bevy_ui_render 0.20.0

Provides rendering functionality for Bevy UI
Documentation
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use crate::clipping::clip_polygon;
use crate::ui_material::{MaterialNode, UiMaterial, UiMaterialKey};
use crate::*;
use bevy_asset::*;
use bevy_ecs::{
    prelude::{Component, With},
    query::ROQueryItem,
    system::{
        lifetimeless::{Read, SRes},
        *,
    },
};
use bevy_math::{Affine2, FloatOrd, Rect, Vec2};
use bevy_mesh::VertexBufferLayout;
use bevy_render::material_bind_groups::FallbackBuffer;
use bevy_render::storage::GpuShaderBuffer;
use bevy_render::{
    globals::{GlobalsBuffer, GlobalsUniform},
    render_asset::{PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets},
    render_phase::*,
    render_resource::{binding_types::uniform_buffer, *},
    renderer::{RenderDevice, RenderQueue},
    sync_world::MainEntity,
    view::*,
    Extract, ExtractSchedule, Render, RenderSystems,
};
use bevy_render::{GpuResourceAppExt, RenderApp, RenderStartup};
use bevy_shader::{load_shader_library, Shader, ShaderRef};
use bevy_sprite::BorderRect;
use bevy_ui::ComputedStackIndex;
use bevy_utils::default;
use bytemuck::{Pod, Zeroable};
use core::{hash::Hash, marker::PhantomData, ops::Range};

/// Adds the necessary ECS resources and render logic to enable rendering entities using the given
/// [`UiMaterial`] asset type (which includes [`UiMaterial`] types).
pub struct UiMaterialPlugin<M: UiMaterial>(PhantomData<M>);

impl<M: UiMaterial> Default for UiMaterialPlugin<M> {
    fn default() -> Self {
        Self(Default::default())
    }
}

impl<M: UiMaterial> Plugin for UiMaterialPlugin<M>
where
    M::Data: PartialEq + Eq + Hash + Clone,
{
    fn build(&self, app: &mut App) {
        load_shader_library!(app, "ui_vertex_output.wesl");

        embedded_asset!(app, "ui_material.wesl");

        app.init_asset::<M>()
            .register_type::<MaterialNode<M>>()
            .add_plugins(RenderAssetPlugin::<
                PreparedUiMaterial<M>,
                (GpuImage, GpuShaderBuffer),
            >::default());

        if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
            render_app
                .add_render_command::<TransparentUi, DrawUiMaterial<M>>()
                .init_resource::<ExtractedUiMaterialNodes<M>>()
                .init_gpu_resource::<UiMaterialMeta<M>>()
                .init_gpu_resource::<SpecializedRenderPipelines<UiMaterialPipeline<M>>>()
                .add_systems(RenderStartup, init_ui_material_pipeline::<M>)
                .add_systems(
                    ExtractSchedule,
                    extract_ui_material_nodes::<M>.in_set(RenderUiSystems::ExtractBackgrounds),
                )
                .add_systems(
                    Render,
                    (
                        queue_ui_material_nodes::<M>.in_set(RenderSystems::Queue),
                        prepare_uimaterial_nodes::<M>.in_set(RenderSystems::PrepareBindGroups),
                    ),
                );
        }
    }
}

#[derive(Resource)]
pub struct UiMaterialMeta<M: UiMaterial> {
    vertices: RawBufferVec<UiMaterialVertex>,
    view_bind_group: Option<BindGroup>,
    marker: PhantomData<M>,
}

impl<M: UiMaterial> Default for UiMaterialMeta<M> {
    fn default() -> Self {
        Self {
            vertices: RawBufferVec::new(BufferUsages::VERTEX),
            view_bind_group: Default::default(),
            marker: PhantomData,
        }
    }
}

#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
pub struct UiMaterialVertex {
    pub position: [f32; 3],
    pub uv: [f32; 2],
    pub size: [f32; 2],
    pub border: [f32; 4],
    pub radius: [[f32; 4]; 2],
}

// in this [`UiMaterialPipeline`] there is (currently) no batching going on.
// Therefore the [`UiMaterialBatch`] is more akin to a draw call.
#[derive(Component)]
pub struct UiMaterialBatch<M: UiMaterial> {
    /// The range of vertices inside the [`UiMaterialMeta`]
    pub range: Range<u32>,
    pub material: AssetId<M>,
}

