mirror of
https://github.com/bevyengine/bevy
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630958a9f1
# Objective Fix #8936. ## Solution Stop using `unwrap` in the core pipelined rendering logic flow. Separately also scoped the `sub app` span to just running the render app instead of including the blocking send. Current unknowns: should we use `std::panic::catch_unwind` around running the render app? Other engine threads use it defensively, but we're letting it bubble up here, and a user-created panic could cause a deadlock if it kills the thread. --- ## Changelog Fixed: Pipelined rendering should no longer have spurious panics upon app exit.
154 lines
6.7 KiB
Rust
154 lines
6.7 KiB
Rust
use async_channel::{Receiver, Sender};
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use bevy_app::{App, AppLabel, Main, Plugin, SubApp};
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use bevy_ecs::{
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schedule::MainThreadExecutor,
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system::Resource,
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world::{Mut, World},
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};
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use bevy_tasks::ComputeTaskPool;
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use crate::RenderApp;
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/// A Label for the sub app that runs the parts of pipelined rendering that need to run on the main thread.
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///
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/// The Main schedule of this app can be used to run logic after the render schedule starts, but
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/// before I/O processing. This can be useful for something like frame pacing.
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#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
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pub struct RenderExtractApp;
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/// Channel to send the render app from the main thread to the rendering thread
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#[derive(Resource)]
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pub struct MainToRenderAppSender(pub Sender<SubApp>);
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/// Channel to send the render app from the render thread to the main thread
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#[derive(Resource)]
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pub struct RenderToMainAppReceiver(pub Receiver<SubApp>);
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/// The [`PipelinedRenderingPlugin`] can be added to your application to enable pipelined rendering.
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/// This moves rendering into a different thread, so that the Nth frame's rendering can
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/// be run at the same time as the N + 1 frame's simulation.
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///
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/// ```text
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/// |--------------------|--------------------|--------------------|--------------------|
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/// | simulation thread | frame 1 simulation | frame 2 simulation | frame 3 simulation |
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/// |--------------------|--------------------|--------------------|--------------------|
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/// | rendering thread | | frame 1 rendering | frame 2 rendering |
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/// |--------------------|--------------------|--------------------|--------------------|
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/// ```
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///
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/// The plugin is dependent on the [`crate::RenderApp`] added by [`crate::RenderPlugin`] and so must
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/// be added after that plugin. If it is not added after, the plugin will do nothing.
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///
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/// A single frame of execution looks something like below
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///
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/// ```text
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/// |--------------------------------------------------------------------|
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/// | | RenderExtractApp schedule | winit events | main schedule |
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/// | extract |----------------------------------------------------------|
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/// | | extract commands | rendering schedule |
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/// |--------------------------------------------------------------------|
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/// ```
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///
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/// - `extract` is the step where data is copied from the main world to the render world.
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/// This is run on the main app's thread.
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/// - On the render thread, we first apply the `extract commands`. This is not run during extract, so the
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/// main schedule can start sooner.
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/// - Then the `rendering schedule` is run. See [`RenderSet`](crate::RenderSet) for the standard steps in this process.
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/// - In parallel to the rendering thread the [`RenderExtractApp`] schedule runs. By
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/// default this schedule is empty. But it is useful if you need something to run before I/O processing.
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/// - Next all the `winit events` are processed.
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/// - And finally the `main app schedule` is run.
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/// - Once both the `main app schedule` and the `render schedule` are finished running, `extract` is run again.
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#[derive(Default)]
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pub struct PipelinedRenderingPlugin;
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impl Plugin for PipelinedRenderingPlugin {
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fn build(&self, app: &mut App) {
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// Don't add RenderExtractApp if RenderApp isn't initialized.
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if app.get_sub_app(RenderApp).is_err() {
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return;
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}
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app.insert_resource(MainThreadExecutor::new());
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let mut sub_app = App::empty();
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sub_app.init_schedule(Main);
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app.insert_sub_app(RenderExtractApp, SubApp::new(sub_app, update_rendering));
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}
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// Sets up the render thread and inserts resources into the main app used for controlling the render thread.
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fn cleanup(&self, app: &mut App) {
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// skip setting up when headless
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if app.get_sub_app(RenderExtractApp).is_err() {
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return;
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}
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let (app_to_render_sender, app_to_render_receiver) = async_channel::bounded::<SubApp>(1);
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let (render_to_app_sender, render_to_app_receiver) = async_channel::bounded::<SubApp>(1);
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let mut render_app = app
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.remove_sub_app(RenderApp)
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.expect("Unable to get RenderApp. Another plugin may have removed the RenderApp before PipelinedRenderingPlugin");
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// clone main thread executor to render world
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let executor = app.world.get_resource::<MainThreadExecutor>().unwrap();
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render_app.app.world.insert_resource(executor.clone());
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render_to_app_sender.send_blocking(render_app).unwrap();
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app.insert_resource(MainToRenderAppSender(app_to_render_sender));
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app.insert_resource(RenderToMainAppReceiver(render_to_app_receiver));
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std::thread::spawn(move || {
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#[cfg(feature = "trace")]
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let _span = bevy_utils::tracing::info_span!("render thread").entered();
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let compute_task_pool = ComputeTaskPool::get();
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loop {
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// run a scope here to allow main world to use this thread while it's waiting for the render app
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let sent_app = compute_task_pool
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.scope(|s| {
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s.spawn(async { app_to_render_receiver.recv().await });
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})
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.pop();
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let Some(Ok(mut render_app)) = sent_app else { break };
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{
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#[cfg(feature = "trace")]
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let _sub_app_span =
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bevy_utils::tracing::info_span!("sub app", name = ?RenderApp).entered();
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render_app.run();
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}
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if render_to_app_sender.send_blocking(render_app).is_err() {
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break;
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}
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}
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bevy_utils::tracing::debug!("exiting pipelined rendering thread");
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});
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}
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}
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// This function waits for the rendering world to be received,
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// runs extract, and then sends the rendering world back to the render thread.
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fn update_rendering(app_world: &mut World, _sub_app: &mut App) {
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app_world.resource_scope(|world, main_thread_executor: Mut<MainThreadExecutor>| {
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// we use a scope here to run any main thread tasks that the render world still needs to run
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// while we wait for the render world to be received.
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let mut render_app = ComputeTaskPool::get()
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.scope_with_executor(true, Some(&*main_thread_executor.0), |s| {
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s.spawn(async {
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let receiver = world.get_resource::<RenderToMainAppReceiver>().unwrap();
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receiver.0.recv().await.unwrap()
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});
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})
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.pop()
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.unwrap();
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render_app.extract(world);
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let sender = world.resource::<MainToRenderAppSender>();
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sender.0.send_blocking(render_app).unwrap();
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});
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}
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