Move 'startup' Resource WgpuSettings into the RenderPlugin (#6946)

# Objective
The `WgpuSettings` resource is only used during plugin build. Move it into the `RenderPlugin` struct.

Changing these settings requires re-initializing the render context, which is currently not supported.
If it is supported in the future it should probably be more explicit than changing a field on a resource, maybe something similar to the `CreateWindow` event.

## Migration Guide
```rust
// Before (0.9)
App::new()
    .insert_resource(WgpuSettings { .. })
    .add_plugins(DefaultPlugins)
// After (0.10)
App::new()
    .add_plugins(DefaultPlugins.set(RenderPlugin {
        wgpu_settings: WgpuSettings { .. },
    }))
```

Co-authored-by: devil-ira <justthecooldude@gmail.com>
This commit is contained in:
ira 2022-12-20 16:17:11 +00:00
parent 0761594dd8
commit 15b19b930c
5 changed files with 42 additions and 34 deletions

View file

@ -46,6 +46,7 @@ use crate::{
mesh::MeshPlugin,
render_resource::{PipelineCache, Shader, ShaderLoader},
renderer::{render_system, RenderInstance},
settings::WgpuSettings,
view::{ViewPlugin, WindowRenderPlugin},
};
use bevy_app::{App, AppLabel, Plugin};
@ -59,7 +60,9 @@ use std::{
/// Contains the default Bevy rendering backend based on wgpu.
#[derive(Default)]
pub struct RenderPlugin;
pub struct RenderPlugin {
pub wgpu_settings: WgpuSettings,
}
/// The labels of the default App rendering stages.
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
@ -127,18 +130,12 @@ pub struct RenderApp;
impl Plugin for RenderPlugin {
/// Initializes the renderer, sets up the [`RenderStage`](RenderStage) and creates the rendering sub-app.
fn build(&self, app: &mut App) {
let options = app
.world
.get_resource::<settings::WgpuSettings>()
.cloned()
.unwrap_or_default();
app.add_asset::<Shader>()
.add_debug_asset::<Shader>()
.init_asset_loader::<ShaderLoader>()
.init_debug_asset_loader::<ShaderLoader>();
if let Some(backends) = options.backends {
if let Some(backends) = self.wgpu_settings.backends {
let windows = app.world.resource_mut::<bevy_window::Windows>();
let instance = wgpu::Instance::new(backends);
@ -151,13 +148,16 @@ impl Plugin for RenderPlugin {
});
let request_adapter_options = wgpu::RequestAdapterOptions {
power_preference: options.power_preference,
power_preference: self.wgpu_settings.power_preference,
compatible_surface: surface.as_ref(),
..Default::default()
};
let (device, queue, adapter_info, render_adapter) = futures_lite::future::block_on(
renderer::initialize_renderer(&instance, &options, &request_adapter_options),
);
let (device, queue, adapter_info, render_adapter) =
futures_lite::future::block_on(renderer::initialize_renderer(
&instance,
&self.wgpu_settings,
&request_adapter_options,
));
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
app.insert_resource(device.clone())

View file

@ -1,6 +1,5 @@
use std::borrow::Cow;
use bevy_ecs::system::Resource;
pub use wgpu::{Backends, Features as WgpuFeatures, Limits as WgpuLimits, PowerPreference};
/// Configures the priority used when automatically configuring the features/limits of `wgpu`.
@ -23,7 +22,7 @@ pub enum WgpuSettingsPriority {
/// NOTE: If you want to use [`Backends::GL`](Backends::GL) in a native app on Windows, 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(Resource, Clone)]
#[derive(Clone)]
pub struct WgpuSettings {
pub device_label: Option<Cow<'static, str>>,
pub backends: Option<Backends>,

View file

@ -3,16 +3,17 @@
use bevy::{
pbr::wireframe::{Wireframe, WireframeConfig, WireframePlugin},
prelude::*,
render::{render_resource::WgpuFeatures, settings::WgpuSettings},
render::{render_resource::WgpuFeatures, settings::WgpuSettings, RenderPlugin},
};
fn main() {
App::new()
.insert_resource(WgpuSettings {
features: WgpuFeatures::POLYGON_MODE_LINE,
..default()
})
.add_plugins(DefaultPlugins)
.add_plugins(DefaultPlugins.set(RenderPlugin {
wgpu_settings: WgpuSettings {
features: WgpuFeatures::POLYGON_MODE_LINE,
..default()
},
}))
.add_plugin(WireframePlugin)
.add_startup_system(setup)
.run();

View file

@ -1,19 +1,23 @@
use bevy::{
prelude::*,
render::settings::{WgpuSettings, WgpuSettingsPriority},
render::{
settings::{WgpuSettings, WgpuSettingsPriority},
RenderPlugin,
},
};
// the `bevy_main` proc_macro generates the required android boilerplate
#[bevy_main]
fn main() {
App::new()
// This configures the app to use the most compatible rendering settings.
// They help with compatibility with as many devices as possible.
.insert_resource(WgpuSettings {
priority: WgpuSettingsPriority::Compatibility,
..default()
})
.add_plugins(DefaultPlugins)
.add_plugins(DefaultPlugins.set(RenderPlugin {
// This configures the app to use the most compatible rendering settings.
// They help with compatibility with as many devices as possible.
wgpu_settings: WgpuSettings {
priority: WgpuSettingsPriority::Compatibility,
..default()
},
}))
.add_startup_system(setup)
.run();
}

View file

@ -4,14 +4,18 @@
//!
//! See also the `headless` example which does not display a window.
use bevy::{prelude::*, render::settings::WgpuSettings};
use bevy::{
prelude::*,
render::{settings::WgpuSettings, RenderPlugin},
};
fn main() {
App::new()
.insert_resource(WgpuSettings {
backends: None,
..default()
})
.add_plugins(DefaultPlugins)
.add_plugins(DefaultPlugins.set(RenderPlugin {
wgpu_settings: WgpuSettings {
backends: None,
..default()
},
}))
.run();
}