This change uses `include_wgsl!(…)` in usages where an
`include_str!("….wgsl")` was used to construct
a `ShaderModuleDescriptor`'s `source, but the `label` was set to `None`.
This should (1) showcase a nice idiomatic convenience we offer in our
examples better, (2) make code more concise, and (3) get some
automatically generated labels in diagnostics where it seems it won't
hurt.
* Change the signature of `wgpu_core::Global::queue_submit` to return
a `(SubmissionIndex, …)` in addition to its current error type.
* Change the control flow of errors in `Queue::submit` to break to the
end of a block. This is similar to what we already do in many APIs in
`wgpu_core`.
* Hoist the scope of the local `submit_index` binding so it can be used
at the point where we need to convert current error paths to also
return the submission index.
Later, we will likely want to avoid actually retrieving a new submission
index so we can minimize the critical section of code. We'll need to
figure out a strategy for returning a valid (but not necessarily unique)
index in the case of failures that prevent successful submission.
This is just an API change for all the "set_bind_group" calls. Calls
that pass a Some() argument should have unchanged behavior. The None
cases are left as TODOs.
The test harness creates the instance and adapter that a test should use. Tests should not create these with default configurations or configs from the environment.
* Make `wgpu_test::valid` print errors it detects.
When a block passed to `wgpu_test::valid` actually raises validation
errors, include the full error in the panic message.
---------
Co-authored-by: Erich Gubler <erichdongubler@gmail.com>
Introduce a new module, `naga:🔙:continue_forward`, containing
shared code for rendering Naga `Continue` statements as backend
`break` statements and assignments to introduced `bool` locals.
See the module's documentation for details.
- [hlsl-out] Transform degenerate single body switches into `do-while`
loops. Properly render `Continue` statements enclosed by
`Switch` statements enclosed by `Loop` statements.
- [glsl-out] Transform degenerate single body switches into `do-while`
loops.
Improve `naga xtask validate spv` error message.
Fixes#4485.
Fixes#4514.
This option was only evaluated for Metal backends, and now it's required
there so the option is going away. It is still configurable for tests
via the PipelineOptions struct, deserialized from .ron files.
This also fixes some type problems with the unpack functions in
writer.rs. Metal << operator extends operand to int-sized, which then
has to be cast back down to the real size before as_type bit conversion.
The math for the snorm values is corrected, in some cases using the
metal unpack_snorm2x16_to_float function because we can't directly
cast a bit-shifted ushort value to half.
Add `wgpu_core::device::Device::last_successful_submission_index`,
which records the fence value that `Maintain::Wait` should actually
wait for. See comments for details.
Fixes#5969.
Ensure that samplers using non-`Nearest` mipmap filtering are
considered "filtering samplers" when deciding bind group layout
compatibility.
Add tests for layout `NonFiltering` validation.
Fixes#5948.
* Expose gpu allocation configuration options
This commit adds hints to control memory allocations strategies to the configuration options. These hints allow for automatic profiles such as optimizing for performance (the default, makes sense for a game), optimizing for memory usage (typically more useful for a web browser or UI library) and specifying settings manually.
The details of gpu allocation are still in flux. The goal is to switch vulkan and metal to gpu_allocator which is currently used with d3d12. gpu_allocator will also likely receive more configuration options, in particular the ability to start with smaller memory block sizes and progressively grow the block size. So the manual settings already provision for this upcoming option. Another approach could be to wait and add the manual option after the dust settles.
The reason for providing presets and defining values in the backends is that I am convinced that optimal fonigurations should take hardware capabilities into consideration. It's a deep rabbithole, though, so that will be an exercise for later.
* changelog
* Update CHANGELOG.md
Co-authored-by: Andreas Reich <r_andreas2@web.de>
* Add a comment about not entirely knowing what we are doing
---------
Co-authored-by: Andreas Reich <r_andreas2@web.de>
* Allow unconsumed inputs in fragment shaders by removing them from vertex
outputs when generating HLSL.
Fixes https://github.com/gfx-rs/wgpu/issues/3748
* Add naga:🔙:hlsl::FragmentEntryPoint for providing information
about the fragment entry point when generating vertex entry points via
naga:🔙:hlsl::Writer::write. Vertex outputs not consumed by the
fragment entry point are omitted in the final output struct.
* Add naga snapshot test for this new feature,
* Remove Features::SHADER_UNUSED_VERTEX_OUTPUT,
StageError::InputNotConsumed, and associated validation logic.
* Make wgpu dx12 backend pass fragment shader info when generating
vertex HLSL.
* Add wgpu regression test for allowing unconsumed inputs.
* Address review
* Add note that nesting structs for the inter-stage interface can't
happen.
* Remove new TODO notes (some addressed and some transferred to an issue
https://github.com/gfx-rs/wgpu/issues/5577)
* Changed issue that regression test refers to 3748 -> 5553
* Add debug_assert that binding.is_some() in hlsl writer
* Fix typos caught in CI
Also, fix compiling snapshot test when hlsl-out feature is not enabled.
* share timestamp write struct
* Make name of set_push_constants methods consistently plural
* remove lifetime bounds of resources passed into render pass
* first render pass resource ownership test
* introduce dynrenderpass & immediately create ArcCommands and take ownership of resources passed on pass creation
* Use of dynrenderpass in deno
* Separate active occlusion & pipeline statitics query
* resolve render/compute command is now behind `replay` feature
* add vertex & index buffer to ownership test
* test for pipeline statistics query
* add occlusion query set to pass resource test
* add tests for resource ownership of render pass query timestamps
* RenderPass can now be made 'static just like ComputePass. Add respective test
* Extend encoder_operations_fail_while_pass_alive test to also check encoder locking errors with render passes
* improve changelog entry on lifetime bounds
Skip
`wgpu_test::compute_pass_ownership::compute_pass_resource_ownership`
on the GL backend on AMD Radeon Pro WX 3200, to avoid the kernel crash
described in #5800.