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use std::sync::{
atomic::{AtomicU64, Ordering},
Arc,
};
use parking_lot::{MappedRwLockReadGuard, Mutex, RwLock, RwLockReadGuard};
use type_map::concurrent::{self, TypeMap};
use crate::{
allocator::{CpuWriteGpuReadBelt, GpuReadbackBelt},
config::{DeviceCaps, DeviceTier, RenderContextConfig},
error_handling::{ErrorTracker, WgpuErrorScope},
global_bindings::GlobalBindings,
renderer::Renderer,
resource_managers::TextureManager2D,
wgpu_resources::WgpuResourcePools,
FileServer, RecommendedFileResolver,
};
/// Frame idx used before starting the first frame.
const STARTUP_FRAME_IDX: u64 = u64::MAX;
#[derive(thiserror::Error, Debug)]
pub enum RenderContextError {
#[error(
"The given device doesn't support the required limits for the given hardware caps {device_caps:?}.\n\
Required: {required:?}\n\
Actual: {actual:?}"
)]
Limits {
device_caps: DeviceCaps,
required: Box<wgpu::Limits>, // boxed because of its size
actual: Box<wgpu::Limits>, // boxed because of its size
},
#[error(
"The given device doesn't support the required features for the given hardware caps {device_caps:?}.\n\
Required: {required:?}\n\
Actual: {actual:?}"
)]
Features {
device_caps: DeviceCaps,
required: wgpu::Features,
actual: wgpu::Features,
},
#[error(
"The given device doesn't support the required downlevel capabilities for the given hardware caps {device_caps:?}.\n\
Required: {required:?}\n\
Actual: {actual:?}"
)]
DownlevelCapabilities {
device_caps: DeviceCaps,
required: wgpu::DownlevelCapabilities,
actual: wgpu::DownlevelCapabilities,
},
}
/// Any resource involving wgpu rendering which can be re-used across different scenes.
/// I.e. render pipelines, resource pools, etc.
pub struct RenderContext {
pub device: Arc<wgpu::Device>,
pub queue: Arc<wgpu::Queue>,
pub config: RenderContextConfig,
/// Global bindings, always bound to 0 bind group slot zero.
/// [`Renderer`] are not allowed to use bind group 0 themselves!
pub(crate) global_bindings: GlobalBindings,
renderers: RwLock<Renderers>,
pub(crate) resolver: RecommendedFileResolver,
pub texture_manager_2d: TextureManager2D,
pub(crate) cpu_write_gpu_read_belt: Mutex<CpuWriteGpuReadBelt>,
pub gpu_readback_belt: Mutex<GpuReadbackBelt>,
/// List of unfinished queue submission via this context.
///
/// This is currently only about submissions we do via the global encoder in [`ActiveFrameContext`]
/// TODO(andreas): We rely on egui for the "primary" submissions in `re_viewer`. It would be nice to take full control over all submissions.
inflight_queue_submissions: Vec<wgpu::SubmissionIndex>,
pub active_frame: ActiveFrameContext,
/// Frame index used for [`wgpu::Device::on_uncaptured_error`] callbacks.
///
/// Today, when using wgpu-core (== native & webgl) this is equal to the current [`ActiveFrameContext::frame_index`]
/// since the content timeline is in sync with the device timeline,
/// meaning everything done on [`wgpu::Device`] happens right away.
/// On WebGPU however, the `content timeline` may be arbitrarily behind the `device timeline`!
/// See <https://www.w3.org/TR/webgpu/#programming-model-timelines>.
frame_index_for_uncaptured_errors: Arc<AtomicU64>,
/// Error tracker used for `top_level_error_scope` and [`wgpu::Device::on_uncaptured_error`].
top_level_error_tracker: Arc<ErrorTracker>,
pub gpu_resources: WgpuResourcePools, // Last due to drop order.
}
/// Struct owning *all* [`Renderer`].
/// [`Renderer`] are created lazily and stay around indefinitely.
pub(crate) struct Renderers {
renderers: concurrent::TypeMap,
}
impl Renderers {
pub fn get_or_create<R: 'static + Renderer + Send + Sync>(
&mut self,
ctx: &RenderContext,
) -> &R {
self.renderers.entry().or_insert_with(|| {
re_tracing::profile_scope!("create_renderer", std::any::type_name::<R>());
R::create_renderer(ctx)
})
}
pub fn get<R: 'static + Renderer>(&self) -> Option<&R> {
self.renderers.get::<R>()
}
}
impl RenderContext {
/// Chunk size for our cpu->gpu buffer manager.
