use super::WgpuResources; use crate::renderer_2::{ render_resource_sets_system, WgpuRenderContext, WgpuRenderResourceContext, WgpuTransactionalRenderResourceContext, }; use bevy_app::{EventReader, Events}; use bevy_asset::AssetStorage; use bevy_render::{ pipeline::{update_shader_assignments, PipelineCompiler, PipelineDescriptor}, render_graph::RenderGraph, render_resource::RenderResourceAssignments, renderer_2::{RenderContext, RenderResourceContext}, }; use bevy_window::{WindowCreated, WindowResized, Windows}; use legion::prelude::*; use std::{collections::HashSet, ops::Deref, sync::Arc}; pub struct WgpuRenderer { pub global_context: WgpuRenderContext, pub queue: wgpu::Queue, pub window_resized_event_reader: EventReader, pub window_created_event_reader: EventReader, pub intialized: bool, } impl WgpuRenderer { pub async fn new( window_resized_event_reader: EventReader, window_created_event_reader: EventReader, ) -> Self { let adapter = wgpu::Adapter::request( &wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::Default, compatible_surface: None, }, wgpu::BackendBit::PRIMARY, ) .await .unwrap(); let (device, queue) = adapter .request_device(&wgpu::DeviceDescriptor { extensions: wgpu::Extensions { anisotropic_filtering: false, }, limits: wgpu::Limits::default(), }) .await; let device = Arc::new(device); WgpuRenderer { global_context: WgpuRenderContext::new( device.clone(), WgpuRenderResourceContext::new(device), ), queue, window_resized_event_reader, window_created_event_reader, intialized: false, } } pub fn initialize_resource_providers( world: &mut World, resources: &mut Resources, render_context: &mut WgpuRenderContext, ) { let mut render_graph = resources.get_mut::().unwrap(); for resource_provider in render_graph.resource_providers.iter_mut() { resource_provider.initialize(render_context, world, resources); } } fn parallel_resource_provider_update( world: &World, resources: &Resources, device: Arc, global_wgpu_resources: &WgpuResources, ) -> (Vec, Vec) { let max_thread_count = 8; let (sender, receiver) = crossbeam_channel::bounded(max_thread_count); let mut render_graph = resources.get_mut::().unwrap(); let chunk_size = (render_graph.resource_providers.len() + max_thread_count - 1) / max_thread_count; // divide ints rounding remainder up // println!("chunk {} {}", chunk_size, render_graph.resource_providers.len()); let mut actual_thread_count = 0; crossbeam_utils::thread::scope(|s| { for resource_provider_chunk in render_graph.resource_providers.chunks_mut(chunk_size) { let device = device.clone(); let resource_device = device.clone(); let sender = sender.clone(); let global_wgpu_resources = &*global_wgpu_resources; let world = &*world; let resources = &*resources; actual_thread_count += 1; // println!("spawn {}", resource_provider_chunk.len()); s.spawn(move |_| { let mut render_context = WgpuRenderContext::new( device, WgpuTransactionalRenderResourceContext::new( resource_device, global_wgpu_resources, ), ); for resource_provider in resource_provider_chunk.iter_mut() { resource_provider.update(&mut render_context, world, resources); } sender.send(render_context.finish()).unwrap(); }); } }) .unwrap(); let mut command_buffers = Vec::new(); let mut local_resources = Vec::new(); for _i in 0..actual_thread_count { let (command_buffer, render_resources) = receiver.recv().unwrap(); if let Some(command_buffer) = command_buffer { command_buffers.push(command_buffer); } local_resources.push(render_resources.local_resources); // println!("got {}", i); } (command_buffers, local_resources) } pub fn update_resource_providers( world: &mut World, resources: &mut Resources, queue: &mut wgpu::Queue, device: Arc, global_wgpu_resources: &mut WgpuResources, ) { let (mut command_buffers, local_resources) = Self::parallel_resource_provider_update( world, resources, device.clone(), global_wgpu_resources, ); for local_resource in local_resources { global_wgpu_resources.consume(local_resource); } let mut render_graph = resources.get_mut::().unwrap(); let mut results = Vec::new(); let thread_count = 5; let chunk_size = (render_graph.resource_providers.len() + thread_count - 1) / thread_count; // divide ints rounding remainder up // crossbeam_utils::thread::scope(|s| { for resource_provider_chunk in render_graph.resource_providers.chunks_mut(chunk_size) { // TODO: try to unify this Device usage let device = device.clone(); let resource_device = device.clone(); // let sender = sender.clone(); // s.spawn(|_| { // TODO: replace WgpuResources with Global+Local resources let mut render_context = WgpuRenderContext::new( device, WgpuTransactionalRenderResourceContext::new(resource_device, global_wgpu_resources), ); for resource_provider in resource_provider_chunk.iter_mut() { resource_provider.finish_update(&mut render_context, world, resources); } results.push(render_context.finish()); // sender.send(render_context.finish()).unwrap(); // }); } // }); let mut local_resources = Vec::new(); for (command_buffer, render_resources) in results { // for i in 0..thread_count { // let (command_buffer, wgpu_resources) = receiver.recv().unwrap(); if let Some(command_buffer) = command_buffer { command_buffers.push(command_buffer); } local_resources.push(render_resources.local_resources); // println!