# Objective - Encoding many GPU commands (such as in a renderpass with many draws, such as the main opaque pass) onto a `wgpu::CommandEncoder` is very expensive, and takes a long time. - To improve performance, we want to perform the command encoding for these heavy passes in parallel. ## Solution - `RenderContext` can now queue up "command buffer generation tasks" which are closures that will generate a command buffer when called. - When finalizing the render context to produce the final list of command buffers, these tasks are run in parallel on the `ComputeTaskPool` to produce their corresponding command buffers. - The general idea is that the node graph will run in serial, but in a node, instead of doing rendering work, you can add tasks to do render work in parallel with other node's tasks that get ran at the end of the graph execution. ## Nodes Parallelized - `MainOpaquePass3dNode` - `PrepassNode` - `DeferredGBufferPrepassNode` - `ShadowPassNode` (One task per view) ## Future Work - For large number of draws calls, might be worth further subdividing passes into 2+ tasks. - Extend this to UI, 2d, transparent, and transmissive nodes? - Needs testing - small command buffers are inefficient - it may be worth reverting to the serial command encoder usage for render phases with few items. - All "serial" (traditional) rendering work must finish before parallel rendering tasks (the new stuff) can start to run. - There is still only one submission to the graphics queue at the end of the graph execution. There is still no ability to submit work earlier. ## Performance Improvement Thanks to @Elabajaba for testing on Bistro.  TLDR: Without shadow mapping, this PR has no impact. _With_ shadow mapping, this PR gives **~40 more fps** than main. --- ## Changelog - `MainOpaquePass3dNode`, `PrepassNode`, `DeferredGBufferPrepassNode`, and each shadow map within `ShadowPassNode` are now encoded in parallel, giving _greatly_ increased CPU performance, mainly when shadow mapping is enabled. - Does not work on WASM or AMD+Windows+Vulkan. - Added `RenderContext::add_command_buffer_generation_task()`. - `RenderContext::new()` now takes adapter info - Some render graph and Node related types and methods now have additional lifetime constraints. ## Migration Guide `RenderContext::new()` now takes adapter info - Some render graph and Node related types and methods now have additional lifetime constraints. --------- Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: François <mockersf@gmail.com>
433 lines
18 KiB
Rust
433 lines
18 KiB
Rust
mod graph_runner;
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mod render_device;
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use bevy_derive::{Deref, DerefMut};
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use bevy_tasks::ComputeTaskPool;
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use bevy_utils::tracing::{error, info, info_span};
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pub use graph_runner::*;
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pub use render_device::*;
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use crate::{
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render_graph::RenderGraph,
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render_phase::TrackedRenderPass,
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render_resource::RenderPassDescriptor,
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settings::{WgpuSettings, WgpuSettingsPriority},
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view::{ExtractedWindows, ViewTarget},
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};
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use bevy_ecs::{prelude::*, system::SystemState};
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use bevy_time::TimeSender;
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use bevy_utils::Instant;
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use std::sync::Arc;
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use wgpu::{
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Adapter, AdapterInfo, CommandBuffer, CommandEncoder, Instance, Queue, RequestAdapterOptions,
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};
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/// Updates the [`RenderGraph`] with all of its nodes and then runs it to render the entire frame.
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pub fn render_system(world: &mut World, state: &mut SystemState<Query<Entity, With<ViewTarget>>>) {
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world.resource_scope(|world, mut graph: Mut<RenderGraph>| {
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graph.update(world);
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});
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let graph = world.resource::<RenderGraph>();
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let render_device = world.resource::<RenderDevice>();
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let render_queue = world.resource::<RenderQueue>();
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let render_adapter = world.resource::<RenderAdapter>();
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if let Err(e) = RenderGraphRunner::run(
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graph,
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render_device.clone(), // TODO: is this clone really necessary?
