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`. #[derive(Clone)] pub enum WgpuSettingsPriority { /// WebGPU default features and limits Compatibility, /// The maximum supported features and limits of the adapter and backend Functionality, /// WebGPU default limits plus additional constraints in order to be compatible with WebGL2 WebGL2, } /// Provides configuration for renderer initialization. Use [`RenderDevice::features`](crate::renderer::RenderDevice::features), /// [`RenderDevice::limits`](crate::renderer::RenderDevice::limits), and the [`WgpuAdapterInfo`](crate::render_resource::WgpuAdapterInfo) /// resource to get runtime information about the actual adapter, backend, features, and limits. /// NOTE: [`Backends::DX12`](Backends::DX12), [`Backends::METAL`](Backends::METAL), and /// [`Backends::VULKAN`](Backends::VULKAN) are enabled by default for non-web and the best choice /// is automatically selected. Web using the `webgl` feature uses [`Backends::GL`](Backends::GL). /// 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)] pub struct WgpuSettings { pub device_label: Option>, pub backends: Option, pub power_preference: PowerPreference, pub priority: WgpuSettingsPriority, /// The features to ensure are enabled regardless of what the adapter/backend supports. /// Setting these explicitly may cause renderer initialization to fail. pub features: WgpuFeatures, /// The features to ensure are disabled regardless of what the adapter/backend supports pub disabled_features: Option, /// The imposed limits. pub limits: WgpuLimits, /// The constraints on limits allowed regardless of what the adapter/backend supports pub constrained_limits: Option, } impl Default for WgpuSettings { fn default() -> Self { let default_backends = if cfg!(feature = "webgl") { Backends::GL } else { Backends::PRIMARY }; let backends = Some(wgpu::util::backend_bits_from_env().unwrap_or(default_backends)); let priority = settings_priority_from_env().unwrap_or(WgpuSettingsPriority::Functionality); let limits = if cfg!(feature = "webgl") || matches!(priority, WgpuSettingsPriority::WebGL2) { wgpu::Limits::downlevel_webgl2_defaults() } else { #[allow(unused_mut)] let mut limits = wgpu::Limits::default(); #[cfg(feature = "ci_limits")] { limits.max_storage_textures_per_shader_stage = 4; limits.max_texture_dimension_3d = 1024; } limits }; Self { device_label: Default::default(), backends, power_preference: PowerPreference::HighPerformance, priority, features: wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES, disabled_features: None, limits, constrained_limits: None, } } } /// Get a features/limits priority from the environment variable `WGPU_SETTINGS_PRIO` pub fn settings_priority_from_env() -> Option { Some( match std::env::var("WGPU_SETTINGS_PRIO") .as_deref() .map(str::to_lowercase) .as_deref() { Ok("compatibility") => WgpuSettingsPriority::Compatibility, Ok("functionality") => WgpuSettingsPriority::Functionality, Ok("webgl2") => WgpuSettingsPriority::WebGL2, _ => return None, }, ) }