/// Render pipeline data for a given [`UiMaterial`]
#[derive(Resource)]
pub struct UiMaterialPipeline<M: UiMaterial> {
    pub ui_layout: BindGroupLayoutDescriptor,
    pub view_layout: BindGroupLayoutDescriptor,
    pub vertex_shader: Handle<Shader>,
    pub fragment_shader: Handle<Shader>,
    marker: PhantomData<M>,
}

impl<M: UiMaterial> SpecializedRenderPipeline for UiMaterialPipeline<M>
where
    M::Data: PartialEq + Eq + Hash + Clone,
{
    type Key = UiMaterialKey<M>;

    fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
        let vertex_layout = VertexBufferLayout::from_vertex_formats(
            VertexStepMode::Vertex,
            vec![
                // position
                VertexFormat::Float32x3,
                // uv
                VertexFormat::Float32x2,
                // size
                VertexFormat::Float32x2,
                // border widths
                VertexFormat::Float32x4,
                // border radius x values (top left, top right, bottom right, bottom left)
                VertexFormat::Float32x4,
                // border radius y values (top left, top right, bottom right, bottom left)
                VertexFormat::Float32x4,
            ],
        );
        let shader_defs = Vec::new();

        let mut descriptor = RenderPipelineDescriptor {
            vertex: VertexState {
                shader: self.vertex_shader.clone(),
                shader_defs: shader_defs.clone(),
                buffers: vec![vertex_layout],
                ..default()
            },
            fragment: Some(FragmentState {
                shader: self.fragment_shader.clone(),
                shader_defs,
                targets: vec![Some(ColorTargetState {
                    format: key.target_format,
                    blend: Some(BlendState::ALPHA_BLENDING),
                    write_mask: ColorWrites::ALL,
                })],
                ..default()
            }),
            label: Some("ui_material_pipeline".into()),
            ..default()
        };

        descriptor.layout = vec![self.view_layout.clone(), self.ui_layout.clone()];

        M::specialize(&mut descriptor, key);

        descriptor
    }
}

pub fn init_ui_material_pipeline<M: UiMaterial>(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    render_device: Res<RenderDevice>,
) {
    let ui_layout = M::bind_group_layout_descriptor(&render_device);

    let view_layout = BindGroupLayoutDescriptor::new(
        "ui_view_layout",
        &BindGroupLayoutEntries::sequential(
            ShaderStages::VERTEX_FRAGMENT,
            (
                uniform_buffer::<ViewUniform>(true),
                uniform_buffer::<GlobalsUniform>(false),
            ),
        ),
    );

    let load_default = || load_embedded_asset!(asset_server.as_ref(), "ui_material.wesl");

    commands.insert_resource(UiMaterialPipeline::<M> {
        ui_layout,
        view_layout,
        vertex_shader: match M::vertex_shader() {
            ShaderRef::Default => load_default(),
            ShaderRef::Handle(handle) => handle,
            ShaderRef::Path(path) => asset_server.load(path),
        },
        fragment_shader: match M::fragment_shader() {
            ShaderRef::Default => load_default(),
            ShaderRef::Handle(handle) => handle,
            ShaderRef::Path(path) => asset_server.load(path),
        },
        marker: PhantomData,
    });
}

pub type DrawUiMaterial<M> = (
    SetItemPipeline,
    SetMatUiViewBindGroup<M, 0>,
    SetUiMaterialBindGroup<M, 1>,
    DrawUiMaterialNode<M>,
);

pub struct SetMatUiViewBindGroup<M: UiMaterial, const I: usize>(PhantomData<M>);
impl<P: PhaseItem, M: UiMaterial, const I: usize> RenderCommand<P> for SetMatUiViewBindGroup<M, I> {
    type Param = SRes<UiMaterialMeta<M>>;
    type ViewQuery = Read<ViewUniformOffset>;
    type ItemQuery = ();

    fn render<'w>(
        _item: &P,
        view_uniform: &'w ViewUniformOffset,
        _entity: Option<()>,
        ui_meta: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        pass.set_bind_group(
            I,
            ui_meta.into_inner().view_bind_group.as_ref().unwrap(),
            &[view_uniform.offset],
        );
        RenderCommandResult::Success
    }
}