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&render_queue.0,
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&render_adapter.0,
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world,
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|encoder| {
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crate::view::screenshot::submit_screenshot_commands(world, encoder);
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},
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) {
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error!("Error running render graph:");
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{
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let mut src: &dyn std::error::Error = &e;
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loop {
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error!("> {}", src);
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match src.source() {
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Some(s) => src = s,
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None => break,
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}
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}
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}
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panic!("Error running render graph: {e}");
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}
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{
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let _span = info_span!("present_frames").entered();
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// Remove ViewTarget components to ensure swap chain TextureViews are dropped.
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// If all TextureViews aren't dropped before present, acquiring the next swap chain texture will fail.
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let view_entities = state.get(world).iter().collect::<Vec<_>>();
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for view_entity in view_entities {
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world.entity_mut(view_entity).remove::<ViewTarget>();
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}
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let mut windows = world.resource_mut::<ExtractedWindows>();
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for window in windows.values_mut() {
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if let Some(wrapped_texture) = window.swap_chain_texture.take() {
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if let Some(surface_texture) = wrapped_texture.try_unwrap() {
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// TODO(clean): winit docs recommends calling pre_present_notify before this.
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// though `present()` doesn't present the frame, it schedules it to be presented
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// by wgpu.
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// https://docs.rs/winit/0.29.9/wasm32-unknown-unknown/winit/window/struct.Window.html#method.pre_present_notify
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surface_texture.present();
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}
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}
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}
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#[cfg(feature = "tracing-tracy")]
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bevy_utils::tracing::event!(
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bevy_utils::tracing::Level::INFO,
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message = "finished frame",
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tracy.frame_mark = true
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);
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}
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crate::view::screenshot::collect_screenshots(world);
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// update the time and send it to the app world
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let time_sender = world.resource::<TimeSender>();
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if let Err(error) = time_sender.0.try_send(Instant::now()) {
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match error {
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bevy_time::TrySendError::Full(_) => {
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panic!("The TimeSender channel should always be empty during render. You might need to add the bevy::core::time_system to your app.",);
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}
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bevy_time::TrySendError::Disconnected(_) => {
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// ignore disconnected errors, the main world probably just got dropped during shutdown
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}
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}
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}
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}
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/// This queue is used to enqueue tasks for the GPU to execute asynchronously.
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#[derive(Resource, Clone, Deref, DerefMut)]
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pub struct RenderQueue(pub Arc<Queue>);
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/// The handle to the physical device being used for rendering.
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/// See [`Adapter`] for more info.
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#[derive(Resource, Clone, Debug, Deref, DerefMut)]
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pub struct RenderAdapter(pub Arc<Adapter>);
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/// The GPU instance is used to initialize the [`RenderQueue`] and [`RenderDevice`],
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/// as well as to create [`WindowSurfaces`](crate::view::window::WindowSurfaces).
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#[derive(Resource, Clone, Deref, DerefMut)]
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pub struct RenderInstance(pub Arc<Instance>);
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/// The [`AdapterInfo`] of the adapter in use by the renderer.
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#[derive(Resource, Clone, Deref, DerefMut)]
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pub struct RenderAdapterInfo(pub AdapterInfo);
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const GPU_NOT_FOUND_ERROR_MESSAGE: &str = if cfg!(target_os = "linux") {
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"Unable to find a GPU! Make sure you have installed required drivers! For extra information, see: https://github.com/bevyengine/bevy/blob/latest/docs/linux_dependencies.md"
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} else {
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"Unable to find a GPU! Make sure you have installed required drivers!"
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};
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/// Initializes the renderer by retrieving and preparing the GPU instance, device and queue
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/// for the specified backend.
