bevy/crates/bevy_render/src/settings.rs

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use crate::renderer::{
RenderAdapter, RenderAdapterInfo, RenderDevice, RenderInstance, RenderQueue,
};
use std::borrow::Cow;
Wgpu 0.15 (#7356) # Objective Update Bevy to wgpu 0.15. ## Changelog - Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11 - Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest)) ## Migration Guide ### WGSL Top-Level `let` is now `const` All top level constants are now declared with `const`, catching up with the wgsl spec. `let` is no longer allowed at the global scope, only within functions. ```diff -let SOME_CONSTANT = 12.0; +const SOME_CONSTANT = 12.0; ``` #### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to. #### The DirectX Shader Compiler (DXC) is now supported on DX12 DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC. You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC. `WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
pub use wgpu::{
Update to wgpu 0.18 (#10266) # Objective Keep up to date with wgpu. ## Solution Update the wgpu version. Currently blocked on naga_oil updating to naga 0.14 and releasing a new version. 3d scenes (or maybe any scene with lighting?) currently don't render anything due to ``` error: naga_oil bug, please file a report: composer failed to build a valid header: Type [2] '' is invalid = Capability Capabilities(CUBE_ARRAY_TEXTURES) is required ``` I'm not sure what should be passed in for `wgpu::InstanceFlags`, or if we want to make the gles3minorversion configurable (might be useful for debugging?) Currently blocked on https://github.com/bevyengine/naga_oil/pull/63, and https://github.com/gfx-rs/wgpu/issues/4569 to be fixed upstream in wgpu first. ## Known issues Amd+windows+vulkan has issues with texture_binding_arrays (see the image [here](https://github.com/bevyengine/bevy/pull/10266#issuecomment-1819946278)), but that'll be fixed in the next wgpu/naga version, and you can just use dx12 as a workaround for now (Amd+linux mesa+vulkan texture_binding_arrays are fixed though). --- ## Changelog Updated wgpu to 0.18, naga to 0.14.2, and naga_oil to 0.11. - Windows desktop GL should now be less painful as it no longer requires Angle. - You can now toggle shader validation and debug information for debug and release builds using `WgpuSettings.instance_flags` and [InstanceFlags](https://docs.rs/wgpu/0.18.0/wgpu/struct.InstanceFlags.html) ## Migration Guide - `RenderPassDescriptor` `color_attachments` (as well as `RenderPassColorAttachment`, and `RenderPassDepthStencilAttachment`) now use `StoreOp::Store` or `StoreOp::Discard` instead of a `boolean` to declare whether or not they should be stored. - `RenderPassDescriptor` now have `timestamp_writes` and `occlusion_query_set` fields. These can safely be set to `None`. - `ComputePassDescriptor` now have a `timestamp_writes` field. This can be set to `None` for now. - See the [wgpu changelog](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0180-2023-10-25) for additional details
2023-12-14 02:45:47 +00:00
Backends, Dx12Compiler, Features as WgpuFeatures, Gles3MinorVersion, InstanceFlags,
Limits as WgpuLimits, MemoryHints, PowerPreference,
Wgpu 0.15 (#7356) # Objective Update Bevy to wgpu 0.15. ## Changelog - Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11 - Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest)) ## Migration Guide ### WGSL Top-Level `let` is now `const` All top level constants are now declared with `const`, catching up with the wgsl spec. `let` is no longer allowed at the global scope, only within functions. ```diff -let SOME_CONSTANT = 12.0; +const SOME_CONSTANT = 12.0; ``` #### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to. #### The DirectX Shader Compiler (DXC) is now supported on DX12 DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC. You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC. `WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
};
/// Configures the priority used when automatically configuring the features/limits of `wgpu`.
#[derive(Clone)]
pub enum WgpuSettingsPriority {
/// WebGPU default features and limits
Compatibility,
/// The maximum supported features and limits of the adapter and backend
Functionality,
/// WebGPU default limits plus additional constraints in order to be compatible with WebGL2
WebGL2,
}
/// Provides configuration for renderer initialization. Use [`RenderDevice::features`](RenderDevice::features),
/// [`RenderDevice::limits`](RenderDevice::limits), and the [`RenderAdapterInfo`]
/// resource to get runtime information about the actual adapter, backend, features, and limits.