pub struct SetUiMaterialBindGroup<M: UiMaterial, const I: usize>(PhantomData<M>);
impl<P: PhaseItem, M: UiMaterial, const I: usize> RenderCommand<P>
    for SetUiMaterialBindGroup<M, I>
{
    type Param = SRes<RenderAssets<PreparedUiMaterial<M>>>;
    type ViewQuery = ();
    type ItemQuery = Read<UiMaterialBatch<M>>;

    fn render<'w>(
        _item: &P,
        _view: (),
        material_handle: Option<ROQueryItem<'_, '_, Self::ItemQuery>>,
        materials: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        let Some(material_handle) = material_handle else {
            return RenderCommandResult::Skip;
        };
        let Some(material) = materials.into_inner().get(material_handle.material) else {
            return RenderCommandResult::Skip;
        };
        pass.set_bind_group(I, &material.bind_group, &[]);
        RenderCommandResult::Success
    }
}

pub struct DrawUiMaterialNode<M>(PhantomData<M>);
impl<P: PhaseItem, M: UiMaterial> RenderCommand<P> for DrawUiMaterialNode<M> {
    type Param = SRes<UiMaterialMeta<M>>;
    type ViewQuery = ();
    type ItemQuery = Read<UiMaterialBatch<M>>;

    #[inline]
    fn render<'w>(
        _item: &P,
        _view: (),
        batch: Option<&'w UiMaterialBatch<M>>,
        ui_meta: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        let Some(batch) = batch else {
            return RenderCommandResult::Skip;
        };

        pass.set_vertex_buffer(0, ui_meta.into_inner().vertices.buffer().unwrap().slice(..));
        pass.draw(batch.range.clone(), 0..1);
        RenderCommandResult::Success
    }
}

pub struct ExtractedUiMaterialNode<M: UiMaterial> {
    pub stack_index: u32,
    pub transform: Affine2,
    pub rect: Rect,
    pub border: BorderRect,
    pub border_radius: [[f32; 4]; 2],
    pub material: AssetId<M>,
    pub clip: Option<CalculatedClip>,
}

/// A render-world resource that stores all material nodes in the scene.
#[derive(Resource)]
pub struct ExtractedUiMaterialNodes<M: UiMaterial> {
    /// The list of material nodes grouped by their main-world entity, along with
    /// each group's target camera entity.
    ///
    /// This is a two-level data structure so that we can quickly remove all
    /// material nodes associated with a main-world entity when it changes.
    pub uinodes: MainEntityHashMap<(Entity, EntityIndexMap<ExtractedUiMaterialNode<M>>)>,
}

impl<M: UiMaterial> Default for ExtractedUiMaterialNodes<M> {
    fn default() -> Self {
        Self {
            uinodes: Default::default(),
        }
    }
}

pub fn extract_ui_material_nodes<M: UiMaterial>(
    mut commands: Commands,
    mut extracted_uinodes: ResMut<ExtractedUiMaterialNodes<M>>,
    materials: Extract<Res<Assets<M>>>,
    uinode_query: Extract<
        Query<
            (
                Entity,
                &ComputedNode,
                &ComputedStackIndex,
                &UiGlobalTransform,
                &MaterialNode<M>,
                &InheritedVisibility,
                Option<&CalculatedClip>,
                &ComputedUiTargetCamera,
            ),
            Or<(
                Changed<ComputedNode>,
                Changed<ComputedStackIndex>,
                Changed<UiGlobalTransform>,
                Changed<MaterialNode<M>>,
                Changed<InheritedVisibility>,
                Changed<CalculatedClip>,
                Changed<ComputedUiTargetCamera>,
            )>,
        >,
    >,
    unfiltered_uinode_query: Extract<
        Query<(
            Entity,
            &ComputedNode,
            &ComputedStackIndex,
            &UiGlobalTransform,
            &MaterialNode<M>,
            &InheritedVisibility,
            Option<&CalculatedClip>,
            &ComputedUiTargetCamera,
        )>,
    >,
    camera_map: Extract<UiCameraMap>,
    (
        mut removed_computed_node_query,
        mut removed_computed_stack_index_query,
        mut removed_ui_global_transform_query,
        mut removed_material_node_query,
        mut removed_inherited_visibility_query,
        mut removed_calculated_clip_query,
        mut removed_computed_ui_target_camera_query,
    ): (
        Extract<RemovedComponents<ComputedNode>>,
        Extract<RemovedComponents<ComputedStackIndex>>,
        Extract<RemovedComponents<UiGlobalTransform>>,
        Extract<RemovedComponents<MaterialNode<M>>>,
        Extract<RemovedComponents<InheritedVisibility>>,
        Extract<RemovedComponents<CalculatedClip>>,
        Extract<RemovedComponents<ComputedUiTargetCamera>>,
    ),
    mut nodes_to_reextract_next_frame: Local<MainEntityHashSet>,
    mut nodes_processed_this_frame: Local<MainEntityHashSet>,
) {
    nodes_processed_this_frame.clear();
    let mut camera_mapper = camera_map.get_mapper();
    let nodes_to_reextract = mem::take(&mut *nodes_to_reextract_next_frame);