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pub async fn initialize_renderer(
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instance: &Instance,
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options: &WgpuSettings,
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request_adapter_options: &RequestAdapterOptions<'_, '_>,
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) -> (RenderDevice, RenderQueue, RenderAdapterInfo, RenderAdapter) {
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let adapter = instance
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.request_adapter(request_adapter_options)
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.await
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.expect(GPU_NOT_FOUND_ERROR_MESSAGE);
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let adapter_info = adapter.get_info();
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info!("{:?}", adapter_info);
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#[cfg(feature = "wgpu_trace")]
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let trace_path = {
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let path = std::path::Path::new("wgpu_trace");
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// ignore potential error, wgpu will log it
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let _ = std::fs::create_dir(path);
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Some(path)
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};
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#[cfg(not(feature = "wgpu_trace"))]
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let trace_path = None;
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// Maybe get features and limits based on what is supported by the adapter/backend
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let mut features = wgpu::Features::empty();
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let mut limits = options.limits.clone();
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if matches!(options.priority, WgpuSettingsPriority::Functionality) {
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features = adapter.features();
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if adapter_info.device_type == wgpu::DeviceType::DiscreteGpu {
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// `MAPPABLE_PRIMARY_BUFFERS` can have a significant, negative performance impact for
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// discrete GPUs due to having to transfer data across the PCI-E bus and so it
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// should not be automatically enabled in this case. It is however beneficial for
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// integrated GPUs.
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features -= wgpu::Features::MAPPABLE_PRIMARY_BUFFERS;
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}
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limits = adapter.limits();
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}
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// Enforce the disabled features
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if let Some(disabled_features) = options.disabled_features {
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features -= disabled_features;
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}
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// NOTE: |= is used here to ensure that any explicitly-enabled features are respected.
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features |= options.features;
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// Enforce the limit constraints
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if let Some(constrained_limits) = options.constrained_limits.as_ref() {
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// NOTE: Respect the configured limits as an 'upper bound'. This means for 'max' limits, we
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// take the minimum of the calculated limits according to the adapter/backend and the
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// specified max_limits. For 'min' limits, take the maximum instead. This is intended to
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// err on the side of being conservative. We can't claim 'higher' limits that are supported
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// but we can constrain to 'lower' limits.
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limits = wgpu::Limits {
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max_texture_dimension_1d: limits
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.max_texture_dimension_1d
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.min(constrained_limits.max_texture_dimension_1d),
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max_texture_dimension_2d: limits
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.max_texture_dimension_2d
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.min(constrained_limits.max_texture_dimension_2d),
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max_texture_dimension_3d: limits
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.max_texture_dimension_3d
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.min(constrained_limits.max_texture_dimension_3d),
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max_texture_array_layers: limits
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.max_texture_array_layers
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.min(constrained_limits.max_texture_array_layers),
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max_bind_groups: limits
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.max_bind_groups
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.min(constrained_limits.max_bind_groups),
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max_dynamic_uniform_buffers_per_pipeline_layout: limits
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.max_dynamic_uniform_buffers_per_pipeline_layout
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.min(constrained_limits.max_dynamic_uniform_buffers_per_pipeline_layout),
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max_dynamic_storage_buffers_per_pipeline_layout: limits
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.max_dynamic_storage_buffers_per_pipeline_layout
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.min(constrained_limits.max_dynamic_storage_buffers_per_pipeline_layout),
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max_sampled_textures_per_shader_stage: limits
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.max_sampled_textures_per_shader_stage
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.min(constrained_limits.max_sampled_textures_per_shader_stage),
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max_samplers_per_shader_stage: limits
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.max_samplers_per_shader_stage
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.min(constrained_limits.max_samplers_per_shader_stage),
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max_storage_buffers_per_shader_stage: limits
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.max_storage_buffers_per_shader_stage
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.min(constrained_limits.max_storage_buffers_per_shader_stage),
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max_storage_textures_per_shader_stage: limits
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.max_storage_textures_per_shader_stage
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.min(constrained_limits.max_storage_textures_per_shader_stage),
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max_uniform_buffers_per_shader_stage: limits
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.max_uniform_buffers_per_shader_stage
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.min(constrained_limits.max_uniform_buffers_per_shader_stage),
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max_uniform_buffer_binding_size: limits
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.max_uniform_buffer_binding_size
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.min(constrained_limits.max_uniform_buffer_binding_size),
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max_storage_buffer_binding_size: limits
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.max_storage_buffer_binding_size
