feat(rendering): Vendor Bevy rendering crates (Phase 1 complete)
Closes #6, #7, #8, #9, #10 Refs #2, #122 Vendored bevy_render, bevy_core_pipeline, and bevy_pbr from Bevy v0.17.2 (commit 566358363126dd69f6e457e47f306c68f8041d2a) into libmarathon. - ~51K LOC vendored to crates/libmarathon/src/render/ - Merged bevy_render_macros into crates/macros/ - Fixed 773→0 compilation errors - Updated dependencies (encase 0.10→0.11, added 4 new deps) - Removed bevy_render/pbr/core_pipeline from app Cargo features All builds passing, macOS smoke test successful. Signed-off-by: Sienna Meridian Satterwhite <sienna@r3t.io>
This commit is contained in:
204
crates/libmarathon/src/render/pipelined_rendering.rs
Normal file
204
crates/libmarathon/src/render/pipelined_rendering.rs
Normal file
@@ -0,0 +1,204 @@
|
||||
use async_channel::{Receiver, Sender};
|
||||
|
||||
use bevy_app::{App, AppExit, AppLabel, Plugin, SubApp};
|
||||
use bevy_ecs::{
|
||||
resource::Resource,
|
||||
schedule::MainThreadExecutor,
|
||||
world::{Mut, World},
|
||||
};
|
||||
use bevy_tasks::ComputeTaskPool;
|
||||
|
||||
use crate::render::RenderApp;
|
||||
|
||||
/// A Label for the sub app that runs the parts of pipelined rendering that need to run on the main thread.
|
||||
///
|
||||
/// The Main schedule of this app can be used to run logic after the render schedule starts, but
|
||||
/// before I/O processing. This can be useful for something like frame pacing.
|
||||
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
|
||||
pub struct RenderExtractApp;
|
||||
|
||||
/// Channels used by the main app to send and receive the render app.
|
||||
#[derive(Resource)]
|
||||
pub struct RenderAppChannels {
|
||||
app_to_render_sender: Sender<SubApp>,
|
||||
render_to_app_receiver: Receiver<SubApp>,
|
||||
render_app_in_render_thread: bool,
|
||||
}
|
||||
|
||||
impl RenderAppChannels {
|
||||
/// Create a `RenderAppChannels` from a [`async_channel::Receiver`] and [`async_channel::Sender`]
|
||||
pub fn new(
|
||||
app_to_render_sender: Sender<SubApp>,
|
||||
render_to_app_receiver: Receiver<SubApp>,
|
||||
) -> Self {
|
||||
Self {
|
||||
app_to_render_sender,
|
||||
render_to_app_receiver,
|
||||
render_app_in_render_thread: false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Send the `render_app` to the rendering thread.
|
||||
pub fn send_blocking(&mut self, render_app: SubApp) {
|
||||
self.app_to_render_sender.send_blocking(render_app).unwrap();
|
||||
self.render_app_in_render_thread = true;
|
||||
}
|
||||
|
||||
/// Receive the `render_app` from the rendering thread.
|
||||
/// Return `None` if the render thread has panicked.
|
||||
pub async fn recv(&mut self) -> Option<SubApp> {
|
||||
let render_app = self.render_to_app_receiver.recv().await.ok()?;
|
||||
self.render_app_in_render_thread = false;
|
||||
Some(render_app)
|
||||
}
|
||||
}
|
||||
|
||||
impl Drop for RenderAppChannels {
|
||||
fn drop(&mut self) {
|
||||
if self.render_app_in_render_thread {
|
||||
// Any non-send data in the render world was initialized on the main thread.
|
||||
// So on dropping the main world and ending the app, we block and wait for
|
||||
// the render world to return to drop it. Which allows the non-send data
|
||||
// drop methods to run on the correct thread.
|
||||
self.render_to_app_receiver.recv_blocking().ok();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The [`PipelinedRenderingPlugin`] can be added to your application to enable pipelined rendering.
|
||||
///
|
||||
/// This moves rendering into a different thread, so that the Nth frame's rendering can
|
||||
/// be run at the same time as the N + 1 frame's simulation.
|
||||
///
|
||||
/// ```text
|
||||
/// |--------------------|--------------------|--------------------|--------------------|
|
||||
/// | simulation thread | frame 1 simulation | frame 2 simulation | frame 3 simulation |
|
||||
/// |--------------------|--------------------|--------------------|--------------------|
|
||||
/// | rendering thread | | frame 1 rendering | frame 2 rendering |
|
||||
/// |--------------------|--------------------|--------------------|--------------------|
|
||||
/// ```
|
||||
///
|
||||
/// The plugin is dependent on the [`RenderApp`] added by [`crate::RenderPlugin`] and so must
|
||||
/// be added after that plugin. If it is not added after, the plugin will do nothing.
|
||||
///
|
||||
/// A single frame of execution looks something like below
|
||||
///
|
||||
/// ```text
|
||||
/// |---------------------------------------------------------------------------|
|
||||
/// | | | RenderExtractApp schedule | winit events | main schedule |
|
||||
/// | sync | extract |----------------------------------------------------------|
|
||||
/// | | | extract commands | rendering schedule |
|
||||
/// |---------------------------------------------------------------------------|
|
||||
/// ```
|
||||
///
|
||||
/// - `sync` is the step where the entity-entity mapping between the main and render world is updated.
