
# Objective - Allow prepare windows to run off of the main thread on all platforms. - Fixes https://github.com/bevyengine/bevy/issues/9964 on all platforms. ## Solution - Running `prepare_windows` on the main thread on apple platforms is only mandatory to create surface, which is only needed during window creation. Split that part into its own system that happens before `prepare_windows` - Tested on macOS and iOS --- ## Changelog - Allow prepare windows to run off main thread on all platforms.
469 lines
20 KiB
Rust
469 lines
20 KiB
Rust
use crate::{
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render_resource::{
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BindGroupEntries, PipelineCache, SpecializedRenderPipelines, SurfaceTexture, TextureView,
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},
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renderer::{RenderAdapter, RenderDevice, RenderInstance},
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texture::TextureFormatPixelInfo,
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Extract, ExtractSchedule, Render, RenderApp, RenderSet,
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};
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use bevy_app::{App, Plugin};
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use bevy_ecs::prelude::*;
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use bevy_utils::{default, tracing::debug, EntityHashMap, HashSet};
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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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ops::{Deref, DerefMut},
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sync::PoisonError,
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};
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use wgpu::{
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BufferUsages, SurfaceTargetUnsafe, TextureFormat, TextureUsages, TextureViewDescriptor,
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};
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pub mod screenshot;
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use screenshot::{
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ScreenshotManager, ScreenshotPlugin, ScreenshotPreparedState, ScreenshotToScreenPipeline,
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};
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use super::Msaa;
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/// Token to ensure a system runs on the main thread.
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#[derive(Resource, Default)]
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pub struct NonSendMarker;
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pub struct WindowRenderPlugin;
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impl Plugin for WindowRenderPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(ScreenshotPlugin);
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<ExtractedWindows>()
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.init_resource::<WindowSurfaces>()
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.add_systems(ExtractSchedule, extract_windows)
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.add_systems(Render, prepare_windows.in_set(RenderSet::PrepareAssets))
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.add_systems(Render, create_surfaces.in_set(RenderSet::ManageViews));
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}
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}
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fn finish(&self, app: &mut App) {
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.init_resource::<ScreenshotToScreenPipeline>();
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}
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}
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}
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pub struct ExtractedWindow {
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/// An entity that contains the components in [`Window`].
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pub entity: Entity,
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pub handle: RawHandleWrapper,
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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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/// 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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pub swap_chain_texture_view: Option<TextureView>,
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pub swap_chain_texture: Option<SurfaceTexture>,
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pub swap_chain_texture_format: Option<TextureFormat>,
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pub screenshot_memory: Option<ScreenshotPreparedState>,
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pub size_changed: bool,
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pub present_mode_changed: bool,
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pub alpha_mode: CompositeAlphaMode,
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pub screenshot_func: Option<screenshot::ScreenshotFn>,
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}
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impl ExtractedWindow {
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fn set_swapchain_texture(&mut self, frame: wgpu::SurfaceTexture) {
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let texture_view_descriptor = TextureViewDescriptor {
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format: Some(frame.texture.format().add_srgb_suffix()),
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..default()
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};
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self.swap_chain_texture_view = Some(TextureView::from(
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frame.texture.create_view(&texture_view_descriptor),
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));
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self.swap_chain_texture = Some(SurfaceTexture::from(frame));
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}
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}
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#[derive(Default, Resource)]
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pub struct ExtractedWindows {
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pub primary: Option<Entity>,
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pub windows: EntityHashMap<Entity, ExtractedWindow>,
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}
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impl Deref for ExtractedWindows {
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type Target = EntityHashMap<Entity, ExtractedWindow>;
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fn deref(&self) -> &Self::Target {
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&self.windows
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}
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}
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impl DerefMut for ExtractedWindows {
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fn deref_mut(&mut self) -> &mut Self::Target {
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&mut self.windows
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}
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}
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fn extract_windows(
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mut extracted_windows: ResMut<ExtractedWindows>,
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screenshot_manager: Extract<Res<ScreenshotManager>>,
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mut closed: Extract<EventReader<WindowClosed>>,
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windows: Extract<Query<(Entity, &Window, &RawHandleWrapper, Option<&PrimaryWindow>)>>,
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mut removed: Extract<RemovedComponents<RawHandleWrapper>>,
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mut window_surfaces: ResMut<WindowSurfaces>,
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) {
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for (entity, window, handle, primary) in windows.iter() {
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if primary.is_some() {
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extracted_windows.primary = Some(entity);
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}
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let (new_width, new_height) = (
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window.resolution.physical_width().max(1),
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window.resolution.physical_height().max(1),
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);
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let extracted_window = extracted_windows.entry(entity).or_insert(ExtractedWindow {
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entity,