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.min(constrained_limits.max_storage_buffer_binding_size),
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max_vertex_buffers: limits
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.max_vertex_buffers
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.min(constrained_limits.max_vertex_buffers),
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max_vertex_attributes: limits
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.max_vertex_attributes
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.min(constrained_limits.max_vertex_attributes),
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max_vertex_buffer_array_stride: limits
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.max_vertex_buffer_array_stride
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.min(constrained_limits.max_vertex_buffer_array_stride),
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max_push_constant_size: limits
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.max_push_constant_size
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.min(constrained_limits.max_push_constant_size),
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min_uniform_buffer_offset_alignment: limits
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.min_uniform_buffer_offset_alignment
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.max(constrained_limits.min_uniform_buffer_offset_alignment),
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min_storage_buffer_offset_alignment: limits
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.min_storage_buffer_offset_alignment
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.max(constrained_limits.min_storage_buffer_offset_alignment),
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max_inter_stage_shader_components: limits
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.max_inter_stage_shader_components
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.min(constrained_limits.max_inter_stage_shader_components),
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max_compute_workgroup_storage_size: limits
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.max_compute_workgroup_storage_size
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.min(constrained_limits.max_compute_workgroup_storage_size),
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max_compute_invocations_per_workgroup: limits
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.max_compute_invocations_per_workgroup
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.min(constrained_limits.max_compute_invocations_per_workgroup),
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max_compute_workgroup_size_x: limits
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.max_compute_workgroup_size_x
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.min(constrained_limits.max_compute_workgroup_size_x),
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max_compute_workgroup_size_y: limits
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.max_compute_workgroup_size_y
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.min(constrained_limits.max_compute_workgroup_size_y),
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max_compute_workgroup_size_z: limits
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.max_compute_workgroup_size_z
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.min(constrained_limits.max_compute_workgroup_size_z),
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max_compute_workgroups_per_dimension: limits
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.max_compute_workgroups_per_dimension
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.min(constrained_limits.max_compute_workgroups_per_dimension),
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max_buffer_size: limits
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.max_buffer_size
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.min(constrained_limits.max_buffer_size),
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max_bindings_per_bind_group: limits
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.max_bindings_per_bind_group
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.min(constrained_limits.max_bindings_per_bind_group),
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max_non_sampler_bindings: limits
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.max_non_sampler_bindings
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.min(constrained_limits.max_non_sampler_bindings),
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};
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}
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: options.device_label.as_ref().map(|a| a.as_ref()),
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required_features: features,
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required_limits: limits,
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},
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trace_path,
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)
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.await
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.unwrap();
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let queue = Arc::new(queue);
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let adapter = Arc::new(adapter);
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(
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RenderDevice::from(device),
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RenderQueue(queue),
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RenderAdapterInfo(adapter_info),
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RenderAdapter(adapter),
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)
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}
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/// The context with all information required to interact with the GPU.
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///
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/// The [`RenderDevice`] is used to create render resources and the
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/// the [`CommandEncoder`] is used to record a series of GPU operations.
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pub struct RenderContext<'w> {
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render_device: RenderDevice,
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command_encoder: Option<CommandEncoder>,
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command_buffer_queue: Vec<QueuedCommandBuffer<'w>>,
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force_serial: bool,
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}
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impl<'w> RenderContext<'w> {
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/// Creates a new [`RenderContext`] from a [`RenderDevice`].
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pub fn new(render_device: RenderDevice, adapter_info: AdapterInfo) -> Self {
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// HACK: Parallel command encoding is currently bugged on AMD + Windows + Vulkan with wgpu 0.19.1
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#[cfg(target_os = "windows")]
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let force_serial =
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adapter_info.driver.contains("AMD") && adapter_info.backend == wgpu::Backend::Vulkan;
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#[cfg(not(target_os = "windows"))]
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let force_serial = {
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drop(adapter_info);
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false
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};
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Self {
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render_device,
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command_encoder: None,
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command_buffer_queue: Vec::new(),
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force_serial,
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}
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}
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/// Gets the underlying [`RenderDevice`].
