bevy/crates/bevy_render/src/camera/camera_driver_node.rs
IceSentry 75da2e7adf
Disable camera on window close (#8802)
# Objective

- When a window is closed, the associated camera keeps rendering even if
the RenderTarget isn't valid anymore.
	- This is essentially just wasting a lot of performance.

## Solution

- Detect the window close event and disable any camera that used the
window has a RenderTarget.

## Notes

It's possible a similar thing could be done for camera that use an image
handle, but I would fix that in a separate PR.
2023-06-10 19:50:37 +00:00

94 lines
3.2 KiB
Rust

use crate::{
camera::{ExtractedCamera, NormalizedRenderTarget, SortedCameras},
render_graph::{Node, NodeRunError, RenderGraphContext},
renderer::RenderContext,
view::ExtractedWindows,
};
use bevy_ecs::{prelude::QueryState, world::World};
use bevy_utils::HashSet;
use wgpu::{LoadOp, Operations, RenderPassColorAttachment, RenderPassDescriptor};
pub struct CameraDriverNode {
cameras: QueryState<&'static ExtractedCamera>,
}
impl CameraDriverNode {
pub fn new(world: &mut World) -> Self {
Self {
cameras: world.query(),
}
}
}
impl Node for CameraDriverNode {
fn update(&mut self, world: &mut World) {
self.cameras.update_archetypes(world);
}
fn run(
&self,
graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
let sorted_cameras = world.resource::<SortedCameras>();
let windows = world.resource::<ExtractedWindows>();
let mut camera_windows = HashSet::new();
for sorted_camera in &sorted_cameras.0 {
let Ok(camera) = self.cameras.get_manual(world, sorted_camera.entity) else {
continue;
};
let mut run_graph = true;
if let Some(NormalizedRenderTarget::Window(window_ref)) = camera.target {
let window_entity = window_ref.entity();
if windows.windows.get(&window_entity).is_some() {
camera_windows.insert(window_entity);
} else {
// The window doesn't exist anymore so we don't need to run the graph
run_graph = false;
}
}
if run_graph {
graph.run_sub_graph(
camera.render_graph.clone(),
vec![],
Some(sorted_camera.entity),
)?;
}
}
// wgpu (and some backends) require doing work for swap chains if you call `get_current_texture()` and `present()`
// This ensures that Bevy doesn't crash, even when there are no cameras (and therefore no work submitted).
for (id, window) in world.resource::<ExtractedWindows>().iter() {
if camera_windows.contains(id) {
continue;
}
let Some(swap_chain_texture) = &window.swap_chain_texture_view else {
continue;
};
#[cfg(feature = "trace")]
let _span = bevy_utils::tracing::info_span!("no_camera_clear_pass").entered();
let pass_descriptor = RenderPassDescriptor {
label: Some("no_camera_clear_pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: swap_chain_texture,
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(wgpu::Color::BLACK),
store: true,
},
})],
depth_stencil_attachment: None,
};
render_context
.command_encoder()
.begin_render_pass(&pass_descriptor);
}
Ok(())
}
}