/// NOTE: [`Backends::DX12`](Backends::DX12), [`Backends::METAL`](Backends::METAL), and
/// [`Backends::VULKAN`](Backends::VULKAN) are enabled by default for non-web and the best choice
/// is automatically selected. Web using the `webgl` feature uses [`Backends::GL`](Backends::GL).
/// NOTE: If you want to use [`Backends::GL`](Backends::GL) in a native app on `Windows` and/or `macOS`, you must
/// use [`ANGLE`](https://github.com/gfx-rs/wgpu#angle). This is because wgpu requires EGL to
/// create a GL context without a window and only ANGLE supports that.
#[derive(Clone)]
pub struct WgpuSettings {
pub device_label: Option<Cow<'static, str>>,
pub backends: Option<Backends>,
pub power_preference: PowerPreference,
pub priority: WgpuSettingsPriority,
/// The features to ensure are enabled regardless of what the adapter/backend supports.
/// Setting these explicitly may cause renderer initialization to fail.
pub features: WgpuFeatures,
/// The features to ensure are disabled regardless of what the adapter/backend supports
pub disabled_features: Option<WgpuFeatures>,
/// The imposed limits.
pub limits: WgpuLimits,
/// The constraints on limits allowed regardless of what the adapter/backend supports
pub constrained_limits: Option<WgpuLimits>,
Wgpu 0.15 (#7356) # Objective Update Bevy to wgpu 0.15. ## Changelog - Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11 - Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest)) ## Migration Guide ### WGSL Top-Level `let` is now `const` All top level constants are now declared with `const`, catching up with the wgsl spec. `let` is no longer allowed at the global scope, only within functions. ```diff -let SOME_CONSTANT = 12.0; +const SOME_CONSTANT = 12.0; ``` #### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to. #### The DirectX Shader Compiler (DXC) is now supported on DX12 DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC. You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC. `WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
/// The shader compiler to use for the DX12 backend.
pub dx12_shader_compiler: Dx12Compiler,
Update to wgpu 0.18 (#10266) # Objective Keep up to date with wgpu. ## Solution Update the wgpu version. Currently blocked on naga_oil updating to naga 0.14 and releasing a new version. 3d scenes (or maybe any scene with lighting?) currently don't render anything due to ``` error: naga_oil bug, please file a report: composer failed to build a valid header: Type [2] '' is invalid = Capability Capabilities(CUBE_ARRAY_TEXTURES) is required ``` I'm not sure what should be passed in for `wgpu::InstanceFlags`, or if we want to make the gles3minorversion configurable (might be useful for debugging?) Currently blocked on https://github.com/bevyengine/naga_oil/pull/63, and https://github.com/gfx-rs/wgpu/issues/4569 to be fixed upstream in wgpu first. ## Known issues Amd+windows+vulkan has issues with texture_binding_arrays (see the image [here](https://github.com/bevyengine/bevy/pull/10266#issuecomment-1819946278)), but that'll be fixed in the next wgpu/naga version, and you can just use dx12 as a workaround for now (Amd+linux mesa+vulkan texture_binding_arrays are fixed though). --- ## Changelog Updated wgpu to 0.18, naga to 0.14.2, and naga_oil to 0.11. - Windows desktop GL should now be less painful as it no longer requires Angle. - You can now toggle shader validation and debug information for debug and release builds using `WgpuSettings.instance_flags` and [InstanceFlags](https://docs.rs/wgpu/0.18.0/wgpu/struct.InstanceFlags.html) ## Migration Guide - `RenderPassDescriptor` `color_attachments` (as well as `RenderPassColorAttachment`, and `RenderPassDepthStencilAttachment`) now use `StoreOp::Store` or `StoreOp::Discard` instead of a `boolean` to declare whether or not they should be stored. - `RenderPassDescriptor` now have `timestamp_writes` and `occlusion_query_set` fields. These can safely be set to `None`. - `ComputePassDescriptor` now have a `timestamp_writes` field. This can be set to `None` for now. - See the [wgpu changelog](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0180-2023-10-25) for additional details
2023-12-14 02:45:47 +00:00
/// Allows you to choose which minor version of GLES3 to use (3.0, 3.1, 3.2, or automatic)
/// This only applies when using ANGLE and the GL backend.
pub gles3_minor_version: Gles3MinorVersion,
/// These are for controlling WGPU's debug information to eg. enable validation and shader debug info in release builds.
pub instance_flags: InstanceFlags,
/// This hints to the WGPU device about the preferred memory allocation strategy.
