Expose desired_maximum_frame_latency
through window creation (#12954)
# Objective - Closes #12930. ## Solution - Add a corresponding optional field on `Window` and `ExtractedWindow` --- ## Changelog ### Added - `wgpu`'s `desired_maximum_frame_latency` is exposed through window creation. This can be used to override the default maximum number of queued frames on the GPU (currently 2). ## Migration Guide - The `desired_maximum_frame_latency` field must be added to instances of `Window` and `ExtractedWindow` where all fields are explicitly specified.
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@ -15,6 +15,7 @@ use bevy_window::{
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CompositeAlphaMode, PresentMode, PrimaryWindow, RawHandleWrapper, Window, WindowClosed,
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};
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use std::{
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num::NonZeroU32,
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ops::{Deref, DerefMut},
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sync::PoisonError,
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};
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@ -66,6 +67,7 @@ pub struct ExtractedWindow {
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pub physical_width: u32,
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pub physical_height: u32,
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pub present_mode: PresentMode,
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pub desired_maximum_frame_latency: Option<NonZeroU32>,
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/// Note: this will not always be the swap chain texture view. When taking a screenshot,
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/// this will point to an alternative texture instead to allow for copying the render result
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/// to CPU memory.
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@ -136,6 +138,7 @@ fn extract_windows(
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physical_width: new_width,
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physical_height: new_height,
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present_mode: window.present_mode,
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desired_maximum_frame_latency: window.desired_maximum_frame_latency,
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swap_chain_texture: None,
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swap_chain_texture_view: None,
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size_changed: false,
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@ -429,6 +432,12 @@ pub fn need_surface_configuration(
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false
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}
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// 2 is wgpu's default/what we've been using so far.
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// 1 is the minimum, but may cause lower framerates due to the cpu waiting for the gpu to finish
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// all work for the previous frame before starting work on the next frame, which then means the gpu
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// has to wait for the cpu to finish to start on the next frame.
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const DEFAULT_DESIRED_MAXIMUM_FRAME_LATENCY: u32 = 2;
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/// Creates window surfaces.
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pub fn create_surfaces(
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// By accessing a NonSend resource, we tell the scheduler to put this system on the main thread,
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@ -488,12 +497,10 @@ pub fn create_surfaces(
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PresentMode::AutoVsync => wgpu::PresentMode::AutoVsync,
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PresentMode::AutoNoVsync => wgpu::PresentMode::AutoNoVsync,
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},
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// TODO: Expose this as a setting somewhere
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// 2 is wgpu's default/what we've been using so far.
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// 1 is the minimum, but may cause lower framerates due to the cpu waiting for the gpu to finish
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// all work for the previous frame before starting work on the next frame, which then means the gpu
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// has to wait for the cpu to finish to start on the next frame.
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desired_maximum_frame_latency: 2,
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desired_maximum_frame_latency: window
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.desired_maximum_frame_latency
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.map(NonZeroU32::get)
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.unwrap_or(DEFAULT_DESIRED_MAXIMUM_FRAME_LATENCY),
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alpha_mode: match window.alpha_mode {
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CompositeAlphaMode::Auto => wgpu::CompositeAlphaMode::Auto,
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CompositeAlphaMode::Opaque => wgpu::CompositeAlphaMode::Opaque,
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@ -1,3 +1,5 @@
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use std::num::NonZeroU32;
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use bevy_ecs::{
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entity::{Entity, EntityMapper, MapEntities},
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prelude::{Component, ReflectComponent},
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@ -270,6 +272,15 @@ pub struct Window {
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///
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/// - Only supported on Windows.
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pub skip_taskbar: bool,
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/// Optional hint given to the rendering API regarding the maximum number of queued frames admissible on the GPU.
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///
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/// Given values are usually within the 1-3 range. If not provided, this will default to 2.
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///
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/// See [`wgpu::SurfaceConfiguration::desired_maximum_frame_latency`].
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///
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/// [`wgpu::SurfaceConfiguration::desired_maximum_frame_latency`]:
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/// https://docs.rs/wgpu/latest/wgpu/type.SurfaceConfiguration.html#structfield.desired_maximum_frame_latency
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pub desired_maximum_frame_latency: Option<NonZeroU32>,
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}
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impl Default for Window {
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@ -299,6 +310,7 @@ impl Default for Window {
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window_theme: None,
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visible: true,
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skip_taskbar: false,
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desired_maximum_frame_latency: None,
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}
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}
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}
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