
# Objective
`TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES` was already included in `adapter.features()` on non-wasm target, and since it is the default value for `WgpuSettings.features`, the subsequent code will also combine into this feature:
b6066c30b6/crates/bevy_render/src/renderer/mod.rs (L155-L156)
282 lines
12 KiB
Rust
282 lines
12 KiB
Rust
mod graph_runner;
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mod render_device;
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use bevy_derive::{Deref, DerefMut};
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use bevy_utils::tracing::{error, info, info_span};
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pub use graph_runner::*;
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pub use render_device::*;
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use crate::{
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render_graph::RenderGraph,
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settings::{WgpuSettings, WgpuSettingsPriority},
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view::{ExtractedWindows, ViewTarget},
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};
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use bevy_ecs::prelude::*;
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use bevy_time::TimeSender;
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use bevy_utils::Instant;
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use std::sync::Arc;
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use wgpu::{Adapter, AdapterInfo, CommandEncoder, Instance, Queue, RequestAdapterOptions};
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/// Updates the [`RenderGraph`] with all of its nodes and then runs it to render the entire frame.
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pub fn render_system(world: &mut World) {
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world.resource_scope(|world, mut graph: Mut<RenderGraph>| {
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graph.update(world);
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});
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let graph = world.resource::<RenderGraph>();
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let render_device = world.resource::<RenderDevice>();
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let render_queue = world.resource::<RenderQueue>();
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if let Err(e) = RenderGraphRunner::run(
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graph,
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render_device.clone(), // TODO: is this clone really necessary?
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&render_queue.0,
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world,
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) {
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error!("Error running render graph:");
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{
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let mut src: &dyn std::error::Error = &e;
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loop {
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error!("> {}", src);
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match src.source() {
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Some(s) => src = s,
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None => break,
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}
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}
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}
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panic!("Error running render graph: {e}");
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}
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{
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let _span = info_span!("present_frames").entered();
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// Remove ViewTarget components to ensure swap chain TextureViews are dropped.
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// If all TextureViews aren't dropped before present, acquiring the next swap chain texture will fail.
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let view_entities = world
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.query_filtered::<Entity, With<ViewTarget>>()
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.iter(world)
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.collect::<Vec<_>>();
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for view_entity in view_entities {
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world.entity_mut(view_entity).remove::<ViewTarget>();
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}
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let mut windows = world.resource_mut::<ExtractedWindows>();
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for window in windows.values_mut() {
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if let Some(texture_view) = window.swap_chain_texture.take() {
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if let Some(surface_texture) = texture_view.take_surface_texture() {
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surface_texture.present();
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}
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}
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}
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#[cfg(feature = "tracing-tracy")]
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bevy_utils::tracing::event!(
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bevy_utils::tracing::Level::INFO,
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message = "finished frame",
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tracy.frame_mark = true
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);
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}
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// update the time and send it to the app world
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let time_sender = world.resource::<TimeSender>();
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time_sender.0.try_send(Instant::now()).expect(
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"The TimeSender channel should always be empty during render. You might need to add the bevy::core::time_system to your app.",
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);
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}
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/// This queue is used to enqueue tasks for the GPU to execute asynchronously.
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#[derive(Resource, Clone, Deref, DerefMut)]
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pub struct RenderQueue(pub Arc<Queue>);
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/// The handle to the physical device being used for rendering.
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/// See [`wgpu::Adapter`] for more info.
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#[derive(Resource, Clone, Debug, Deref, DerefMut)]
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pub struct RenderAdapter(pub Arc<Adapter>);
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/// The GPU instance is used to initialize the [`RenderQueue`] and [`RenderDevice`],
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/// as well as to create [`WindowSurfaces`](crate::view::window::WindowSurfaces).
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#[derive(Resource, Deref, DerefMut)]
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pub struct RenderInstance(pub Instance);
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/// The `AdapterInfo` of the adapter in use by the renderer.
