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Move renderer initialization from build time to RenderStartup #20021

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192 changes: 97 additions & 95 deletions crates/bevy_render/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -104,6 +104,7 @@ use sync_world::{
};

use crate::gpu_readback::GpuReadbackPlugin;
use crate::settings::WgpuSettings;
use crate::{
camera::CameraPlugin,
mesh::{MeshPlugin, MorphPlugin, RenderMesh},
Expand All @@ -115,7 +116,7 @@ use crate::{
view::{ViewPlugin, WindowRenderPlugin},
};
use alloc::sync::Arc;
use bevy_app::{App, AppLabel, Plugin, SubApp};
use bevy_app::{App, AppLabel, Plugin, PreStartup, SubApp};
use bevy_asset::{AssetApp, AssetServer};
use bevy_ecs::{prelude::*, schedule::ScheduleLabel};
use bevy_utils::WgpuWrapper;
Expand Down Expand Up @@ -342,95 +343,13 @@ impl Plugin for RenderPlugin {
unsafe { initialize_render_app(app) };
}
RenderCreation::Automatic(render_creation) => {
if let Some(backends) = render_creation.backends {
if render_creation.backends.is_some() {
let future_render_resources_wrapper = Arc::new(Mutex::new(None));
app.insert_resource(FutureRenderResources(
future_render_resources_wrapper.clone(),
));

let primary_window = app
.world_mut()
.query_filtered::<&RawHandleWrapperHolder, With<PrimaryWindow>>()
.single(app.world())
.ok()
.cloned();
let settings = render_creation.clone();
let async_renderer = async move {
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
backends,
flags: settings.instance_flags,
backend_options: wgpu::BackendOptions {
gl: wgpu::GlBackendOptions {
gles_minor_version: settings.gles3_minor_version,
fence_behavior: wgpu::GlFenceBehavior::Normal,
},
dx12: wgpu::Dx12BackendOptions {
shader_compiler: settings.dx12_shader_compiler.clone(),
},
noop: wgpu::NoopBackendOptions { enable: false },
},
});

let surface = primary_window.and_then(|wrapper| {
let maybe_handle = wrapper.0.lock().expect(
"Couldn't get the window handle in time for renderer initialization",
);
if let Some(wrapper) = maybe_handle.as_ref() {
// SAFETY: Plugins should be set up on the main thread.
let handle = unsafe { wrapper.get_handle() };
Some(
instance
.create_surface(handle)
.expect("Failed to create wgpu surface"),
)
} else {
None
}
});

let force_fallback_adapter = std::env::var("WGPU_FORCE_FALLBACK_ADAPTER")
.map_or(settings.force_fallback_adapter, |v| {
!(v.is_empty() || v == "0" || v == "false")
});

let desired_adapter_name = std::env::var("WGPU_ADAPTER_NAME")
.as_deref()
.map_or(settings.adapter_name.clone(), |x| Some(x.to_lowercase()));

let request_adapter_options = wgpu::RequestAdapterOptions {
power_preference: settings.power_preference,
compatible_surface: surface.as_ref(),
force_fallback_adapter,
};

let (device, queue, adapter_info, render_adapter) =
renderer::initialize_renderer(
&instance,
&settings,
&request_adapter_options,
desired_adapter_name,
)
.await;
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
let mut future_render_resources_inner =
future_render_resources_wrapper.lock().unwrap();
*future_render_resources_inner = Some(RenderResources(
device,
queue,
adapter_info,
render_adapter,
RenderInstance(Arc::new(WgpuWrapper::new(instance))),
));
};
// In wasm, spawn a task and detach it for execution
#[cfg(target_arch = "wasm32")]
bevy_tasks::IoTaskPool::get()
.spawn_local(async_renderer)
.detach();
// Otherwise, just block for it to complete
#[cfg(not(target_arch = "wasm32"))]
futures_lite::future::block_on(async_renderer);
))
.insert_resource(AutomaticRendererCreationSettings(render_creation.clone()))
.add_systems(PreStartup, initialize_renderer);