|
||||
/// This is run on the main app's thread. For more information checkout [`SyncWorldPlugin`].
|
||||
/// - `extract` is the step where data is copied from the main world to the render world.
|
||||
/// This is run on the main app's thread.
|
||||
/// - On the render thread, we first apply the `extract commands`. This is not run during extract, so the
|
||||
/// main schedule can start sooner.
|
||||
/// - Then the `rendering schedule` is run. See [`RenderSystems`](crate::RenderSystems) for the standard steps in this process.
|
||||
/// - In parallel to the rendering thread the [`RenderExtractApp`] schedule runs. By
|
||||
/// default, this schedule is empty. But it is useful if you need something to run before I/O processing.
|
||||
/// - Next all the `winit events` are processed.
|
||||
/// - And finally the `main app schedule` is run.
|
||||
/// - Once both the `main app schedule` and the `render schedule` are finished running, `extract` is run again.
|
||||
///
|
||||
/// [`SyncWorldPlugin`]: crate::sync_world::SyncWorldPlugin
|
||||
#[derive(Default)]
|
||||
pub struct PipelinedRenderingPlugin;
|
||||
|
||||
impl Plugin for PipelinedRenderingPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
// Don't add RenderExtractApp if RenderApp isn't initialized.
|
||||
if app.get_sub_app(RenderApp).is_none() {
|
||||
return;
|
||||
}
|
||||
app.insert_resource(MainThreadExecutor::new());
|
||||
|
||||
let mut sub_app = SubApp::new();
|
||||
sub_app.set_extract(renderer_extract);
|
||||
app.insert_sub_app(RenderExtractApp, sub_app);
|
||||
}
|
||||
|
||||
// Sets up the render thread and inserts resources into the main app used for controlling the render thread.
|
||||
fn cleanup(&self, app: &mut App) {
|
||||
// skip setting up when headless
|
||||
if app.get_sub_app(RenderExtractApp).is_none() {
|
||||
return;
|
||||
}
|
||||
|
||||
let (app_to_render_sender, app_to_render_receiver) = async_channel::bounded::<SubApp>(1);
|
||||
let (render_to_app_sender, render_to_app_receiver) = async_channel::bounded::<SubApp>(1);
|
||||
|
||||
let mut render_app = app
|
||||
.remove_sub_app(RenderApp)
|
||||
.expect("Unable to get RenderApp. Another plugin may have removed the RenderApp before PipelinedRenderingPlugin");
|
||||
|
||||
// clone main thread executor to render world
|
||||
let executor = app.world().get_resource::<MainThreadExecutor>().unwrap();
|
||||
render_app.world_mut().insert_resource(executor.clone());
|
||||
|
||||
render_to_app_sender.send_blocking(render_app).unwrap();
|
||||
|
||||
app.insert_resource(RenderAppChannels::new(
|
||||
app_to_render_sender,
|
||||
render_to_app_receiver,
|
||||
));
|
||||
|
||||
std::thread::spawn(move || {
|
||||
#[cfg(feature = "trace")]
|
||||
let _span = tracing::info_span!("render thread").entered();
|
||||
|
||||
let compute_task_pool = ComputeTaskPool::get();
|
||||
loop {
|
||||
// run a scope here to allow main world to use this thread while it's waiting for the render app
|
||||
let sent_app = compute_task_pool
|
||||
.scope(|s| {
|
||||
s.spawn(async { app_to_render_receiver.recv().await });
|
||||
})
|
||||
.pop();
|
||||
let Some(Ok(mut render_app)) = sent_app else {
|
||||
break;
|
||||
};
|
||||
|
||||
{
|
||||
#[cfg(feature = "trace")]
|
||||
let _sub_app_span = tracing::info_span!("sub app", name = ?RenderApp).entered();
|
||||
render_app.update();
|
||||
}
|
||||
|
||||
if render_to_app_sender.send_blocking(render_app).is_err() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
tracing::debug!("exiting pipelined rendering thread");
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// This function waits for the rendering world to be received,
|
||||
// runs extract, and then sends the rendering world back to the render thread.
|
||||
fn renderer_extract(app_world: &mut World, _world: &mut World) {
|
||||
app_world.resource_scope(|world, main_thread_executor: Mut<MainThreadExecutor>| {
|
||||
world.resource_scope(|world, mut render_channels: Mut<RenderAppChannels>| {
|
||||
// we use a scope here to run any main thread tasks that the render world still needs to run
|
||||
// while we wait for the render world to be received.
|
||||
if let Some(mut render_app) = ComputeTaskPool::get()
|
||||
.scope_with_executor(true, Some(&*main_thread_executor.0), |s| {
|
||||
s.spawn(async { render_channels.recv().await });
|
||||
})
|
||||
.pop()
|
||||
.unwrap()
|
||||
{
|
||||
render_app.extract(world);
|
||||
|
||||
render_channels.send_blocking(render_app);
|
||||
} else {
|
||||
// Renderer thread panicked
|
||||
world.write_message(AppExit::error());
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user