///
/// 32MiB chunk size (as big as a for instance a 2048x1024 float4 texture)
/// (it's tempting to use something smaller on Web, but this may just cause more
/// buffers to be allocated the moment we want to upload a bigger chunk)
const CPU_WRITE_GPU_READ_BELT_DEFAULT_CHUNK_SIZE: Option<wgpu::BufferSize> =
wgpu::BufferSize::new(1024 * 1024 * 32);
/// Chunk size for our gpu->cpu buffer manager.
///
/// We expect large screenshots to be rare occurrences, so we go with fairly small chunks of just 64 kiB.
/// (this is as much memory as a 128x128 rgba8 texture, or a little bit less than a 64x64 picking target with depth)
/// I.e. screenshots will end up in dedicated chunks.
const GPU_READBACK_BELT_DEFAULT_CHUNK_SIZE: Option<wgpu::BufferSize> =
wgpu::BufferSize::new(1024 * 64);
/// Limit maximum number of in flight submissions to this number.
///
/// By limiting the number of submissions we have on the queue we ensure that GPU stalls do not
/// cause us to request more and more memory to prepare more and more submissions.
///
/// Note that this is only indirectly related to number of buffered frames,
/// since buffered frames/blit strategy are all about the display<->gpu interface,
/// whereas this is about a *particular aspect* of the cpu<->gpu interface.
///
/// Should be somewhere between 1-4, too high and we use up more memory and introduce latency,
/// too low and we may starve the GPU.
const MAX_NUM_INFLIGHT_QUEUE_SUBMISSIONS: usize = 4;
pub fn new(
adapter: &wgpu::Adapter,
device: Arc<wgpu::Device>,
queue: Arc<wgpu::Queue>,
config: RenderContextConfig,
) -> Result<Self, RenderContextError> {
re_tracing::profile_function!();
let frame_index_for_uncaptured_errors = Arc::new(AtomicU64::new(STARTUP_FRAME_IDX));
// Make sure to catch all errors, never crash, and deduplicate reported errors.
// `on_uncaptured_error` is a last-resort handler which we should never hit,
// since there should always be an open error scope.
//
// Note that this handler may not be called for all errors!
// (as of writing, wgpu-core will always call it when there's no open error scope, but Dawn doesn't!)
// Therefore, it is important to always have a `WgpuErrorScope` open!
// See https://www.w3.org/TR/webgpu/#telemetry
let top_level_error_tracker = {
let err_tracker = Arc::new(ErrorTracker::default());
device.on_uncaptured_error({
let err_tracker = Arc::clone(&err_tracker);
let frame_index_for_uncaptured_errors = frame_index_for_uncaptured_errors.clone();
Box::new(move |err| {
err_tracker.handle_error(
err,
frame_index_for_uncaptured_errors.load(Ordering::Acquire),
);
})
});
err_tracker
};
let top_level_error_scope = Some(WgpuErrorScope::start(&device));
log_adapter_info(&adapter.get_info());
let mut gpu_resources = WgpuResourcePools::default();
let global_bindings = GlobalBindings::new(&gpu_resources, &device);
// Validate capabilities of the device.
if !config.device_caps.limits().check_limits(&device.limits()) {
return Err(RenderContextError::Limits {
required: Box::new(config.device_caps.limits()),
device_caps: config.device_caps,
actual: Box::new(device.limits()),
});
}
if !device.features().contains(config.device_caps.features()) {
return Err(RenderContextError::Features {
required: config.device_caps.features(),
device_caps: config.device_caps,
actual: device.features(),
});
}
if !adapter
.get_downlevel_capabilities()
.flags
.contains(config.device_caps.required_downlevel_capabilities().flags)
{
return Err(RenderContextError::DownlevelCapabilities {
required: config.device_caps.required_downlevel_capabilities(),
device_caps: config.device_caps,
actual: adapter.get_downlevel_capabilities(),
});
}
let resolver = crate::new_recommended_file_resolver();
let texture_manager_2d = TextureManager2D::new(&device, &queue, &gpu_resources.textures);
let active_frame = ActiveFrameContext {
before_view_builder_encoder: Mutex::new(FrameGlobalCommandEncoder::new(&device)),
frame_index: STARTUP_FRAME_IDX,
top_level_error_scope,
};
// Register shader workarounds for the current device.
if adapter.get_info().backend == wgpu::Backend::BrowserWebGpu {
// Chrome/Tint does not support `@invariant` when targeting Metal.