pub memory_hints: MemoryHints,
}
impl Default for WgpuSettings {
fn default() -> Self {
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) # Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
let default_backends = if cfg!(all(
feature = "webgl",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
Backends::GL
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) # Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
} else if cfg!(all(feature = "webgpu", target_arch = "wasm32")) {
Backends::BROWSER_WEBGPU
} else {
Backends::all()
};
let backends = Some(wgpu::util::backend_bits_from_env().unwrap_or(default_backends));
let power_preference =
wgpu::util::power_preference_from_env().unwrap_or(PowerPreference::HighPerformance);
let priority = settings_priority_from_env().unwrap_or(WgpuSettingsPriority::Functionality);
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) # Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
let limits = if cfg!(all(
feature = "webgl",
target_arch = "wasm32",
not(feature = "webgpu")
)) || matches!(priority, WgpuSettingsPriority::WebGL2)
{
wgpu::Limits::downlevel_webgl2_defaults()
} else {
#[allow(unused_mut)]
let mut limits = wgpu::Limits::default();
#[cfg(feature = "ci_limits")]
{
limits.max_storage_textures_per_shader_stage = 4;
limits.max_texture_dimension_3d = 1024;
}
limits
};
Wgpu 0.15 (#7356) # Objective Update Bevy to wgpu 0.15. ## Changelog - Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11 - Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest)) ## Migration Guide ### WGSL Top-Level `let` is now `const` All top level constants are now declared with `const`, catching up with the wgsl spec. `let` is no longer allowed at the global scope, only within functions. ```diff -let SOME_CONSTANT = 12.0; +const SOME_CONSTANT = 12.0; ``` #### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to. #### The DirectX Shader Compiler (DXC) is now supported on DX12 DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC. You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC. `WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
let dx12_compiler =
wgpu::util::dx12_shader_compiler_from_env().unwrap_or(Dx12Compiler::Dxc {
dxil_path: None,
dxc_path: None,
});
Update to wgpu 0.18 (#10266) # Objective Keep up to date with wgpu. ## Solution Update the wgpu version. Currently blocked on naga_oil updating to naga 0.14 and releasing a new version. 3d scenes (or maybe any scene with lighting?) currently don't render anything due to ``` error: naga_oil bug, please file a report: composer failed to build a valid header: Type [2] '' is invalid = Capability Capabilities(CUBE_ARRAY_TEXTURES) is required ``` I'm not sure what should be passed in for `wgpu::InstanceFlags`, or if we want to make the gles3minorversion configurable (might be useful for debugging?) Currently blocked on https://github.com/bevyengine/naga_oil/pull/63, and https://github.com/gfx-rs/wgpu/issues/4569 to be fixed upstream in wgpu first. ## Known issues Amd+windows+vulkan has issues with texture_binding_arrays (see the image [here](https://github.com/bevyengine/bevy/pull/10266#issuecomment-1819946278)), but that'll be fixed in the next wgpu/naga version, and you can just use dx12 as a workaround for now (Amd+linux mesa+vulkan texture_binding_arrays are fixed though). --- ## Changelog Updated wgpu to 0.18, naga to 0.14.2, and naga_oil to 0.11. - Windows desktop GL should now be less painful as it no longer requires Angle. - You can now toggle shader validation and debug information for debug and release builds using `WgpuSettings.instance_flags` and [InstanceFlags](https://docs.rs/wgpu/0.18.0/wgpu/struct.InstanceFlags.html) ## Migration Guide - `RenderPassDescriptor` `color_attachments` (as well as `RenderPassColorAttachment`, and `RenderPassDepthStencilAttachment`) now use `StoreOp::Store` or `StoreOp::Discard` instead of a `boolean` to declare whether or not they should be stored. - `RenderPassDescriptor` now have `timestamp_writes` and `occlusion_query_set` fields. These can safely be set to `None`. - `ComputePassDescriptor` now have a `timestamp_writes` field. This can be set to `None` for now. - See the [wgpu changelog](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0180-2023-10-25) for additional details
2023-12-14 02:45:47 +00:00
let gles3_minor_version = wgpu::util::gles_minor_version_from_env().unwrap_or_default();
let instance_flags = InstanceFlags::default().with_env();
Self {
device_label: Default::default(),
