bevy/crates/bevy_render/src/lib.rs
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

409 lines
15 KiB
Rust

#![allow(clippy::type_complexity)]
#[cfg(target_pointer_width = "16")]
compile_error!("bevy_render cannot compile for a 16-bit platform.");
extern crate core;
pub mod camera;
pub mod color;
pub mod extract_component;
mod extract_param;
pub mod extract_resource;
pub mod globals;
pub mod mesh;
pub mod pipelined_rendering;
pub mod primitives;
pub mod render_asset;
pub mod render_graph;
pub mod render_phase;
pub mod render_resource;
pub mod renderer;
pub mod settings;
mod spatial_bundle;
pub mod texture;
pub mod view;
use bevy_hierarchy::ValidParentCheckPlugin;
pub use extract_param::Extract;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
camera::{Camera, OrthographicProjection, PerspectiveProjection, Projection},
color::Color,
mesh::{shape, Mesh},
render_resource::Shader,
spatial_bundle::SpatialBundle,
texture::{Image, ImagePlugin},
view::{ComputedVisibility, Msaa, Visibility, VisibilityBundle},
ExtractSchedule,
};
}
use bevy_window::{PrimaryWindow, RawHandleWrapper};
use globals::GlobalsPlugin;
pub use once_cell;
use renderer::{RenderAdapter, RenderAdapterInfo, RenderDevice, RenderQueue};
use wgpu::Instance;
use crate::{
camera::CameraPlugin,
mesh::MeshPlugin,
render_resource::{PipelineCache, Shader, ShaderLoader},
renderer::{render_system, RenderInstance},
settings::WgpuSettings,
view::{ViewPlugin, WindowRenderPlugin},
};
use bevy_app::{App, AppLabel, Plugin, SubApp};
use bevy_asset::{AddAsset, AssetServer};
use bevy_ecs::{prelude::*, schedule::ScheduleLabel, system::SystemState};
use bevy_utils::tracing::debug;
use std::{
ops::{Deref, DerefMut},
sync::{Arc, Mutex},
};
/// Contains the default Bevy rendering backend based on wgpu.
#[derive(Default)]
pub struct RenderPlugin {
pub wgpu_settings: WgpuSettings,
}
/// The labels of the default App rendering sets.
///
/// The sets run in the order listed, with [`apply_system_buffers`] inserted between each set.
///
/// The `*Flush` sets are assigned to the copy of [`apply_system_buffers`]
/// that runs immediately after the matching system set.
/// These can be useful for ordering, but you almost never want to add your systems to these sets.
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum RenderSet {
/// The copy of [`apply_system_buffers`] that runs at the beginning of this schedule.
/// This is used for applying the commands from the [`ExtractSchedule`]
ExtractCommands,
/// Prepare render resources from the extracted data for the GPU.
Prepare,
/// The copy of [`apply_system_buffers`] that runs immediately after [`Prepare`](RenderSet::Prepare).
PrepareFlush,
/// Create [`BindGroups`](render_resource::BindGroup) that depend on
/// [`Prepare`](RenderSet::Prepare) data and queue up draw calls to run during the
/// [`Render`](RenderSet::Render) step.
Queue,
/// The copy of [`apply_system_buffers`] that runs immediately after [`Queue`](RenderSet::Queue).
QueueFlush,
// TODO: This could probably be moved in favor of a system ordering abstraction in Render or Queue
/// Sort the [`RenderPhases`](render_phase::RenderPhase) here.
PhaseSort,
/// The copy of [`apply_system_buffers`] that runs immediately after [`PhaseSort`](RenderSet::PhaseSort).
PhaseSortFlush,
/// Actual rendering happens here.
/// In most cases, only the render backend should insert resources here.
Render,
/// The copy of [`apply_system_buffers`] that runs immediately after [`Render`](RenderSet::Render).
RenderFlush,
/// Cleanup render resources here.
Cleanup,
/// The copy of [`apply_system_buffers`] that runs immediately after [`Cleanup`](RenderSet::Cleanup).
CleanupFlush,
}
/// The main render schedule.
#[derive(ScheduleLabel, Debug, Hash, PartialEq, Eq, Clone)]
pub struct Render;
impl Render {
/// Sets up the base structure of the rendering [`Schedule`].
