mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
Allow other plugins to create renderer resources (#9925)
This is a duplicate of #9632, it was created since I forgot to make a new branch when I first made this PR, so I was having trouble resolving merge conflicts, meaning I had to rebuild my PR. # Objective - Allow other plugins to create the renderer resources. An example of where this would be required is my [OpenXR plugin](https://github.com/awtterpip/bevy_openxr) ## Solution - Changed the bevy RenderPlugin to optionally take precreated render resources instead of a configuration. ## Migration Guide The `RenderPlugin` now takes a `RenderCreation` enum instead of `WgpuSettings`. `RenderSettings::default()` returns `RenderSettings::Automatic(WgpuSettings::default())`. `RenderSettings` also implements `From<WgpuSettings>`. ```rust // before RenderPlugin { wgpu_settings: WgpuSettings { ... }, } // now RenderPlugin { render_creation: RenderCreation::Automatic(WgpuSettings { ... }), } // or RenderPlugin { render_creation: WgpuSettings { ... }.into(), } ``` --------- Co-authored-by: Malek <pocmalek@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com>
This commit is contained in:
parent
bc1f33d50b
commit
bc88f33e48
5 changed files with 200 additions and 123 deletions
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@ -45,7 +45,6 @@ use bevy_hierarchy::ValidParentCheckPlugin;
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use bevy_window::{PrimaryWindow, RawHandleWrapper};
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use globals::GlobalsPlugin;
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use renderer::{RenderAdapter, RenderAdapterInfo, RenderDevice, RenderQueue};
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use wgpu::Instance;
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use crate::{
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camera::CameraPlugin,
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@ -53,7 +52,7 @@ use crate::{
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render_asset::prepare_assets,
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render_resource::{PipelineCache, Shader, ShaderLoader},
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renderer::{render_system, RenderInstance},
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settings::WgpuSettings,
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settings::RenderCreation,
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view::{ViewPlugin, WindowRenderPlugin},
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};
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use bevy_app::{App, AppLabel, Plugin, SubApp};
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@ -68,7 +67,7 @@ use std::{
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/// Contains the default Bevy rendering backend based on wgpu.
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#[derive(Default)]
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pub struct RenderPlugin {
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pub wgpu_settings: WgpuSettings,
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pub render_creation: RenderCreation,
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}
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/// The labels of the default App rendering sets.
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@ -221,7 +220,7 @@ struct FutureRendererResources(
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RenderQueue,
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RenderAdapterInfo,
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RenderAdapter,
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Instance,
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RenderInstance,
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)>,
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>,
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>,
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@ -241,17 +240,33 @@ impl Plugin for RenderPlugin {
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app.init_asset::<Shader>()
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.init_asset_loader::<ShaderLoader>();
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if let Some(backends) = self.wgpu_settings.backends {
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match &self.render_creation {
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RenderCreation::Manual(device, queue, adapter_info, adapter, instance) => {
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let future_renderer_resources_wrapper = Arc::new(Mutex::new(Some((
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device.clone(),
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queue.clone(),
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adapter_info.clone(),
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adapter.clone(),
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instance.clone(),
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))));
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app.insert_resource(FutureRendererResources(
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future_renderer_resources_wrapper.clone(),
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));
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unsafe { initialize_render_app(app) };
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}
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RenderCreation::Automatic(render_creation) => {
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if let Some(backends) = render_creation.backends {
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let future_renderer_resources_wrapper = Arc::new(Mutex::new(None));
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app.insert_resource(FutureRendererResources(
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future_renderer_resources_wrapper.clone(),
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));
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let mut system_state: SystemState<Query<&RawHandleWrapper, With<PrimaryWindow>>> =
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SystemState::new(&mut app.world);
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let mut system_state: SystemState<
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Query<&RawHandleWrapper, With<PrimaryWindow>>,
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> = SystemState::new(&mut app.world);
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let primary_window = system_state.get(&app.world).get_single().ok().cloned();
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let settings = self.wgpu_settings.clone();
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let settings = render_creation.clone();
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let async_renderer = async move {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends,
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@ -272,14 +287,23 @@ impl Plugin for RenderPlugin {
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};
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let (device, queue, adapter_info, render_adapter) =
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renderer::initialize_renderer(&instance, &settings, &request_adapter_options)
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renderer::initialize_renderer(
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&instance,
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&settings,
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&request_adapter_options,
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)
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.await;
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debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
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debug!("Configured wgpu adapter Features: {:#?}", device.features());
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let mut future_renderer_resources_inner =
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future_renderer_resources_wrapper.lock().unwrap();
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*future_renderer_resources_inner =
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Some((device, queue, adapter_info, render_adapter, instance));
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*future_renderer_resources_inner = Some((
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device,
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queue,
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adapter_info,
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render_adapter,
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RenderInstance(Arc::new(instance)),
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));
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};
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// In wasm, spawn a task and detach it for execution
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#[cfg(target_arch = "wasm32")]
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@ -290,6 +314,94 @@ impl Plugin for RenderPlugin {
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#[cfg(not(target_arch = "wasm32"))]
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futures_lite::future::block_on(async_renderer);
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unsafe { initialize_render_app(app) };
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}
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}
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};
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app.add_plugins((
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ValidParentCheckPlugin::<view::InheritedVisibility>::default(),
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WindowRenderPlugin,
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CameraPlugin,
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ViewPlugin,
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MeshPlugin,
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GlobalsPlugin,
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MorphPlugin,
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));
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app.register_type::<color::Color>()
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.register_type::<primitives::Aabb>()
