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Improved UI render batching #8793
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…extured rather than switching textures and creating a new `UiBatch`. Add a condition to the fragment shader that only multiplies by the color value from `textureSample` if the quad is actually textured.
crates/bevy_ui/src/render/mod.rs
Outdated
let mode = if extracted_uinode.image.id() != default_id { | ||
if stored_batch_handle.id() != default_id { | ||
if stored_batch_handle.id() != extracted_uinode.image.id() { | ||
if start != end { | ||
commands.spawn(UiBatch { | ||
range: start..end, | ||
image: stored_batch_handle, | ||
z: last_z, | ||
}); | ||
start = end; | ||
} | ||
stored_batch_handle = extracted_uinode.image.clone_weak(); | ||
} | ||
} else { | ||
stored_batch_handle = extracted_uinode.image.clone_weak(); |
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This code could be dramatically improved. It's very hard to parse and understand what is going on.
First, I would name the predicates:
let is_extracted_default = extracted_uinode.image.id() == default_id;
let is_batch_default = stored_batch_handle.id() == default_id;
let is_batch_extracted = stored_batch_handle.id() == extracted_uinode.image.id() ;
Then, I would extract mode
values outside of all that nasty logic:
let mode = if !is_extracted_default { TEXTURED_QUAD } else { UNTEXTURED_QUAD };
Then, I would invert some comparisons so that the single lines are not separated from their predicate, it makes it easier to see when each line are triggered:
let mode = if is_extracted_default { UNTEXTURED_QUAD } else { TEXTURED_QUAD };
if !is_extracted_default {
if is_batch_default {
stored_batch_handle = extracted_uinode.image.clone_weak();
} else {
if !is_batch_extracted {
stored_batch_handle = extracted_uinode.image.clone_weak();
if start != end {
commands.spawn(UiBatch {
range: start..end,
image: stored_batch_handle,
z: last_z,
});
start = end;
}
}
}
Finally, I notice a bit of redundant logic here, so we end up with
if is_batch_default {
stored_batch_handle = extracted_uinode.image.clone_weak();
} else if !is_batch_extracted {
stored_batch_handle = extracted_uinode.image.clone_weak();
if start != end {
commands.spawn(UiBatch {
range: start..end,
image: stored_batch_handle,
z: last_z,
});
start = end;
}
}
^^^ This is the code as I would submit it, but if it was a personal project, I would use the following:
match () {
() if is_extracted_default => {},
() if is_batch_default || !is_batch_extracted && start == end => {
stored_batch_handle = extracted_uinode.image.clone_weak();
}
() if !is_batch_extracted => {
stored_batch_handle = extracted_uinode.image.clone_weak();
commands.spawn(UiBatch {
range: start..end,
image: stored_batch_handle,
z: last_z,
});
start = end;
}
}
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AbleHeathen on discord mentioned another possible improvement:
if is_batch_default || !is_batch_extracted {
stored_batch_handle = extracted_uinode.image.clone_weak();
}
if !is_batch_extracted && start != end {
commands.spawn(UiBatch {
range: start..end,
image: stored_batch_handle,
z: last_z,
});
start = end;
}
Didn't check the logic, but seems even better.
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I triple checked my code. It wasn't easy to do (hence the remark about it being difficult to reason about) but I've done it slowly and step by step. I'm not 100% sure, but I'm fairly confident the logic is equivalent, at least for the following code:
let mode = if is_extracted_default { UNTEXTURED_QUAD } else { TEXTURED_QUAD };
if !is_extracted_default {
if is_batch_default {
stored_batch_handle = extracted_uinode.image.clone_weak();
} else if !is_batch_extracted {
stored_batch_handle = extracted_uinode.image.clone_weak();
if start != end {
commands.spawn(UiBatch {
range: start..end,
image: stored_batch_handle,
z: last_z,
});
start = end;
}
}
}
I made a gist so the changes can be visualized: https://gist.github.com/nicopap/2511c8761eccb059757c88e4d6d69689/revisions
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No this is definitely incorrect.
stored_batch_handle
holds the handle of the texture for the next UiBatch
.
Then after that UiBatch
is spawned, we set stored_batch_handle
to the texture for the next batch from extracted_uinode
.
Your change overwrites stored_batch_handle
first before the UiBatch
is created so the batch will be spawned with the wrong texture. Also, it doesn't look like it will compile because UiBatch
takes ownership of stored_batch_handle
, so the value can't be used in the next iteration of the loop.
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I think the lastest version I just pushed is looking ok now. You were right that stored_batch_handle
could be set at the end of the code paths, instead of in both of the different if blocks.
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Agreed that this section of code is still hard to understand. I don't feel confident reviewing it atm.
