pub struct RenderGraph { /* private fields */ }
Expand description
The render graph configures the modular and re-usable render logic.
It is a retained and stateless (nodes themselves may have their own internal state) structure, which can not be modified while it is executed by the graph runner.
The render graph runner is responsible for executing the entire graph each frame. It will execute each node in the graph in the correct order, based on the edges between the nodes.
It consists of three main components: Nodes
, Edges
and Slots
.
Nodes are responsible for generating draw calls and operating on input and output slots. Edges specify the order of execution for nodes and connect input and output slots together. Slots describe the render resources created or used by the nodes.
Additionally a render graph can contain multiple sub graphs, which are run by the corresponding nodes. Every render graph can have its own optional input node.
§Example
Here is a simple render graph example with two nodes connected by a node edge.
#[derive(RenderLabel)]
enum Labels {
A,
B,
}
let mut graph = RenderGraph::default();
graph.add_node(Labels::A, MyNode);
graph.add_node(Labels::B, MyNode);
graph.add_node_edge(Labels::B, Labels::A);
Implementations§
Source§impl RenderGraph
impl RenderGraph
Sourcepub fn update(&mut self, world: &mut World)
pub fn update(&mut self, world: &mut World)
Updates all nodes and sub graphs of the render graph. Should be called before executing it.
Sourcepub fn set_input(&mut self, inputs: Vec<SlotInfo>)
pub fn set_input(&mut self, inputs: Vec<SlotInfo>)
Creates an GraphInputNode
with the specified slots if not already present.
Sourcepub fn get_input_node(&self) -> Option<&NodeState>
pub fn get_input_node(&self) -> Option<&NodeState>
Returns the NodeState
of the input node of this graph.
§See also
input_node
for an unchecked version.
Sourcepub fn input_node(&self) -> &NodeState
pub fn input_node(&self) -> &NodeState
Returns the NodeState
of the input node of this graph.
§Panics
Panics if there is no input node set.
§See also
get_input_node
for a version which returns anOption
instead.
Sourcepub fn add_node<T>(&mut self, label: impl RenderLabel, node: T)where
T: Node,
pub fn add_node<T>(&mut self, label: impl RenderLabel, node: T)where
T: Node,
Adds the node
with the label
to the graph.
If the label is already present replaces it instead.
Examples found in repository?
46 fn finish(&self, app: &mut App) {
47 let render_app = app.sub_app_mut(RenderApp);
48 render_app.init_resource::<ComputePipeline>().add_systems(
49 Render,
50 prepare_bind_group
51 .in_set(RenderSet::PrepareBindGroups)
52 // We don't need to recreate the bind group every frame
53 .run_if(not(resource_exists::<GpuBufferBindGroup>)),
54 );
55
56 // Add the compute node as a top level node to the render graph
57 // This means it will only execute once per frame
58 render_app
59 .world_mut()
60 .resource_mut::<RenderGraph>()
61 .add_node(ComputeNodeLabel, ComputeNode::default());
62 }
More examples
101 fn build(&self, app: &mut App) {
102 // Extract the game of life image resource from the main world into the render world
103 // for operation on by the compute shader and display on the sprite.
104 app.add_plugins(ExtractResourcePlugin::<GameOfLifeImages>::default());
105 let render_app = app.sub_app_mut(RenderApp);
106 render_app.add_systems(
107 Render,
108 prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
109 );
110
111 let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
112 render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
113 render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
114 }
203 fn build(&self, app: &mut App) {
204 let (s, r) = crossbeam_channel::unbounded();
205
206 let render_app = app
207 .insert_resource(MainWorldReceiver(r))
208 .sub_app_mut(RenderApp);
209
210 let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
211 graph.add_node(ImageCopy, ImageCopyDriver);
212 graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);
213
214 render_app
215 .insert_resource(RenderWorldSender(s))
216 // Make ImageCopiers accessible in RenderWorld system and plugin
217 .add_systems(ExtractSchedule, image_copy_extract)
218 // Receives image data from buffer to channel
219 // so we need to run it after the render graph is done
220 .add_systems(Render, receive_image_from_buffer.after(RenderSet::Render));
221 }
Sourcepub fn add_node_edges<const N: usize>(
&mut self,
edges: impl IntoRenderNodeArray<N>,
)
pub fn add_node_edges<const N: usize>( &mut self, edges: impl IntoRenderNodeArray<N>, )
Add node_edge
s based on the order of the given edges
array.
