mod graph_runner; mod render_device; use bevy_derive::{Deref, DerefMut}; use bevy_utils::tracing::{error, info, info_span}; pub use graph_runner::*; pub use render_device::*; use crate::{ render_graph::RenderGraph, settings::{WgpuSettings, WgpuSettingsPriority}, view::{ExtractedWindows, ViewTarget}, }; use bevy_ecs::prelude::*; use bevy_time::TimeSender; use bevy_utils::Instant; use std::sync::Arc; use wgpu::{Adapter, AdapterInfo, CommandEncoder, Instance, Queue, RequestAdapterOptions}; /// Updates the [`RenderGraph`] with all of its nodes and then runs it to render the entire frame. pub fn render_system(world: &mut World) { world.resource_scope(|world, mut graph: Mut| { graph.update(world); }); let graph = world.resource::(); let render_device = world.resource::(); let render_queue = world.resource::(); if let Err(e) = RenderGraphRunner::run( graph, render_device.clone(), // TODO: is this clone really necessary? &render_queue.0, world, ) { error!("Error running render graph:"); { let mut src: &dyn std::error::Error = &e; loop { error!("> {}", src); match src.source() { Some(s) => src = s, None => break, } } } panic!("Error running render graph: {e}"); } { let _span = info_span!("present_frames").entered(); // Remove ViewTarget components to ensure swap chain TextureViews are dropped. // If all TextureViews aren't dropped before present, acquiring the next swap chain texture will fail. let view_entities = world .query_filtered::>() .iter(world) .collect::>(); for view_entity in view_entities { world.entity_mut(view_entity).remove::(); } let mut windows = world.resource_mut::(); for window in windows.values_mut() { if let Some(texture_view) = window.swap_chain_texture.take() { if let Some(surface_texture) = texture_view.take_surface_texture() { surface_texture.present(); } } } #[cfg(feature = "tracing-tracy")] bevy_utils::tracing::event!( bevy_utils::tracing::Level::INFO, message = "finished frame", tracy.frame_mark = true ); } // update the time and send it to the app world let time_sender = world.resource::(); time_sender.0.try_send(Instant::now()).expect( "The TimeSender channel should always be empty during render. You might need to add the bevy::core::time_system to your app.", ); } /// This queue is used to enqueue tasks for the GPU to execute asynchronously. #[derive(Resource, Clone, Deref, DerefMut)] pub struct RenderQueue(pub Arc); /// The handle to the physical device being used for rendering. /// See [`wgpu::Adapter`] for more info. #[derive(Resource, Clone, Debug, Deref, DerefMut)] pub struct RenderAdapter(pub Arc); /// The GPU instance is used to initialize the [`RenderQueue`] and [`RenderDevice`], /// as well as to create [`WindowSurfaces`](crate::view::window::WindowSurfaces). #[derive(Resource, Deref, DerefMut)] pub struct RenderInstance(pub Instance); /// The `AdapterInfo` of the adapter in use by the renderer. #[derive(Resource, Clone, Deref, DerefMut)] pub struct RenderAdapterInfo(pub AdapterInfo); const GPU_NOT_FOUND_ERROR_MESSAGE: &str = if cfg!(target_os = "linux") { "Unable to find a GPU! Make sure you have installed required drivers! For extra information, see: https://github.com/bevyengine/bevy/blob/latest/docs/linux_dependencies.md" } else { "Unable to find a GPU! Make sure you have installed required drivers!" }; /// Initializes the renderer by retrieving and preparing the GPU instance, device and queue /// for the specified backend. pub async fn initialize_renderer( instance: &Instance, options: &WgpuSettings, request_adapter_options: &RequestAdapterOptions<'_>, ) -> (RenderDevice, RenderQueue, RenderAdapterInfo, RenderAdapter) { let adapter = instance .request_adapter(request_adapter_options) .await .expect(GPU_NOT_FOUND_ERROR_MESSAGE); let adapter_info = adapter.get_info(); info!("{:?}", adapter_info); #[cfg(feature = "wgpu_trace")] let trace_path = { let path = std::path::Path::new("wgpu_trace"); // ignore potential error, wgpu will log it let _ = std::fs::create_dir(path); Some(path) }; #[cfg(not(feature = "wgpu_trace"))] let trace_path = None; // Maybe get features and limits based on what is supported by the adapter/backend let mut features = wgpu::Features::empty(); let mut limits = options.limits.clone(); if matches!