("got {}", i); } for local_resource in local_resources { global_wgpu_resources.consume(local_resource); } queue.submit(&command_buffers); } pub fn create_queued_textures(&mut self, resources: &mut Resources) { let mut render_graph = resources.get_mut::().unwrap(); let mut render_resource_assignments = resources.get_mut::().unwrap(); for (name, texture_descriptor) in render_graph.queued_textures.drain(..) { let resource = self .global_context .resources_mut() .create_texture(&texture_descriptor); render_resource_assignments.set(&name, resource); } } pub fn handle_window_resized_events( resources: &mut Resources, device: &wgpu::Device, wgpu_resources: &mut WgpuResources, window_resized_event_reader: &mut EventReader, ) { let windows = resources.get::().unwrap(); let window_resized_events = resources.get::>().unwrap(); let mut handled_windows = HashSet::new(); // iterate in reverse order so we can handle the latest window resize event first for each window. // we skip earlier events for the same window because it results in redundant work for window_resized_event in window_resized_events .iter(window_resized_event_reader) .rev() { if handled_windows.contains(&window_resized_event.id) { continue; } let window = windows .get(window_resized_event.id) .expect("Received window resized event for non-existent window"); // TODO: consider making this a WgpuRenderContext method wgpu_resources.create_window_swap_chain(device, window); handled_windows.insert(window_resized_event.id); } } pub fn handle_window_created_events( resources: &mut Resources, device: &wgpu::Device, wgpu_resources: &mut WgpuResources, window_created_event_reader: &mut EventReader, ) { let windows = resources.get::().unwrap(); let window_created_events = resources.get::>().unwrap(); for window_created_event in window_created_events.iter(window_created_event_reader) { let window = windows .get(window_created_event.id) .expect("Received window created event for non-existent window"); #[cfg(feature = "bevy_winit")] { let winit_windows = resources.get::().unwrap(); let primary_winit_window = winit_windows.get_window(window.id).unwrap(); let surface = wgpu::Surface::create(primary_winit_window.deref()); wgpu_resources.set_window_surface(window.id, surface); wgpu_resources.create_window_swap_chain(device, window); } } } pub fn update(&mut self, world: &mut World, resources: &mut Resources) { Self::handle_window_created_events( resources, &self.global_context.device, &mut self.global_context.render_resources.wgpu_resources, &mut self.window_created_event_reader, ); Self::handle_window_resized_events( resources, &self.global_context.device, &mut self.global_context.render_resources.wgpu_resources, &mut self.window_resized_event_reader, ); if !self.intialized { Self::initialize_resource_providers(world, resources, &mut self.global_context); let buffer = self.global_context.finish_encoder(); if let Some(buffer) = buffer { self.queue.submit(&[buffer]); } self.intialized = true; } Self::update_resource_providers( world, resources, &mut self.queue, self.global_context.device.clone(), &mut self.global_context.render_resources.wgpu_resources, ); update_shader_assignments(world, resources, &self.global_context); self.create_queued_textures(resources); render_resource_sets_system().run(world, resources); // setup draw targets let mut render_graph = resources.get_mut::().unwrap(); render_graph.setup_pipeline_draw_targets(world, resources, &mut self.global_context); // get next swap chain texture on primary window let primary_window_id = resources .get::() .unwrap() .get_primary() .map(|window| window.id); if let Some(primary_window_id) = primary_window_id { self.global_context .render_resources .next_swap_chain_texture(primary_window_id); self.global_context.primary_window = Some(primary_window_id); } // begin render passes let pipeline_storage = resources.get::>().unwrap(); let pipeline_compiler = resources.get::().unwrap(); for (pass_name, pass_descriptor) in render_graph.pass_descriptors.iter() { let global_render_resource_assignments = resources.get::().unwrap(); self.global_context.begin_pass( pass_descriptor, &global_render_resource_assignments, &mut |render_pass| { if let Some(pass_pipelines) = render_graph.pass_pipelines.get(pass_name) { for pass_pipeline in pass_pipelines.iter() { if let Some(compiled_pipelines_iter) = pipeline_compiler.iter_compiled_pipelines(*pass_pipeline) { for compiled_pipeline_handle in compiled_pipelines_iter { let pipeline_descriptor = pipeline_storage.get(compiled_pipeline_handle).unwrap(); render_pass.set_pipeline(*compiled_pipeline_handle); for draw_target_name in pipeline_descriptor.draw_targets.iter() { let draw_target = render_graph .draw_targets .get(draw_target_name) .unwrap(); draw_target.draw( world, resources, render_pass, *compiled_pipeline_handle, pipeline_descriptor, ); } } } } } }, ); } let command_buffer = self.global_context.finish_encoder(); if let Some(command_buffer) = command_buffer { self.queue.submit(&[command_buffer]); } // clear primary swap chain texture if let Some(primary_window_id) = primary_window_id { self.global_context .render_resources .drop_swap_chain_texture(primary_window_id); } } }