docs: add warning about stack size for WGSL compilation

This commit is contained in:
Erich Gubler 2024-03-28 17:00:04 -04:00
parent b21a3265de
commit fb305b85f6
4 changed files with 39 additions and 1 deletions

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@ -155,7 +155,7 @@ Bottom level categories:
- In spv-in, remove unnecessary "gl_PerVertex" name check so unused builtins will always be skipped. By @Imberflur in [#5227](https://github.com/gfx-rs/wgpu/pull/5227). - In spv-in, remove unnecessary "gl_PerVertex" name check so unused builtins will always be skipped. By @Imberflur in [#5227](https://github.com/gfx-rs/wgpu/pull/5227).
- GLSL 410 does not support layout(binding = ...), enable only for GLSL 420. By @bes in [#5357](https://github.com/gfx-rs/wgpu/pull/5357) - GLSL 410 does not support layout(binding = ...), enable only for GLSL 420. By @bes in [#5357](https://github.com/gfx-rs/wgpu/pull/5357)
- In spv-out, check for acceleration and ray-query types when enabling ray-query extension to prevent validation error. By @Vecvec in [#5463](https://github.com/gfx-rs/wgpu/pull/5463) - In spv-out, check for acceleration and ray-query types when enabling ray-query extension to prevent validation error. By @Vecvec in [#5463](https://github.com/gfx-rs/wgpu/pull/5463)
- Add a limit for curly brace nesting in WGSL parsing. By @ErichDonGubler in [#5447](https://github.com/gfx-rs/wgpu/pull/5447). - Add a limit for curly brace nesting in WGSL parsing, plus a note about stack size requirements. By @ErichDonGubler in [#5447](https://github.com/gfx-rs/wgpu/pull/5447).
#### Tests #### Tests

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@ -44,6 +44,17 @@ impl Frontend {
} }
} }
/// <div class="warning">
// NOTE: Keep this in sync with `wgpu::Device::create_shader_module`!
// NOTE: Keep this in sync with `wgpu_core::Global::device_create_shader_module`!
///
/// This function may consume a lot of stack space. Compiler-enforced limits for parsing recursion
/// exist; if shader compilation runs into them, it will return an error gracefully. However, on
/// some build profiles and platforms, the default stack size for a thread may be exceeded before
/// this limit is reached during parsing. Callers should ensure that there is enough stack space
/// for this, particularly if calls to this method are exposed to user input.
///
/// </div>
pub fn parse_str(source: &str) -> Result<crate::Module, ParseError> { pub fn parse_str(source: &str) -> Result<crate::Module, ParseError> {
Frontend::new().parse(source) Frontend::new().parse(source)
} }

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@ -1170,6 +1170,20 @@ impl Global {
} }
} }
/// Create a shader module with the given `source`.
///
/// <div class="warning">
// NOTE: Keep this in sync with `naga::front::wgsl::parse_str`!
// NOTE: Keep this in sync with `wgpu::Device::create_shader_module`!
///
/// This function may consume a lot of stack space. Compiler-enforced limits for parsing
/// recursion exist; if shader compilation runs into them, it will return an error gracefully.
/// However, on some build profiles and platforms, the default stack size for a thread may be
/// exceeded before this limit is reached during parsing. Callers should ensure that there is
/// enough stack space for this, particularly if calls to this method are exposed to user
/// input.
///
/// </div>
pub fn device_create_shader_module<A: HalApi>( pub fn device_create_shader_module<A: HalApi>(
&self, &self,
device_id: DeviceId, device_id: DeviceId,

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@ -2296,6 +2296,19 @@ impl Device {
} }
/// Creates a shader module from either SPIR-V or WGSL source code. /// Creates a shader module from either SPIR-V or WGSL source code.
///
/// <div class="warning">
// NOTE: Keep this in sync with `naga::front::wgsl::parse_str`!
// NOTE: Keep this in sync with `wgpu_core::Global::device_create_shader_module`!
///
/// This function may consume a lot of stack space. Compiler-enforced limits for parsing
/// recursion exist; if shader compilation runs into them, it will return an error gracefully.
/// However, on some build profiles and platforms, the default stack size for a thread may be
/// exceeded before this limit is reached during parsing. Callers should ensure that there is
/// enough stack space for this, particularly if calls to this method are exposed to user
/// input.
///
/// </div>
pub fn create_shader_module(&self, desc: ShaderModuleDescriptor<'_>) -> ShaderModule { pub fn create_shader_module(&self, desc: ShaderModuleDescriptor<'_>) -> ShaderModule {
let (id, data) = DynContext::device_create_shader_module( let (id, data) = DynContext::device_create_shader_module(
&*self.context, &*self.context,