    for (
        entity,
        computed_node,
        stack_index,
        transform,
        handle,
        inherited_visibility,
        clip,
        camera,
    ) in uinode_query.iter().chain(
        nodes_to_reextract
            .into_iter()
            .map(|main_entity| main_entity.entity())
            .chain(removed_calculated_clip_query.read())
            .filter_map(|entity| unfiltered_uinode_query.get(entity).ok()),
    ) {
        let main_entity = MainEntity::from(entity);

        // Make sure we don't process the same node more than once.
        // This is possible if the node was marked for reextraction on the
        // previous frame and was also otherwise changed on this frame.
        if nodes_processed_this_frame.contains(&main_entity) {
            continue;
        }
        // If there were any previous UI nodes for this entity, despawn them.
        for (render_entity, _) in extracted_uinodes
            .uinodes
            .get_mut(&main_entity)
            .iter_mut()
            .flat_map(|(_, nodes)| nodes.drain(..))
        {
            commands.entity(render_entity).despawn();
        }

        // skip invisible nodes
        if !inherited_visibility.get() || computed_node.is_empty() {
            continue;
        }

        // If the material hasn't finished loading, skip the entity, and
        // remember that we did so that we reextract the node next frame.
        if !materials.contains(handle) {
            nodes_to_reextract_next_frame.insert(main_entity);
            continue;
        }

        let Some(extracted_camera_entity) = camera_mapper.map(camera) else {
            continue;
        };
        if let Some((camera_entity, _)) = extracted_uinodes.uinodes.get_mut(&main_entity) {
            *camera_entity = extracted_camera_entity;
        }

        nodes_processed_this_frame.insert(main_entity);

        extracted_uinodes
            .uinodes
            .entry(main_entity)
            .or_insert_with(|| (extracted_camera_entity, Default::default()))
            .1
            .insert(
                commands.spawn_empty().id(),
                ExtractedUiMaterialNode {
                    stack_index: stack_index.0,
                    transform: transform.into(),
                    material: handle.id(),
                    rect: Rect {
                        min: Vec2::ZERO,
                        max: computed_node.size(),
                    },
                    border: computed_node.border(),
                    border_radius: computed_node.border_radius().into(),
                    clip: clip.cloned(),
                },
            );
    }

    // Only remove the render-world data if we didn't handle the node above.
    // It's possible that a relevant component was removed and added in the same
    // frame.
    for main_entity in removed_computed_node_query
        .read()
        .chain(removed_computed_stack_index_query.read())
        .chain(removed_ui_global_transform_query.read())
        .chain(removed_material_node_query.read())
        .chain(removed_inherited_visibility_query.read())
        .chain(removed_computed_ui_target_camera_query.read())
    {
        let main_entity = MainEntity::from(main_entity);
        if nodes_processed_this_frame.contains(&main_entity) {
            continue;
        }
        let Some((_, mut extracted_nodes)) = extracted_uinodes.uinodes.remove(&main_entity) else {
            continue;
        };
        for (render_entity, _) in extracted_nodes.drain(..) {
            commands.entity(render_entity).despawn();
        }
    }
}

