 fn main_entity(&self) -> MainEntity;
856
857 /// Specifies the [`Draw`] function used to render the item.
858 fn draw_function(&self) -> DrawFunctionId;
859
860 /// The range of instances that the batch covers. After doing a batched draw, batch range
861 /// length phase items will be skipped. This design is to avoid having to restructure the
862 /// render phase unnecessarily.
863 fn batch_range(&self) -> &Range<u32>;
864 fn batch_range_mut(&mut self) -> &mut Range<u32>;
865
866 /// Returns the [`PhaseItemExtraIndex`].
867 ///
868 /// If present, this is either a dynamic offset or an indirect parameters
869 /// index.
870 fn extra_index(&self) -> PhaseItemExtraIndex;
871
872 /// Returns a pair of mutable references to both the batch range and extra
873 /// index.
874 fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex);
875}
876
877/// The "extra index" associated with some [`PhaseItem`]s, alongside the
878/// indirect instance index.
879///
880/// Sometimes phase items require another index in addition to the range of
881/// instances they already have. These can be:
882///
883/// * The *dynamic offset*: a `wgpu` dynamic offset into the uniform buffer of
884/// instance data. This is used on platforms that don't support storage
885/// buffers, to work around uniform buffer size limitations.
886///
887/// * The *indirect parameters index*: an index into the buffer that specifies
888/// the indirect parameters for this [`PhaseItem`]'s drawcall. This is used when
889/// indirect mode is on (as used for GPU culling).
890///
891/// Note that our indirect draw functionality requires storage buffers, so it's
892/// impossible to have both a dynamic offset and an indirect parameters index.
893/// This convenient fact allows us to pack both indices into a single `u32`.
894#[derive(Clone, Copy, PartialEq, Eq, Hash)]
895pub struct PhaseItemExtraIndex(pub u32);
896
897impl Debug for PhaseItemExtraIndex {
898 fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
899 if self.is_dynamic_offset() {
900 write!(f, "DynamicOffset({})", self.offset())
901 } else if self.is_indirect_parameters_index() {
902 write!(f, "IndirectParametersIndex({})", self.offset())
903 } else {
904 write!(f, "None")
905 }
906 }
907}
908
909impl PhaseItemExtraIndex {
910 /// The flag that indicates that this index is an indirect parameter. If not
911 /// set, this is a dynamic offset.
912 pub const INDIRECT_PARAMETER_INDEX: u32 = 1 << 31;
913 /// To extract the index from a packed [`PhaseItemExtraIndex`], bitwise-and
914 /// the contents with this value.
915 pub const OFFSET_MASK: u32 = Self::INDIRECT_PARAMETER_INDEX - 1;
916 /// To extract the flag from a packed [`PhaseItemExtraIndex`], bitwise-and
917 /// the contents with this value.
918 pub const FLAGS_MASK: u32 = !Self::OFFSET_MASK;
919
920 /// The special value that indicates that no extra index is present.
921 pub const NONE: PhaseItemExtraIndex = PhaseItemExtraIndex(u32::MAX);
922
923 /// Returns either the indirect parameters index or the dynamic offset,
924 /// depending on which is in use.
925 #[inline]
926 fn offset(&self) -> u32 {
927 self.0 & Self::OFFSET_MASK
928 }
929
930 /// Determines whether this extra index is a dynamic offset.
931 #[inline]
932 fn is_dynamic_offset(&self) -> bool {
933 *self != Self::NONE && (self.0 & Self::INDIRECT_PARAMETER_INDEX) == 0
934 }
935
936 /// Determines whether this extra index is an indirect parameters index.
937 #[inline]
938 fn is_indirect_parameters_index(&self) -> bool {
939 *self != Self::NONE && (self.0 & Self::INDIRECT_PARAMETER_INDEX) != 0
940 }
941
942 /// Packs a indirect parameters index into this extra index.
943 #[inline]
944 pub fn indirect_parameters_index(indirect_parameter_index: u32) -> PhaseItemExtraIndex {
945 // Make sure we didn't overflow.
