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kfc35
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Jan 26, 2026
kfc35
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Thanks for the easy-to-understand commit history; I shall be incorporating your technique in my own PR’s where appropriate 🍻
IceSentry
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Jan 27, 2026
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Doesn't work in wasm, either webgl2 or webgpu. |
IQuick143
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kfc35
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Wasm’ing an example works for me now
Unfortunate that that unintuitive ready function lives to see another day
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Yeah, i aim to improve it in a followup but this PR is already larger than my preferred granularity |
IQuick143
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| // This is a little tricky. `FutureRenderResources` is added in `build`, which runs synchronously before `ready`. | ||
| // It is only added if there is a wgpu backend and thus the renderer can be created. | ||
| // Hence, if we try and get the resource and it is not present, that means we are ready, because we dont need it. | ||
| // On the other hand, if the resource is present, then we try and lock on it. The lock can fail, in which case | ||
| // we currently can assume that means the `FutureRenderResources` is in the act of being populated, because | ||
| // that is the only other place the lock may be held. If it is being populated, we can assume we're ready. This | ||
| // happens via the `and_then` falling through to the same `unwrap_or(true)` case as when there's no resource. | ||
| // If the lock succeeds, we can straightforwardly check if it is populated. If it is not, then we're not ready. |
IQuick143
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Jan 28, 2026
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@atlv24 could you update the PR description with the most recent state? |
mockersf
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Jan 29, 2026
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# Objective - Another step towards render recovery after #22714 and #16481 - We need RenderResource unpacking to be reusable from a non-app context ## Solution - Make it take main and render worlds as input - Use subapp destructure to get mutable access to both worlds simultaneously - Move it to live next to the struct def - Document - Also move shader library loads up to build because theres no reason for them to be in finish ## Testing - 3d_scene runs Note: reviewing commit by commit is easier, when a large block moves its just copy paste
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# Objective - Recover from rendering errors. - Another step towards render recovery after #22714 #22759 and #16481 ## Solution - Use `wgpu::Device::set_device_lost_callback` and `wgpu::Device::on_uncaptured_error` to listen for errors. - Add a state machine for the renderer - Update it on error - Add a `RenderErrorHandler` to let users specify behavior on error by returning a specific `RenderErrorPolicy` - This lets us for example ignore validation errors, delete responsible entities, or reload the renderer if the device was lost. ## Testing - #22757 with any of ```rs .insert_resource(bevy_render::error_handler::RenderErrorHandler(|_, _, _| { bevy_render::error_handler::RenderErrorPolicy::StopRendering })) ``` ```rs .insert_resource(bevy_render::error_handler::RenderErrorHandler(|_, _, _| { bevy_render::error_handler::RenderErrorPolicy::Recover(default()) })) ``` Note: no release note yet, as recovery does not exactly work well: this PR gets us to the point of being able to care about it, but we currently instantly crash on recover due to gpu resources not existing anymore. We need to build more resilience before publicizing imo. --------- Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
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# Objective - Completes goal and closes #23029 - Culmination of #22761, #23350, #23349, #23433, #23458, #23444, #23459, #23461, #23463, #22714, #22759, #16481 ## Solution - Add a release note. - Re-export a wgpu type that you need to match on to handle errors. ## Testing - cargo run --example render_recovery with all the other PRs merged in. Press 5 and then V, the app will not crash. Note that D for "destroy device" will still crash: this is a WGPU problem resolved by gfx-rs/wgpu#9281. # Note I opted not to change the default recovery behavior yet. I believe we need testing in user projects and just general trodding of this code path before committing to a new default. It works in a simple example, it might not work in a complex project. We need to field test this and likely iterate to really call this ready IMO.
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# Objective - Completes goal and closes bevyengine#23029 - Culmination of bevyengine#22761, bevyengine#23350, bevyengine#23349, bevyengine#23433, bevyengine#23458, bevyengine#23444, bevyengine#23459, bevyengine#23461, bevyengine#23463, bevyengine#22714, bevyengine#22759, bevyengine#16481 ## Solution - Add a release note. - Re-export a wgpu type that you need to match on to handle errors. ## Testing - cargo run --example render_recovery with all the other PRs merged in. Press 5 and then V, the app will not crash. Note that D for "destroy device" will still crash: this is a WGPU problem resolved by gfx-rs/wgpu#9281. # Note I opted not to change the default recovery behavior yet. I believe we need testing in user projects and just general trodding of this code path before committing to a new default. It works in a simple example, it might not work in a complex project. We need to field test this and likely iterate to really call this ready IMO.
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Objective
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note: reviewing by commit is easier. when a big block moves its just a copy paste, the minor tweaks are separated into other commits