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#[derive(Resource, Clone, Deref, DerefMut)]
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pub struct RenderAdapterInfo(pub AdapterInfo);
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const GPU_NOT_FOUND_ERROR_MESSAGE: &str = if cfg!(target_os = "linux") {
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"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"
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} else {
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"Unable to find a GPU! Make sure you have installed required drivers!"
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};
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/// Initializes the renderer by retrieving and preparing the GPU instance, device and queue
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/// for the specified backend.
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pub async fn initialize_renderer(
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instance: &Instance,
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options: &WgpuSettings,
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request_adapter_options: &RequestAdapterOptions<'_>,
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) -> (RenderDevice, RenderQueue, RenderAdapterInfo, RenderAdapter) {
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let adapter = instance
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.request_adapter(request_adapter_options)
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.await
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.expect(GPU_NOT_FOUND_ERROR_MESSAGE);
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let adapter_info = adapter.get_info();
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info!("{:?}", adapter_info);
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#[cfg(feature = "wgpu_trace")]
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let trace_path = {
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let path = std::path::Path::new("wgpu_trace");
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// ignore potential error, wgpu will log it
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let _ = std::fs::create_dir(path);
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Some(path)
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};
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#[cfg(not(feature = "wgpu_trace"))]
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let trace_path = None;
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// Maybe get features and limits based on what is supported by the adapter/backend
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let mut features = wgpu::Features::empty();
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let mut limits = options.limits.clone();
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if matches!(options.priority, WgpuSettingsPriority::Functionality) {
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features = adapter.features();
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if adapter_info.device_type == wgpu::DeviceType::DiscreteGpu {
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// `MAPPABLE_PRIMARY_BUFFERS` can have a significant, negative performance impact for
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// discrete GPUs due to having to transfer data across the PCI-E bus and so it
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// should not be automatically enabled in this case. It is however beneficial for
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// integrated GPUs.
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features -= wgpu::Features::MAPPABLE_PRIMARY_BUFFERS;
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}
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limits = adapter.limits();
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}
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// Enforce the disabled features
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if let Some(disabled_features) = options.disabled_features {
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features -= disabled_features;
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}
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// NOTE: |= is used here to ensure that any explicitly-enabled features are respected.
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features |= options.features;
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// Enforce the limit constraints
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if let Some(constrained_limits) = options.constrained_limits.as_ref() {
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// NOTE: Respect the configured limits as an 'upper bound'. This means for 'max' limits, we
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// take the minimum of the calculated limits according to the adapter/backend and the
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// specified max_limits. For 'min' limits, take the maximum instead. This is intended to
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// err on the side of being conservative. We can't claim 'higher' limits that are supported
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// but we can constrain to 'lower' limits.
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limits = wgpu::Limits {
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max_texture_dimension_1d: limits
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.max_texture_dimension_1d
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.min(constrained_limits.max_texture_dimension_1d),
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max_texture_dimension_2d: limits
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.max_texture_dimension_2d
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.min(constrained_limits.max_texture_dimension_2d),
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max_texture_dimension_3d: limits
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.max_texture_dimension_3d
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.min(constrained_limits.max_texture_dimension_3d),
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max_texture_array_layers: limits
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.max_texture_array_layers
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.min(constrained_limits.max_texture_array_layers),
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max_bind_groups: limits
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.max_bind_groups
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.min(constrained_limits.max_bind_groups),
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max_dynamic_uniform_buffers_per_pipeline_layout: limits
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.max_dynamic_uniform_buffers_per_pipeline_layout
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.min(constrained_limits.max_dynamic_uniform_buffers_per_pipeline_layout),
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max_dynamic_storage_buffers_per_pipeline_layout: limits
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.max_dynamic_storage_buffers_per_pipeline_layout
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.min(constrained_limits.max_dynamic_storage_buffers_per_pipeline_layout),
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max_sampled_textures_per_shader_stage: limits
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.max_sampled_textures_per_shader_stage
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.min(constrained_limits.max_sampled_textures_per_shader_stage),