@@ -514,6 +529,7 @@ pub fn prepare_uinodes( | |||
position: positions_clipped[i].into(), | |||
uv: uvs[i].into(), | |||
color, | |||
mode, |
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For other reviewers, this is like the most important line of this PR
const TEXTURED_QUAD: u32 = 0; | ||
const UNTEXTURED_QUAD: u32 = 1; |
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In the futures, this could be turned into a bitflags
, (for example if you want to cram more metadata into the vertex attributes) but I think it should be kept at two u32
consts for now.
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Yes, I kept it this basic because the shader will be replaced soon for one that does rounded corners etc.
…o the extracted image.
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Looks good to me. The logic of that nested if is much more apparent with the is_textured
function. Just one question regarding the sort_key
.
z: last_z, | ||
}); | ||
start = end; | ||
let mode = if is_textured(&extracted_uinode.image) { |
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Nit: I still would separate the logic from the value setting, in the imperative style (I say that as someone who has a strong bias in favor of functional programming)
let mode = if is_textured(&extracted_uinode.image) { | |
let mode = if is_textured(&extracted_uinode.image) { | |
TEXTURED_QUAD | |
} else { | |
UNTEXTURED_QUAD | |
}; | |
if is_textured(&extracted_uinode.image) { |
Removed the z ordering changes, they aren't important right now. Better to keep this simple. |
…nt for culled extracted nodes.
We should consider merging this before 0.11. It's a very small change with a major positive performance impact. |
…ute (#8933) # Objective - Fix this error to be able to run UI examples in WebGPU ``` 1 error(s) generated while compiling the shader: :31:18 error: integral user-defined vertex outputs must have a flat interpolation attribute @location(3) mode: u32, ^^^^ :36:1 note: while analyzing entry point 'vertex' fn vertex( ^^ ``` It was introduce in #8793 ## Solution - Add `@interpolate(flat)` to the `mode` field
# Objective Reimplement #8793 on top of the recent rendering changes. ## Solution The batch creation logic is quite convoluted, but I tested it on enough examples to convince myself that it works. The initial value of `batch_image_handle` is changed from `HandleId::Id(Uuid::nil(), u64::MAX)` to `DEFAULT_IMAGE_HANDLE.id()`, which allowed me to make the if-block simpler I think. The default image from `DEFAULT_IMAGE_HANDLE` is always inserted into `UiImageBindGroups` even if it's not used. I tried to add a check so that it would be only inserted when there is only one batch using the default image but this crashed. --- ## Changelog `prepare_uinodes` * Changed the initial value of `batch_image_handle` to `DEFAULT_IMAGE_HANDLE.id()`. * The default image is added to the UI image bind groups before assembling the batches. * A new `UiBatch` isn't created when the next `ExtractedUiNode`s image is set to `DEFAULT_IMAGE_HANDLE` (unless it is the first item in the UI phase items list).
Fix branding inconsistencies don't Implement `Display` for `Val` (bevyengine#10345) - Revert bevyengine#10296 - Avoid implementing `Display` without a justification - `Display` implementation is a guarantee without a direct use, takes additional time to compile and require work to maintain - `Debug`, `Reflect` or `Serialize` should cover all needs Combine visibility queries in check_visibility_system (bevyengine#10196) Alternative to bevyengine#7310 Implemented the suggestion from bevyengine#7310 (comment) I am guessing that these were originally split as an optimization, but I am not sure since I believe the original author of the code is the one speculating about combining them up there. I ran three benchmarks to compare main, this PR, and the approach from ([updated](https://github.com/rparrett/bevy/commits/rebased-parallel-check-visibility) to the same commit on main). This seems to perform slightly better than main in scenarios where most entities have AABBs, and a bit worse when they don't (`many_lights`). That seems to make sense to me. Either way, the difference is ~-20 microseconds in the more common scenarios or ~+100 microseconds in the less common scenario. I would speculate that this might perform **very slightly** worse in single-threaded scenarios. Benches were run in release mode for 2000 frames while capturing a trace with tracy. | bench | commit | check_visibility_system mean μs | | -- | -- | -- | | many_cubes | main | 929.5 | | many_cubes | this | 914.0 | | many_cubes | 7310 | 1003.5 | | | | | many_foxes | main | 191.6 | | many_foxes | this | 173.2 | | many_foxes | 7310 | 167.9 | | | | | many_lights | main | 619.3 | | many_lights | this | 703.7 | | many_lights | 7310 | 842.5 | Technically this behaves slightly differently -- prior to this PR, view visibility was determined even for entities without `GlobalTransform`. I don't think this has any practical impact though. IMO, I don't think we need to do this. But I opened a PR because it seemed like the handiest way to share the code / benchmarks. I have done some rudimentary testing with the examples