946 debug_assert_eq!(indirect_parameter_index & Self::FLAGS_MASK, 0);
947 PhaseItemExtraIndex(indirect_parameter_index | Self::INDIRECT_PARAMETER_INDEX)
948 }
949
950 /// Returns either an indirect parameters index or
951 /// [`PhaseItemExtraIndex::NONE`], as appropriate.
952 #[inline]
953 pub fn maybe_indirect_parameters_index(
954 maybe_indirect_parameters_index: Option<NonMaxU32>,
955 ) -> PhaseItemExtraIndex {
956 match maybe_indirect_parameters_index {
957 Some(indirect_parameters_index) => {
958 Self::indirect_parameters_index(indirect_parameters_index.into())
959 }
960 None => PhaseItemExtraIndex::NONE,
961 }
962 }
963
964 /// Packs a dynamic offset into this extra index.
965 #[inline]
966 pub fn dynamic_offset(dynamic_offset: u32) -> PhaseItemExtraIndex {
967 // Make sure we didn't overflow.
968 debug_assert_eq!(dynamic_offset & Self::FLAGS_MASK, 0);
969
970 PhaseItemExtraIndex(dynamic_offset)
971 }
972
973 /// Returns either a dynamic offset or [`PhaseItemExtraIndex::NONE`], as
974 /// appropriate.
975 #[inline]
976 pub fn maybe_dynamic_offset(maybe_dynamic_offset: Option<NonMaxU32>) -> PhaseItemExtraIndex {
977 match maybe_dynamic_offset {
978 Some(dynamic_offset) => Self::dynamic_offset(dynamic_offset.into()),
979 None => PhaseItemExtraIndex::NONE,
980 }
981 }
982
983 /// If this extra index describes a dynamic offset, returns it; otherwise,
984 /// returns `None`.
985 #[inline]
986 pub fn as_dynamic_offset(&self) -> Option<NonMaxU32> {
987 if self.is_dynamic_offset() {
988 NonMaxU32::try_from(self.0 & Self::OFFSET_MASK).ok()
989 } else {
990 None
991 }
992 }
993
994 /// If this extra index describes an indirect parameters index, returns it;
995 /// otherwise, returns `None`.
996 #[inline]
997 pub fn as_indirect_parameters_index(&self) -> Option<u32> {
998 if self.is_indirect_parameters_index() {
999 Some(self.0 & Self::OFFSET_MASK)
1000 } else {
1001 None
1002 }
1003 }
1004}
1005
1006/// Represents phase items that are placed into bins. The `BinKey` specifies
1007/// which bin they're to be placed in. Bin keys are sorted, and items within the
1008/// same bin are eligible to be batched together. The elements within the bins
1009/// aren't themselves sorted.
1010///
1011/// An example of a binned phase item is `Opaque3d`, for which the rendering
1012/// order isn't critical.
1013pub trait BinnedPhaseItem: PhaseItem {
1014 /// The key used for binning [`PhaseItem`]s into bins. Order the members of
1015 /// [`BinnedPhaseItem::BinKey`] by the order of binding for best
1016 /// performance. For example, pipeline id, draw function id, mesh asset id,
1017 /// lowest variable bind group id such as the material bind group id, and
1018 /// its dynamic offsets if any, next bind group and offsets, etc. This
1019 /// reduces the need for rebinding between bins and improves performance.
1020 type BinKey: Clone + Send + Sync + Eq + Ord + Hash;
1021
1022 /// Creates a new binned phase item from the key and per-entity data.
1023 ///
1024 /// Unlike [`SortedPhaseItem`]s, this is generally called "just in time"
1025 /// before rendering. The resulting phase item isn't stored in any data
1026 /// structures, resulting in significant memory savings.