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.register_type::<primitives::CascadesFrusta>()
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.register_type::<primitives::CubemapFrusta>()
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.register_type::<primitives::Frustum>();
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}
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fn ready(&self, app: &App) -> bool {
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app.world
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.get_resource::<FutureRendererResources>()
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.and_then(|frr| frr.0.try_lock().map(|locked| locked.is_some()).ok())
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.unwrap_or(true)
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}
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fn finish(&self, app: &mut App) {
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load_internal_asset!(
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app,
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INSTANCE_INDEX_SHADER_HANDLE,
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"instance_index.wgsl",
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Shader::from_wgsl_with_defs,
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vec![
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#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
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"BASE_INSTANCE_WORKAROUND".into()
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]
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);
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load_internal_asset!(app, MATHS_SHADER_HANDLE, "maths.wgsl", Shader::from_wgsl);
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if let Some(future_renderer_resources) =
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app.world.remove_resource::<FutureRendererResources>()
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{
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let (device, queue, adapter_info, render_adapter, instance) =
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future_renderer_resources.0.lock().unwrap().take().unwrap();
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app.insert_resource(device.clone())
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.insert_resource(queue.clone())
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.insert_resource(adapter_info.clone())
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.insert_resource(render_adapter.clone());
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let render_app = app.sub_app_mut(RenderApp);
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render_app
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.insert_resource(instance)
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.insert_resource(PipelineCache::new(device.clone()))
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.insert_resource(device)
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.insert_resource(queue)
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.insert_resource(render_adapter)
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.insert_resource(adapter_info);
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}
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}
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}
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/// A "scratch" world used to avoid allocating new worlds every frame when
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/// swapping out the [`MainWorld`] for [`ExtractSchedule`].
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#[derive(Resource, Default)]
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struct ScratchMainWorld(World);
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/// Executes the [`ExtractSchedule`] step of the renderer.
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/// This updates the render world with the extracted ECS data of the current frame.
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fn extract(main_world: &mut World, render_app: &mut App) {
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// temporarily add the app world to the render world as a resource
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let scratch_world = main_world.remove_resource::<ScratchMainWorld>().unwrap();
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let inserted_world = std::mem::replace(main_world, scratch_world.0);
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render_app.world.insert_resource(MainWorld(inserted_world));
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render_app.world.run_schedule(ExtractSchedule);
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// move the app world back, as if nothing happened.
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let inserted_world = render_app.world.remove_resource::<MainWorld>().unwrap();
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let scratch_world = std::mem::replace(main_world, inserted_world.0);
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main_world.insert_resource(ScratchMainWorld(scratch_world));
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}
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/// SAFETY: this function must be called from the main thread.
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unsafe fn initialize_render_app(app: &mut App) {
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app.init_resource::<ScratchMainWorld>();
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let mut render_app = App::empty();
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@ -354,87 +466,6 @@ impl Plugin for RenderPlugin {
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// run extract schedule
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extract(main_world, render_app);
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}));
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}
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app.add_plugins((
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ValidParentCheckPlugin::<view::InheritedVisibility>::default(),
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WindowRenderPlugin,
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CameraPlugin,
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ViewPlugin,
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MeshPlugin,
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GlobalsPlugin,
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MorphPlugin,
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));
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app.register_type::<color::Color>()
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.register_type::<primitives::Aabb>()
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.register_type::<primitives::CascadesFrusta>()
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.register_type::<primitives::CubemapFrusta>()
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.register_type::<primitives::Frustum>();
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}
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fn ready(&self, app: &App) -> bool {
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app.world
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.get_resource::<FutureRendererResources>()
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.and_then(|frr| frr.0.try_lock().map(|locked| locked.is_some()).ok())
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.unwrap_or(true)
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}
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fn finish(&self, app: &mut App) {
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load_internal_asset!(
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app,
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INSTANCE_INDEX_SHADER_HANDLE,
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"instance_index.wgsl",
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Shader::from_wgsl_with_defs,
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vec![
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#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
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"BASE_INSTANCE_WORKAROUND".into()
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]
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);
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load_internal_asset!(app, MATHS_SHADER_HANDLE, "maths.wgsl", Shader::from_wgsl);
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if let Some(future_renderer_resources) =
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app.world.remove_resource::<FutureRendererResources>()
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{
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let (device, queue, adapter_info, render_adapter, instance) =
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future_renderer_resources.0.lock().unwrap().take().unwrap();
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app.insert_resource(device.clone())
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.insert_resource(queue.clone())
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.insert_resource(adapter_info.clone())
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.insert_resource(render_adapter.clone());
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let render_app = app.sub_app_mut(RenderApp);
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render_app
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.insert_resource(RenderInstance(instance))
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.insert_resource(PipelineCache::new(device.clone()))
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.insert_resource(device)
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.insert_resource(queue)
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.insert_resource(render_adapter)
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.insert_resource(adapter_info);
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}
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}
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}
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/// A "scratch" world used to avoid allocating new worlds every frame when
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/// swapping out the [`MainWorld`] for [`ExtractSchedule`].