(options.priority, WgpuSettingsPriority::Functionality) { features = adapter.features(); if adapter_info.device_type == wgpu::DeviceType::DiscreteGpu { // `MAPPABLE_PRIMARY_BUFFERS` can have a significant, negative performance impact for // discrete GPUs due to having to transfer data across the PCI-E bus and so it // should not be automatically enabled in this case. It is however beneficial for // integrated GPUs. features -= wgpu::Features::MAPPABLE_PRIMARY_BUFFERS; } limits = adapter.limits(); } // Enforce the disabled features if let Some(disabled_features) = options.disabled_features { features -= disabled_features; } // NOTE: |= is used here to ensure that any explicitly-enabled features are respected. features |= options.features; // Enforce the limit constraints if let Some(constrained_limits) = options.constrained_limits.as_ref() { // NOTE: Respect the configured limits as an 'upper bound'. This means for 'max' limits, we // take the minimum of the calculated limits according to the adapter/backend and the // specified max_limits. For 'min' limits, take the maximum instead. This is intended to // err on the side of being conservative. We can't claim 'higher' limits that are supported // but we can constrain to 'lower' limits. limits = wgpu::Limits { max_texture_dimension_1d: limits .max_texture_dimension_1d .min(constrained_limits.max_texture_dimension_1d), max_texture_dimension_2d: limits .max_texture_dimension_2d .min(constrained_limits.max_texture_dimension_2d), max_texture_dimension_3d: limits .max_texture_dimension_3d .min(constrained_limits.max_texture_dimension_3d), max_texture_array_layers: limits .max_texture_array_layers .min(constrained_limits.max_texture_array_layers), max_bind_groups: limits .max_bind_groups .min(constrained_limits.max_bind_groups), max_dynamic_uniform_buffers_per_pipeline_layout: limits .max_dynamic_uniform_buffers_per_pipeline_layout .min(constrained_limits.max_dynamic_uniform_buffers_per_pipeline_layout), max_dynamic_storage_buffers_per_pipeline_layout: limits .max_dynamic_storage_buffers_per_pipeline_layout .min(constrained_limits.max_dynamic_storage_buffers_per_pipeline_layout), max_sampled_textures_per_shader_stage: limits .max_sampled_textures_per_shader_stage .min(constrained_limits.max_sampled_textures_per_shader_stage), max_samplers_per_shader_stage: limits .max_samplers_per_shader_stage .min(constrained_limits.max_samplers_per_shader_stage), max_storage_buffers_per_shader_stage: limits .max_storage_buffers_per_shader_stage .min(constrained_limits.max_storage_buffers_per_shader_stage), max_storage_textures_per_shader_stage: limits .max_storage_textures_per_shader_stage .min(constrained_limits.max_storage_textures_per_shader_stage), max_uniform_buffers_per_shader_stage: limits .max_uniform_buffers_per_shader_stage .min(constrained_limits.max_uniform_buffers_per_shader_stage), max_uniform_buffer_binding_size: limits .max_uniform_buffer_binding_size .min(constrained_limits.max_uniform_buffer_binding_size), max_storage_buffer_binding_size: limits .max_storage_buffer_binding_size .min(constrained_limits.max_storage_buffer_binding_size), max_vertex_buffers: limits .max_vertex_buffers .min(constrained_limits.max_vertex_buffers), max_vertex_attributes: limits .max_vertex_attributes .min(constrained_limits.max_vertex_attributes), max_vertex_buffer_array_stride: limits .max_vertex_buffer_array_stride .min(constrained_limits.max_vertex_buffer_array_stride), max_push_constant_size: limits .max_push_constant_size .min(constrained_limits.max_push_constant_size), min_uniform_buffer_offset_alignment: limits .min_uniform_buffer_offset_alignment .max(constrained_limits.min_uniform_buffer_offset_alignment), min_storage_buffer_offset_alignment: limits .min_storage_buffer_offset_alignment .max(constrained_limits.min_storage_buffer_offset_alignment), max_inter_stage_shader_components: limits .max_inter_stage_shader_components .min(constrained_limits.max_inter_stage_shader_components), max_compute_workgroup_storage_size: limits .max_compute_workgroup_storage_size .min(constrained_limits.max_compute_workgroup_storage_size), max_compute_invocations_per_workgroup: limits .max_compute_invocations_per_workgroup .min(constrained_limits.max_compute_invocations_per_workgroup), max_compute_workgroup_size_x: limits .max_compute_workgroup_size_x .min(constrained_limits.max_compute_workgroup_size_x), max_compute_workgroup_size_y: limits .max_compute_workgroup_size_y .min(constrained_limits.max_compute_workgroup_size_y), max_compute_workgroup_size_z: limits .max_compute_workgroup_size_z .min(constrained_limits.max_compute_workgroup_size_z), max_compute_workgroups_per_dimension: limits .max_compute_workgroups_per_dimension .min(constrained_limits.max_compute_workgroups_per_dimension), max_buffer_size: limits .max_buffer_size .min(constrained_limits.max_buffer_size), }; } let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { label: options.device_label.as_ref().map(|a| a.as_ref()), features, limits, }, trace_path, ) .await .unwrap(); let queue = Arc::new(queue); let adapter = Arc::new(adapter); ( RenderDevice::from(device), RenderQueue(queue), RenderAdapterInfo(adapter_info), RenderAdapter(adapter), ) } /// The context with all information required to interact with the GPU. /// /// The [`RenderDevice`] is used to create render resources and the /// the [`CommandEncoder`] is used to record a series of GPU operations. pub struct RenderContext { pub render_device: RenderDevice, pub command_encoder: CommandEncoder, }