* Creation of max compute workgroup size limits
* Implemented for Vulkan and Dx12
* Follow up of gfx-rs/wgpu#1808
* Check if current dispatch operation is under the limit
* Typos and some forgotten fixes
* Port to GLES
* Port to Metal with default limits
* Change Vulkan max_workroup_size_per_dims to pick the min of the reported dimensions
Co-authored-by: Dzmitry Malyshau <kvark@fastmail.com>
Co-authored-by: Dzmitry Malyshau <kvarkus@gmail.com>
* Added tests for texture zero init
sadly, they are typically passing even if texture zero init isn't doing its job
However, they form nice isolated examples for testing out texture initialization
It could be possible to dirty texture memory prior to ensure zero init did the job
* texture init tracker
* tracking texture init requirements for bind group, transfer and rendertarget
* texture clears for texture init
* queue submit
* write_texture
* Enforce presence of either render target or copy_dst flag
* clear render targets also with using buffer copies
enforce COPY_DST usage now on all textures
* adjust ImageSubresourceRange.layer_range calculation for 3D textures
init_tracker has now a `discard` function to get single data points back to uninitialized
use new standardized partition_point function
* track init state for discarded textures from renderpasses
missing:
* init on the fly if discarded is found within command buffer
* handle discarding only stencil or only depth
* added tests for zero init after discard
* tracking discarded surfaces now in separate struct, piping all inits through utility function
allows to resolve discard/init_action interactions
* Move various memory init code to separate mod
CommandBufferTextureMemoryActions is now fully encapsulated
* implemented discard init fixups for everything but renderpass
* render passes also cause now discard fixups
* fixup_discarded_surfaces takes now an iterator instead of Drain
* Add memory init test for discarding depth targets
* handle divergently discarded depth/stencil target
* comment & clippy fixes
* fix collect_zero_buffer_copies_for_clear_texture yielding block breaking copies
* [pr feedback] minor cleanup in zero_init_texture_after_discard, `use` hygenie
* [pr feedback] fix bug in ImageSubresourceRange range utils
* [pr feedback] fix texture tracker check, bundle transition_texture on init, cleanups
* Implemented drop for InitTrackerDrain
* remove incorrect comment about extents in add_pass_texture_init_actions
* Fix unit test & clippy issues in init_tracker
Currently the configure function reuses the surface texture if it
already exist, and will call Glow::Context::tex_storage_2d to
reconfigure the texture. However doing so on an already configured
texture will cause the browser warning:
WebGL warning: texStorage(Multisample)?: Specified texture is immutable.
and will NOT apply the new configuration such as new dimensions.
Co-authored-by: Nicklas Warming Jacobsen <nwj@skybox.gg>
On MacOS Big Sur Version 11.6 the script fails because 1) it does #!/bin/env bash instead of #!/usr/bin/env bash and 2) the sed's -i option takes a file extension or "" which I have opted for the latter. With these changes, the script now works as expected.
* init_tracker has now a `discard` function to get single data points back to uninitialized
use new standardized partition_point function
* allow unused InitTracker.discard function for time being
* new test for clearing textures of all formats
* clear_texture is now always implemented in wgpu-core instead of wgpu-hal
* add 1D/array/volume texture to clear_texture test
* set mip_level_count to 1 for D1 textures in clear_texture test
* fix warning & clippy lints
* Fix web build
* [pr feedback] fix potentially skipped resource transition, fix wrong mip size for texture clear
* collect_zero_buffer_copies_for_clear_texture aligns rows now properly
* Added GLSL to ShaderSource behind Feature lock
* Used full path for Naga's FastHashMap and ShaderStage rather than add them as a pub include
* changed spirv and glsl web feature to web-shader-translation. Now requires glsl or spirv to be choosen along with the web-shader-translation to unlock their usage
* Changed the Description of the Glsl enum
* Added README update
* Made With with
* added catch all that panics if web-shader-translation is not enabled with spirv or glsl
* added Compiler condition to prevent the catch all unless glsl or spirv exists without web-shader-translation
* We decided to use [target.'cfg(target_arch = wasm32)'.dependencies.naga] within cargo to include wgsl-out in the Web backend unconditionally, which removed the need for a panic
* Removed wasm targets section from readme as it is no longer needed
* Named Glsl fields to make them more understandable as to what they are for
* Fixed the enum usage for GLSL and Added documentation for the fields