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max_samplers_per_shader_stage: limits
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.max_samplers_per_shader_stage
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.min(constrained_limits.max_samplers_per_shader_stage),
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max_storage_buffers_per_shader_stage: limits
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.max_storage_buffers_per_shader_stage
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.min(constrained_limits.max_storage_buffers_per_shader_stage),
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max_storage_textures_per_shader_stage: limits
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.max_storage_textures_per_shader_stage
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.min(constrained_limits.max_storage_textures_per_shader_stage),
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max_uniform_buffers_per_shader_stage: limits
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.max_uniform_buffers_per_shader_stage
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.min(constrained_limits.max_uniform_buffers_per_shader_stage),
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max_uniform_buffer_binding_size: limits
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.max_uniform_buffer_binding_size
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.min(constrained_limits.max_uniform_buffer_binding_size),
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max_storage_buffer_binding_size: limits
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.max_storage_buffer_binding_size
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.min(constrained_limits.max_storage_buffer_binding_size),
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max_vertex_buffers: limits
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.max_vertex_buffers
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.min(constrained_limits.max_vertex_buffers),
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max_vertex_attributes: limits
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.max_vertex_attributes
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.min(constrained_limits.max_vertex_attributes),
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max_vertex_buffer_array_stride: limits
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.max_vertex_buffer_array_stride
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.min(constrained_limits.max_vertex_buffer_array_stride),
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max_push_constant_size: limits
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.max_push_constant_size
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.min(constrained_limits.max_push_constant_size),
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min_uniform_buffer_offset_alignment: limits
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.min_uniform_buffer_offset_alignment
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.max(constrained_limits.min_uniform_buffer_offset_alignment),
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min_storage_buffer_offset_alignment: limits
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.min_storage_buffer_offset_alignment
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.max(constrained_limits.min_storage_buffer_offset_alignment),
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max_inter_stage_shader_components: limits
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.max_inter_stage_shader_components
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.min(constrained_limits.max_inter_stage_shader_components),
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max_compute_workgroup_storage_size: limits
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.max_compute_workgroup_storage_size
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.min(constrained_limits.max_compute_workgroup_storage_size),
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max_compute_invocations_per_workgroup: limits
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.max_compute_invocations_per_workgroup
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.min(constrained_limits.max_compute_invocations_per_workgroup),
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max_compute_workgroup_size_x: limits
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.max_compute_workgroup_size_x
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.min(constrained_limits.max_compute_workgroup_size_x),
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max_compute_workgroup_size_y: limits
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.max_compute_workgroup_size_y
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.min(constrained_limits.max_compute_workgroup_size_y),
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max_compute_workgroup_size_z: limits
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.max_compute_workgroup_size_z
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.min(constrained_limits.max_compute_workgroup_size_z),
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max_compute_workgroups_per_dimension: limits
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.max_compute_workgroups_per_dimension
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.min(constrained_limits.max_compute_workgroups_per_dimension),
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max_buffer_size: limits
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.max_buffer_size
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.min(constrained_limits.max_buffer_size),
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};
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}
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: options.device_label.as_ref().map(|a| a.as_ref()),
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features,
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limits,
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},
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trace_path,
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)
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.await
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.unwrap();
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let queue = Arc::new(queue);
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let adapter = Arc::new(adapter);
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(
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RenderDevice::from(device),
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RenderQueue(queue),
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RenderAdapterInfo(adapter_info),
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RenderAdapter(adapter),
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)
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}
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/// The context with all information required to interact with the GPU.
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///
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/// The [`RenderDevice`] is used to create render resources and the
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/// the [`CommandEncoder`] is used to record a series of GPU operations.
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pub struct RenderContext {
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pub render_device: RenderDevice,
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pub command_encoder: CommandEncoder,
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}
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