bevy/crates/bevy_render/src/view/window/mod.rs
Rob Parrett 7063c86ed4
Fix some typos (#9934)
# Objective

To celebrate the turning of the seasons, I took a small walk through the
codebase guided by the "[code spell
checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)"
VS Code extension and fixed a few typos.
2023-09-26 19:46:24 +00:00

415 lines
18 KiB
Rust

use crate::{
render_resource::{PipelineCache, SpecializedRenderPipelines, SurfaceTexture, TextureView},
renderer::{RenderAdapter, RenderDevice, RenderInstance},
texture::TextureFormatPixelInfo,
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_app::{App, Plugin};
use bevy_ecs::prelude::*;
use bevy_utils::{default, tracing::debug, HashMap, HashSet};
use bevy_window::{
CompositeAlphaMode, PresentMode, PrimaryWindow, RawHandleWrapper, Window, WindowClosed,
};
use std::ops::{Deref, DerefMut};
use wgpu::{BufferUsages, TextureFormat, TextureUsages, TextureViewDescriptor};
pub mod screenshot;
use screenshot::{
ScreenshotManager, ScreenshotPlugin, ScreenshotPreparedState, ScreenshotToScreenPipeline,
};
use super::Msaa;
/// Token to ensure a system runs on the main thread.
#[derive(Resource, Default)]
pub struct NonSendMarker;
pub struct WindowRenderPlugin;
impl Plugin for WindowRenderPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(ScreenshotPlugin);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<ExtractedWindows>()
.init_resource::<WindowSurfaces>()
.init_non_send_resource::<NonSendMarker>()
.add_systems(ExtractSchedule, extract_windows)
.add_systems(Render, prepare_windows.in_set(RenderSet::ManageViews));
}
}
fn finish(&self, app: &mut App) {
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.init_resource::<ScreenshotToScreenPipeline>();
}
}
}
pub struct ExtractedWindow {
/// An entity that contains the components in [`Window`].
pub entity: Entity,
pub handle: RawHandleWrapper,
pub physical_width: u32,
pub physical_height: u32,
pub present_mode: PresentMode,
/// Note: this will not always be the swap chain texture view. When taking a screenshot,
/// this will point to an alternative texture instead to allow for copying the render result
/// to CPU memory.
pub swap_chain_texture_view: Option<TextureView>,
pub swap_chain_texture: Option<SurfaceTexture>,
pub swap_chain_texture_format: Option<TextureFormat>,
pub screenshot_memory: Option<ScreenshotPreparedState>,
pub size_changed: bool,
pub present_mode_changed: bool,
pub alpha_mode: CompositeAlphaMode,
pub screenshot_func: Option<screenshot::ScreenshotFn>,
}
impl ExtractedWindow {
fn set_swapchain_texture(&mut self, frame: wgpu::SurfaceTexture) {
let texture_view_descriptor = TextureViewDescriptor {
format: Some(frame.texture.format().add_srgb_suffix()),
..default()
};
self.swap_chain_texture_view = Some(TextureView::from(
frame.texture.create_view(&texture_view_descriptor),
));
self.swap_chain_texture = Some(SurfaceTexture::from(frame));
}
}
#[derive(Default, Resource)]
pub struct ExtractedWindows {
pub primary: Option<Entity>,
pub windows: HashMap<Entity, ExtractedWindow>,
}
impl Deref for ExtractedWindows {
type Target = HashMap<Entity, ExtractedWindow>;
fn deref(&self) -> &Self::Target {
&self.windows
}
}
impl DerefMut for ExtractedWindows {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.windows
}
}
fn extract_windows(
mut extracted_windows: ResMut<ExtractedWindows>,
screenshot_manager: Extract<Res<ScreenshotManager>>,
mut closed: Extract<EventReader<WindowClosed>>,
windows: Extract<Query<(Entity, &Window, &RawHandleWrapper, Option<&PrimaryWindow>)>>,
) {
for (entity, window, handle, primary) in windows.iter() {
if primary.is_some() {
extracted_windows.primary = Some(entity);
}
let (new_width, new_height) = (
window.resolution.physical_width().max(1),
window.resolution.physical_height().max(1),
);
let extracted_window = extracted_windows.entry(entity).or_insert(ExtractedWindow {
entity,
handle: handle.clone(),
physical_width: new_width,
physical_height: new_height,
present_mode: window.present_mode,
swap_chain_texture: None,
swap_chain_texture_view: None,
size_changed: false,
swap_chain_texture_format: None,
present_mode_changed: false,
alpha_mode: window.composite_alpha_mode,
screenshot_func: None,
screenshot_memory: None,
});
// NOTE: Drop the swap chain frame here
extracted_window.swap_chain_texture_view = None;
extracted_window.size_changed = new_width != extracted_window.physical_width
|| new_height != extracted_window.physical_height;
extracted_window.present_mode_changed =
window.present_mode != extracted_window.present_mode;
if extracted_window.size_changed {
debug!(
"Window size changed from {}x{} to {}x{}",
extracted_window.physical_width,
extracted_window.physical_height,
new_width,
new_height
);
extracted_window.physical_width = new_width;
extracted_window.physical_height = new_height;
}
if extracted_window.present_mode_changed {
debug!(
"Window Present Mode changed from {:?} to {:?}",
extracted_window.present_mode, window.present_mode
);
extracted_window.present_mode = window.present_mode;
}
}
for closed_window in closed.read() {
extracted_windows.remove(&closed_window.window);
}
// This lock will never block because `callbacks` is `pub(crate)` and this is the singular callsite where it's locked.
