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renderer init: create a detached task only on wasm, block otherwise (b…
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…evyengine#9830)

# Objective

- When initializing the renderer, Bevy currently create a detached task
- This is needed on wasm but not on native


## Solution

- Don't create a detached task on native but block on the future
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mockersf authored Sep 19, 2023
1 parent 73e06e3 commit 401b2e7
Showing 1 changed file with 35 additions and 33 deletions.
68 changes: 35 additions & 33 deletions crates/bevy_render/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -251,41 +251,43 @@ impl Plugin for RenderPlugin {
let primary_window = system_state.get(&app.world).get_single().ok().cloned();

let settings = self.wgpu_settings.clone();
bevy_tasks::IoTaskPool::get()
.spawn_local(async move {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends,
dx12_shader_compiler: settings.dx12_shader_compiler.clone(),
});
let surface = primary_window.map(|wrapper| unsafe {
// SAFETY: Plugins should be set up on the main thread.
let handle = wrapper.get_handle();
instance
.create_surface(&handle)
.expect("Failed to create wgpu surface")
});

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

let (device, queue, adapter_info, render_adapter) =
renderer::initialize_renderer(
&instance,
&settings,
&request_adapter_options,
)
let async_renderer = async move {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends,
dx12_shader_compiler: settings.dx12_shader_compiler.clone(),
});
let surface = primary_window.map(|wrapper| unsafe {
// SAFETY: Plugins should be set up on the main thread.
let handle = wrapper.get_handle();
instance
.create_surface(&handle)
.expect("Failed to create wgpu surface")
});

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

let (device, queue, adapter_info, render_adapter) =
renderer::initialize_renderer(&instance, &settings, &request_adapter_options)
.await;
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
let mut future_renderer_resources_inner =
future_renderer_resources_wrapper.lock().unwrap();
*future_renderer_resources_inner =
Some((device, queue, adapter_info, render_adapter, instance));
})
debug!("Configured wgpu adapter Limits: {:#?}", device.limits());
debug!("Configured wgpu adapter Features: {:#?}", device.features());
let mut future_renderer_resources_inner =
future_renderer_resources_wrapper.lock().unwrap();
*future_renderer_resources_inner =
Some((device, queue, adapter_info, render_adapter, 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);

app.init_resource::<ScratchMainWorld>();

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