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mod graph_runner;
mod render_device;
use bevy_derive::{Deref, DerefMut};
use bevy_utils::tracing::{error, info, info_span};
pub use graph_runner::*;
pub use render_device::*;
use crate::{
render_graph::RenderGraph,
render_phase::TrackedRenderPass,
render_resource::RenderPassDescriptor,
settings::{WgpuSettings, WgpuSettingsPriority},
view::{ExtractedWindows, ViewTarget},
};
use bevy_ecs::prelude::*;
use bevy_time::TimeSender;
use bevy_utils::Instant;
use std::sync::Arc;
use wgpu::{
Adapter, AdapterInfo, CommandBuffer, CommandEncoder, Instance, Queue, RequestAdapterOptions,
};
pub fn render_system(world: &mut World) {
world.resource_scope(|world, mut graph: Mut<RenderGraph>| {
graph.update(world);
});
let graph = world.resource::<RenderGraph>();
let render_device = world.resource::<RenderDevice>();
let render_queue = world.resource::<RenderQueue>();
if let Err(e) = RenderGraphRunner::run(
graph,
render_device.clone(), &render_queue.0,
world,
) {
error!("Error running render graph:");
{
let mut src: &dyn std::error::Error = &e;
loop {
error!("> {}", src);
match src.source() {
Some(s) => src = s,
None => break,
}
}
}
panic!("Error running render graph: {e}");
}
{
let _span = info_span!("present_frames").entered();
let view_entities = world
.query_filtered::<Entity, With<ViewTarget>>()
.iter(world)
.collect::<Vec<_>>();
for view_entity in view_entities {
world.entity_mut(view_entity).remove::<ViewTarget>();
}
let mut windows = world.resource_mut::<ExtractedWindows>();
for window in windows.values_mut() {
if let Some(texture_view) = window.swap_chain_texture.take() {
if let Some(surface_texture) = texture_view.take_surface_texture() {
surface_texture.present();
}
}
}
#[cfg(feature = "tracing-tracy")]
bevy_utils::tracing::event!(
bevy_utils::tracing::Level::INFO,
message = "finished frame",
tracy.frame_mark = true
);
}
let time_sender = world.resource::<TimeSender>();
time_sender.0.try_send(Instant::now()).expect(
"The TimeSender channel should always be empty during render. You might need to add the bevy::core::time_system to your app.",
);
}
#[derive(Resource, Clone, Deref, DerefMut)]
pub struct RenderQueue(pub Arc<Queue>);
#[derive(Resource, Clone, Debug, Deref, DerefMut)]
pub struct RenderAdapter(pub Arc<Adapter>);
#[derive(Resource, Deref, DerefMut)]
pub struct RenderInstance(pub Instance);
#[derive(Resource, Clone, Deref, DerefMut)]
pub struct RenderAdapterInfo(pub AdapterInfo);
const GPU_NOT_FOUND_ERROR_MESSAGE: &str = if cfg!(target_os = "linux") {
"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"
} else {
"Unable to find a GPU! Make sure you have installed required drivers!"
};
pub async fn initialize_renderer(
instance: &Instance,
options: &WgpuSettings,
request_adapter_options: &RequestAdapterOptions<'_>,
) -> (RenderDevice, RenderQueue, RenderAdapterInfo, RenderAdapter) {
let adapter = instance
.request_adapter(request_adapter_options)
.await
.expect(GPU_NOT_FOUND_ERROR_MESSAGE);
let adapter_info = adapter.get_info();
info!("{:?}", adapter_info);
#[cfg(feature = "wgpu_trace")]
let trace_path = {
let path = std::path::Path::new("wgpu_trace");
let _ = std::fs::create_dir(path);
Some(path)
};
#[cfg(not(feature = "wgpu_trace"))]
let trace_path = None;
let mut features = wgpu::Features::empty();
let mut limits = options.limits.clone();
if matches!(options.priority, WgpuSettingsPriority::Functionality) {
features = adapter.features();
if adapter_info.device_type == wgpu::DeviceType::DiscreteGpu {
features -= wgpu::Features::MAPPABLE_PRIMARY_BUFFERS;
}
limits = adapter.limits();
}
if let Some(disabled_features) = options.disabled_features {
features -= disabled_features;
}
features |= options.features;
if let Some(constrained_limits) = options.constrained_limits.as_ref() {
limits = wgpu::Limits {
max_texture_dimension_1d: limits
.max_texture_dimension_1d
.min(constrained_limits.max_texture_dimension_1d),
max_texture_dimension_2d: limits
.max_texture_dimension_2d
.min(constrained_limits.max_texture_dimension_2d),
max_texture_dimension_3d: limits
.max_texture_dimension_3d
.min(constrained_limits.max_texture_dimension_3d),
max_texture_array_layers: limits
.max_texture_array_layers
.min(constrained_limits.max_texture_array_layers),
max_bind_groups: limits
.max_bind_groups
.min(constrained_limits.max_bind_groups),
max_dynamic_uniform_buffers_per_pipeline_layout: limits
.max_dynamic_uniform_buffers_per_pipeline_layout
.min(constrained_limits.max_dynamic_uniform_buffers_per_pipeline_layout),
max_dynamic_storage_buffers_per_pipeline_layout: limits