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handle: handle.clone(),
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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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swap_chain_texture: None,
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swap_chain_texture_view: None,
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size_changed: false,
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swap_chain_texture_format: None,
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present_mode_changed: false,
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alpha_mode: window.composite_alpha_mode,
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screenshot_func: None,
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screenshot_memory: None,
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});
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// NOTE: Drop the swap chain frame here
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extracted_window.swap_chain_texture_view = None;
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extracted_window.size_changed = new_width != extracted_window.physical_width
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|| new_height != extracted_window.physical_height;
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extracted_window.present_mode_changed =
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window.present_mode != extracted_window.present_mode;
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if extracted_window.size_changed {
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debug!(
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"Window size changed from {}x{} to {}x{}",
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extracted_window.physical_width,
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extracted_window.physical_height,
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new_width,
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new_height
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);
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extracted_window.physical_width = new_width;
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extracted_window.physical_height = new_height;
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}
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if extracted_window.present_mode_changed {
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debug!(
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"Window Present Mode changed from {:?} to {:?}",
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extracted_window.present_mode, window.present_mode
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);
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extracted_window.present_mode = window.present_mode;
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}
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}
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for closed_window in closed.read() {
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extracted_windows.remove(&closed_window.window);
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window_surfaces.remove(&closed_window.window);
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}
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for removed_window in removed.read() {
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extracted_windows.remove(&removed_window);
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window_surfaces.remove(&removed_window);
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}
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// This lock will never block because `callbacks` is `pub(crate)` and this is the singular callsite where it's locked.
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// Even if a user had multiple copies of this system, since the system has a mutable resource access the two systems would never run
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// at the same time
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// TODO: since this is guaranteed, should the lock be replaced with an UnsafeCell to remove the overhead, or is it minor enough to be ignored?
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for (window, screenshot_func) in screenshot_manager
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.callbacks
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.lock()
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.unwrap_or_else(PoisonError::into_inner)
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.drain()
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{
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if let Some(window) = extracted_windows.get_mut(&window) {
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window.screenshot_func = Some(screenshot_func);
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}
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}
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}
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struct SurfaceData {
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// TODO: what lifetime should this be?
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surface: wgpu::Surface<'static>,
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format: TextureFormat,
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}
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#[derive(Resource, Default)]
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pub struct WindowSurfaces {
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surfaces: EntityHashMap<Entity, SurfaceData>,
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/// List of windows that we have already called the initial `configure_surface` for
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configured_windows: HashSet<Entity>,
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}
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impl WindowSurfaces {
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fn remove(&mut self, window: &Entity) {
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self.surfaces.remove(window);
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self.configured_windows.remove(window);
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}
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}
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/// (re)configures window surfaces, and obtains a swapchain texture for rendering.
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///
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/// NOTE: `get_current_texture` in `prepare_windows` can take a long time if the GPU workload is
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/// the performance bottleneck. This can be seen in profiles as multiple prepare-set systems all
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/// taking an unusually long time to complete, and all finishing at about the same time as the
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/// `prepare_windows` system. Improvements in bevy are planned to avoid this happening when it
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/// should not but it will still happen as it is easy for a user to create a large GPU workload
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/// relative to the GPU performance and/or CPU workload.
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/// This can be caused by many reasons, but several of them are:
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/// - GPU workload is more than your current GPU can manage
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/// - Error / performance bug in your custom shaders
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/// - wgpu was unable to detect a proper GPU hardware-accelerated device given the chosen
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/// [`Backends`](crate::settings::Backends), [`WgpuLimits`](crate::settings::WgpuLimits),
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/// and/or [`WgpuFeatures`](crate::settings::WgpuFeatures). For example, on Windows currently
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/// `DirectX 11` is not supported by wgpu 0.12 and so if your GPU/drivers do not support Vulkan,
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/// it may be that a software renderer called "Microsoft Basic Render Driver" using `DirectX 12`
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/// will be chosen and performance will be very poor. This is visible in a log message that is
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/// output during renderer initialization. Future versions of wgpu will support `DirectX 11`, but
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/// another alternative is to try to use [`ANGLE`](https://github.com/gfx-rs/wgpu#angle) and
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/// [`Backends::GL`](crate::settings::Backends::GL) if your GPU/drivers support `OpenGL 4.3` / `OpenGL ES 3.0` or
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/// later.