// SAFETY: Plugins should be set up on the main thread.
unsafe { initialize_render_app(app) };
Expand Down Expand Up @@ -476,19 +395,12 @@ impl Plugin for RenderPlugin {
.register_type::<SyncToRenderWorld>();
}

fn ready(&self, app: &App) -> bool {
app.world()
.get_resource::<FutureRenderResources>()
.and_then(|frr| frr.0.try_lock().map(|locked| locked.is_some()).ok())
.unwrap_or(true)
}

fn finish(&self, app: &mut App) {
load_shader_library!(app, "maths.wgsl");
load_shader_library!(app, "color_operations.wgsl");
load_shader_library!(app, "bindless.wgsl");
if let Some(future_render_resources) =
app.world_mut().remove_resource::<FutureRenderResources>()
app.world_mut().get_resource::<FutureRenderResources>()
{
let RenderResources(device, queue, adapter_info, render_adapter, instance) =
future_render_resources.0.lock().unwrap().take().unwrap();
Expand Down Expand Up @@ -520,6 +432,96 @@ impl Plugin for RenderPlugin {
}
}

#[derive(Resource)]
struct AutomaticRendererCreationSettings(WgpuSettings);

fn initialize_renderer(
primary_window: Option<Single<&RawHandleWrapperHolder, With<PrimaryWindow>>>,
future_render_resources: Res<FutureRenderResources>,
render_creation: Res<AutomaticRendererCreationSettings>,
) {
let primary_window = primary_window.map(|primary_window| primary_window.clone());
let settings = render_creation.into_inner().0.clone();
let Some(backends) = settings.backends else {
return;
};
let async_renderer = async move {
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
backends,
flags: settings.instance_flags,
backend_options: wgpu::BackendOptions {
gl: wgpu::GlBackendOptions {
gles_minor_version: settings.gles3_minor_version,
fence_behavior: wgpu::GlFenceBehavior::Normal,
},
dx12: wgpu::Dx12BackendOptions {
shader_compiler: settings.dx12_shader_compiler.clone(),
},
noop: wgpu::NoopBackendOptions { enable: false },
},
});

let surface = primary_window.and_then(|wrapper| {
let maybe_handle = wrapper
.0
.lock()
.expect("Couldn't get the window handle in time for renderer initialization");
if let Some(wrapper) = maybe_handle.as_ref() {
// SAFETY: Plugins should be set up on the main thread.
let handle = unsafe { wrapper.get_handle() };
Some(
instance
.create_surface(handle)
.expect("Failed to create wgpu surface"),
)
} else {
None
}
});

let force_fallback_adapter = std::env::var("WGPU_FORCE_FALLBACK_ADAPTER")
.map_or(settings.force_fallback_adapter, |v| {
!(v.is_empty() || v == "0" || v == "false")
});

let desired_adapter_name = std::env::var("WGPU_ADAPTER_NAME")
.as_deref()
.map_or(settings.adapter_name.clone(), |x| Some(x.to_lowercase()));

let request_adapter_options = wgpu::RequestAdapterOptions {
power_preference: settings.power_preference,
compatible_surface: surface.as_ref(),
force_fallback_adapter,
};

let (device, queue, adapter_info, render_adapter) = renderer::initialize_renderer(
&instance,
&settings,
&request_adapter_options,
desired_adapter_name,
)
.await;
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
let mut future_render_resources_inner = future_render_resources.0.lock().unwrap();
*future_render_resources_inner = Some(RenderResources(
device,
queue,
adapter_info,
render_adapter,
RenderInstance(Arc::new(WgpuWrapper::new(instance))),
));
};
// In wasm, spawn a task and detach it for execution
#[cfg(target_arch = "wasm32")]
bevy_tasks::IoTaskPool::get()
.spawn_local(async_renderer)
.detach();
// Otherwise, just block for it to complete
#[cfg(not(target_arch = "wasm32"))]
futures_lite::future::block_on(async_renderer);
}

/// A "scratch" world used to avoid allocating new worlds every frame when
/// swapping out the [`MainWorld`] for [`ExtractSchedule`].
#[derive(Resource, Default)]
Expand Down
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