// https://bugs.chromium.org/p/chromium/issues/detail?id=1439273
// (bug is fixed as of writing, but hasn't hit any public released version yet)
// Ignoring it is fine in the cases we use it, it's mostly there to avoid a (correct!) warning in wgpu.
gpu_resources
.shader_modules
.shader_text_workaround_replacements
.push((
"@invariant @builtin(position)".to_owned(),
"@builtin(position)".to_owned(),
));
}
let cpu_write_gpu_read_belt = Mutex::new(CpuWriteGpuReadBelt::new(
Self::CPU_WRITE_GPU_READ_BELT_DEFAULT_CHUNK_SIZE.unwrap(),
));
let gpu_readback_belt = Mutex::new(GpuReadbackBelt::new(
Self::GPU_READBACK_BELT_DEFAULT_CHUNK_SIZE.unwrap(),
));
Ok(Self {
device,
queue,
config,
global_bindings,
renderers: RwLock::new(Renderers {
renderers: TypeMap::new(),
}),
resolver,
top_level_error_tracker,
texture_manager_2d,
cpu_write_gpu_read_belt,
gpu_readback_belt,
inflight_queue_submissions: Vec::new(),
active_frame,
frame_index_for_uncaptured_errors,
gpu_resources,
})
}
fn poll_device(&mut self) {
re_tracing::profile_function!();
// Browsers don't let us wait for GPU work via `poll`:
//
// * WebGPU: `poll` is a no-op as the spec doesn't specify it at all. Calling it doesn't hurt though.
//
// * WebGL: Internal timeout can't go above a browser specific value.
// Since wgpu ran into issues in the past with some browsers returning errors,
// it uses a timeout of zero and ignores errors there.
//
// This causes unused buffers to be freed immediately, which is wrong but also doesn't hurt
// since WebGL doesn't care about freeing buffers/textures that are still in use.
// Meaning, that from our POV we're actually freeing cpu memory that we wanted to free anyways.
// *More importantly this means that we get buffers from the staging belts back earlier!*
// Therefore, we just always "block" instead on WebGL to free as early as possible,
// knowing that we're not _actually_ blocking.
//
// For more details check https://github.com/gfx-rs/wgpu/issues/3601
if cfg!(target_arch = "wasm32") && self.config.device_caps.tier == DeviceTier::Gles {
self.device.poll(wgpu::Maintain::Wait);
return;
}
// Ensure not too many queue submissions are in flight.
let num_submissions_to_wait_for = self
.inflight_queue_submissions
.len()
.saturating_sub(Self::MAX_NUM_INFLIGHT_QUEUE_SUBMISSIONS);
if let Some(newest_submission_to_wait_for) = self
.inflight_queue_submissions
.drain(0..num_submissions_to_wait_for)
.last()
{
self.device.poll(wgpu::Maintain::WaitForSubmissionIndex(
newest_submission_to_wait_for,
));
}
}
/// Call this at the beginning of a new frame.
///
/// Updates internal book-keeping, frame allocators and executes delayed events like shader reloading.
pub fn begin_frame(&mut self) {
re_tracing::profile_function!();
// If the currently active frame still has an encoder, we need to finish it and queue it.
// This should only ever happen for the first frame where we created an encoder for preparatory work. Every other frame we take the encoder at submit!
if self
.active_frame
.before_view_builder_encoder
.lock()
.0
.is_some()
{
if self.active_frame.frame_index != STARTUP_FRAME_IDX {
re_log::error!("There was still a command encoder from the previous frame at the beginning of the current.
This means, either a call to RenderContext::before_submit was omitted, or the previous frame was unexpectedly cancelled.");
}
self.before_submit();
}
// Request write used staging buffer back.
// TODO(andreas): If we'd control all submissions, we could move this directly after the submission which would be a bit better.
self.cpu_write_gpu_read_belt.get_mut().after_queue_submit();
// Map all read staging buffers.
self.gpu_readback_belt.get_mut().after_queue_submit();
// Close previous' frame error scope.
if let Some(top_level_error_scope) = self.active_frame.top_level_error_scope.take() {
let frame_index_for_uncaptured_errors = self.frame_index_for_uncaptured_errors.clone();
self.top_level_error_tracker.handle_error_future(
self.config.device_caps.backend_type,
top_level_error_scope.end(),
self.active_frame.frame_index,
move |err_tracker, frame_index| {
// Update last completed frame index.
//
// Note that this means that the device timeline has now finished this frame as well!
// Reminder: On WebGPU the device timeline may be arbitrarily behind the content timeline!