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#[allow(clippy::too_many_arguments)]
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pub fn prepare_windows(
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mut windows: ResMut<ExtractedWindows>,
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mut window_surfaces: ResMut<WindowSurfaces>,
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render_device: Res<RenderDevice>,
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render_adapter: Res<RenderAdapter>,
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screenshot_pipeline: Res<ScreenshotToScreenPipeline>,
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pipeline_cache: Res<PipelineCache>,
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mut pipelines: ResMut<SpecializedRenderPipelines<ScreenshotToScreenPipeline>>,
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mut msaa: ResMut<Msaa>,
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#[cfg(target_os = "linux")] render_instance: Res<RenderInstance>,
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) {
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for window in windows.windows.values_mut() {
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let window_surfaces = window_surfaces.deref_mut();
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let Some(surface_data) = window_surfaces.surfaces.get(&window.entity) else {
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continue;
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};
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let surface_configuration = wgpu::SurfaceConfiguration {
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format: surface_data.format,
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width: window.physical_width,
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height: window.physical_height,
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usage: TextureUsages::RENDER_ATTACHMENT,
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present_mode: match window.present_mode {
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PresentMode::Fifo => wgpu::PresentMode::Fifo,
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PresentMode::FifoRelaxed => wgpu::PresentMode::FifoRelaxed,
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PresentMode::Mailbox => wgpu::PresentMode::Mailbox,
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PresentMode::Immediate => wgpu::PresentMode::Immediate,
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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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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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CompositeAlphaMode::PreMultiplied => wgpu::CompositeAlphaMode::PreMultiplied,
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CompositeAlphaMode::PostMultiplied => wgpu::CompositeAlphaMode::PostMultiplied,
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CompositeAlphaMode::Inherit => wgpu::CompositeAlphaMode::Inherit,
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},
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view_formats: if !surface_data.format.is_srgb() {
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vec![surface_data.format.add_srgb_suffix()]
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} else {
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vec![]
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},
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};
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// This is an ugly hack to work around drivers that don't support MSAA.
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// This should be removed once https://github.com/bevyengine/bevy/issues/7194 lands and we're doing proper
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// feature detection for MSAA.
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// When removed, we can also remove the `.after(prepare_windows)` of `prepare_core_3d_depth_textures` and `prepare_prepass_textures`
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let sample_flags = render_adapter
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.get_texture_format_features(surface_configuration.format)
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.flags;
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if !sample_flags.sample_count_supported(msaa.samples()) {
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let fallback = if sample_flags.sample_count_supported(Msaa::default().samples()) {
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Msaa::default()
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} else {
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Msaa::Off
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};
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let fallback_str = if fallback == Msaa::Off {
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"disabling MSAA".to_owned()
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} else {
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format!("MSAA {}x", fallback.samples())
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};
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bevy_log::warn!(
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"MSAA {}x is not supported on this device. Falling back to {}.",
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msaa.samples(),
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fallback_str,
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);
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*msaa = fallback;
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}
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// A recurring issue is hitting `wgpu::SurfaceError::Timeout` on certain Linux
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// mesa driver implementations. This seems to be a quirk of some drivers.
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// We'd rather keep panicking when not on Linux mesa, because in those case,
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// the `Timeout` is still probably the symptom of a degraded unrecoverable
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// application state.