.max_dynamic_storage_buffers_per_pipeline_layout
.min(constrained_limits.max_dynamic_storage_buffers_per_pipeline_layout),
max_sampled_textures_per_shader_stage: limits
.max_sampled_textures_per_shader_stage
.min(constrained_limits.max_sampled_textures_per_shader_stage),
max_samplers_per_shader_stage: limits
.max_samplers_per_shader_stage
.min(constrained_limits.max_samplers_per_shader_stage),
max_storage_buffers_per_shader_stage: limits
.max_storage_buffers_per_shader_stage
.min(constrained_limits.max_storage_buffers_per_shader_stage),
max_storage_textures_per_shader_stage: limits
.max_storage_textures_per_shader_stage
.min(constrained_limits.max_storage_textures_per_shader_stage),
max_uniform_buffers_per_shader_stage: limits
.max_uniform_buffers_per_shader_stage
.min(constrained_limits.max_uniform_buffers_per_shader_stage),
max_uniform_buffer_binding_size: limits
.max_uniform_buffer_binding_size
.min(constrained_limits.max_uniform_buffer_binding_size),
max_storage_buffer_binding_size: limits
.max_storage_buffer_binding_size
.min(constrained_limits.max_storage_buffer_binding_size),
max_vertex_buffers: limits
.max_vertex_buffers
.min(constrained_limits.max_vertex_buffers),
max_vertex_attributes: limits
.max_vertex_attributes
.min(constrained_limits.max_vertex_attributes),
max_vertex_buffer_array_stride: limits
.max_vertex_buffer_array_stride
.min(constrained_limits.max_vertex_buffer_array_stride),
max_push_constant_size: limits
.max_push_constant_size
.min(constrained_limits.max_push_constant_size),
min_uniform_buffer_offset_alignment: limits
.min_uniform_buffer_offset_alignment
.max(constrained_limits.min_uniform_buffer_offset_alignment),
min_storage_buffer_offset_alignment: limits
.min_storage_buffer_offset_alignment
.max(constrained_limits.min_storage_buffer_offset_alignment),
max_inter_stage_shader_components: limits
.max_inter_stage_shader_components
.min(constrained_limits.max_inter_stage_shader_components),
max_compute_workgroup_storage_size: limits
.max_compute_workgroup_storage_size
.min(constrained_limits.max_compute_workgroup_storage_size),
max_compute_invocations_per_workgroup: limits
.max_compute_invocations_per_workgroup
.min(constrained_limits.max_compute_invocations_per_workgroup),
max_compute_workgroup_size_x: limits
.max_compute_workgroup_size_x
.min(constrained_limits.max_compute_workgroup_size_x),
max_compute_workgroup_size_y: limits
.max_compute_workgroup_size_y
.min(constrained_limits.max_compute_workgroup_size_y),
max_compute_workgroup_size_z: limits
.max_compute_workgroup_size_z
.min(constrained_limits.max_compute_workgroup_size_z),
max_compute_workgroups_per_dimension: limits
.max_compute_workgroups_per_dimension
.min(constrained_limits.max_compute_workgroups_per_dimension),
max_buffer_size: limits
.max_buffer_size
.min(constrained_limits.max_buffer_size),
max_bindings_per_bind_group: limits
.max_bindings_per_bind_group
.min(constrained_limits.max_bindings_per_bind_group),
};
}
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: options.device_label.as_ref().map(|a| a.as_ref()),
features,
limits,
},
trace_path,
)
.await
.unwrap();
let queue = Arc::new(queue);
let adapter = Arc::new(adapter);
(
RenderDevice::from(device),
RenderQueue(queue),
RenderAdapterInfo(adapter_info),
RenderAdapter(adapter),
)
}
pub struct RenderContext {
render_device: RenderDevice,
command_encoder: Option<CommandEncoder>,
command_buffers: Vec<CommandBuffer>,
}
impl RenderContext {
pub fn new(render_device: RenderDevice) -> Self {
Self {
render_device,
command_encoder: None,
command_buffers: Vec::new(),
}
}
pub fn render_device(&self) -> &RenderDevice {
&self.render_device
}
pub fn command_encoder(&mut self) -> &mut CommandEncoder {
self.command_encoder.get_or_insert_with(|| {
self.render_device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default())
})
}
pub fn begin_tracked_render_pass<'a>(
&'a mut self,
descriptor: RenderPassDescriptor<'a, '_>,
) -> TrackedRenderPass<'a> {
let command_encoder = self.command_encoder.get_or_insert_with(|| {
self.render_device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default())
});
let render_pass = command_encoder.begin_render_pass(&descriptor);
TrackedRenderPass::new(&self.render_device, render_pass)
}
pub fn add_command_buffer(&mut self, command_buffer: CommandBuffer) {
self.flush_encoder();
self.command_buffers.push(command_buffer);
}
pub fn finish(mut self) -> Vec<CommandBuffer> {
self.flush_encoder();
self.command_buffers
}
fn flush_encoder(&mut self) {
if let Some(encoder) = self.command_encoder.take() {
self.command_buffers.push(encoder.finish());
}
}
}