Defining an edge that already exists is not considered an error with this api. It simply won’t create a new edge.
Sourcepub fn remove_node(
&mut self,
label: impl RenderLabel,
) -> Result<(), RenderGraphError>
pub fn remove_node( &mut self, label: impl RenderLabel, ) -> Result<(), RenderGraphError>
Removes the node
with the label
from the graph.
If the label does not exist, nothing happens.
Sourcepub fn get_node_state(
&self,
label: impl RenderLabel,
) -> Result<&NodeState, RenderGraphError>
pub fn get_node_state( &self, label: impl RenderLabel, ) -> Result<&NodeState, RenderGraphError>
Retrieves the NodeState
referenced by the label
.
Sourcepub fn get_node_state_mut(
&mut self,
label: impl RenderLabel,
) -> Result<&mut NodeState, RenderGraphError>
pub fn get_node_state_mut( &mut self, label: impl RenderLabel, ) -> Result<&mut NodeState, RenderGraphError>
Retrieves the NodeState
referenced by the label
mutably.
Sourcepub fn get_node<T>(
&self,
label: impl RenderLabel,
) -> Result<&T, RenderGraphError>where
T: Node,
pub fn get_node<T>(
&self,
label: impl RenderLabel,
) -> Result<&T, RenderGraphError>where
T: Node,
Retrieves the Node
referenced by the label
.
Sourcepub fn get_node_mut<T>(
&mut self,
label: impl RenderLabel,
) -> Result<&mut T, RenderGraphError>where
T: Node,
pub fn get_node_mut<T>(
&mut self,
label: impl RenderLabel,
) -> Result<&mut T, RenderGraphError>where
T: Node,
Retrieves the Node
referenced by the label
mutably.
Sourcepub fn try_add_slot_edge(
&mut self,
output_node: impl RenderLabel,
output_slot: impl Into<SlotLabel>,
input_node: impl RenderLabel,
input_slot: impl Into<SlotLabel>,
) -> Result<(), RenderGraphError>
pub fn try_add_slot_edge( &mut self, output_node: impl RenderLabel, output_slot: impl Into<SlotLabel>, input_node: impl RenderLabel, input_slot: impl Into<SlotLabel>, ) -> Result<(), RenderGraphError>
Adds the Edge::SlotEdge
to the graph. This guarantees that the output_node
is run before the input_node
and also connects the output_slot
to the input_slot
.
Fails if any invalid RenderLabel
s or SlotLabel
s are given.
§See also
add_slot_edge
for an infallible version.
Sourcepub fn add_slot_edge(
&mut self,
output_node: impl RenderLabel,
output_slot: impl Into<SlotLabel>,
input_node: impl RenderLabel,
input_slot: impl Into<SlotLabel>,
)
pub fn add_slot_edge( &mut self, output_node: impl RenderLabel, output_slot: impl Into<SlotLabel>, input_node: impl RenderLabel, input_slot: impl Into<SlotLabel>, )
Adds the Edge::SlotEdge
to the graph. This guarantees that the output_node
is run before the input_node
and also connects the output_slot
to the input_slot
.
§Panics
Any invalid RenderLabel
s or SlotLabel
s are given.
§See also
try_add_slot_edge
for a fallible version.
Sourcepub fn remove_slot_edge(
&mut self,
output_node: impl RenderLabel,
output_slot: impl Into<SlotLabel>,
input_node: impl RenderLabel,
input_slot: impl Into<SlotLabel>,
) -> Result<(), RenderGraphError>
pub fn remove_slot_edge( &mut self, output_node: impl RenderLabel, output_slot: impl Into<SlotLabel>, input_node: impl RenderLabel, input_slot: impl Into<SlotLabel>, ) -> Result<(), RenderGraphError>
Removes the Edge::SlotEdge
from the graph. If any nodes or slots do not exist then
nothing happens.