pub fn prepare_uimaterial_nodes<M: UiMaterial>(
    mut commands: Commands,
    render_device: Res<RenderDevice>,
    render_queue: Res<RenderQueue>,
    pipeline_cache: Res<PipelineCache>,
    mut ui_meta: ResMut<UiMaterialMeta<M>>,
    extracted_uinodes: Res<ExtractedUiMaterialNodes<M>>,
    view_uniforms: Res<ViewUniforms>,
    globals_buffer: Res<GlobalsBuffer>,
    ui_material_pipeline: Res<UiMaterialPipeline<M>>,
    mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
    mut previous_len: Local<usize>,
) {
    if let (Some(view_binding), Some(globals_binding)) = (
        view_uniforms.uniforms.binding(),
        globals_buffer.buffer.binding(),
    ) {
        let mut batches: Vec<(Entity, UiMaterialBatch<M>)> = Vec::with_capacity(*previous_len);

        ui_meta.vertices.clear();
        ui_meta.view_bind_group = Some(render_device.create_bind_group(
            "ui_material_view_bind_group",
            &pipeline_cache.get_bind_group_layout(&ui_material_pipeline.view_layout),
            &BindGroupEntries::sequential((view_binding, globals_binding)),
        ));
        let mut index = 0;

        for ui_phase in phases.values_mut() {
            let mut batch_item_index = 0;
            let mut batch_shader_handle = None;

            for item_index in 0..ui_phase.items.len() {
                let item = &mut ui_phase.items[item_index];
                if let Some(extracted_uinode) = extracted_uinodes
                    .uinodes
                    .get(&item.main_entity())
                    .and_then(|(_, subnodes)| subnodes.get(&item.entity()))
                {
                    // Initialize the batch range to be zero-length initially.
                    // We'll extend it as we accumulate items into this batch.
                    item.batch_range = (item_index as u32)..(item_index as u32);

                    let mut existing_batch = batches
                        .last_mut()
                        .filter(|_| batch_shader_handle == Some(extracted_uinode.material));

                    if existing_batch.is_none() {
                        batch_item_index = item_index;
                        batch_shader_handle = Some(extracted_uinode.material);

                        let new_batch = UiMaterialBatch {
                            range: index..index,
                            material: extracted_uinode.material,
                        };

                        batches.push((item.entity(), new_batch));

                        existing_batch = batches.last_mut();
                    }

                    let uinode_rect = extracted_uinode.rect;

                    let rect_size = uinode_rect.size();

                    let positions = QUAD_VERTEX_POSITIONS
                        .map(|pos| extracted_uinode.transform.transform_point2(pos * rect_size));

                    let uvs = [
                        Vec2::new(uinode_rect.min.x, uinode_rect.min.y),
                        Vec2::new(uinode_rect.max.x, uinode_rect.min.y),
                        Vec2::new(uinode_rect.max.x, uinode_rect.max.y),
                        Vec2::new(uinode_rect.min.x, uinode_rect.max.y),
                    ]
                    .map(|pos| pos / uinode_rect.max);

                    let polygon = [
                        (positions[0], uvs[0]),
                        (positions[1], uvs[1]),
                        (positions[2], uvs[2]),
                        (positions[3], uvs[3]),
                    ];
                    let clipped_polygon =
                        clip_polygon(extracted_uinode.clip.as_ref(), &polygon, Vec2::lerp);
                    if clipped_polygon.is_empty() {
                        continue;
                    }

                    for i in 1..clipped_polygon.len() - 1 {
                        for vertex in [
                            clipped_polygon[0],
                            clipped_polygon[i],
                            clipped_polygon[i + 1],
                        ] {
                            ui_meta.vertices.push(UiMaterialVertex {
                                position: vertex.0.extend(1.0).into(),
                                uv: vertex.1.into(),
                                size: extracted_uinode.rect.size().into(),
                                radius: extracted_uinode.border_radius,
                                border: [
                                    extracted_uinode.border.min_inset.x,
                                    extracted_uinode.border.min_inset.y,
                                    extracted_uinode.border.max_inset.x,
                                    extracted_uinode.border.max_inset.y,
                                ],
                            });
                        }
                    }

                    index += 3 * (clipped_polygon.len() as u32 - 2);
                    existing_batch.unwrap().1.range.end = index;
                    ui_phase.items[batch_item_index].batch_range_mut().end += 1;
                } else {
                    batch_shader_handle = None;
                }
            }
        }
        ui_meta.vertices.write_buffer(&render_device, &render_queue);
        *previous_len = batches.len();
        commands.try_insert_batch(batches);
    }
}

