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[Merged by Bors] - WebGL2 support #3039
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Original file line number | Diff line number | Diff line change |
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@@ -29,7 +29,7 @@ bevy_utils = { path = "../../crates/bevy_utils", version = "0.5.0" } | |
image = { version = "0.23.12", default-features = false } | ||
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# misc | ||
wgpu = { version = "0.11.0", features = ["spirv"] } | ||
wgpu = { version = "0.11.0", features = ["spirv", "webgl"] } | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Should this feature be enabled only in wasm? That's possible now with edition 2021 There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. probably, taking a look There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. just fixed this |
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naga = { version = "0.7.0", features = ["glsl-in", "spv-in", "spv-out", "wgsl-in", "wgsl-out"] } | ||
serde = { version = "1", features = ["derive"] } | ||
bitflags = "1.2.1" | ||
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@@ -84,15 +84,40 @@ struct ScratchRenderWorld(World); | |
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impl Plugin for RenderPlugin { | ||
fn build(&self, app: &mut App) { | ||
let (instance, device, queue) = | ||
futures_lite::future::block_on(renderer::initialize_renderer( | ||
wgpu::util::backend_bits_from_env().unwrap_or(Backends::PRIMARY), | ||
&wgpu::RequestAdapterOptions { | ||
power_preference: wgpu::PowerPreference::HighPerformance, | ||
..Default::default() | ||
let default_backend = if cfg!(not(target_arch = "wasm32")) { | ||
Backends::PRIMARY | ||
} else { | ||
Backends::GL | ||
}; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Wgpu be changed to default to webgl on wasm? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Good point, it would be great to prefer webgpu over webgl if available (probably). I'll try to figure out how to do it. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I don't think its worth blocking on this, but I agree that its a "nice to have". |
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let backends = wgpu::util::backend_bits_from_env().unwrap_or(default_backend); | ||
let instance = wgpu::Instance::new(backends); | ||
let surface = { | ||
let world = app.world.cell(); | ||
let windows = world.get_resource_mut::<bevy_window::Windows>().unwrap(); | ||
let raw_handle = windows.get_primary().map(|window| unsafe { | ||
let handle = window.raw_window_handle().get_handle(); | ||
instance.create_surface(&handle) | ||
}); | ||
raw_handle | ||
}; | ||
let (device, queue) = futures_lite::future::block_on(renderer::initialize_renderer( | ||
&instance, | ||
&wgpu::RequestAdapterOptions { | ||
power_preference: wgpu::PowerPreference::HighPerformance, | ||
compatible_surface: surface.as_ref(), | ||
..Default::default() | ||
}, | ||
&wgpu::DeviceDescriptor { | ||
features: wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES, | ||
#[cfg(not(target_arch = "wasm32"))] | ||
limits: wgpu::Limits::default(), | ||
#[cfg(target_arch = "wasm32")] | ||
limits: wgpu::Limits { | ||
..wgpu::Limits::downlevel_webgl2_defaults() | ||
}, | ||
&wgpu::DeviceDescriptor::default(), | ||
)); | ||
..Default::default() | ||
}, | ||
)); | ||
app.insert_resource(device.clone()) | ||
.insert_resource(queue.clone()) | ||
.init_resource::<ScratchRenderWorld>(); | ||
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@@ -42,7 +42,7 @@ pub trait BevyDefault { | |
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impl BevyDefault for wgpu::TextureFormat { | ||
fn bevy_default() -> Self { | ||
if cfg!(target_os = "android") { | ||
if cfg!(target_os = "android") || cfg!(target_arch = "wasm32") { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Can we use rgba everywhere? Are there any advantages to bgra on other platforms? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I remember hearing that a lot of hardware only supports (or prefers) bgra swap chains. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Wgpu used to use bgra as a default in their examples, but it looks like at some point they switched to rgba. @kvark is there any reason to default to bgra at this point? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. At this point we can default to RGBA. Originally, we weren't sure if RGBA is really supported everywhere for presentation, as weird as it sounds. |
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// Bgra8UnormSrgb texture missing on some Android devices | ||
wgpu::TextureFormat::Rgba8UnormSrgb | ||
} else { | ||
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Can you do this in the winit_runner_with and keep the EventLoop argument of winit_runner_with?
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@cart ? (it is your code :) But it seems
handle_initial_window_events
needs to be called as is, because we need to have a window when renderer_plugin is initialized.There was a problem hiding this comment.
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Yup sadly its an order of operations thing. We need to init these windows before the RenderPlugin is setup, not before the app starts running.