// Even if a user had multiple copies of this system, since the system has a mutable resource access the two systems would never run
// at the same time
// 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?
for (window, screenshot_func) in screenshot_manager.callbacks.lock().drain() {
if let Some(window) = extracted_windows.get_mut(&window) {
window.screenshot_func = Some(screenshot_func);
}
}
}
struct SurfaceData {
surface: wgpu::Surface,
format: TextureFormat,
}
#[derive(Resource, Default)]
pub struct WindowSurfaces {
surfaces: HashMap<Entity, SurfaceData>,
/// List of windows that we have already called the initial `configure_surface` for
configured_windows: HashSet<Entity>,
}
/// Creates and (re)configures window surfaces, and obtains a swapchain texture for rendering.
///
/// NOTE: `get_current_texture` in `prepare_windows` can take a long time if the GPU workload is
/// the performance bottleneck. This can be seen in profiles as multiple prepare-set systems all
/// taking an unusually long time to complete, and all finishing at about the same time as the
/// `prepare_windows` system. Improvements in bevy are planned to avoid this happening when it
/// should not but it will still happen as it is easy for a user to create a large GPU workload
/// relative to the GPU performance and/or CPU workload.
/// This can be caused by many reasons, but several of them are:
/// - GPU workload is more than your current GPU can manage
/// - Error / performance bug in your custom shaders
/// - wgpu was unable to detect a proper GPU hardware-accelerated device given the chosen
/// [`Backends`](crate::settings::Backends), [`WgpuLimits`](crate::settings::WgpuLimits),
/// and/or [`WgpuFeatures`](crate::settings::WgpuFeatures). For example, on Windows currently
/// `DirectX 11` is not supported by wgpu 0.12 and so if your GPU/drivers do not support Vulkan,
/// it may be that a software renderer called "Microsoft Basic Render Driver" using `DirectX 12`
/// will be chosen and performance will be very poor. This is visible in a log message that is
/// output during renderer initialization. Future versions of wgpu will support `DirectX 11`, but
/// another alternative is to try to use [`ANGLE`](https://github.com/gfx-rs/wgpu#angle) and
/// [`Backends::GL`](crate::settings::Backends::GL) if your GPU/drivers support `OpenGL 4.3` / `OpenGL ES 3.0` or
/// later.
#[allow(clippy::too_many_arguments)]
pub fn prepare_windows(
// By accessing a NonSend resource, we tell the scheduler to put this system on the main thread,
// which is necessary for some OS s
_marker: NonSend<NonSendMarker>,
mut windows: ResMut<ExtractedWindows>,
mut window_surfaces: ResMut<WindowSurfaces>,
render_device: Res<RenderDevice>,
render_instance: Res<RenderInstance>,
render_adapter: Res<RenderAdapter>,
screenshot_pipeline: Res<ScreenshotToScreenPipeline>,
pipeline_cache: Res<PipelineCache>,
mut pipelines: ResMut<SpecializedRenderPipelines<ScreenshotToScreenPipeline>>,
mut msaa: ResMut<Msaa>,
) {
for window in windows.windows.values_mut() {
let window_surfaces = window_surfaces.deref_mut();
let surface_data = window_surfaces
.surfaces
.entry(window.entity)
.or_insert_with(|| unsafe {
// NOTE: On some OSes this MUST be called from the main thread.
// As of wgpu 0.15, only fallible if the given window is a HTML canvas and obtaining a WebGPU or WebGL2 context fails.
let surface = render_instance
.create_surface(&window.handle.get_handle())
.expect("Failed to create wgpu surface");
let caps = surface.get_capabilities(&render_adapter);
let formats = caps.formats;
// For future HDR output support, we'll need to request a format that supports HDR,
// but as of wgpu 0.15 that is not yet supported.
// Prefer sRGB formats for surfaces, but fall back to first available format if no sRGB formats are available.
let mut format = *formats.get(0).expect("No supported formats for surface");
for available_format in formats {
// Rgba8UnormSrgb and Bgra8UnormSrgb and the only sRGB formats wgpu exposes that we can use for surfaces.
