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Make render phases render world resources instead of components. #13277
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alice-i-cecile
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bevyengine:main
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pcwalton:decomponentize-render-phases
May 21, 2024
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abeb02b
Make render phases render world resources instead of components.
pcwalton 98b00ee
Merge remote-tracking branch 'origin/main' into decomponentize-render…
pcwalton d5be1b1
Address review comments
pcwalton 0a1e958
Remove extra blank line
pcwalton 844f792
Merge remote-tracking branch 'origin/main' into decomponentize-render…
pcwalton 018b442
Address review comment
pcwalton 5caff40
Skip queuing prepass meshes if no prepass phase is scheduled.
pcwalton 55f4d16
Merge remote-tracking branch 'origin/main' into decomponentize-render…
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nit: Since this is now a resource and inserted during extract, is this case even possible? It strikes me that even if it can happen, that it would be surprising/erroneous. Might merit a warning and/or
.expect
?(It looks like most of the new resource accesses follow this pattern.)
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From what I can tell, Bevy style is to use bailouts like this even when the problem should never happen to reduce unwinding overhead. This may or may not be a good thing, but I try to follow it. We could use
error!
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Actually, this will happen normally for the view entities that are created for cascaded shadow maps. Since shadow maps don't render any transparent meshes, their view entities won't have entries in
ViewSortedRenderPhases<Transparent3d>
. This is fine and skipping them is the correct thing to do. So this logic is correct as is, I believe.