// See <https://www.w3.org/TR/webgpu/#programming-model-timelines>.
frame_index_for_uncaptured_errors.store(frame_index, Ordering::Release);
err_tracker.on_device_timeline_frame_finished(frame_index);
// TODO(#4507): Once we support creating more error handlers,
// we need to tell all of them here that the frame has finished.
},
);
}
// New active frame!
self.active_frame = ActiveFrameContext {
before_view_builder_encoder: Mutex::new(FrameGlobalCommandEncoder::new(&self.device)),
frame_index: self.active_frame.frame_index.wrapping_add(1),
top_level_error_scope: Some(WgpuErrorScope::start(&self.device)),
};
let frame_index = self.active_frame.frame_index;
// The set of files on disk that were modified in any way since last frame,
// ignoring deletions.
// Always an empty set in release builds.
let modified_paths = FileServer::get_mut(|fs| fs.collect(&self.resolver));
if !modified_paths.is_empty() {
re_log::debug!(?modified_paths, "got some filesystem events");
}
self.texture_manager_2d.begin_frame(frame_index);
self.gpu_readback_belt.get_mut().begin_frame(frame_index);
{
let WgpuResourcePools {
bind_group_layouts,
bind_groups,
pipeline_layouts,
render_pipelines,
samplers,
shader_modules,
textures,
buffers,
} = &mut self.gpu_resources; // not all pools require maintenance
// Shader module maintenance must come before render pipelines because render pipeline
// recompilation picks up all shaders that have been recompiled this frame.
shader_modules.begin_frame(&self.device, &self.resolver, frame_index, &modified_paths);
render_pipelines.begin_frame(
&self.device,
frame_index,
shader_modules,
pipeline_layouts,
);
bind_groups.begin_frame(frame_index, textures, buffers, samplers);
textures.begin_frame(frame_index);
buffers.begin_frame(frame_index);
pipeline_layouts.begin_frame(frame_index);
bind_group_layouts.begin_frame(frame_index);
samplers.begin_frame(frame_index);
}
// Poll device *after* resource pool `begin_frame` since resource pools may each decide drop resources.
// Wgpu internally may then internally decide to let go of these buffers.
self.poll_device();
}
/// Call this at the end of a frame but before submitting command buffers (e.g. from [`crate::view_builder::ViewBuilder`])
pub fn before_submit(&mut self) {
re_tracing::profile_function!();
// Unmap all write staging buffers.
self.cpu_write_gpu_read_belt.lock().before_queue_submit();
if let Some(command_encoder) = self
.active_frame
.before_view_builder_encoder
.lock()
.0
.take()
{
re_tracing::profile_scope!("finish & submit frame-global encoder");
let command_buffer = command_encoder.finish();
// TODO(andreas): For better performance, we should try to bundle this with the single submit call that is currently happening in eframe.
// How do we hook in there and make sure this buffer is submitted first?
self.inflight_queue_submissions
.push(self.queue.submit([command_buffer]));
}
}
/// Gets a renderer with the specified type, initializing it if necessary.
pub fn renderer<R: 'static + Renderer + Send + Sync>(&self) -> MappedRwLockReadGuard<'_, R> {
// Most likely we already have the renderer. Take a read lock and return it.
if let Ok(renderer) =
parking_lot::RwLockReadGuard::try_map(self.renderers.read(), |r| r.get::<R>())
{
return renderer;
}
// If it wasn't there we have to add it.
// This path is rare since it happens only once per renderer type in the lifetime of the ctx.
// (we don't discard renderers ever)
self.renderers.write().get_or_create::<R>(self);
// Release write lock again and only take a read lock.
// safe to unwrap since we just created it and nobody removes elements from the renderer.
parking_lot::RwLockReadGuard::map(self.renderers.read(), |r| r.get::<R>().unwrap())
}
/// Read access to renderers.
pub(crate) fn read_lock_renderers(&self) -> RwLockReadGuard<'_, Renderers> {
self.renderers.read()
}
/// Returns the global frame index of the active frame.
pub fn active_frame_idx(&self) -> u64 {
self.active_frame.frame_index
}
/// Returns the device's capabilities.
pub fn device_caps(&self) -> &DeviceCaps {
&self.config.device_caps
}
}
pub struct FrameGlobalCommandEncoder(Option<wgpu::CommandEncoder>);
impl FrameGlobalCommandEncoder {
fn new(device: &wgpu::Device) -> Self {
Self(Some(device.create_command_encoder(
&wgpu::CommandEncoderDescriptor {
label:
crate::DebugLabel::from("global \"before viewbuilder\" command encoder").get(),
},
)))
}
/// Gets the global encoder for a frame. Only valid within a frame.
pub fn get(&mut self) -> &mut wgpu::CommandEncoder {
self.0
.as_mut()
.expect("Frame global encoder can't be accessed outside of a frame!")