backends,
power_preference,
priority,
features: wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES,
disabled_features: None,
limits,
constrained_limits: None,
Wgpu 0.15 (#7356) # Objective Update Bevy to wgpu 0.15. ## Changelog - Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11 - Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest)) ## Migration Guide ### WGSL Top-Level `let` is now `const` All top level constants are now declared with `const`, catching up with the wgsl spec. `let` is no longer allowed at the global scope, only within functions. ```diff -let SOME_CONSTANT = 12.0; +const SOME_CONSTANT = 12.0; ``` #### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to. #### The DirectX Shader Compiler (DXC) is now supported on DX12 DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC. You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC. `WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
dx12_shader_compiler: dx12_compiler,
Update to wgpu 0.18 (#10266) # Objective Keep up to date with wgpu. ## Solution Update the wgpu version. Currently blocked on naga_oil updating to naga 0.14 and releasing a new version. 3d scenes (or maybe any scene with lighting?) currently don't render anything due to ``` error: naga_oil bug, please file a report: composer failed to build a valid header: Type [2] '' is invalid = Capability Capabilities(CUBE_ARRAY_TEXTURES) is required ``` I'm not sure what should be passed in for `wgpu::InstanceFlags`, or if we want to make the gles3minorversion configurable (might be useful for debugging?) Currently blocked on https://github.com/bevyengine/naga_oil/pull/63, and https://github.com/gfx-rs/wgpu/issues/4569 to be fixed upstream in wgpu first. ## Known issues Amd+windows+vulkan has issues with texture_binding_arrays (see the image [here](https://github.com/bevyengine/bevy/pull/10266#issuecomment-1819946278)), but that'll be fixed in the next wgpu/naga version, and you can just use dx12 as a workaround for now (Amd+linux mesa+vulkan texture_binding_arrays are fixed though). --- ## Changelog Updated wgpu to 0.18, naga to 0.14.2, and naga_oil to 0.11. - Windows desktop GL should now be less painful as it no longer requires Angle. - You can now toggle shader validation and debug information for debug and release builds using `WgpuSettings.instance_flags` and [InstanceFlags](https://docs.rs/wgpu/0.18.0/wgpu/struct.InstanceFlags.html) ## Migration Guide - `RenderPassDescriptor` `color_attachments` (as well as `RenderPassColorAttachment`, and `RenderPassDepthStencilAttachment`) now use `StoreOp::Store` or `StoreOp::Discard` instead of a `boolean` to declare whether or not they should be stored. - `RenderPassDescriptor` now have `timestamp_writes` and `occlusion_query_set` fields. These can safely be set to `None`. - `ComputePassDescriptor` now have a `timestamp_writes` field. This can be set to `None` for now. - See the [wgpu changelog](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0180-2023-10-25) for additional details
2023-12-14 02:45:47 +00:00
gles3_minor_version,
instance_flags,
memory_hints: MemoryHints::default(),
}
}
}
/// An enum describing how the renderer will initialize resources. This is used when creating the [`RenderPlugin`](crate::RenderPlugin).
pub enum RenderCreation {
/// Allows renderer resource initialization to happen outside of the rendering plugin.
Manual(
RenderDevice,
RenderQueue,
RenderAdapterInfo,
RenderAdapter,
RenderInstance,
),
/// Lets the rendering plugin create resources itself.
Automatic(WgpuSettings),
}
impl RenderCreation {
/// Function to create a [`RenderCreation::Manual`] variant.
pub fn manual(
device: RenderDevice,
queue: RenderQueue,
adapter_info: RenderAdapterInfo,
adapter: RenderAdapter,
instance: RenderInstance,
) -> Self {
Self::Manual(device, queue, adapter_info, adapter, instance)
}
}
impl Default for RenderCreation {
fn default() -> Self {
Self::Automatic(Default::default())
}
}
impl From<WgpuSettings> for RenderCreation {
fn from(value: WgpuSettings) -> Self {
Self::Automatic(value)
}
}
/// Get a features/limits priority from the environment variable `WGPU_SETTINGS_PRIO`
pub fn settings_priority_from_env() -> Option<WgpuSettingsPriority> {
Some(
match std::env::var("WGPU_SETTINGS_PRIO")
.as_deref()
.map(str::to_lowercase)
.as_deref()
{
Ok("compatibility") => WgpuSettingsPriority::Compatibility,
Ok("functionality") => WgpuSettingsPriority::Functionality,
Ok("webgl2") => WgpuSettingsPriority::WebGL2,
_ => return None,
},
)
}