///
/// The sets defined in this enum are configured to run in order,
/// and a copy of [`apply_system_buffers`] is inserted into each `*Flush` set.
pub fn base_schedule() -> Schedule {
use RenderSet::*;
let mut schedule = Schedule::new();
// Create "stage-like" structure using buffer flushes + ordering
schedule.add_systems((
apply_system_buffers.in_set(PrepareFlush),
apply_system_buffers.in_set(QueueFlush),
apply_system_buffers.in_set(PhaseSortFlush),
apply_system_buffers.in_set(RenderFlush),
apply_system_buffers.in_set(CleanupFlush),
));
schedule.configure_sets(
(
ExtractCommands,
Prepare,
PrepareFlush,
Queue,
QueueFlush,
PhaseSort,
PhaseSortFlush,
Render,
RenderFlush,
Cleanup,
CleanupFlush,
)
.chain(),
);
schedule
}
}
/// Schedule which extract data from the main world and inserts it into the render world.
///
/// This step should be kept as short as possible to increase the "pipelining potential" for
/// running the next frame while rendering the current frame.
///
/// This schedule is run on the main world, but its buffers are not applied
/// via [`Schedule::apply_system_buffers`](bevy_ecs::schedule::Schedule) until it is returned to the render world.
#[derive(ScheduleLabel, PartialEq, Eq, Debug, Clone, Hash)]
pub struct ExtractSchedule;
/// The simulation [`World`] of the application, stored as a resource.
/// This resource is only available during [`ExtractSchedule`] and not
/// during command application of that schedule.
/// See [`Extract`] for more details.
#[derive(Resource, Default)]
pub struct MainWorld(World);
impl Deref for MainWorld {
type Target = World;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl DerefMut for MainWorld {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
pub mod main_graph {
pub mod node {
pub const CAMERA_DRIVER: &str = "camera_driver";
}
}
#[derive(Resource)]
struct FutureRendererResources(
Arc<
Mutex<
Option<(
RenderDevice,
RenderQueue,
RenderAdapterInfo,
RenderAdapter,
Instance,
)>,
>,
>,
);
/// A Label for the rendering sub-app.
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
pub struct RenderApp;
impl Plugin for RenderPlugin {
/// Initializes the renderer, sets up the [`RenderSet`](RenderSet) and creates the rendering sub-app.
fn build(&self, app: &mut App) {
app.add_asset::<Shader>()
.add_debug_asset::<Shader>()
.init_asset_loader::<ShaderLoader>()
.init_debug_asset_loader::<ShaderLoader>();
if let Some(backends) = self.wgpu_settings.backends {
let future_renderer_resources_wrapper = Arc::new(Mutex::new(None));
app.insert_resource(FutureRendererResources(
future_renderer_resources_wrapper.clone(),
));
let mut system_state: SystemState<Query<&RawHandleWrapper, With<PrimaryWindow>>> =
SystemState::new(&mut app.world);
let primary_window = system_state.get(&app.world).get_single().ok().cloned();
let settings = self.wgpu_settings.clone();
bevy_tasks::IoTaskPool::get()
.spawn_local(async move {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends,
dx12_shader_compiler: settings.dx12_shader_compiler.clone(),
});
let surface = primary_window.map(|wrapper| unsafe {
// SAFETY: Plugins should be set up on the main thread.
let handle = wrapper.get_handle();
instance
.create_surface(&handle)
.expect("Failed to create wgpu surface")
});
let request_adapter_options = wgpu::RequestAdapterOptions {
power_preference: settings.power_preference,
compatible_surface: surface.as_ref(),
..Default::default()
};
let (device, queue, adapter_info, render_adapter) =
renderer::initialize_renderer(
&instance,
&settings,
&request_adapter_options,
)
.await;
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
let mut future_renderer_resources_inner =
future_renderer_resources_wrapper.lock().unwrap();
*future_renderer_resources_inner =
Some((device, queue, adapter_info, render_adapter, instance));
})
.detach();
app.init_resource::<ScratchMainWorld>();
let mut render_app = App::empty();
render_app.main_schedule_label = Box::new(Render);
let mut extract_schedule = Schedule::new();
extract_schedule.set_apply_final_buffers(false);
render_app
.add_schedule(ExtractSchedule, extract_schedule)
.add_schedule(Render, Render::base_schedule())
.init_resource::<render_graph::RenderGraph>()
.insert_resource(app.world.resource::<AssetServer>().clone())
.add_systems(ExtractSchedule, PipelineCache::extract_shaders)
.add_systems(
Render,
(
// This set applies the commands from the extract schedule while the render schedule
// is running in parallel with the main app.
