Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Merged by Bors] - Move 'startup' Resource WgpuSettings into the RenderPlugin #6946

Closed
wants to merge 1 commit into from
Closed
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
24 changes: 12 additions & 12 deletions crates/bevy_render/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -43,6 +43,7 @@ use crate::{
mesh::MeshPlugin,
render_resource::{PipelineCache, Shader, ShaderLoader},
renderer::{render_system, RenderInstance},
settings::WgpuSettings,
view::{ViewPlugin, WindowRenderPlugin},
};
use bevy_app::{App, AppLabel, Plugin};
Expand All @@ -56,7 +57,9 @@ use std::{

/// Contains the default Bevy rendering backend based on wgpu.
#[derive(Default)]
pub struct RenderPlugin;
pub struct RenderPlugin {
pub wgpu_settings: WgpuSettings,
}

/// The labels of the default App rendering stages.
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
Expand Down Expand Up @@ -124,18 +127,12 @@ pub struct RenderApp;
impl Plugin for RenderPlugin {
/// Initializes the renderer, sets up the [`RenderStage`](RenderStage) and creates the rendering sub-app.
fn build(&self, app: &mut App) {
let options = app
.world
.get_resource::<settings::WgpuSettings>()
.cloned()
.unwrap_or_default();

app.add_asset::<Shader>()
.add_debug_asset::<Shader>()
.init_asset_loader::<ShaderLoader>()
.init_debug_asset_loader::<ShaderLoader>();

if let Some(backends) = options.backends {
if let Some(backends) = self.wgpu_settings.backends {
let windows = app.world.resource_mut::<bevy_window::Windows>();
let instance = wgpu::Instance::new(backends);

Expand All @@ -148,13 +145,16 @@ impl Plugin for RenderPlugin {
});

let request_adapter_options = wgpu::RequestAdapterOptions {
power_preference: options.power_preference,
power_preference: self.wgpu_settings.power_preference,
compatible_surface: surface.as_ref(),
..Default::default()
};
let (device, queue, adapter_info, render_adapter) = futures_lite::future::block_on(
renderer::initialize_renderer(&instance, &options, &request_adapter_options),
);
let (device, queue, adapter_info, render_adapter) =
futures_lite::future::block_on(renderer::initialize_renderer(
&instance,
&self.wgpu_settings,
&request_adapter_options,
));
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
app.insert_resource(device.clone())
Expand Down
3 changes: 1 addition & 2 deletions crates/bevy_render/src/settings.rs
Original file line number Diff line number Diff line change
@@ -1,6 +1,5 @@
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`.
Expand All @@ -23,7 +22,7 @@ pub enum WgpuSettingsPriority {
/// 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)]
#[derive(Clone)]
pub struct WgpuSettings {
pub device_label: Option<Cow<'static, str>>,
pub backends: Option<Backends>,
Expand Down
13 changes: 7 additions & 6 deletions examples/3d/wireframe.rs
Original file line number Diff line number Diff line change
Expand Up @@ -3,16 +3,17 @@
use bevy::{
pbr::wireframe::{Wireframe, WireframeConfig, WireframePlugin},
prelude::*,
render::{render_resource::WgpuFeatures, settings::WgpuSettings},
render::{render_resource::WgpuFeatures, settings::WgpuSettings, RenderPlugin},
};

fn main() {
App::new()
.insert_resource(WgpuSettings {
features: WgpuFeatures::POLYGON_MODE_LINE,
..default()
})
.add_plugins(DefaultPlugins)
.add_plugins(DefaultPlugins.set(RenderPlugin {
wgpu_settings: WgpuSettings {
features: WgpuFeatures::POLYGON_MODE_LINE,
..default()
},
}))
.add_plugin(WireframePlugin)
.add_startup_system(setup)
.run();
Expand Down
20 changes: 12 additions & 8 deletions examples/android/src/lib.rs
Original file line number Diff line number Diff line change
@@ -1,19 +1,23 @@
use bevy::{
prelude::*,
render::settings::{WgpuSettings, WgpuSettingsPriority},
render::{
settings::{WgpuSettings, WgpuSettingsPriority},
RenderPlugin,
},
};

// the `bevy_main` proc_macro generates the required android boilerplate
#[bevy_main]
fn main() {
App::new()
// This configures the app to use the most compatible rendering settings.
// They help with compatibility with as many devices as possible.
.insert_resource(WgpuSettings {
priority: WgpuSettingsPriority::Compatibility,
..default()
})
.add_plugins(DefaultPlugins)
.add_plugins(DefaultPlugins.set(RenderPlugin {
// This configures the app to use the most compatible rendering settings.
// They help with compatibility with as many devices as possible.
wgpu_settings: WgpuSettings {
priority: WgpuSettingsPriority::Compatibility,
..default()
},
}))
.add_startup_system(setup)
.run();
}
Expand Down
16 changes: 10 additions & 6 deletions examples/app/no_renderer.rs
Original file line number Diff line number Diff line change
Expand Up @@ -4,14 +4,18 @@
//!
//! See also the `headless` example which does not display a window.

use bevy::{prelude::*, render::settings::WgpuSettings};
use bevy::{
prelude::*,
render::{settings::WgpuSettings, RenderPlugin},
};

fn main() {
App::new()
.insert_resource(WgpuSettings {
backends: None,
..default()
})
.add_plugins(DefaultPlugins)
.add_plugins(DefaultPlugins.set(RenderPlugin {
wgpu_settings: WgpuSettings {
backends: None,
..default()
},
}))
.run();
}