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pub fn render_device(&self) -> &RenderDevice {
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&self.render_device
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}
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/// Gets the current [`CommandEncoder`].
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pub fn command_encoder(&mut self) -> &mut CommandEncoder {
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self.command_encoder.get_or_insert_with(|| {
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self.render_device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor::default())
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})
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}
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/// Creates a new [`TrackedRenderPass`] for the context,
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/// configured using the provided `descriptor`.
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pub fn begin_tracked_render_pass<'a>(
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&'a mut self,
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descriptor: RenderPassDescriptor<'a, '_>,
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) -> TrackedRenderPass<'a> {
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// Cannot use command_encoder() as we need to split the borrow on self
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let command_encoder = self.command_encoder.get_or_insert_with(|| {
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self.render_device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor::default())
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});
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let render_pass = command_encoder.begin_render_pass(&descriptor);
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TrackedRenderPass::new(&self.render_device, render_pass)
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}
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/// Append a [`CommandBuffer`] to the command buffer queue.
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///
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/// If present, this will flush the currently unflushed [`CommandEncoder`]
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/// into a [`CommandBuffer`] into the queue before appending the provided
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/// buffer.
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pub fn add_command_buffer(&mut self, command_buffer: CommandBuffer) {
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self.flush_encoder();
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self.command_buffer_queue
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.push(QueuedCommandBuffer::Ready(command_buffer));
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}
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/// Append a function that will generate a [`CommandBuffer`] to the
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/// command buffer queue, to be ran later.
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///
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/// If present, this will flush the currently unflushed [`CommandEncoder`]
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/// into a [`CommandBuffer`] into the queue before appending the provided
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/// buffer.
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pub fn add_command_buffer_generation_task(
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&mut self,
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task: impl FnOnce(RenderDevice) -> CommandBuffer + 'w + Send,
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) {
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self.flush_encoder();
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self.command_buffer_queue
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.push(QueuedCommandBuffer::Task(Box::new(task)));
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}
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/// Finalizes and returns the queue of [`CommandBuffer`]s.
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///
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/// This function will wait until all command buffer generation tasks are complete
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/// by running them in parallel (where supported).
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pub fn finish(mut self) -> Vec<CommandBuffer> {
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self.flush_encoder();
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let mut command_buffers = Vec::with_capacity(self.command_buffer_queue.len());
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let mut task_based_command_buffers = ComputeTaskPool::get().scope(|task_pool| {
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for (i, queued_command_buffer) in self.command_buffer_queue.into_iter().enumerate() {
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match queued_command_buffer {
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QueuedCommandBuffer::Ready(command_buffer) => {
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command_buffers.push((i, command_buffer));
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}
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QueuedCommandBuffer::Task(command_buffer_generation_task) => {
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let render_device = self.render_device.clone();
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if self.force_serial {
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command_buffers
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.push((i, command_buffer_generation_task(render_device)));
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} else {
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task_pool.spawn(async move {
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(i, command_buffer_generation_task(render_device))
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});
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}
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}
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}
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}
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});
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command_buffers.append(&mut task_based_command_buffers);
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command_buffers.sort_unstable_by_key(|(i, _)| *i);
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command_buffers.into_iter().map(|(_, cb)| cb).collect()
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}
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fn flush_encoder(&mut self) {
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if let Some(encoder) = self.command_encoder.take() {
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self.command_buffer_queue
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.push(QueuedCommandBuffer::Ready(encoder.finish()));
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}
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}
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}
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enum QueuedCommandBuffer<'w> {
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Ready(CommandBuffer),
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Task(Box<dyn FnOnce(RenderDevice) -> CommandBuffer + 'w + Send>),
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}
|