above, but I can do some screenshot diffing if it seems like we want to do this. Make VERTEX_COLORS usable in prepass shader, if available (bevyengine#10341) I was working with forward rendering prepass fragment shaders and ran into an issue of not being able to access vertex colors in the prepass. I was able to access vertex colors in regular fragment shaders as well as in deferred shaders. It seems like this `if` was nested unintentionally as moving it outside of the `deferred` block works. --- Enable vertex colors in forward rendering prepass fragment shaders allow DeferredPrepass to work without other prepass markers (bevyengine#10223) fix crash / misbehaviour when `DeferredPrepass` is used without `DepthPrepass`. - Deferred lighting requires the depth prepass texture to be present, so that the depth texture is available for binding. without it the deferred lighting pass will use 0 for depth of all meshes. - When `DeferredPrepass` is used without other prepass markers, and with any materials that use `OpaqueRenderMode::Forward`, those entities will try to queue to the `Opaque3dPrepass` render phase, which doesn't exist, causing a crash. - check if the prepass phases exist before queueing - generate prepass textures if `Opaque3dDeferred` is present - add a note to the DeferredPrepass marker to note that DepthPrepass is also required by the default deferred lighting pass - also changed some `With<T>.is_some()`s to `Has<T>`s UI batching Fix (bevyengine#9610) Reimplement bevyengine#8793 on top of the recent rendering changes. The batch creation logic is quite convoluted, but I tested it on enough examples to convince myself that it works. The initial value of `batch_image_handle` is changed from `HandleId::Id(Uuid::nil(), u64::MAX)` to `DEFAULT_IMAGE_HANDLE.id()`, which allowed me to make the if-block simpler I think. The default image from `DEFAULT_IMAGE_HANDLE` is always inserted into `UiImageBindGroups` even if it's not used. I tried to add a check so that it would be only inserted when there is only one batch using the default image but this crashed. --- `prepare_uinodes` * Changed the initial value of `batch_image_handle` to `DEFAULT_IMAGE_HANDLE.id()`. * The default image is added to the UI image bind groups before assembling the batches. * A new `UiBatch` isn't created when the next `ExtractedUiNode`s image is set to `DEFAULT_IMAGE_HANDLE` (unless it is the first item in the UI phase items list). Increase default normal bias to avoid common artifacts (bevyengine#10346) Bevy's default bias values for directional and spot lights currently cause significant artifacts. We should fix that so shadows look good by default! This is a less controversial/invasive alternative to bevyengine#10188, which might enable us to keep the default bias value low, but also has its own sets of concerns and caveats that make it a risky choice for Bevy 0.12. Bump the default normal bias from `0.6` to `1.8`. There is precedent for values in this general area as Godot has a default normal bias of `2.0`. ![image](https://github.com/superdump/bevy/assets/2694663/a5828011-33fc-4427-90ed-f093d7389053) ![image](https://github.com/bevyengine/bevy/assets/2694663/0f2b16b0-c116-41ab-9886-1ace9e00efd6) The default `shadow_normal_bias` value for `DirectionalLight` and `SpotLight` has changed to accommodate artifacts introduced with the new shadow PCF changes. It is unlikely (especially given the new PCF shadow behaviors with these values), but you might need to manually tweak this value if your scene requires a lower bias and it relied on the previous default value. Make `DirectionalLight` `Cascades` computation generic over `CameraProjection` (bevyengine#9226) Fixes bevyengine#9077 (see this issue for motivations) Implement 1 and 2 of the "How to fix it" section of bevyengine#9077 `update_directional_light_cascades` is split into `clear_directional_light_cascades` and a generic `build_directional_light_cascades`, to clear once and potentially insert many times. --- `DirectionalLight`'s computation is now generic over `CameraProjection` and can work with custom camera projections. If you have a component `MyCustomProjection` that implements `CameraProjection`: - You need to implement a new required associated method, `get_frustum_corners`, returning an array of the corners of a subset of the frustum with given `z_near` and `z_far`, in local camera space. - You can now add the `build_directional_light_cascades::<MyCustomProjection>` system in `SimulationLightSystems::UpdateDirectionalLightCascades` after `clear_directional_light_cascades` for your projection to work with directional lights. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> Update default `ClearColor` to better match Bevy's branding (bevyengine#10339) - Changes the default clear color to match the code block color on Bevy's website. - Changed the clear color, updated text in examples to ensure adequate contrast. Inconsistent usage of white text color set to use the default color instead, which is already white. - Additionally, updated the `3d_scene` example to make it look a bit better, and use bevy's branding colors. ![image](https://github.com/bevyengine/bevy/assets/2632925/540a22c0-826c-4c33-89aa-34905e3e313a) Corrected incorrect doc comment on read_asset_bytes (bevyengine#10352) Fixes bevyengine#10302 - Removed the incorrect comment. Allow AccessKit to react to WindowEvents before they reach the engine (bevyengine#10356) - Adopt bevyengine#10239 to get it in time for the release - Fix accessibility on macOS and linux - call `on_event` from AcccessKit adapter on winit events --------- Co-authored-by: Nolan Darilek <nolan@thewordnerd.info> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Fix typo in window.rs (bevyengine#10358) Fixes a small typo in `bevy_window/src/window.rs` Change `Should be used instead 'scale_factor' when set.` to `Should be used instead of 'scale_factor' when set.` Add UI Materials (bevyengine#9506) - Add Ui Materials so that UI can render more complex and animated widgets. - Fixes bevyengine#5607 - Create a UiMaterial trait for specifying a Shader Asset and Bind Group Layout/Data. - Create a pipeline for rendering these Materials inside the Ui layout/tree. - Create a MaterialNodeBundle for simple spawning. - Created a `UiMaterial` trait for specifying a Shader asset and Bind Group. - Created a `UiMaterialPipeline` for rendering said Materials. - Added Example [`ui_material` ](https://github.com/MarkusTheOrt/bevy/blob/ui_material/examples/ui/ui_material.rs) for example usage. - Created [`UiVertexOutput`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_vertex_output.wgsl) export as VertexData for shaders. - Created [`material_ui`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_material.wgsl) shader as default for both Vertex and Fragment shaders. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: François <mockersf@gmail.com> support file operations in single threaded context (bevyengine#10312) - Fixes bevyengine#10209 - Assets should work in single threaded - In single threaded mode, don't use `async_fs` but fallback on `std::fs` with a thin layer to mimic the async API - file `file_asset.rs` is the async imps from `mod.rs` - file `sync_file_asset.rs` is the same with `async_fs` APIs replaced by `std::fs` - which module is used depends on the `multi-threaded` feature --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> Fix gizmo crash when prepass enabled (bevyengine#10360) - Fix gizmo crash when prepass enabled - Add the prepass to the view key Fixes: bevyengine#10347
# Objective Reimplement bevyengine#8793 on top of the recent rendering changes. ## Solution The batch creation logic is quite convoluted, but I tested it on enough examples to convince myself that it works. The initial value of `batch_image_handle` is changed from `HandleId::Id(Uuid::nil(), u64::MAX)` to `DEFAULT_IMAGE_HANDLE.id()`, which allowed me to make the if-block simpler I think. The default image from `DEFAULT_IMAGE_HANDLE` is always inserted into `UiImageBindGroups` even if it's not used. I tried to add a check so that it would be only inserted when there is only one batch using the default image but this crashed. --- ## Changelog `prepare_uinodes` * Changed the initial value of `batch_image_handle` to `DEFAULT_IMAGE_HANDLE.id()`. * The default image is added to the UI image bind groups before assembling the batches. * A new `UiBatch` isn't created when the next `ExtractedUiNode`s image is set to `DEFAULT_IMAGE_HANDLE` (unless it is the first item in the UI phase items list).
# Objective Reimplement bevyengine#8793 on top of the recent rendering changes. ## Solution The batch creation logic is quite convoluted, but I tested it on enough examples to convince myself that it works. The initial value of `batch_image_handle` is changed from `HandleId::Id(Uuid::nil(), u64::MAX)` to `DEFAULT_IMAGE_HANDLE.id()`, which allowed me to make the if-block simpler I think. The default image from `DEFAULT_IMAGE_HANDLE` is always inserted into `UiImageBindGroups` even if it's not used. I tried to add a check so that it would be only inserted when there is only one batch using the default image but this crashed. --- ## Changelog `prepare_uinodes` * Changed the initial value of `batch_image_handle` to `DEFAULT_IMAGE_HANDLE.id()`. * The default image is added to the UI image bind groups before assembling the batches. * A new `UiBatch` isn't created when the next `ExtractedUiNode`s image is set to `DEFAULT_IMAGE_HANDLE` (unless it is the first item in the UI phase items list).
Objective
prepare_uinodes
creates a newUiBatch
whenever the texture changes, when most often it's just queuing untextured quads. Instead of switching textures, we can reduce the number of batches generated significantly by adding a condition to the fragment shader so that it only multiplies by thetextureSample
value when drawing a textured quad.Solution
Add a
mode
field toUiVertex
.In
prepare_uinodes
setmode
to 0 if the quad is textured or 1 if untextured.Add a condition to the fragment shader that only multiplies by the
color
value fromtextureSample
ifmode
is set to 1.Changelog
mode
field toUiVertex
, and added an extrau32
vertex attribute to the shader and vertex buffer layout.prepare_uinodes
mode is set to 0 for the vertices of textured quads, and 1 if untextured.ui.wgsl
that only multiplies by thecolor
value fromtextureSample
if the mode is equal to 0.