bevy/crates/bevy_render/src/view/window/mod.rs
2025-03-11 16:09:42 -04:00

491 lines
20 KiB
Rust

use crate::{
render_resource::{SurfaceTexture, TextureView},
renderer::{RenderAdapter, RenderDevice, RenderInstance},
Extract, ExtractSchedule, Render, RenderApp, RenderSet, WgpuWrapper,
};
use bevy_app::{App, Plugin};
use bevy_ecs::{entity::hash_map::EntityHashMap, prelude::*};
use bevy_platform_support::collections::HashSet;
use bevy_utils::default;
use bevy_window::{
CompositeAlphaMode, PresentMode, PrimaryWindow, RawHandleWrapper, Window, WindowClosing,
};
use core::{
num::NonZero,
ops::{Deref, DerefMut},
};
use tracing::{debug, warn};
use wgpu::{
SurfaceConfiguration, SurfaceTargetUnsafe, TextureFormat, TextureUsages, TextureViewDescriptor,
};
#[cfg(target_os = "linux")]
use std::io::Read;
pub mod screenshot;
use screenshot::{ScreenshotPlugin, ScreenshotToScreenPipeline};
pub struct WindowRenderPlugin;
impl Plugin for WindowRenderPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(ScreenshotPlugin);
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<ExtractedWindows>()
.init_resource::<WindowSurfaces>()
.add_systems(ExtractSchedule, extract_windows)
.add_systems(
Render,
create_surfaces
.run_if(need_surface_configuration)
.before(prepare_windows),
)
.add_systems(Render, prepare_windows.in_set(RenderSet::ManageViews));
}
}
fn finish(&self, app: &mut App) {
if let Some(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,
pub desired_maximum_frame_latency: Option<NonZero<u32>>,
/// 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 size_changed: bool,
pub present_mode_changed: bool,
pub alpha_mode: CompositeAlphaMode,
}
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: EntityHashMap<ExtractedWindow>,
}
impl Deref for ExtractedWindows {
type Target = EntityHashMap<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>,
mut closing: Extract<EventReader<WindowClosing>>,
windows: Extract<Query<(Entity, &Window, &RawHandleWrapper, Option<&PrimaryWindow>)>>,
mut removed: Extract<RemovedComponents<RawHandleWrapper>>,
mut window_surfaces: ResMut<WindowSurfaces>,
) {
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,
desired_maximum_frame_latency: window.desired_maximum_frame_latency,
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,
});
// 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 closing_window in closing.read() {
extracted_windows.remove(&closing_window.window);
window_surfaces.remove(&closing_window.window);
}
for removed_window in removed.read() {
extracted_windows.remove(&removed_window);
window_surfaces.remove(&removed_window);
}
}
struct SurfaceData {
// TODO: what lifetime should this be?
surface: WgpuWrapper<wgpu::Surface<'static>>,
configuration: SurfaceConfiguration,
}
#[derive(Resource, Default)]
pub struct WindowSurfaces {
surfaces: EntityHashMap<SurfaceData>,
/// List of windows that we have already called the initial `configure_surface` for
configured_windows: HashSet<Entity>,
}
impl WindowSurfaces {
fn remove(&mut self, window: &Entity) {
self.surfaces.remove(window);
self.configured_windows.remove(window);
}
}
/// Determines if the application is running in a Windows Subsystem for Linux (WSL) environment
#[cfg(target_os = "linux")]
fn is_running_in_wsl() -> bool {
// Check for the existence of /proc/sys/kernel/osrelease which should contain "microsoft" or "WSL" if running in WSL
if let Ok(mut file) = std::fs::File::open("/proc/sys/kernel/osrelease") {
let mut content = String::new();
if file.read_to_string(&mut content).is_ok() {
let content_lower = content.to_lowercase();
return content_lower.contains("microsoft") || content_lower.contains("wsl");
}
}
false
}
#[cfg(not(target_os = "linux"))]
fn is_running_in_wsl() -> bool {
false
}
/// Captures a potential panic during surface configuration and logs it instead of crashing
/// This is especially useful for WSL2 environments where surface reconfiguration can fail
fn safely_configure_surface(
render_device: &RenderDevice,
surface: &wgpu::Surface,
config: &SurfaceConfiguration,
is_wsl: bool,
) {
if is_wsl {
// Use a closure to avoid polluting the backtrace with catch_unwind machinery
let result = core::intrinsics::catch_unwind(core::panic::AssertUnwindSafe(|| {
render_device.configure_surface(surface, config);
}));
if let Err(panic_err) = result {
// Log the error but don't crash the application
if let Some(err_str) = panic_err.downcast_ref::<String>() {
warn!("Failed to configure surface in WSL: {}", err_str);
} else if let Some(err_str) = panic_err.downcast_ref::<&str>() {
warn!("Failed to configure surface in WSL: {}", err_str);
} else {
warn!("Failed to configure surface in WSL (unknown error type)");
}
if let Some(err_str) = panic_err.downcast_ref::<String>() {
if err_str.contains("Surface does not support the adapter's queue family") {
warn!("This is a known issue with Vulkan surfaces in WSL2 environments during window resizing");
}
}
}
} else {
// Regular behavior for non-WSL environments
render_device.configure_surface(surface, config);
}
}
/// (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.