pub struct PreparedUiMaterial<T: UiMaterial> {
    pub bindings: BindingResources,
    pub bind_group: BindGroup,
    pub key: T::Data,
}

impl<M: UiMaterial> RenderAsset for PreparedUiMaterial<M> {
    type SourceAsset = M;

    type Param = (
        SRes<RenderDevice>,
        SRes<PipelineCache>,
        SRes<FallbackBuffer>,
        SRes<RenderAssets<GpuShaderBuffer>>,
        SRes<UiMaterialPipeline<M>>,
        M::Param,
    );

    fn prepare_asset(
        material: Self::SourceAsset,
        _: AssetId<Self::SourceAsset>,
        (
            render_device,
            pipeline_cache,
            fallback_buffer,
            shader_buffer_assets,
            pipeline,
            material_param,
        ): &mut SystemParamItem<Self::Param>,
        _: Option<&Self>,
    ) -> Result<Self, PrepareAssetError<Self::SourceAsset>> {
        let bind_group_data = material.bind_group_data();
        match material.as_bind_group(
            &pipeline.ui_layout.clone(),
            render_device,
            pipeline_cache,
            fallback_buffer,
            shader_buffer_assets,
            material_param,
        ) {
            Ok(prepared) => Ok(PreparedUiMaterial {
                bindings: prepared.bindings,
                bind_group: prepared.bind_group,
                key: bind_group_data,
            }),
            Err(AsBindGroupError::RetryNextUpdate) => {
                Err(PrepareAssetError::RetryNextUpdate(material))
            }
            Err(other) => Err(PrepareAssetError::AsBindGroupError(other)),
        }
    }
}

pub fn queue_ui_material_nodes<M: UiMaterial>(
    extracted_uinodes: Res<ExtractedUiMaterialNodes<M>>,
    draw_functions: Res<DrawFunctions<TransparentUi>>,
    ui_material_pipeline: Res<UiMaterialPipeline<M>>,
    mut pipelines: ResMut<SpecializedRenderPipelines<UiMaterialPipeline<M>>>,
    pipeline_cache: Res<PipelineCache>,
    render_materials: Res<RenderAssets<PreparedUiMaterial<M>>>,
    mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
    render_views: Query<&UiCameraView, With<ExtractedView>>,
    camera_views: Query<&ExtractedView>,
) where
    M::Data: PartialEq + Eq + Hash + Clone,
{
    let draw_function = draw_functions.read().id::<DrawUiMaterial<M>>();
    let mut current_camera_entity = Entity::PLACEHOLDER;
    let mut current_phase = None;

    for (main_entity, (extracted_camera_entity, extracted_sub_uinodes)) in
        extracted_uinodes.uinodes.iter()
    {
        if current_camera_entity != *extracted_camera_entity {
            current_phase =
                render_views
                    .get(*extracted_camera_entity)
                    .ok()
                    .and_then(|default_camera_view| {
                        camera_views
                            .get(default_camera_view.0)
                            .ok()
                            .and_then(|view| {
                                transparent_render_phases
                                    .get_mut(&view.retained_view_entity)
                                    .map(|transparent_phase| {
                                        (view.target_format, transparent_phase)
                                    })
                            })
                    });
            current_camera_entity = *extracted_camera_entity;
        }

        let Some((target_format, transparent_phase)) = current_phase.as_mut() else {
            continue;
        };
        for (render_entity, extracted_uinode) in extracted_sub_uinodes.iter() {
            let Some(material) = render_materials.get(extracted_uinode.material) else {
                continue;
            };

            let pipeline = pipelines.specialize(
                &pipeline_cache,
                &ui_material_pipeline,
                UiMaterialKey {
                    target_format: *target_format,
                    bind_group_data: material.key.clone(),
                },
            );
            if transparent_phase.items.capacity() < extracted_uinodes.uinodes.len() {
                transparent_phase.items.reserve_exact(
                    extracted_uinodes.uinodes.len() - transparent_phase.items.capacity(),
                );
            }
            transparent_phase.add_transient(TransparentUi {
                draw_function,
                pipeline,
                entity: (*render_entity, *main_entity),
                sort_key: FloatOrd(extracted_uinode.stack_index as f32 + M::stack_z_offset()),
                batch_range: 0..0,
                extra_index: PhaseItemExtraIndex::None,
                indexed: false,
            });
        }
    }
}