docs(CHANGELOG): add Major changes item for Optional entry points

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Erich Gubler 2024-10-26 11:33:58 -04:00
parent cd5f52b154
commit 0ad2753737

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@ -121,6 +121,49 @@ so most code should still work the same.
By @bradwerth in [#6216](https://github.com/gfx-rs/wgpu/pull/6216). By @bradwerth in [#6216](https://github.com/gfx-rs/wgpu/pull/6216).
#### `entry_point`s are now `Option`al
One of the changes in the WebGPU spec. (from [about this time last year][optional-entrypoint-in-spec] 😅) was to allow optional entry points in `GPUProgrammableStage`. In `wgpu`, this corresponds to a subset of fields in `FragmentState`, `VertexState`, and `ComputeState` as the `entry_point` member:
```wgsl
let render_pipeline = device.createRenderPipeline(wgpu::RenderPipelineDescriptor {
module,
entry_point: Some("cs_main"), // This is now `Option`al.
// …
});
let compute_pipeline = device.createComputePipeline(wgpu::ComputePipelineDescriptor {
module,
entry_point: None, // This is now `Option`al.
// …
});
```
When set to `None`, it's assumed that the shader only has a single entry point associated with the pipeline stage (i.e., `@compute`, `@fragment`, or `@vertex`). If there is not one and only one candidate entry point, then a validation error is returned. To continue the example, we might have written the above API usage with the following shader module:
```wgsl
// We can't use `entry_point: None` for compute pipelines with this module,
// because there are two `@compute` entry points.
@compute
fn cs_main() { /* … */ }
@compute
fn other_cs_main() { /* … */ }
// The following entry points _can_ be inferred from `entry_point: None` in a
// render pipeline, because they're the only `@vertex` and `@fragment` entry
// points:
@vertex
fn vs_main() { /* … */ }
@fragment
fn fs_main() { /* … */ }
```
[optional-entrypoint-in-spec]: https://github.com/gpuweb/gpuweb/issues/4342
#### WGPU's DX12 backend is now based on the `windows` crate ecosystem, instead of the `d3d12` crate #### WGPU's DX12 backend is now based on the `windows` crate ecosystem, instead of the `d3d12` crate
WGPU has retired the `d3d12` crate (based on `winapi`), and now uses the `windows` crate for interfacing with Windows. For many, this may not be a change that affects day-to-day work. However, for users who need to vet their dependencies, or who may vendor in dependencies, this may be a nontrivial migration. WGPU has retired the `d3d12` crate (based on `winapi`), and now uses the `windows` crate for interfacing with Windows. For many, this may not be a change that affects day-to-day work. However, for users who need to vet their dependencies, or who may vendor in dependencies, this may be a nontrivial migration.