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#[derive(Resource, Default)]
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struct ScratchMainWorld(World);
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/// Executes the [`ExtractSchedule`] step of the renderer.
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/// This updates the render world with the extracted ECS data of the current frame.
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fn extract(main_world: &mut World, render_app: &mut App) {
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// temporarily add the app world to the render world as a resource
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let scratch_world = main_world.remove_resource::<ScratchMainWorld>().unwrap();
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let inserted_world = std::mem::replace(main_world, scratch_world.0);
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render_app.world.insert_resource(MainWorld(inserted_world));
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render_app.world.run_schedule(ExtractSchedule);
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// move the app world back, as if nothing happened.
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let inserted_world = render_app.world.remove_resource::<MainWorld>().unwrap();
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let scratch_world = std::mem::replace(main_world, inserted_world.0);
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main_world.insert_resource(ScratchMainWorld(scratch_world));
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}
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/// Applies the commands from the extract schedule. This happens during
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@ -104,8 +104,8 @@ pub struct RenderAdapter(pub Arc<Adapter>);
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/// The GPU instance is used to initialize the [`RenderQueue`] and [`RenderDevice`],
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/// as well as to create [`WindowSurfaces`](crate::view::window::WindowSurfaces).
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#[derive(Resource, Deref, DerefMut)]
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pub struct RenderInstance(pub Instance);
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#[derive(Resource, Clone, Deref, DerefMut)]
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pub struct RenderInstance(pub Arc<Instance>);
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/// The [`AdapterInfo`] of the adapter in use by the renderer.
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#[derive(Resource, Clone, Deref, DerefMut)]
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@ -1,3 +1,6 @@
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use crate::renderer::{
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RenderAdapter, RenderAdapterInfo, RenderDevice, RenderInstance, RenderQueue,
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};
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use std::borrow::Cow;
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pub use wgpu::{
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@ -93,6 +96,45 @@ impl Default for WgpuSettings {
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}
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}
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/// An enum describing how the renderer will initialize resources. This is used when creating the [`RenderPlugin`](crate::RenderPlugin).
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pub enum RenderCreation {
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/// Allows renderer resource initialization to happen outside of the rendering plugin.
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Manual(
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RenderDevice,
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RenderQueue,
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RenderAdapterInfo,
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RenderAdapter,
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RenderInstance,
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),
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/// Lets the rendering plugin create resources itself.
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Automatic(WgpuSettings),
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}
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impl RenderCreation {
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/// Function to create a [`RenderCreation::Manual`] variant.
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pub fn manual(
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device: RenderDevice,
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queue: RenderQueue,
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adapter_info: RenderAdapterInfo,
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adapter: RenderAdapter,
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instance: RenderInstance,
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) -> Self {
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Self::Manual(device, queue, adapter_info, adapter, instance)
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}
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}
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impl Default for RenderCreation {
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fn default() -> Self {
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Self::Automatic(Default::default())
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}
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}
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impl From<WgpuSettings> for RenderCreation {
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fn from(value: WgpuSettings) -> Self {
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Self::Automatic(value)
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}
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}
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/// Get a features/limits priority from the environment variable `WGPU_SETTINGS_PRIO`
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pub fn settings_priority_from_env() -> Option<WgpuSettingsPriority> {
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Some(
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@ -10,10 +10,11 @@ fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(RenderPlugin {
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wgpu_settings: WgpuSettings {
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render_creation: WgpuSettings {
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features: WgpuFeatures::POLYGON_MODE_LINE,
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..default()
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},
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}
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.into(),
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}),
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WireframePlugin,
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))
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@ -11,11 +11,14 @@ use bevy::{
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(RenderPlugin {
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wgpu_settings: WgpuSettings {
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.add_plugins(
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DefaultPlugins.set(RenderPlugin {
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render_creation: WgpuSettings {
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backends: None,
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..default()
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},
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}))
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}
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.into(),
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}),
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)
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.run();
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}
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