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Allow prepare_windows to run off main thread on all platforms #11672

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97 changes: 57 additions & 40 deletions crates/bevy_render/src/view/window/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,8 @@ impl Plugin for WindowRenderPlugin {
.init_resource::<ExtractedWindows>()
.init_resource::<WindowSurfaces>()
.add_systems(ExtractSchedule, extract_windows)
.add_systems(Render, prepare_windows.in_set(RenderSet::ManageViews));
.add_systems(Render, prepare_windows.in_set(RenderSet::PrepareAssets))
.add_systems(Render, create_surfaces.in_set(RenderSet::ManageViews));
}
}

Expand Down Expand Up @@ -213,7 +214,7 @@ impl WindowSurfaces {
}
}

/// Creates and (re)configures window surfaces, and obtains a swapchain texture for rendering.
/// (re)configures window surfaces, and obtains a swapchain texture for rendering.
///
/// NOTE: `get_current_texture` in `prepare_windows` can take a long time if the GPU workload is
/// the performance bottleneck. This can be seen in profiles as multiple prepare-set systems all
Expand All @@ -236,55 +237,21 @@ impl WindowSurfaces {
/// later.
#[allow(clippy::too_many_arguments)]
pub fn prepare_windows(
// By accessing a NonSend resource, we tell the scheduler to put this system on the main thread,
// which is necessary for some OS's
#[cfg(any(target_os = "macos", target_os = "ios"))] _marker: Option<NonSend<NonSendMarker>>,
mut windows: ResMut<ExtractedWindows>,
mut window_surfaces: ResMut<WindowSurfaces>,
render_device: Res<RenderDevice>,
render_instance: Res<RenderInstance>,
render_adapter: Res<RenderAdapter>,
screenshot_pipeline: Res<ScreenshotToScreenPipeline>,
pipeline_cache: Res<PipelineCache>,
mut pipelines: ResMut<SpecializedRenderPipelines<ScreenshotToScreenPipeline>>,
mut msaa: ResMut<Msaa>,
#[cfg(target_os = "linux")] render_instance: Res<RenderInstance>,
) {
for window in windows.windows.values_mut() {
let window_surfaces = window_surfaces.deref_mut();
let surface_data = window_surfaces
.surfaces
.entry(window.entity)
.or_insert_with(|| {
let surface_target = SurfaceTargetUnsafe::RawHandle {
raw_display_handle: window.handle.display_handle,
raw_window_handle: window.handle.window_handle,
};
// SAFETY: The window handles in ExtractedWindows will always be valid objects to create surfaces on
let surface = unsafe {
// NOTE: On some OSes this MUST be called from the main thread.
// As of wgpu 0.15, only fallible if the given window is a HTML canvas and obtaining a WebGPU or WebGL2 context fails.
render_instance
.create_surface_unsafe(surface_target)
.expect("Failed to create wgpu surface")
};
let caps = surface.get_capabilities(&render_adapter);
let formats = caps.formats;
// For future HDR output support, we'll need to request a format that supports HDR,
// but as of wgpu 0.15 that is not yet supported.
// Prefer sRGB formats for surfaces, but fall back to first available format if no sRGB formats are available.
let mut format = *formats.first().expect("No supported formats for surface");
for available_format in formats {
// Rgba8UnormSrgb and Bgra8UnormSrgb and the only sRGB formats wgpu exposes that we can use for surfaces.
if available_format == TextureFormat::Rgba8UnormSrgb
|| available_format == TextureFormat::Bgra8UnormSrgb
{
format = available_format;
break;
}
}

SurfaceData { surface, format }
});
let Some(surface_data) = window_surfaces.surfaces.get(&window.entity) else {
continue;
};

let surface_configuration = wgpu::SurfaceConfiguration {
format: surface_data.format,
Expand Down Expand Up @@ -451,3 +418,53 @@ pub fn prepare_windows(
}
}
}

/// Creates window surfaces.
#[allow(clippy::too_many_arguments)]
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pub fn create_surfaces(
// By accessing a NonSend resource, we tell the scheduler to put this system on the main thread,
// which is necessary for some OS's
#[cfg(any(target_os = "macos", target_os = "ios"))] _marker: Option<NonSend<NonSendMarker>>,
windows: Res<ExtractedWindows>,
mut window_surfaces: ResMut<WindowSurfaces>,
render_instance: Res<RenderInstance>,
render_adapter: Res<RenderAdapter>,
) {
for window in windows.windows.values() {
let window_surfaces = window_surfaces.deref_mut();
window_surfaces
.surfaces
.entry(window.entity)
.or_insert_with(|| {
let surface_target = SurfaceTargetUnsafe::RawHandle {
raw_display_handle: window.handle.display_handle,
raw_window_handle: window.handle.window_handle,
};
// SAFETY: The window handles in ExtractedWindows will always be valid objects to create surfaces on
let surface = unsafe {
// NOTE: On some OSes this MUST be called from the main thread.
// As of wgpu 0.15, only fallible if the given window is a HTML canvas and obtaining a WebGPU or WebGL2 context fails.
render_instance
.create_surface_unsafe(surface_target)
.expect("Failed to create wgpu surface")
};
let caps = surface.get_capabilities(&render_adapter);
let formats = caps.formats;
// For future HDR output support, we'll need to request a format that supports HDR,
// but as of wgpu 0.15 that is not yet supported.
// Prefer sRGB formats for surfaces, but fall back to first available format if no sRGB formats are available.
let mut format = *formats.first().expect("No supported formats for surface");
for available_format in formats {
// Rgba8UnormSrgb and Bgra8UnormSrgb and the only sRGB formats wgpu exposes that we can use for surfaces.
if available_format == TextureFormat::Rgba8UnormSrgb
|| available_format == TextureFormat::Bgra8UnormSrgb
{
format = available_format;
break;
}
}

SurfaceData { surface, format }
});
}
}