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Minor Render init refactor#22759

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alice-i-cecile merged 2 commits intobevyengine:mainfrom
atlv24:ad/render-init-refactor
Jan 31, 2026
Merged

Minor Render init refactor#22759
alice-i-cecile merged 2 commits intobevyengine:mainfrom
atlv24:ad/render-init-refactor

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@atlv24 atlv24 commented Jan 31, 2026

Objective

  • im gonna need to reuse this bit of code for render recovery so lets make it reusable

Solution

  • pull out function

Testing

  • 3d_scene runs fine

@atlv24 atlv24 added A-Rendering Drawing game state to the screen S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Jan 31, 2026
@alice-i-cecile alice-i-cecile added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Jan 31, 2026
@IQuick143 IQuick143 added D-Trivial Nice and easy! A great choice to get started with Bevy C-Code-Quality A section of code that is hard to understand or change labels Jan 31, 2026
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Jan 31, 2026
Merged via the queue into bevyengine:main with commit 993fc99 Jan 31, 2026
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@atlv24 atlv24 mentioned this pull request Feb 1, 2026
viridia pushed a commit to viridia/bevy that referenced this pull request Feb 3, 2026
# Objective

- im gonna need to reuse this bit of code for render recovery so lets
make it reusable

## Solution

- pull out function

## Testing

- 3d_scene runs fine
github-merge-queue bot pushed a commit that referenced this pull request Feb 5, 2026
# 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>
github-merge-queue bot pushed a commit that referenced this pull request Mar 23, 2026
# 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.
splo pushed a commit to splo/bevy that referenced this pull request Mar 31, 2026
# 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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Labels

A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change D-Trivial Nice and easy! A great choice to get started with Bevy S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it

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