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[Merged by Bors] - use error scope to handle errors on shader module creation #3675

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jakobhellermann
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@jakobhellermann jakobhellermann commented Jan 14, 2022

related: #3289

In addition to validating shaders early when debug assertions are enabled, use the new error scopes API when creating a shader module.

I chose to keep the early validation (and thereby parsing twice) when debug assertions are enabled in, because it lets as handle errors ourselves and display them with pretty colors, while the error scopes API just gives us a string we can display.

This change pulls in futures-util as a new dependency for future.now_or_never(). I can inline that part of futures-lite into bevy_render to keep the compilation time lower if that's preferred.

@github-actions github-actions bot added the S-Needs-Triage This issue needs to be labelled label Jan 14, 2022
use futures_util::future::FutureExt;
let error = render_device.wgpu_device().pop_error_scope();
if let Some(Some(wgpu::Error::Validation { description, .. })) =
error.now_or_never()
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now_or_never will return Some if the future is ready and None otherwise.
On native wgpu will yield the error immediatly while on wasm it may take some time.

I used it here to not make the pipeline cache more complicated by storing and polling futures, which is IMO not worth it for this change.

@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen C-Usability A targeted quality-of-life change that makes Bevy easier to use and removed S-Needs-Triage This issue needs to be labelled labels Jan 14, 2022
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Please update this on top of main and we can try to get it merged, unless @cart wants changes due to the additional dependency or otherwise. :)

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Rebased it on main and inlined the futures-util dependency since it's just ~20 lines

8860540#diff-cc220cd7b30bdab53f07cc69085af49c438247ef41ebd0d0921d87013d74271cR544-R576

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Rebased on main again and added a comment explaining the usage of now_or_never

https://github.com/bevyengine/bevy/pull/3675/files#diff-cc220cd7b30bdab53f07cc69085af49c438247ef41ebd0d0921d87013d74271cR139-R142

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This looks good to me. I appreciate that you removed the extra dependency!

crates/bevy_render/src/render_resource/pipeline_cache.rs Outdated Show resolved Hide resolved
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cart commented Mar 29, 2022

bors r+

bors bot pushed a commit that referenced this pull request Mar 29, 2022
related: #3289

In addition to validating shaders early when debug assertions are enabled, use the new [error scopes](https://gpuweb.github.io/gpuweb/#error-scopes) API when creating a shader module.

I chose to keep the early validation (and thereby parsing twice) when debug assertions are enabled in, because it lets as handle errors ourselves and display them with pretty colors, while the error scopes API just gives us a string we can display.



This change pulls in `futures-util` as a new dependency for `future.now_or_never()`. I can inline that part of futures-lite into `bevy_render` to keep the compilation time lower if that's preferred.
@bors bors bot changed the title use error scope to handle errors on shader module creation [Merged by Bors] - use error scope to handle errors on shader module creation Mar 29, 2022
@bors bors bot closed this Mar 29, 2022
aevyrie pushed a commit to aevyrie/bevy that referenced this pull request Jun 7, 2022
…e#3675)

related: bevyengine#3289

In addition to validating shaders early when debug assertions are enabled, use the new [error scopes](https://gpuweb.github.io/gpuweb/#error-scopes) API when creating a shader module.

I chose to keep the early validation (and thereby parsing twice) when debug assertions are enabled in, because it lets as handle errors ourselves and display them with pretty colors, while the error scopes API just gives us a string we can display.



This change pulls in `futures-util` as a new dependency for `future.now_or_never()`. I can inline that part of futures-lite into `bevy_render` to keep the compilation time lower if that's preferred.
ItsDoot pushed a commit to ItsDoot/bevy that referenced this pull request Feb 1, 2023
…e#3675)

related: bevyengine#3289

In addition to validating shaders early when debug assertions are enabled, use the new [error scopes](https://gpuweb.github.io/gpuweb/#error-scopes) API when creating a shader module.

I chose to keep the early validation (and thereby parsing twice) when debug assertions are enabled in, because it lets as handle errors ourselves and display them with pretty colors, while the error scopes API just gives us a string we can display.



This change pulls in `futures-util` as a new dependency for `future.now_or_never()`. I can inline that part of futures-lite into `bevy_render` to keep the compilation time lower if that's preferred.
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5 participants