pub fn prepare_windows(
mut windows: ResMut<ExtractedWindows>,
mut window_surfaces: ResMut<WindowSurfaces>,
render_device: Res<RenderDevice>,
#[cfg(target_os = "linux")] render_instance: Res<RenderInstance>,
) {
// Detect if we're running in WSL
let is_wsl = is_running_in_wsl();
for window in windows.windows.values_mut() {
let window_surfaces = window_surfaces.deref_mut();
let Some(surface_data) = window_surfaces.surfaces.get(&window.entity) else {
continue;
};
// 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)
.iter()
.any(|adapter| {
let name = adapter.get_info().name;
name.starts_with("Radeon")
|| name.starts_with("AMD")
|| name.starts_with("Intel")
})
};
let surface = &surface_data.surface;
match surface.get_current_texture() {
Ok(frame) => {
window.set_swapchain_texture(frame);
}
Err(wgpu::SurfaceError::Outdated) => {
// Use our safe configuration function
safely_configure_surface(
&render_device,
surface,
&surface_data.configuration,
is_wsl,
);
let frame = match surface.get_current_texture() {
Ok(frame) => frame,
Err(err) => {
// This is a common occurrence on X11 and Xwayland with NVIDIA drivers
// when opening and resizing the window.
warn!("Couldn't get swap chain texture after configuring. Cause: '{err}'");
continue;
}
};
window.set_swapchain_texture(frame);
}
#[cfg(target_os = "linux")]
Err(wgpu::SurfaceError::Timeout) if may_erroneously_timeout() => {
tracing::trace!(
"Couldn't get swap chain texture. This is probably a quirk \
of your Linux GPU driver, so it can be safely ignored."
);
}
// Handle WSL-specific surface errors
Err(err) if is_wsl => {
warn!("Encountered surface error in WSL environment: {}. This may be due to WSL2 graphics compatibility issues. Graphics may be temporarily distorted but the application will continue.", err);
}
Err(err) => {
panic!("Couldn't get swap chain texture, operation unrecoverable: {err}");
}
}
window.swap_chain_texture_format = Some(surface_data.configuration.format);
}
}
pub fn need_surface_configuration(
windows: Res<ExtractedWindows>,
window_surfaces: Res<WindowSurfaces>,
) -> bool {
for window in windows.windows.values() {
if !window_surfaces.configured_windows.contains(&window.entity)
|| window.size_changed
|| window.present_mode_changed
{
return true;
}
}
false
}
// 2 is wgpu's default/what we've been using so far.
// 1 is the minimum, but may cause lower framerates due to the cpu waiting for the gpu to finish
// all work for the previous frame before starting work on the next frame, which then means the gpu
// has to wait for the cpu to finish to start on the next frame.
const DEFAULT_DESIRED_MAXIMUM_FRAME_LATENCY: u32 = 2;
/// Creates window surfaces.
pub fn create_surfaces(
// By accessing a NonSend resource, we tell the scheduler to put this system on the main thread,
// which is necessary for some OS's
#[cfg(any(target_os = "macos", target_os = "ios"))] _marker: Option<
NonSend<bevy_app::NonSendMarker>,
>,
windows: Res<ExtractedWindows>,
mut window_surfaces: ResMut<WindowSurfaces>,
render_instance: Res<RenderInstance>,
render_adapter: Res<RenderAdapter>,
render_device: Res<RenderDevice>,
) {
// Detect if we're running in WSL
let is_wsl = is_running_in_wsl();
if is_wsl {
debug!(
"Detected WSL environment - enabling special handling for window surface operations"
);
}
for window in windows.windows.values() {
let data = window_surfaces
.surfaces
.entry(window.entity)
.or_insert_with(|| {
let surface_target = SurfaceTargetUnsafe::RawHandle {
raw_display_handle: window.handle.get_display_handle(),
raw_window_handle: window.handle.get_window_handle(),
};
// SAFETY: The window handles in ExtractedWindows will always be valid objects to create surfaces on
let surface = 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.
render_instance
.create_surface_unsafe(surface_target)
.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.first().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;
}
}
let configuration = SurfaceConfiguration {
format,
width: window.physical_width,
height: window.physical_height,
usage: 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,
},
desired_maximum_frame_latency: window
.desired_maximum_frame_latency
.map(NonZero::<u32>::get)
.unwrap_or(DEFAULT_DESIRED_MAXIMUM_FRAME_LATENCY),
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 !format.is_srgb() {
vec![format.add_srgb_suffix()]
} else {
vec![]
},
};
render_device.configure_surface(&surface, &configuration);
SurfaceData {
surface: WgpuWrapper::new(surface),
configuration,
}
});
if window.size_changed || window.present_mode_changed {
data.configuration.width = window.physical_width;
data.configuration.height = window.physical_height;
data.configuration.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,
};
// Configure surface with special WSL handling if needed
safely_configure_surface(&render_device, &data.surface, &data.configuration, is_wsl);
}
window_surfaces.configured_windows.insert(window.entity);
}
}