316 lines
13 KiB
Rust
316 lines
13 KiB
Rust
use crate::{
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render_resource::TextureView,
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renderer::{RenderAdapter, RenderDevice, RenderInstance},
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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::{tracing::debug, HashMap, 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::ops::{Deref, DerefMut};
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use wgpu::TextureFormat;
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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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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub enum WindowSystem {
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Prepare,
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}
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impl Plugin for WindowRenderPlugin {
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fn build(&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
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.init_resource::<ExtractedWindows>()
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.init_resource::<WindowSurfaces>()
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.init_non_send_resource::<NonSendMarker>()
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.add_systems(ExtractSchedule, extract_windows)
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.configure_set(Render, WindowSystem::Prepare.in_set(RenderSet::Prepare))
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.add_systems(Render, prepare_windows.in_set(WindowSystem::Prepare));
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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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pub swap_chain_texture: Option<TextureView>,
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pub swap_chain_texture_format: Option<TextureFormat>,
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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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}
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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: HashMap<Entity, ExtractedWindow>,
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}
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impl Deref for ExtractedWindows {
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type Target = HashMap<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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mut closed: Extract<EventReader<WindowClosed>>,
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windows: Extract<Query<(Entity, &Window, &RawHandleWrapper, Option<&PrimaryWindow>)>>,
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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 mut 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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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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});
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// NOTE: Drop the swap chain frame here
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extracted_window.swap_chain_texture = 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.iter() {
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extracted_windows.remove(&closed_window.window);
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}
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}
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struct SurfaceData {
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surface: wgpu::Surface,
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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: HashMap<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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/// Creates and (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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pub fn prepare_windows(
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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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_marker: NonSend<NonSendMarker>,
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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_instance: Res<RenderInstance>,
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render_adapter: Res<RenderAdapter>,
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mut msaa: ResMut<Msaa>,
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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 surface_data = window_surfaces
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.surfaces
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.entry(window.entity)
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.or_insert_with(|| 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 failable if the given window is a HTML canvas and obtaining a WebGPU or WebGL2 context fails.
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let surface = render_instance
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.create_surface(&window.handle.get_handle())
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.expect("Failed to create wgpu surface");
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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.get(0).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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{
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format = available_format;
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break;
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}
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}
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SurfaceData { surface, format }
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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: wgpu::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::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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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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// TODO: Use an sRGB view format here on platforms that don't support sRGB surfaces. (afaik only WebGPU)
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view_formats: vec![],
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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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.any(|adapter| {
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let name = adapter.get_info().name;
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name.starts_with("AMD") || 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.swap_chain_texture = Some(TextureView::from(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.swap_chain_texture = Some(TextureView::from(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.swap_chain_texture = Some(TextureView::from(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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}
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}
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