1027 fn new(
1028 key: Self::BinKey,
1029 representative_entity: (Entity, MainEntity),
1030 batch_range: Range<u32>,
1031 extra_index: PhaseItemExtraIndex,
1032 ) -> Self;
1033}
1034
1035/// Represents phase items that must be sorted. The `SortKey` specifies the
1036/// order that these items are drawn in. These are placed into a single array,
1037/// and the array as a whole is then sorted.
1038///
1039/// An example of a sorted phase item is `Transparent3d`, which must be sorted
1040/// back to front in order to correctly render with the painter's algorithm.
1041pub trait SortedPhaseItem: PhaseItem {
1042 /// The type used for ordering the items. The smallest values are drawn first.
1043 /// This order can be calculated using the [`ViewRangefinder3d`],
1044 /// based on the view-space `Z` value of the corresponding view matrix.
1045 type SortKey: Ord;
1046
1047 /// Determines the order in which the items are drawn.
1048 fn sort_key(&self) -> Self::SortKey;
1049
1050 /// Sorts a slice of phase items into render order. Generally if the same type
1051 /// is batched this should use a stable sort like [`slice::sort_by_key`].
1052 /// In almost all other cases, this should not be altered from the default,
1053 /// which uses a unstable sort, as this provides the best balance of CPU and GPU
1054 /// performance.
1055 ///
1056 /// Implementers can optionally not sort the list at all. This is generally advisable if and
1057 /// only if the renderer supports a depth prepass, which is by default not supported by
1058 /// the rest of Bevy's first party rendering crates. Even then, this may have a negative
1059 /// impact on GPU-side performance due to overdraw.
1060 ///
1061 /// It's advised to always profile for performance changes when changing this implementation.
1062 #[inline]
1063 fn sort(items: &mut [Self]) {
1064 items.sort_unstable_by_key(Self::sort_key);
1065 }
1066}
1067
1068/// A [`PhaseItem`] item, that automatically sets the appropriate render pipeline,
1069/// cached in the [`PipelineCache`].
1070///
1071/// You can use the [`SetItemPipeline`] render command to set the pipeline for this item.
1072pub trait CachedRenderPipelinePhaseItem: PhaseItem {
1073 /// The id of the render pipeline, cached in the [`PipelineCache`], that will be used to draw
1074 /// this phase item.
1075 fn cached_pipeline(&self) -> CachedRenderPipelineId;
1076}
1077
1078/// A [`RenderCommand`] that sets the pipeline for the [`CachedRenderPipelinePhaseItem`].
1079pub struct SetItemPipeline;
1080
1081impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
1082 type Param = SRes<PipelineCache>;
1083 type ViewQuery = ();
1084 type ItemQuery = ();
1085 #[inline]
1086 fn render<'w>(
1087 item: &P,
1088 _view: (),
1089 _entity: Option<()>,
1090 pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
1091 pass: &mut TrackedRenderPass<'w>,
1092 ) -> RenderCommandResult {
1093 if let Some(pipeline) = pipeline_cache
1094 .into_inner()
1095 .get_render_pipeline(item.cached_pipeline())
1096 {
1097 pass.set_render_pipeline(pipeline);
1098 RenderCommandResult::Success
1099 } else {
1100 RenderCommandResult::Skip
1101 }
1102 }
1103}
1104
1105/// This system sorts the [`PhaseItem`]s of all [`SortedRenderPhase`]s of this
1106/// type.
1107pub fn sort_phase_system<I>(mut render_phases: ResMut<ViewSortedRenderPhases<I>>)
1108where
1109 I: SortedPhaseItem,
1110{
1111 for phase in render_phases.values_mut() {
1112 phase.sort();
1113 }
1114}
1115
1116impl BinnedRenderPhaseType {
1117 /// Creates the appropriate [`BinnedRenderPhaseType`] for a mesh, given its
1118 /// batchability.
1119 pub fn mesh(batchable: bool) -> BinnedRenderPhaseType {
1120 if batchable {
1121 BinnedRenderPhaseType::BatchableMesh
1122 } else {
1123 BinnedRenderPhaseType::UnbatchableMesh
1124 }
1125 }
1126}