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https://github.com/bevyengine/bevy
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report shader processing errors in RenderPipelineCache
(#3289)
### Problem - shader processing errors are not displayed - during hot reloading when encountering a shader with errors, the whole app crashes ### Solution - log `error!`s for shader processing errors - when `cfg(debug_assertions)` is enabled (i.e. you're running in `debug` mode), parse shaders before passing them to wgpu. This lets us handle errors early.
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6c479649bf
commit
081350916c
3 changed files with 83 additions and 10 deletions
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@ -38,6 +38,7 @@ image = { version = "0.23.12", default-features = false }
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# misc
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wgpu = { version = "0.12.0", features = ["spirv"] }
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codespan-reporting = "0.11.0"
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naga = { version = "0.8.0", features = ["glsl-in", "spv-in", "spv-out", "wgsl-in", "wgsl-out"] }
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serde = { version = "1", features = ["derive"] }
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bitflags = "1.2.1"
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@ -2,7 +2,7 @@ use crate::{
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render_resource::{
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AsModuleDescriptorError, BindGroupLayout, BindGroupLayoutId, ProcessShaderError,
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RawFragmentState, RawRenderPipelineDescriptor, RawVertexState, RenderPipeline,
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RenderPipelineDescriptor, Shader, ShaderImport, ShaderProcessor,
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RenderPipelineDescriptor, Shader, ShaderImport, ShaderProcessor, ShaderReflectError,
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},
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renderer::RenderDevice,
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RenderWorld,
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@ -10,11 +10,13 @@ use crate::{
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use bevy_app::EventReader;
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_ecs::system::{Res, ResMut};
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use bevy_utils::{HashMap, HashSet};
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use bevy_utils::{tracing::error, HashMap, HashSet};
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use std::{collections::hash_map::Entry, hash::Hash, ops::Deref, sync::Arc};
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use thiserror::Error;
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use wgpu::{PipelineLayoutDescriptor, ShaderModule, VertexBufferLayout};
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use super::ProcessedShader;
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#[derive(Default)]
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pub struct ShaderData {
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pipelines: HashSet<CachedPipelineId>,
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@ -52,7 +54,16 @@ impl ShaderCache {
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.get(handle)
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.ok_or_else(|| RenderPipelineError::ShaderNotLoaded(handle.clone_weak()))?;
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let data = self.data.entry(handle.clone_weak()).or_default();
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if shader.imports().len() != data.resolved_imports.len() {
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let n_asset_imports = shader
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.imports()
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.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
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.count();
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let n_resolved_asset_imports = data
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.resolved_imports
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.keys()
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.filter(|import| matches!(import, ShaderImport::AssetPath(_)))
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.count();
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if n_asset_imports != n_resolved_asset_imports {
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return Err(RenderPipelineError::ShaderImportNotYetAvailable);
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}
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@ -68,7 +79,12 @@ impl ShaderCache {
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&self.shaders,
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&self.import_path_shaders,
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)?;
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let module_descriptor = processed.get_module_descriptor()?;
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let module_descriptor = match processed.get_module_descriptor() {
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Ok(module_descriptor) => module_descriptor,
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Err(err) => {
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return Err(RenderPipelineError::AsModuleDescriptorError(err, processed));
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}
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};
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entry.insert(Arc::new(
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render_device.create_shader_module(&module_descriptor),
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))
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@ -206,8 +222,8 @@ pub enum RenderPipelineError {
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ShaderNotLoaded(Handle<Shader>),
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#[error(transparent)]
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ProcessShaderError(#[from] ProcessShaderError),
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#[error(transparent)]
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AsModuleDescriptorError(#[from] AsModuleDescriptorError),
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#[error("{0}")]
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AsModuleDescriptorError(AsModuleDescriptorError, ProcessedShader),
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#[error("Shader import not yet available.")]
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ShaderImportNotYetAvailable,
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}
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@ -274,9 +290,13 @@ impl RenderPipelineCache {
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match err {
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RenderPipelineError::ShaderNotLoaded(_)
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| RenderPipelineError::ShaderImportNotYetAvailable => { /* retry */ }
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RenderPipelineError::ProcessShaderError(_)
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| RenderPipelineError::AsModuleDescriptorError(_) => {
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// shader could not be processed ... retrying won't help
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// shader could not be processed ... retrying won't help
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RenderPipelineError::ProcessShaderError(err) => {
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error!("failed to process shader: {}", err);
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continue;
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}
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RenderPipelineError::AsModuleDescriptorError(err, source) => {
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log_shader_error(source, err);
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continue;
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}
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}
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@ -386,3 +406,47 @@ impl RenderPipelineCache {
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}
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}
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}
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fn log_shader_error(source: &ProcessedShader, err: &AsModuleDescriptorError) {
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use codespan_reporting::{
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diagnostic::{Diagnostic, Label},
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files::SimpleFile,
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term,
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};
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if let ProcessedShader::Wgsl(source) = source {
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if let AsModuleDescriptorError::ShaderReflectError(err) = err {
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match err {
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ShaderReflectError::WgslParse(parse) => {
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let msg = parse.emit_to_string(source);
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error!("failed to process shader:\n{}", msg);
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}
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ShaderReflectError::Validation(error) => {
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let files = SimpleFile::new("wgsl", &source);
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let config = term::Config::default();
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let mut writer = term::termcolor::Ansi::new(Vec::new());
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let diagnostic = Diagnostic::error().with_labels(
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error
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.spans()
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.map(|(span, desc)| {
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Label::primary((), span.to_range().unwrap())
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.with_message(desc.to_owned())
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})
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.collect(),
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);
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term::emit(&mut writer, &config, &files, &diagnostic)
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.expect("cannot write error");
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let msg = writer.into_inner();
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let msg = String::from_utf8_lossy(&msg);
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error!("failed to process shader: \n{}", msg);
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}
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ShaderReflectError::GlslParse(_) => {}
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ShaderReflectError::SpirVParse(_) => {}
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}
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}
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}
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}
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@ -156,7 +156,15 @@ impl ProcessedShader {
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Ok(ShaderModuleDescriptor {
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label: None,
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source: match self {
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ProcessedShader::Wgsl(source) => ShaderSource::Wgsl(source.clone()),
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ProcessedShader::Wgsl(source) => {
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#[cfg(debug_assertions)]
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// This isn't neccessary, but catches errors early during hot reloading of invalid wgsl shaders.
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// Eventually, wgpu will have features that will make this unneccessary like compilation info
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// or error scopes, but until then parsing the shader twice during development the easiest solution.
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let _ = self.reflect()?;
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ShaderSource::Wgsl(source.clone())
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}
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ProcessedShader::Glsl(_source, _stage) => {
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let reflection = self.reflect()?;
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// TODO: it probably makes more sense to convert this to spirv, but as of writing
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