In the following minimal code example, a MutexGuard
is used for accessing a BindGroup
that is sure to exist longer than the lifetime of the RenderPass
. However, this is obviously not known to the Rust compiler, resulting in a lifetime error.
For context: both RenderPass
and BindGroup
stem from the wgpu crate. Thus, it is not possible for me to simply adjust their method parameters.
The RenderPass
is created every frame, whereas the TextureManager
is only created once the program starts.
The TextureManager
keeps the reference to the BindGroup
as Arc<Mutex<…>>
in order to manipulate it from multiple threads.
use core::marker::PhantomData;
use std::ops::Deref;
use std::sync::{Arc, Mutex};
fn main() {
let texture_manager = TextureManager {
active_bind_group: Arc::new(Mutex::new(None)),
};
texture_manager.activate_texture(0);
let mut render_pass = RenderPass::new();
step(&mut render_pass, &texture_manager);
}
fn step<'pass>(render_pass: &mut RenderPass<'pass>, texture_manager: &'pass TextureManager) {
let guard = texture_manager.active_bind_group.lock().unwrap();
if let Some(bind_group) = guard.deref() {
render_pass.set_bind_group(bind_group);
}
}
struct TextureManager {
active_bind_group: Arc<Mutex<Option<BindGroup>>>,
// textures: Arc<Mutex<Vec<Texture>>>,
}
impl TextureManager {
// Only uses &self instead of &mut self for providing immutable interface
// so that a `Arc<TextureManager>` suffices for use in multithreaded code
fn activate_texture(&self, index: usize) {
// let texture = textures.lock().unwrap()[index];
// update bind group using the texture
*self.active_bind_group.lock().unwrap() = Some(BindGroup);
}
}
struct BindGroup;
struct RenderPass<'pass> {
phantom: PhantomData<&'pass ()>,
}
impl<'pass> RenderPass<'pass> {
fn new() -> Self {
Self {
phantom: PhantomData,
}
}
fn set_bind_group(&mut self, bind_group: &'pass BindGroup) {}
}
The resulting error:
error[E0597]: `guard` does not live long enough
--> src/main.rs:18:31
|
16 | fn step<'pass>(render_pass: &mut RenderPass<'pass>, texture_manager: &'pass TextureManager) {
| ----- lifetime `'pass` defined here
17 | let guard = texture_manager.active_bind_group.lock().unwrap();
| ----- binding `guard` declared here
18 | if let Some(bind_group) = guard.deref() {
| ^^^^^^^^^^^^^
| |
| borrowed value does not live long enough
| argument requires that `guard` is borrowed for `'pass`
...
21 | }
| - `guard` dropped here while still borrowed
I understand the origin of the error: the MutexGuard
only lives for the scope of the step
method. As soon as it is dropped, a reference to the original value can no longer be ensured.
Still, I haven't found any solution as to how to solve this problem.
Are there potentially different constructs than Mutex
to use in this scenario?
Fundamentally, what you have here is not just a matter of writing down the right lifetime; you have to demonstrate to the compiler that the bind group you're borrowing will not be dropped or mutated while it is in use by the render pass.
One way to do this is to move the MutexGuard
into the same scope as the RenderPass
(instead of step
) so that it is known to live long enough. This basically means inlining step()
into main()
.
Another way, that is more composable, is to make use of shared ownership. Put the BindGroup
into an Arc
, and clone it, so that even if the value in the mutex is changed, the old value is still available — immutable and not dropped — to the render pass. However, you'll still need a place to stash the cloned Arc
to hold it alive for the desired period. The straightforward and efficient way to do this is to set up the bind groups you want to use in some variable before creating the render pass:
fn main() {
let texture_manager = TextureManager {
active_bind_group: Arc::new(Mutex::new(None)),
};
texture_manager.activate_texture(0);
let bind_group_to_use = get_bind_group(&texture_manager); // before pass
let mut render_pass = RenderPass::new();
if let Some(g) = bind_group_to_use { // within pass
render_pass.set_bind_group(&g);
}
}
/// This is what used to be the step() function
fn get_bind_group(texture_manager: &TextureManager) -> Option<Arc<BindGroup>> {
Option::clone(&texture_manager.active_bind_group.lock().unwrap())
}
struct TextureManager {
active_bind_group: Arc<Mutex<Option<Arc<BindGroup>>>>,
}
impl TextureManager {
fn activate_texture(&self, index: usize) {
// creates the Arc
*self.active_bind_group.lock().unwrap() = Some(Arc::new(BindGroup));
}
}
But perhaps this won't do. Perhaps you actually need to potentially create many bind groups, and do it while you're building the RenderPass
. In that case, typed_arena::Arena
can help you — it gives you a place to stash borrowable things that all have the same lifetime even if some of them didn't exist at the time you start borrowing other ones.
The disadvantage of using an arena is that the arena must allocate memory for its elements.
use typed_arena::Arena;
pub fn main() {
let texture_manager = TextureManager {
active_bind_group: Arc::new(Mutex::new(None)),
};
texture_manager.activate_texture(0);
let arena = Arena::new();
let mut render_pass = RenderPass::new();
step(&arena, &mut render_pass, &texture_manager);
}
fn step<'mutex: 'pass, 'pass>(
arena: &'pass Arena<MutexGuard<'mutex, Option<BindGroup>>>,
render_pass: &mut RenderPass<'pass>,
texture_manager: &'mutex TextureManager,
) {
let guard = texture_manager.active_bind_group.lock().unwrap();
let guard = arena.alloc(guard);
if let Some(bind_group) = &**guard {
render_pass.set_bind_group(bind_group);
}
}
You could also combine both of the above, by storing Arc<BindGroup>
s in the Arena
instead of MutexGuard
s. This would give even more flexibility — you can use render passes from any source (as long as they are Arc
ed), and the arena won't have the 'mutex
lifetime in its type.