Minor Render init refactor#22759
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alice-i-cecile merged 2 commits intobevyengine:mainfrom Jan 31, 2026
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# 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
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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.
splo
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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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