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Robert Swain ef5c8e83ad bevy_render: Support overriding wgpu features and limits (#3912)
# Objective

- Support overriding wgpu features and limits that were calculated from default values or queried from the adapter/backend.
- Fixes #3686

## Solution

- Add `disabled_features: Option<wgpu::Features>` to `WgpuOptions`
- Add `constrained_limits: Option<wgpu::Limits>` to `WgpuOptions`
- After maybe obtaining updated features and limits from the adapter/backend in the case of `WgpuOptionsPriority::Functionality`, enable the `WgpuOptions` `features`, disable the `disabled_features`, and constrain the `limits` by `constrained_limits`.
  - Note that constraining the limits means for `wgpu::Limits` members named `max_.*` we take the minimum of that which was configured/queried for the backend/adapter and the specified constrained limit value. This means the configured/queried value is used if the constrained limit is larger as that is as much as the device/API supports, or the constrained limit value is used if it is smaller as we are imposing an artificial constraint. For members named `min_.*` we take the maximum instead. For example, a minimum stride might be 256 but we set constrained limit value of 1024, then 1024 is the more conservative value. If the constrained limit value were 16, then 256 would be the more conservative.
2022-02-12 20:40:23 -08:00
.cargo Add aarch64-apple-darwin to the config_fast_builds for Apple Silicon (#2739) 2021-08-30 21:56:12 +00:00
.github Re-enable nightly checks and add new dependency duplicate (#3525) 2022-01-02 20:18:53 +00:00
assets add some more pipelined-rendering shader examples (#3041) 2022-01-05 19:43:11 +00:00
benches Renamed Entity::new to Entity::from_raw (#3465) 2021-12-29 20:49:00 +00:00
crates bevy_render: Support overriding wgpu features and limits (#3912) 2022-02-12 20:40:23 -08:00
docs Add instruction to enable ALSA api routing on Arch / Manjaro systems (#3455) 2022-01-05 23:28:30 +00:00
errors Replace old renderer with new renderer (#3312) 2021-12-14 03:58:23 +00:00
examples Add headless mode (#3439) 2022-01-08 10:39:43 +00:00
src Add missing closing ticks for inline examples and some cleanup (#3573) 2022-01-07 09:25:12 +00:00
tests Implement and require #[derive(Component)] on all component structs (#2254) 2021-10-03 19:23:44 +00:00
tools Prepare crevice for vendored release (#3394) 2021-12-23 22:49:12 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore add .cargo/config.toml to .gitignore 2020-12-12 17:17:35 -08:00
Cargo.toml Add headless mode (#3439) 2022-01-08 10:39:43 +00:00
CHANGELOG.md Update CHANGELOG.md 2022-01-07 21:37:34 -08:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md updated contributing.md with merges rights (#3542) 2022-01-04 18:56:58 +00:00
CREDITS.md Cleanup of Markdown Files and add CI Checking (#1463) 2021-02-22 04:50:05 +00:00
deny.toml Re-enable nightly checks and add new dependency duplicate (#3525) 2022-01-02 20:18:53 +00:00
LICENSE Relicense Bevy under the dual MIT or Apache-2.0 license (#2509) 2021-07-23 21:11:51 +00:00
README.md README refresh (#3513) 2022-01-01 19:41:20 +00:00
rustfmt.toml Cargo fmt with unstable features (#1903) 2021-04-21 23:19:34 +00:00

Bevy

Crates.io MIT/Apache 2.0 Crates.io Rust iOS cron CI Discord

What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the very early stages of development. APIs can and will change (now is the time to make suggestions!). Important features are missing. Documentation is sparse. Please don't build any serious projects in Bevy unless you are prepared to be broken by API changes constantly.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

  • The Bevy Book: Bevy's official documentation. The best place to start learning Bevy.
  • Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
  • Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
  • Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our **Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out The Bevy Book for a full tutorial.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Libraries Used

Bevy is only possible because of the hard work put into these foundational technologies:

  • wgpu: modern / low-level / cross-platform graphics library inspired by Vulkan
  • glam-rs: a simple and fast 3D math library for games and graphics
  • winit: cross-platform window creation and management in Rust
  • spirv-reflect: Reflection API in rust for SPIR-V shader byte code

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Third Party Plugins

Plugins are very welcome to extend Bevy's features. Guidelines are available to help integration and usage.

Thanks and Alternatives

Additionally, we would like to thank the Amethyst, macroquad, coffee, ggez, rg3d, and Piston projects for providing solid examples of game engine development in Rust. If you are looking for a Rust game engine, it is worth considering all of your options. Each engine has different design goals, and some will likely resonate with you more than others.

License

Bevy is free and open source! All code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.