* Properly handle the case where `Navigator.gpu` is undefined and WebGPU is the only compiled backend.
Previously, `Instance::request_adapter` would invoke a wasm binding with an undefined arg0,
thus crashing the program. Now it will cleanly return `None` instead.
Fixes#6196.
* Fix typo in `Instance::new` doc comment.
* Add note to CHANGELOG.md
* Introduce `DefinedNonNullJsValue` type.
* Assert definedness of self.gpu in surface_get_capabilities.
* Use DefinedNonNullJsValue in signature of get_browser_gpu_property().
* Clarify meaning of gpu field with a comment.
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.
In `wgpu_hal`:
- Document that `wgpu_hal` guarantees that shaders will not access buffer
contents beyond the bindgroups' bound regions, rounded up to some
adapter-specific alignment. Introduce the term "accessible region" for
the portion of the buffer that shaders can actually get at.
- Document that all bets are off if you disable bounds checks with
`ShaderModuleDescriptor::runtime_checks`.
- Provide this alignment in `wgpu_hal::Alignments`. Update all backends
appropriately.
- In the Vulkan backend, use Naga to inject bounds checks on buffer accesses
unless `robustBufferAccess2` is available; `robustBufferAccess` is not
sufficient. Retrieve `VK_EXT_robustness2`'s properties, as needed to discover
the alignment above.
In `wgpu_core`:
- Use buffer bindings' accessible regions to determine which parts of the buffer
need to be initialized.
In `wgpu_types`:
- Document some of the possible effects of using
`ShaderBoundsChecks::unchecked`.
Fixes#1813.
PR #5956 wasn't fully complete and still had some outstanding minor
issues and cleanups to be done, as well as hidden semantic changes.
This addresses a bunch of them:
- Remove unnecessary `Error` mapping to `String` as `windows-rs`'s
`Error` has a more complete `Display` representation by itself.
- Remove `into_result()` as every call could have formatted the
`windows-rs` `Error` in a log call directly.
- Pass `None` instead of a pointer to an empty slice wherever possible
(waiting for https://github.com/microsoft/win32metadata/pull/1971 to
trickle down into `windows-rs`).
- Remove `.clone()` on COM objects (temporarily increasing the refcount)
when it can be avoided by inverting the order of operations on `raw`
variables.
PR #6150 suffered a much larger rebase "hell" than I anticipated. On
my Linux box I made this change, but lost it while force-pushing from
Windows (and created some other compiler errors while at it...).
By disabling all features on `glutin`/`glutin-winit` (the latter only
uses `x11`, and only forwards `wayland` to `glutin`) we may have dropped
a lot of "unused" dependencies for other GL backends, but also made the
crate unable to import X11 (Xlib/Xcb) and Wayland handles into EGL.
Also import the missing `glutin::context::Version` struct again which
was added last-minute to #6150 (to make sure my Intel card on Windows
creates a GLES 3.0+ instead of GLES 2.0 context) while the import was
accidentally squashed into #6152 (not merged yet).
* Expose the raw swapchain from a vulkan `Surface`
* Allow setting the present timing information on hal Vulkan
* Fix clippy without the feature enabled
* CHANGELOG
* Revert inadvertently formatted Cargo.toml
* Move display timing to a feature
* Update the changelog
* Whitespace and doc wording tweaks
* Apply suggestions from code review
Co-authored-by: Marijn Suijten <marijns95@gmail.com>
* Revert inadvertent formatting changes again
* Remove unused qualification
Co-authored-by: Marijn Suijten <marijns95@gmail.com>
* Address review feedback
* Fix flow of sentence and follow intra-doc-link
* Add more docs to `set_next_present_time`, and rename
* Also rename `next_present_times`
* Apply suggestions from code review
Co-authored-by: Marijn Suijten <marijns95@gmail.com>
---------
Co-authored-by: Marijn Suijten <marijns95@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.
* 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