Allow prepare_windows to run off main thread on all platforms (#11672)

# Objective

- Allow prepare windows to run off of the main thread on all platforms.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on all platforms.

## Solution

- Running `prepare_windows` on the main thread on apple platforms is
only mandatory to create surface, which is only needed during window
creation. Split that part into its own system that happens before
`prepare_windows`
- Tested on macOS and iOS

---

## Changelog

- Allow prepare windows to run off main thread on all platforms.
This commit is contained in:
François 2024-02-03 19:07:26 +01:00 committed by GitHub
parent 9bad607df9
commit 55493a823e
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GPG key ID: B5690EEEBB952194

View file

@ -43,7 +43,8 @@ impl Plugin for WindowRenderPlugin {
.init_resource::<ExtractedWindows>() .init_resource::<ExtractedWindows>()
.init_resource::<WindowSurfaces>() .init_resource::<WindowSurfaces>()
.add_systems(ExtractSchedule, extract_windows) .add_systems(ExtractSchedule, extract_windows)
.add_systems(Render, prepare_windows.in_set(RenderSet::ManageViews)); .add_systems(Render, prepare_windows.in_set(RenderSet::PrepareAssets))
.add_systems(Render, create_surfaces.in_set(RenderSet::ManageViews));
} }
} }
@ -213,7 +214,7 @@ impl WindowSurfaces {
} }
} }
/// Creates and (re)configures window surfaces, and obtains a swapchain texture for rendering. /// (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 /// 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 /// the performance bottleneck. This can be seen in profiles as multiple prepare-set systems all
@ -236,55 +237,21 @@ impl WindowSurfaces {
/// later. /// later.
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
pub fn prepare_windows( pub fn prepare_windows(
// 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<NonSendMarker>>,
mut windows: ResMut<ExtractedWindows>, mut windows: ResMut<ExtractedWindows>,
mut window_surfaces: ResMut<WindowSurfaces>, mut window_surfaces: ResMut<WindowSurfaces>,
render_device: Res<RenderDevice>, render_device: Res<RenderDevice>,
render_instance: Res<RenderInstance>,
render_adapter: Res<RenderAdapter>, render_adapter: Res<RenderAdapter>,
screenshot_pipeline: Res<ScreenshotToScreenPipeline>, screenshot_pipeline: Res<ScreenshotToScreenPipeline>,
pipeline_cache: Res<PipelineCache>, pipeline_cache: Res<PipelineCache>,
mut pipelines: ResMut<SpecializedRenderPipelines<ScreenshotToScreenPipeline>>, mut pipelines: ResMut<SpecializedRenderPipelines<ScreenshotToScreenPipeline>>,
mut msaa: ResMut<Msaa>, mut msaa: ResMut<Msaa>,
#[cfg(target_os = "linux")] render_instance: Res<RenderInstance>,
) { ) {
for window in windows.windows.values_mut() { for window in windows.windows.values_mut() {
let window_surfaces = window_surfaces.deref_mut(); let window_surfaces = window_surfaces.deref_mut();
let surface_data = window_surfaces let Some(surface_data) = window_surfaces.surfaces.get(&window.entity) else {
.surfaces continue;
.entry(window.entity) };
.or_insert_with(|| {
let surface_target = SurfaceTargetUnsafe::RawHandle {
raw_display_handle: window.handle.display_handle,
raw_window_handle: window.handle.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;
}
}
SurfaceData { surface, format }
});
let surface_configuration = wgpu::SurfaceConfiguration { let surface_configuration = wgpu::SurfaceConfiguration {
format: surface_data.format, format: surface_data.format,
@ -451,3 +418,51 @@ pub fn prepare_windows(
} }
} }
} }
/// 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<NonSendMarker>>,
windows: Res<ExtractedWindows>,
mut window_surfaces: ResMut<WindowSurfaces>,
render_instance: Res<RenderInstance>,
render_adapter: Res<RenderAdapter>,
) {
for window in windows.windows.values() {
window_surfaces
.surfaces
.entry(window.entity)
.or_insert_with(|| {
let surface_target = SurfaceTargetUnsafe::RawHandle {
raw_display_handle: window.handle.display_handle,
raw_window_handle: window.handle.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;
}
}
SurfaceData { surface, format }
});
}
}