Sourcepub fn try_add_node_edge(
&mut self,
output_node: impl RenderLabel,
input_node: impl RenderLabel,
) -> Result<(), RenderGraphError>
pub fn try_add_node_edge( &mut self, output_node: impl RenderLabel, input_node: impl RenderLabel, ) -> Result<(), RenderGraphError>
Adds the Edge::NodeEdge
to the graph. This guarantees that the output_node
is run before the input_node
.
Fails if any invalid RenderLabel
is given.
§See also
add_node_edge
for an infallible version.
Sourcepub fn add_node_edge(
&mut self,
output_node: impl RenderLabel,
input_node: impl RenderLabel,
)
pub fn add_node_edge( &mut self, output_node: impl RenderLabel, input_node: impl RenderLabel, )
Adds the Edge::NodeEdge
to the graph. This guarantees that the output_node
is run before the input_node
.
§Panics
Panics if any invalid RenderLabel
is given.
§See also
try_add_node_edge
for a fallible version.
Examples found in repository?
101 fn build(&self, app: &mut App) {
102 // Extract the game of life image resource from the main world into the render world
103 // for operation on by the compute shader and display on the sprite.
104 app.add_plugins(ExtractResourcePlugin::<GameOfLifeImages>::default());
105 let render_app = app.sub_app_mut(RenderApp);
106 render_app.add_systems(
107 Render,
108 prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
109 );
110
111 let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
112 render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
113 render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
114 }
More examples
203 fn build(&self, app: &mut App) {
204 let (s, r) = crossbeam_channel::unbounded();
205
206 let render_app = app
207 .insert_resource(MainWorldReceiver(r))
208 .sub_app_mut(RenderApp);
209
210 let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
211 graph.add_node(ImageCopy, ImageCopyDriver);
212 graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);
213
214 render_app
215 .insert_resource(RenderWorldSender(s))
216 // Make ImageCopiers accessible in RenderWorld system and plugin
217 .add_systems(ExtractSchedule, image_copy_extract)
218 // Receives image data from buffer to channel
219 // so we need to run it after the render graph is done
220 .add_systems(Render, receive_image_from_buffer.after(RenderSet::Render));
221 }
Sourcepub fn remove_node_edge(
&mut self,
output_node: impl RenderLabel,
input_node: impl RenderLabel,
) -> Result<(), RenderGraphError>
pub fn remove_node_edge( &mut self, output_node: impl RenderLabel, input_node: impl RenderLabel, ) -> Result<(), RenderGraphError>
Removes the Edge::NodeEdge
from the graph. If either node does not exist then nothing
happens.
Sourcepub fn validate_edge(
&mut self,
edge: &Edge,
should_exist: EdgeExistence,
) -> Result<(), RenderGraphError>
pub fn validate_edge( &mut self, edge: &Edge, should_exist: EdgeExistence, ) -> Result<(), RenderGraphError>
Verifies that the edge existence is as expected and checks that slot edges are connected correctly.
Sourcepub fn has_edge(&self, edge: &Edge) -> bool
pub fn has_edge(&self, edge: &Edge) -> bool
Checks whether the edge
already exists in the graph.
Sourcepub fn iter_nodes(&self) -> impl Iterator<Item = &NodeState>
pub fn iter_nodes(&self) -> impl Iterator<Item = &NodeState>
Returns an iterator over the NodeStates
.
Sourcepub fn iter_nodes_mut(&mut self) -> impl Iterator<Item = &mut NodeState>
pub fn iter_nodes_mut(&mut self) -> impl Iterator<Item = &mut NodeState>
Returns an iterator over the NodeStates
, that allows modifying each value.
Sourcepub fn iter_sub_graphs(
&self,
) -> impl Iterator<Item = (Interned<dyn RenderSubGraph>, &RenderGraph)>
pub fn iter_sub_graphs( &self, ) -> impl Iterator<Item = (Interned<dyn RenderSubGraph>, &RenderGraph)>
Returns an iterator over the sub graphs.