if available_format == TextureFormat::Rgba8UnormSrgb
|| available_format == TextureFormat::Bgra8UnormSrgb
{
format = available_format;
break;
}
}
SurfaceData { surface, format }
});
let surface_configuration = wgpu::SurfaceConfiguration {
format: surface_data.format,
width: window.physical_width,
height: window.physical_height,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
present_mode: match window.present_mode {
PresentMode::Fifo => wgpu::PresentMode::Fifo,
PresentMode::FifoRelaxed => wgpu::PresentMode::FifoRelaxed,
PresentMode::Mailbox => wgpu::PresentMode::Mailbox,
PresentMode::Immediate => wgpu::PresentMode::Immediate,
PresentMode::AutoVsync => wgpu::PresentMode::AutoVsync,
PresentMode::AutoNoVsync => wgpu::PresentMode::AutoNoVsync,
},
alpha_mode: match window.alpha_mode {
CompositeAlphaMode::Auto => wgpu::CompositeAlphaMode::Auto,
CompositeAlphaMode::Opaque => wgpu::CompositeAlphaMode::Opaque,
CompositeAlphaMode::PreMultiplied => wgpu::CompositeAlphaMode::PreMultiplied,
CompositeAlphaMode::PostMultiplied => wgpu::CompositeAlphaMode::PostMultiplied,
CompositeAlphaMode::Inherit => wgpu::CompositeAlphaMode::Inherit,
},
view_formats: if !surface_data.format.is_srgb() {
vec![surface_data.format.add_srgb_suffix()]
} else {
vec![]
},
};
// This is an ugly hack to work around drivers that don't support MSAA.
// This should be removed once https://github.com/bevyengine/bevy/issues/7194 lands and we're doing proper
// feature detection for MSAA.
// When removed, we can also remove the `.after(prepare_windows)` of `prepare_core_3d_depth_textures` and `prepare_prepass_textures`
let sample_flags = render_adapter
.get_texture_format_features(surface_configuration.format)
.flags;
if !sample_flags.sample_count_supported(msaa.samples()) {
let fallback = if sample_flags.sample_count_supported(Msaa::default().samples()) {
Msaa::default()
} else {
Msaa::Off
};
let fallback_str = if fallback == Msaa::Off {
"disabling MSAA".to_owned()
} else {
format!("MSAA {}x", fallback.samples())
};
bevy_log::warn!(
"MSAA {}x is not supported on this device. Falling back to {}.",
msaa.samples(),
fallback_str,
);
*msaa = fallback;
}
// A recurring issue is hitting `wgpu::SurfaceError::Timeout` on certain Linux
// mesa driver implementations. This seems to be a quirk of some drivers.
// We'd rather keep panicking when not on Linux mesa, because in those case,
// the `Timeout` is still probably the symptom of a degraded unrecoverable
// application state.
// see https://github.com/bevyengine/bevy/pull/5957
// and https://github.com/gfx-rs/wgpu/issues/1218
#[cfg(target_os = "linux")]
let may_erroneously_timeout = || {
render_instance
.enumerate_adapters(wgpu::Backends::VULKAN)
.any(|adapter| {
let name = adapter.get_info().name;
name.starts_with("AMD") || name.starts_with("Intel")
})
};
let not_already_configured = window_surfaces.configured_windows.insert(window.entity);
let surface = &surface_data.surface;
if not_already_configured || window.size_changed || window.present_mode_changed {
render_device.configure_surface(surface, &surface_configuration);
let frame = surface
.get_current_texture()
.expect("Error configuring surface");
window.set_swapchain_texture(frame);
} else {
match surface.get_current_texture() {
Ok(frame) => {
window.set_swapchain_texture(frame);
}
Err(wgpu::SurfaceError::Outdated) => {
render_device.configure_surface(surface, &surface_configuration);
let frame = surface
.get_current_texture()
.expect("Error reconfiguring surface");
window.set_swapchain_texture(frame);
}
#[cfg(target_os = "linux")]
Err(wgpu::SurfaceError::Timeout) if may_erroneously_timeout() => {
bevy_utils::tracing::trace!(
"Couldn't get swap chain texture. This is probably a quirk \
of your Linux GPU driver, so it can be safely ignored."
);
}
Err(err) => {
panic!("Couldn't get swap chain texture, operation unrecoverable: {err}");
}
}
};
window.swap_chain_texture_format = Some(surface_data.format);
if window.screenshot_func.is_some() {
let texture = render_device.create_texture(&wgpu::TextureDescriptor {
label: Some("screenshot-capture-rendertarget"),
size: wgpu::Extent3d {
width: surface_configuration.width,
height: surface_configuration.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: surface_configuration.format.add_srgb_suffix(),
usage: TextureUsages::RENDER_ATTACHMENT
| TextureUsages::COPY_SRC
| TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let texture_view = texture.create_view(&Default::default());
let buffer = render_device.create_buffer(&wgpu::BufferDescriptor {
label: Some("screenshot-transfer-buffer"),
size: screenshot::get_aligned_size(
window.physical_width,
window.physical_height,
surface_data.format.pixel_size() as u32,
) as u64,
usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("screenshot-to-screen-bind-group"),
layout: &screenshot_pipeline.bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&texture_view),
}],
});
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&screenshot_pipeline,
surface_configuration.format,
);
window.swap_chain_texture_view = Some(texture_view);
window.screenshot_memory = Some(ScreenshotPreparedState {
texture,
buffer,
bind_group,
pipeline_id,
});
}
}
}