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// see https://github.com/bevyengine/bevy/pull/5957
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// and https://github.com/gfx-rs/wgpu/issues/1218
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#[cfg(target_os = "linux")]
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let may_erroneously_timeout = || {
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render_instance
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.enumerate_adapters(wgpu::Backends::VULKAN)
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.iter()
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.any(|adapter| {
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let name = adapter.get_info().name;
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name.starts_with("Radeon")
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|| name.starts_with("AMD")
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|| name.starts_with("Intel")
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})
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};
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let not_already_configured = window_surfaces.configured_windows.insert(window.entity);
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let surface = &surface_data.surface;
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if not_already_configured || window.size_changed || window.present_mode_changed {
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render_device.configure_surface(surface, &surface_configuration);
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let frame = surface
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.get_current_texture()
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.expect("Error configuring surface");
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window.set_swapchain_texture(frame);
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} else {
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match surface.get_current_texture() {
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Ok(frame) => {
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window.set_swapchain_texture(frame);
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}
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Err(wgpu::SurfaceError::Outdated) => {
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render_device.configure_surface(surface, &surface_configuration);
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let frame = surface
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.get_current_texture()
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.expect("Error reconfiguring surface");
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window.set_swapchain_texture(frame);
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}
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#[cfg(target_os = "linux")]
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Err(wgpu::SurfaceError::Timeout) if may_erroneously_timeout() => {
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bevy_utils::tracing::trace!(
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"Couldn't get swap chain texture. This is probably a quirk \
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of your Linux GPU driver, so it can be safely ignored."
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);
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}
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Err(err) => {
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panic!("Couldn't get swap chain texture, operation unrecoverable: {err}");
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}
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}
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};
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window.swap_chain_texture_format = Some(surface_data.format);
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if window.screenshot_func.is_some() {
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let texture = render_device.create_texture(&wgpu::TextureDescriptor {
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label: Some("screenshot-capture-rendertarget"),
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size: wgpu::Extent3d {
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width: surface_configuration.width,
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height: surface_configuration.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: surface_configuration.format.add_srgb_suffix(),
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usage: TextureUsages::RENDER_ATTACHMENT
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| TextureUsages::COPY_SRC
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| TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let texture_view = texture.create_view(&Default::default());
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let buffer = render_device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("screenshot-transfer-buffer"),
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size: screenshot::get_aligned_size(
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window.physical_width,
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window.physical_height,
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surface_data.format.pixel_size() as u32,
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) as u64,
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usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group = render_device.create_bind_group(
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"screenshot-to-screen-bind-group",
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&screenshot_pipeline.bind_group_layout,
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&BindGroupEntries::single(&texture_view),
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);
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let pipeline_id = pipelines.specialize(
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&pipeline_cache,
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&screenshot_pipeline,
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surface_configuration.format,
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);
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window.swap_chain_texture_view = Some(texture_view);
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window.screenshot_memory = Some(ScreenshotPreparedState {
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texture,
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buffer,
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bind_group,
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pipeline_id,
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});
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}
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}
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}
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|
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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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// which is necessary for some OS's
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#[cfg(any(target_os = "macos", target_os = "ios"))] _marker: Option<NonSend<NonSendMarker>>,
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windows: Res<ExtractedWindows>,
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mut window_surfaces: ResMut<WindowSurfaces>,
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render_instance: Res<RenderInstance>,
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render_adapter: Res<RenderAdapter>,
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) {
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for window in windows.windows.values() {
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window_surfaces
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.surfaces
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.entry(window.entity)
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.or_insert_with(|| {
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let surface_target = SurfaceTargetUnsafe::RawHandle {
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raw_display_handle: window.handle.display_handle,
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raw_window_handle: window.handle.window_handle,
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};
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// SAFETY: The window handles in ExtractedWindows will always be valid objects to create surfaces on
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let surface = unsafe {
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// NOTE: On some OSes this MUST be called from the main thread.
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// As of wgpu 0.15, only fallible if the given window is a HTML canvas and obtaining a WebGPU or WebGL2 context fails.
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render_instance
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.create_surface_unsafe(surface_target)
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.expect("Failed to create wgpu surface")
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};
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let caps = surface.get_capabilities(&render_adapter);
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let formats = caps.formats;
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// For future HDR output support, we'll need to request a format that supports HDR,
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// but as of wgpu 0.15 that is not yet supported.
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// Prefer sRGB formats for surfaces, but fall back to first available format if no sRGB formats are available.
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let mut format = *formats.first().expect("No supported formats for surface");
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for available_format in formats {
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// Rgba8UnormSrgb and Bgra8UnormSrgb and the only sRGB formats wgpu exposes that we can use for surfaces.
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if available_format == TextureFormat::Rgba8UnormSrgb
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|| available_format == TextureFormat::Bgra8UnormSrgb
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|
{
|
|
format = available_format;
|
|
break;
|
|
}
|
|
}
|
|
|
|
SurfaceData { surface, format }
|
|
});
|
|
}
|
|
}
|