Sourcepub fn iter_sub_graphs_mut(
&mut self,
) -> impl Iterator<Item = (Interned<dyn RenderSubGraph>, &mut RenderGraph)>
pub fn iter_sub_graphs_mut( &mut self, ) -> impl Iterator<Item = (Interned<dyn RenderSubGraph>, &mut RenderGraph)>
Returns an iterator over the sub graphs, that allows modifying each value.
Sourcepub fn iter_node_inputs(
&self,
label: impl RenderLabel,
) -> Result<impl Iterator<Item = (&Edge, &NodeState)>, RenderGraphError>
pub fn iter_node_inputs( &self, label: impl RenderLabel, ) -> Result<impl Iterator<Item = (&Edge, &NodeState)>, RenderGraphError>
Returns an iterator over a tuple of the input edges and the corresponding output nodes for the node referenced by the label.
Sourcepub fn iter_node_outputs(
&self,
label: impl RenderLabel,
) -> Result<impl Iterator<Item = (&Edge, &NodeState)>, RenderGraphError>
pub fn iter_node_outputs( &self, label: impl RenderLabel, ) -> Result<impl Iterator<Item = (&Edge, &NodeState)>, RenderGraphError>
Returns an iterator over a tuple of the output edges and the corresponding input nodes for the node referenced by the label.
Sourcepub fn add_sub_graph(
&mut self,
label: impl RenderSubGraph,
sub_graph: RenderGraph,
)
pub fn add_sub_graph( &mut self, label: impl RenderSubGraph, sub_graph: RenderGraph, )
Adds the sub_graph
with the label
to the graph.
If the label is already present replaces it instead.
Sourcepub fn remove_sub_graph(&mut self, label: impl RenderSubGraph)
pub fn remove_sub_graph(&mut self, label: impl RenderSubGraph)
Removes the sub_graph
with the label
from the graph.
If the label does not exist then nothing happens.
Sourcepub fn get_sub_graph(&self, label: impl RenderSubGraph) -> Option<&RenderGraph>
pub fn get_sub_graph(&self, label: impl RenderSubGraph) -> Option<&RenderGraph>
Retrieves the sub graph corresponding to the label
.
Sourcepub fn get_sub_graph_mut(
&mut self,
label: impl RenderSubGraph,
) -> Option<&mut RenderGraph>
pub fn get_sub_graph_mut( &mut self, label: impl RenderSubGraph, ) -> Option<&mut RenderGraph>
Retrieves the sub graph corresponding to the label
mutably.
Sourcepub fn sub_graph(&self, label: impl RenderSubGraph) -> &RenderGraph
pub fn sub_graph(&self, label: impl RenderSubGraph) -> &RenderGraph
Retrieves the sub graph corresponding to the label
.
§Panics
Panics if any invalid subgraph label is given.
§See also
get_sub_graph
for a fallible version.
Sourcepub fn sub_graph_mut(&mut self, label: impl RenderSubGraph) -> &mut RenderGraph
pub fn sub_graph_mut(&mut self, label: impl RenderSubGraph) -> &mut RenderGraph
Retrieves the sub graph corresponding to the label
mutably.
§Panics
Panics if any invalid subgraph label is given.
§See also
get_sub_graph_mut
for a fallible version.
Trait Implementations§
Source§impl Debug for RenderGraph
impl Debug for RenderGraph
Source§impl Default for RenderGraph
impl Default for RenderGraph
Source§fn default() -> RenderGraph
fn default() -> RenderGraph
impl Resource for RenderGraph
Auto Trait Implementations§
impl Freeze for RenderGraph
impl !RefUnwindSafe for RenderGraph
impl Send for RenderGraph
impl Sync for RenderGraph
impl Unpin for RenderGraph
impl !UnwindSafe for RenderGraph
Blanket Implementations§
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self
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builds.Source§fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
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builds.Source§fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
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builds.Source§fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
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builds.