}
}
impl Drop for FrameGlobalCommandEncoder {
fn drop(&mut self) {
// Close global command encoder if there is any pending.
// Not doing so before shutdown causes errors!
if let Some(encoder) = self.0.take() {
encoder.finish();
}
}
}
pub struct ActiveFrameContext {
/// Command encoder for all commands that should go in before view builder are submitted.
///
/// This should be used for any gpu copy operation outside of a renderer or view builder.
/// (i.e. typically in [`crate::renderer::DrawData`] creation!)
pub before_view_builder_encoder: Mutex<FrameGlobalCommandEncoder>,
/// Index of this frame. Is incremented for every render frame.
///
/// Keep in mind that all operations on WebGPU are asynchronous:
/// This counter is part of the `content timeline` and may be arbitrarily
/// behind both of the `device timeline` and `queue timeline`.
/// See <https://www.w3.org/TR/webgpu/#programming-model-timelines>
pub frame_index: u64,
/// Top level device error scope, created at startup and closed & reopened on every frame.
///
/// According to documentation, not all errors may be caught by [`wgpu::Device::on_uncaptured_error`].
/// <https://www.w3.org/TR/webgpu/#eventdef-gpudevice-uncapturederror>
/// Therefore, we should make sure that we _always_ have an error scope open!
/// Additionally, we use this to update [`RenderContext::frame_index_for_uncaptured_errors`].
///
/// The only time this is allowed to be `None` is during shutdown and when closing an old and opening a new scope.
top_level_error_scope: Option<WgpuErrorScope>,
}
fn log_adapter_info(info: &wgpu::AdapterInfo) {
re_tracing::profile_function!();
let is_software_rasterizer_with_known_crashes = {
// See https://github.com/rerun-io/rerun/issues/3089
const KNOWN_SOFTWARE_RASTERIZERS: &[&str] = &[
"lavapipe", // Vulkan software rasterizer
"llvmpipe", // OpenGL software rasterizer
];
// I'm not sure where the incriminating string will appear, so check all fields at once:
let info_string = format!("{info:?}").to_lowercase();
KNOWN_SOFTWARE_RASTERIZERS
.iter()
.any(|&software_rasterizer| info_string.contains(software_rasterizer))
};
let human_readable_summary = adapter_info_summary(info);
if is_software_rasterizer_with_known_crashes {
re_log::warn!("Bad software rasterizer detected - expect poor performance and crashes. See: https://www.rerun.io/docs/getting-started/troubleshooting#graphics-issues");
re_log::info!("wgpu adapter {human_readable_summary}");
} else if info.device_type == wgpu::DeviceType::Cpu {
re_log::warn!("Software rasterizer detected - expect poor performance. See: https://www.rerun.io/docs/getting-started/troubleshooting#graphics-issues");
re_log::info!("wgpu adapter {human_readable_summary}");
} else {
re_log::debug!("wgpu adapter {human_readable_summary}");
}
}
/// A human-readable summary about an adapter
pub fn adapter_info_summary(info: &wgpu::AdapterInfo) -> String {
let wgpu::AdapterInfo {
name,
vendor: _, // skip integer id
device: _, // skip integer id
device_type,
driver,
driver_info,
backend,
} = &info;
// Example values:
// > name: "llvmpipe (LLVM 16.0.6, 256 bits)", device_type: Cpu, backend: Vulkan, driver: "llvmpipe", driver_info: "Mesa 23.1.6-arch1.4 (LLVM 16.0.6)"
// > name: "Apple M1 Pro", device_type: IntegratedGpu, backend: Metal, driver: "", driver_info: ""
// > name: "ANGLE (Apple, Apple M1 Pro, OpenGL 4.1)", device_type: IntegratedGpu, backend: Gl, driver: "", driver_info: ""
let mut summary = format!("backend: {backend:?}, device_type: {device_type:?}");
if !name.is_empty() {
summary += &format!(", name: {name:?}");
}
if !driver.is_empty() {
summary += &format!(", driver: {driver:?}");
}
if !driver_info.is_empty() {
summary += &format!(", driver_info: {driver_info:?}");
}
summary
}