Merge pull request #667 from BillyDM/wgpu_outdatedframe

Don't panic when wgpu swapchain frame is outdated
This commit is contained in:
Héctor Ramón 2021-08-05 14:44:32 +07:00 committed by GitHub
commit 45778ed598
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 180 additions and 109 deletions

View file

@ -172,55 +172,66 @@ pub fn main() {
resized = false;
}
let frame = swap_chain.get_current_frame().expect("Next frame");
match swap_chain.get_current_frame() {
Ok(frame) => {
let mut encoder = device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { label: None },
);
let mut encoder = device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { label: None },
);
let program = state.program();
let program = state.program();
{
// We clear the frame
let mut render_pass = scene.clear(
&frame.output.view,
&mut encoder,
program.background_color(),
);
{
// We clear the frame
let mut render_pass = scene.clear(
&frame.output.view,
&mut encoder,
program.background_color(),
);
// Draw the scene
scene.draw(&mut render_pass);
}
// Draw the scene
scene.draw(&mut render_pass);
// And then iced on top
let mouse_interaction = renderer.backend_mut().draw(
&mut device,
&mut staging_belt,
&mut encoder,
&frame.output.view,
&viewport,
state.primitive(),
&debug.overlay(),
);
// Then we submit the work
staging_belt.finish();
queue.submit(Some(encoder.finish()));
// Update the mouse cursor
window.set_cursor_icon(
iced_winit::conversion::mouse_interaction(
mouse_interaction,
),
);
// And recall staging buffers
local_pool
.spawner()
.spawn(staging_belt.recall())
.expect("Recall staging buffers");
local_pool.run_until_stalled();
}
Err(error) => match error {
wgpu::SwapChainError::OutOfMemory => {
panic!("Swapchain error: {}. Rendering cannot continue.", error)
}
_ => {
// Try rendering again next frame.
window.request_redraw();
}
},
}
// And then iced on top
let mouse_interaction = renderer.backend_mut().draw(
&mut device,
&mut staging_belt,
&mut encoder,
&frame.output.view,
&viewport,
state.primitive(),
&debug.overlay(),
);
// Then we submit the work
staging_belt.finish();
queue.submit(Some(encoder.finish()));
// Update the mouse cursor
window.set_cursor_icon(
iced_winit::conversion::mouse_interaction(
mouse_interaction,
),
);
// And recall staging buffers
local_pool
.spawner()
.spawn(staging_belt.recall())
.expect("Recall staging buffers");
local_pool.run_until_stalled();
}
_ => {}
}

View file

@ -4,7 +4,7 @@ mod compositor;
#[cfg(feature = "opengl")]
mod gl_compositor;
pub use compositor::Compositor;
pub use compositor::{Compositor, SwapChainError};
#[cfg(feature = "opengl")]
pub use gl_compositor::GLCompositor;

View file

@ -1,6 +1,9 @@
use crate::{Color, Error, Viewport};
use iced_native::mouse;
use raw_window_handle::HasRawWindowHandle;
use thiserror::Error;
/// A graphics compositor that can draw to windows.
pub trait Compositor: Sized {
@ -52,5 +55,26 @@ pub trait Compositor: Sized {
background_color: Color,
output: &<Self::Renderer as iced_native::Renderer>::Output,
overlay: &[T],
) -> mouse::Interaction;
) -> Result<mouse::Interaction, SwapChainError>;
}
/// Result of an unsuccessful call to [`Compositor::draw`].
#[derive(Clone, PartialEq, Eq, Debug, Error)]
pub enum SwapChainError {
/// A timeout was encountered while trying to acquire the next frame.
#[error(
"A timeout was encountered while trying to acquire the next frame"
)]
Timeout,
/// The underlying surface has changed, and therefore the swap chain must be updated.
#[error(
"The underlying surface has changed, and therefore the swap chain must be updated."
)]
Outdated,
/// The swap chain has been lost and needs to be recreated.
#[error("The swap chain has been lost and needs to be recreated")]
Lost,
/// There is no more memory left to allocate a new frame.
#[error("There is no more memory left to allocate a new frame")]
OutOfMemory,
}