apply_extract_commands.in_set(RenderSet::ExtractCommands),
(
PipelineCache::process_pipeline_queue_system.before(render_system),
render_system,
)
.in_set(RenderSet::Render),
World::clear_entities.in_set(RenderSet::Cleanup),
),
);
let (sender, receiver) = bevy_time::create_time_channels();
app.insert_resource(receiver);
render_app.insert_resource(sender);
app.insert_sub_app(RenderApp, SubApp::new(render_app, move |main_world, render_app| {
#[cfg(feature = "trace")]
let _render_span = bevy_utils::tracing::info_span!("extract main app to render subapp").entered();
{
#[cfg(feature = "trace")]
let _stage_span =
bevy_utils::tracing::info_span!("reserve_and_flush")
.entered();
// reserve all existing main world entities for use in render_app
// they can only be spawned using `get_or_spawn()`
let total_count = main_world.entities().total_count();
assert_eq!(
render_app.world.entities().len(),
0,
"An entity was spawned after the entity list was cleared last frame and before the extract schedule began. This is not supported",
);
// This is safe given the clear_entities call in the past frame and the assert above
unsafe {
render_app
.world
.entities_mut()
.flush_and_reserve_invalid_assuming_no_entities(total_count);
}
}
// run extract schedule
extract(main_world, render_app);
}));
}
app.add_plugin(ValidParentCheckPlugin::<view::ComputedVisibility>::default())
.add_plugin(WindowRenderPlugin)
.add_plugin(CameraPlugin)
.add_plugin(ViewPlugin)
.add_plugin(MeshPlugin)
.add_plugin(GlobalsPlugin);
app.register_type::<color::Color>()
.register_type::<primitives::Aabb>()
.register_type::<primitives::CascadesFrusta>()
.register_type::<primitives::CubemapFrusta>()
.register_type::<primitives::Frustum>();
}
fn ready(&self, app: &App) -> bool {
app.world
.get_resource::<FutureRendererResources>()
.and_then(|frr| frr.0.try_lock().map(|locked| locked.is_some()).ok())
.unwrap_or(true)
}
fn finish(&self, app: &mut App) {
if let Some(future_renderer_resources) =
app.world.remove_resource::<FutureRendererResources>()
{
let (device, queue, adapter_info, render_adapter, instance) =
future_renderer_resources.0.lock().unwrap().take().unwrap();
app.insert_resource(device.clone())
.insert_resource(queue.clone())
.insert_resource(adapter_info.clone())
.insert_resource(render_adapter.clone());
let render_app = app.sub_app_mut(RenderApp);
render_app
.insert_resource(RenderInstance(instance))
.insert_resource(PipelineCache::new(device.clone()))
.insert_resource(device)
.insert_resource(queue)
.insert_resource(render_adapter)
.insert_resource(adapter_info);
}
}
}
/// A "scratch" world used to avoid allocating new worlds every frame when
/// swapping out the [`MainWorld`] for [`ExtractSchedule`].
#[derive(Resource, Default)]
struct ScratchMainWorld(World);
/// Executes the [`ExtractSchedule`] step of the renderer.
/// This updates the render world with the extracted ECS data of the current frame.
fn extract(main_world: &mut World, render_app: &mut App) {
// temporarily add the app world to the render world as a resource
let scratch_world = main_world.remove_resource::<ScratchMainWorld>().unwrap();
let inserted_world = std::mem::replace(main_world, scratch_world.0);
render_app.world.insert_resource(MainWorld(inserted_world));
render_app.world.run_schedule(ExtractSchedule);
// move the app world back, as if nothing happened.
let inserted_world = render_app.world.remove_resource::<MainWorld>().unwrap();
let scratch_world = std::mem::replace(main_world, inserted_world.0);
main_world.insert_resource(ScratchMainWorld(scratch_world));
}
/// Applies the commands from the extract schedule. This happens during
/// the render schedule rather than during extraction to allow the commands to run in parallel with the
/// main app when pipelined rendering is enabled.
fn apply_extract_commands(render_world: &mut World) {
render_world.resource_scope(|render_world, mut schedules: Mut<Schedules>| {
schedules
.get_mut(&ExtractSchedule)
.unwrap()
.apply_system_buffers(render_world);
});
}