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[Merged by Bors] - Allow to reuse the same RenderPass for multiple RenderPhases #7043

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18 changes: 11 additions & 7 deletions crates/bevy_core_pipeline/src/core_2d/main_pass_2d_node.rs
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@ use crate::{
core_2d::{camera_2d::Camera2d, Transparent2d},
};
use bevy_ecs::prelude::*;
use bevy_render::render_phase::TrackedRenderPass;
use bevy_render::{
camera::ExtractedCamera,
render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
Expand Down Expand Up @@ -77,13 +78,16 @@ impl Node for MainPass2dNode {
depth_stencil_attachment: None,
};

transparent_phase.render(
world,
render_context,
view_entity,
camera.viewport.as_ref(),
pass_descriptor,
);
let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut render_pass = TrackedRenderPass::new(render_pass);

if let Some(viewport) = camera.viewport.as_ref() {
render_pass.set_camera_viewport(viewport);
}

transparent_phase.render(&mut render_pass, world, view_entity);
}

// WebGL2 quirk: if ending with a render pass with a custom viewport, the viewport isn't
Expand Down
52 changes: 31 additions & 21 deletions crates/bevy_core_pipeline/src/core_3d/main_pass_3d_node.rs
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@ use crate::{
core_3d::{AlphaMask3d, Camera3d, Opaque3d, Transparent3d},
};
use bevy_ecs::prelude::*;
use bevy_render::render_phase::TrackedRenderPass;
use bevy_render::{
camera::ExtractedCamera,
render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
Expand Down Expand Up @@ -95,13 +96,16 @@ impl Node for MainPass3dNode {
}),
};

opaque_phase.render(
world,
render_context,
view_entity,
camera.viewport.as_ref(),
pass_descriptor,
);
let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut render_pass = TrackedRenderPass::new(render_pass);

if let Some(viewport) = camera.viewport.as_ref() {
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I consider losing the "auto camera viewport" stuff is a bit of a loss, as I suspect omitting this will be a common foot-gun / a source of "viewport mismatch" bugs. That being said, I also like that we've made this abstraction less opinionated, as there will be cases where we don't want this.

Not something we should do in this pr, but maybe we could have something like this / prefer its use where possible?

// This would create and set up a TrackedRenderPass, which would set the viewport, if it is
// configured on the camera. "pass" would need to be a wrapper over TrackedRenderPass.
let pass = camera.begin_render_pass(render_context, view_entity);
pass.render_phase(opaque_phase, world);

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Having another pass wrapper type seems a bit bleh, so its worth trying to find a way to remove the need for that.

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That is an interesting idea. I like it!
If we want to automatically configure the pass based on the camera, then we will have to supply multiple components or a query, though.

Why couldn't we use the TrackedRenderPass directly or an extension trait?

I think I will play around with this idea tomorrow.

render_pass.set_camera_viewport(viewport);
}

opaque_phase.render(&mut render_pass, world, view_entity);
}

if !alpha_mask_phase.items.is_empty() {
Expand All @@ -127,13 +131,16 @@ impl Node for MainPass3dNode {
}),
};

alpha_mask_phase.render(
world,
render_context,
view_entity,
camera.viewport.as_ref(),
pass_descriptor,
);
let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut render_pass = TrackedRenderPass::new(render_pass);

if let Some(viewport) = camera.viewport.as_ref() {
render_pass.set_camera_viewport(viewport);
}

alpha_mask_phase.render(&mut render_pass, world, view_entity);
}

if !transparent_phase.items.is_empty() {
Expand Down Expand Up @@ -164,13 +171,16 @@ impl Node for MainPass3dNode {
}),
};

transparent_phase.render(
world,
render_context,
view_entity,
camera.viewport.as_ref(),
pass_descriptor,
);
let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut render_pass = TrackedRenderPass::new(render_pass);

if let Some(viewport) = camera.viewport.as_ref() {
render_pass.set_camera_viewport(viewport);
}

transparent_phase.render(&mut render_pass, world, view_entity);
}

// WebGL2 quirk: if ending with a render pass with a custom viewport, the viewport isn't
Expand Down
13 changes: 6 additions & 7 deletions crates/bevy_pbr/src/render/light.rs
Original file line number Diff line number Diff line change
Expand Up @@ -1785,13 +1785,12 @@ impl Node for ShadowPassNode {
}),
};

shadow_phase.render(
world,
render_context,
view_light_entity,
None,
pass_descriptor,
);
let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut render_pass = TrackedRenderPass::new(render_pass);

shadow_phase.render(&mut render_pass, world, view_light_entity);
}
}

Expand Down
22 changes: 4 additions & 18 deletions crates/bevy_render/src/render_phase/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -4,10 +4,7 @@ mod draw_state;
use bevy_ecs::entity::Entity;
pub use draw::*;
pub use draw_state::*;
use wgpu::RenderPassDescriptor;

use crate::camera::Viewport;
use crate::renderer::RenderContext;
use bevy_ecs::prelude::{Component, Query};
use bevy_ecs::world::World;

Expand Down Expand Up @@ -35,29 +32,18 @@ impl<I: PhaseItem> RenderPhase<I> {
I::sort(&mut self.items);
}

pub fn render(
pub fn render<'w>(
&self,
world: &World,
render_context: &mut RenderContext,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
viewport: Option<&Viewport>,
pass_descriptor: RenderPassDescriptor,
) {
let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut render_pass = TrackedRenderPass::new(render_pass);

if let Some(viewport) = viewport {
render_pass.set_camera_viewport(viewport);
}

let draw_functions = world.resource::<DrawFunctions<I>>();
let mut draw_functions = draw_functions.write();

for item in &self.items {
let draw_function = draw_functions.get_mut(item.draw_function()).unwrap();
draw_function.draw(world, &mut render_pass, view, item);
draw_function.draw(world, render_pass, view, item);
}
}
}
Expand Down
8 changes: 7 additions & 1 deletion crates/bevy_ui/src/render/render_pass.rs
Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,13 @@ impl Node for UiPassNode {
depth_stencil_attachment: None,
};

transparent_phase.render(world, render_context, view_entity, None, pass_descriptor);
let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut render_pass = TrackedRenderPass::new(render_pass);

transparent_phase.render(&mut render_pass, world, view_entity);

Ok(())
}
}
Expand Down