Commit graph

11 commits

Author SHA1 Message Date
Mike
687e379800
Updates for rust 1.73 (#10035)
# Objective

- Updates for rust 1.73

## Solution

- new doc check for `redundant_explicit_links`
- updated to text for compile fail tests

---

## Changelog

- updates for rust 1.73
2023-10-06 00:31:10 +00:00
piper
bc88f33e48
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>
2023-09-26 19:35:08 +00:00
Fredrik Fornwall
80db794e3c
Make WgpuSettings::default() check WGPU_POWER_PREF (#9482)
# Objective

Allow users to specify the power preference when selecting a wgpu
adapter, which is useful for testing or workaround purposes, and makes
the behaviour consistent with the already present check for
`WGPU_BACKEND`.

## Solution

In `WgpuSettings::default()`, allow users to specify the
`WGPU_POWER_PREF` to affect the wgpu adapter choice.
2023-08-18 20:18:15 +00:00
François
71842c5ac9
Webgpu support (#8336)
# Objective

- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315 
- Surprise fix #7318

## Solution

### For async renderer initialisation 

- Update the plugin lifecycle:
  - app builds the plugin
    - calls `plugin.build`
    - registers the plugin
  - app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
    - returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
  - then execute the schedule

In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering

### For WebGPU support

- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`

---

## Migration Guide

- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);

        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };

        render_app
            .init_resource::<RenderResourceNeedingDevice>()
            .init_resource::<OtherRenderResource>();
    }
}

// After
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);
    
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<OtherRenderResource>();
    }

    fn finish(&self, app: &mut App) {
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<RenderResourceNeedingDevice>();
    }
}
```
2023-05-04 22:07:57 +00:00
wangling12
5ee57ff4ba add OpenGL and DX11 backends (#7481)
# Objective

Avoid  ‘Unable to find a GPU! Make sure you have installed required drivers!’ .
Because many devices only support OpenGL without Vulkan.

Fixes #3191

## Solution

Use all backends supported by wgpu.
2023-02-04 23:20:20 +00:00
Elabajaba
bfd1d4b0a7 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
Jinlei Li
741a91ed46 Replace WgpuAdapterInfo with RenderAdapterInfo in the documentation. (#7036)
# Objective

Fixes #6598
In addition, macOS can also support GL backends through ANGLE.
2022-12-26 19:47:01 +00:00
ira
15b19b930c 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>
2022-12-20 16:17:11 +00:00
ira
992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
Nikita
5712583782 Add some docs about lowspec rendering (#5091)
# Objective

- When experimenting with rendering on lowspec machines I've run into some non-obvious things (huge thanks [superdump](https://github.com/superdump), [alice-i-cecile](https://github.com/alice-i-cecile), [mockersf](https://github.com/mockersf) and others for help) and so volunteered to document them.
- Is a follow-up of https://discordapp.com/channels/691052431525675048/989137552919375902

## Solution

- I added docs about necessity of `ANGLE` to use `Backends::GL` on Windows.
- Also documented why `prepare_windows` can be long to execute and some causes.
2022-06-25 16:22:28 +00:00
Robert Swain
936468aa1e bevy_render: Use RenderDevice to get limits/features and expose AdapterInfo (#3931)
# Objective

- `WgpuOptions` is mutated to be updated with the actual device limits and features, but this information is readily available to both the main and render worlds through the `RenderDevice` which has .limits() and .features() methods
- Information about the adapter in terms of its name, the backend in use, etc were not being exposed but have clear use cases for being used to take decisions about what rendering code to use. For example, if something works well on AMD GPUs but poorly on Intel GPUs. Or perhaps something works well in Vulkan but poorly in DX12.

## Solution

- Stop mutating `WgpuOptions `and don't insert the updated values into the main and render worlds
- Return `AdapterInfo` from `initialize_renderer` and insert it into the main and render worlds
- Use `RenderDevice` limits in the lighting code that was using `WgpuOptions.limits`.
- Renamed `WgpuOptions` to `WgpuSettings`
2022-02-16 21:17:37 +00:00
Renamed from crates/bevy_render/src/options.rs (Browse further)