A fork of bevy to implement some features for forestia
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Partially fix panics when setting WGPU_SETTINGS_PRIO=webgl2 (#18113)
# Overview

Fixes https://github.com/bevyengine/bevy/issues/17869.

# Summary

`WGPU_SETTINGS_PRIO` changes various limits on `RenderDevice`. This is
useful to simulate platforms with lower limits.

However, some plugins only check the limits on `RenderAdapter` (the
actual GPU) - these limits are not affected by `WGPU_SETTINGS_PRIO`. So
the plugins try to use features that are unavailable and wgpu says "oh
no". See https://github.com/bevyengine/bevy/issues/17869 for details.

The PR adds various checks on `RenderDevice` limits. This is enough to
get most examples working, but some are not fixed (see below).

# Testing

- Tested native, with and without "WGPU_SETTINGS=webgl2".
Win10/Vulkan/Nvidia".
- Also WebGL. Win10/Chrome/Nvidia.

```
$env:WGPU_SETTINGS_PRIO = "webgl2"
cargo run --example testbed_3d
cargo run --example testbed_2d
cargo run --example testbed_ui
cargo run --example deferred_rendering
cargo run --example many_lights
cargo run --example order_independent_transparency # Still broken, see below.
cargo run --example occlusion_culling # Still broken, see below.
```

# Not Fixed

While testing I found a few other cases of limits being broken. 

"Compatibility" settings (WebGPU minimums) breaks native in various
examples.

```
$env:WGPU_SETTINGS_PRIO = "compatibility"
cargo run --example testbed_3d

  In Device::create_bind_group_layout, label = 'build mesh uniforms GPU early occlusion culling bind group layout'
    Too many bindings of type StorageBuffers in Stage ShaderStages(COMPUTE), limit is 8, count was 9. Check the limit `max_storage_buffers_per_shader_stage` passed to `Adapter::request_device`
```

`occlusion_culling` breaks fake webgl.
```
$env:WGPU_SETTINGS_PRIO = "webgl2"
cargo run --example occlusion_culling

thread '<unnamed>' panicked at C:\Projects\bevy\crates\bevy_render\src\render_resource\pipeline_cache.rs:555:28:
index out of bounds: the len is 0 but the index is 2
Encountered a panic in system `bevy_render::renderer::render_system`!
```

`occlusion_culling` breaks real webgl.

```
cargo run --example occlusion_culling --target wasm32-unknown-unknown

ERROR app: panicked at C:\Users\T\.cargo\registry\src\index.crates.io-1949cf8c6b5b557f\glow-0.16.0\src\web_sys.rs:4223:9:
Tex storage 2D multisample is not supported
```

OIT breaks fake webgl.

```
$env:WGPU_SETTINGS_PRIO = "webgl2"
cargo run --example order_independent_transparency

  In Device::create_bind_group, label = 'mesh_view_bind_group'
    Number of bindings in bind group descriptor (28) does not match the number of bindings defined in the bind group layout (25)

```

OIT breaks real webgl

```
cargo run --example order_independent_transparency --target wasm32-unknown-unknown

  In Device::create_render_pipeline, label = 'pbr_oit_mesh_pipeline'
    Error matching ShaderStages(FRAGMENT) shader requirements against the pipeline
      Shader global ResourceBinding { group: 0, binding: 34 } is not available in the pipeline layout
        Binding is missing from the pipeline layout
```
2025-03-09 20:14:27 +00:00
.cargo Fix typos in config_fast_builds.toml (#16025) 2024-10-20 16:50:40 +00:00
.github Add no_std support to bevy (#17955) 2025-03-07 03:39:46 +00:00
assets Add support for experimental WESL shader source (#17953) 2025-03-09 19:26:55 +00:00
benches Deprecate insert_or_spawn function family (#18147) 2025-03-06 17:04:16 +00:00
crates Partially fix panics when setting WGPU_SETTINGS_PRIO=webgl2 (#18113) 2025-03-09 20:14:27 +00:00
docs Add support for experimental WESL shader source (#17953) 2025-03-09 19:26:55 +00:00
docs-rs Relationship(…Target) html trait tag (#18140) 2025-03-04 08:05:16 +00:00
docs-template Fix a few typos (#17292) 2025-01-10 22:48:30 +00:00
errors Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
examples Add support for experimental WESL shader source (#17953) 2025-03-09 19:26:55 +00:00
src Add no_std support to bevy (#17955) 2025-03-07 03:39:46 +00:00
tests Make Query::single (and friends) return a Result (#18082) 2025-03-02 19:51:56 +00:00
tests-integration Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
tools Add no_std support to bevy (#17955) 2025-03-07 03:39:46 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Harden proc macro path resolution and add integration tests. (#17330) 2025-02-09 19:45:45 +00:00
Cargo.toml Add support for experimental WESL shader source (#17953) 2025-03-09 19:26:55 +00:00
clippy.toml Enable nonstandard_macro_braces and enforce [] for children! (#17974) 2025-02-22 01:54:49 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Reworded the CONTRIBUTING.md doc (#16849) 2024-12-17 19:18:34 +00:00
CREDITS.md Fix typos CREDITS.md (#17899) 2025-02-17 09:30:04 +00:00
deny.toml make bevy math publishable (#17727) 2025-02-10 22:15:53 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Update Contributor's Guide link in README.md (#16592) 2024-12-02 15:18:19 +00:00
rustfmt.toml Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
typos.toml Bump typos to 1.29.7 (#17902) 2025-02-17 20:41:25 +00:00

Bevy

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What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.