View file

@ -141,59 +141,79 @@ impl iced_graphics::window::Compositor for Compositor {
background_color: Color,
output: &<Self::Renderer as iced_native::Renderer>::Output,
overlay: &[T],
) -> mouse::Interaction {
let frame = swap_chain.get_current_frame().expect("Next frame");
) -> Result<mouse::Interaction, iced_graphics::window::SwapChainError> {
match swap_chain.get_current_frame() {
Ok(frame) => {
let mut encoder = self.device.create_command_encoder(
&wgpu::CommandEncoderDescriptor {
label: Some("iced_wgpu encoder"),
},
);
let mut encoder = self.device.create_command_encoder(
&wgpu::CommandEncoderDescriptor {
label: Some("iced_wgpu encoder"),
let _ =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some(
"iced_wgpu::window::Compositor render pass",
),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &frame.output.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear({
let [r, g, b, a] =
background_color.into_linear();
wgpu::Color {
r: f64::from(r),
g: f64::from(g),
b: f64::from(b),
a: f64::from(a),
}
}),
store: true,
},
}],
depth_stencil_attachment: None,
});
let mouse_interaction = renderer.backend_mut().draw(
&mut self.device,
&mut self.staging_belt,
&mut encoder,
&frame.output.view,
viewport,
output,
overlay,
);
// Submit work
self.staging_belt.finish();
self.queue.submit(Some(encoder.finish()));
// Recall staging buffers
self.local_pool
.spawner()
.spawn(self.staging_belt.recall())
.expect("Recall staging belt");
self.local_pool.run_until_stalled();
Ok(mouse_interaction)
}
Err(error) => match error {
wgpu::SwapChainError::Timeout => {
Err(iced_graphics::window::SwapChainError::Timeout)
}
wgpu::SwapChainError::Outdated => {
Err(iced_graphics::window::SwapChainError::Outdated)
}
wgpu::SwapChainError::Lost => {
Err(iced_graphics::window::SwapChainError::Lost)
}
wgpu::SwapChainError::OutOfMemory => {
Err(iced_graphics::window::SwapChainError::OutOfMemory)
}
},
);
let _ = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::window::Compositor render pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &frame.output.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear({
let [r, g, b, a] = background_color.into_linear();
wgpu::Color {
r: f64::from(r),
g: f64::from(g),
b: f64::from(b),
a: f64::from(a),
}
}),
store: true,
},
}],
depth_stencil_attachment: None,
});
let mouse_interaction = renderer.backend_mut().draw(
&mut self.device,
&mut self.staging_belt,
&mut encoder,
&frame.output.view,
viewport,
output,
overlay,
);
// Submit work
self.staging_belt.finish();
self.queue.submit(Some(encoder.finish()));
// Recall staging buffers
self.local_pool
.spawner()
.spawn(self.staging_belt.recall())
.expect("Recall staging belt");
self.local_pool.run_until_stalled();
mouse_interaction
}
}
}

View file

@ -366,27 +366,43 @@ async fn run_instance<A, E, C>(
viewport_version = current_viewport_version;
}
let new_mouse_interaction = compositor.draw(
match compositor.draw(
&mut renderer,
&mut swap_chain,
state.viewport(),
state.background_color(),
&primitive,
&debug.overlay(),
);
) {
Ok(new_mouse_interaction) => {
debug.render_finished();
debug.render_finished();
if new_mouse_interaction != mouse_interaction {
window.set_cursor_icon(
conversion::mouse_interaction(
new_mouse_interaction,
),
);
if new_mouse_interaction != mouse_interaction {
window.set_cursor_icon(conversion::mouse_interaction(
new_mouse_interaction,
));
mouse_interaction = new_mouse_interaction;
}
mouse_interaction = new_mouse_interaction;
// TODO: Handle animations!
// Maybe we can use `ControlFlow::WaitUntil` for this.
}
Err(error) => match error {
// This is an unrecoverable error.
window::SwapChainError::OutOfMemory => {
panic!("{}", error);
}
_ => {
debug.render_finished();
// Try rendering again next frame.
window.request_redraw();
}
},
}
// TODO: Handle animations!
// Maybe we can use `ControlFlow::WaitUntil` for this.
}
event::Event::WindowEvent {
event: event::WindowEvent::MenuEntryActivated(entry_id),