Validate that `CallResult` and `AtomicResult` expressions actually
have their values provided by `Call` and `Atomic` statements, and not
`Emit` statements.
Fixes#5740.
These are being deprecated in the future in favor of the associated
constants (which are already being used in some code here), so this
consistently uses the preferred forms.
* rename `command_encoder_run_*_pass` to `*_pass_end` and make it a method of compute/render pass instead of encoder
* executing a compute pass consumes it now such that it can't be executed again
* use handle_error instead of handle_error_nolabel for wgpu compute pass
* use handle_error instead of handle_error_nolabel for render_pass_end
* changelog addition
* feat: `compute_pass_set_push_constant`: move panics to error variants
Co-Authored-By: Erich Gubler <erichdongubler@gmail.com>
---------
Co-authored-by: Erich Gubler <erichdongubler@gmail.com>
Document some more safety expectations for
- resource destruction methods
- `CommandEncoder` methods
- `Queue::submit`
Document `Fence` creation a bit.
Document the `Queue` trait a bit.
Document `vulkan` shader module handling a bit.
A version of rustup which doesn't understand toml-formatted `rust-toolchain` files won't be looking in `rust-toolchain.toml`
The file was renamed to `rust-toolchain.toml` in #4204
rust-toolchain.toml support was added in rustup 1.23, which was released
on 2020-11-27 [1], 3 and a half years ago.
[1]: https://blog.rust-lang.org/2020/11/27/Rustup-1.23.0.html
This comment had become misplaced - it belongs on
`lookup_sampled_image` - but also, that table is no longer "storing
flags on how they are used". So the name of the field and type are
probably documentation enough.
This was previously added in #2230 but I don't think it was necessary. #901 already implemented the buffer <-> texture validation for those formats. It's also not a requirement in the spec.
* basic test setup
* remove lifetime and drop resources on test - test fails now just as expected
* compute pass recording is now hub dependent (needs gfx_select)
* compute pass recording now bumps reference count of uses resources directly on recording
TODO:
* bind groups don't work because the Binder gets an id only
* wgpu level error handling is missing
* simplify compute pass state flush, compute pass execution no longer needs to lock bind_group storage
* wgpu sided error handling
* make ComputePass hal dependent, removing command cast hack. Introduce DynComputePass on wgpu side
* remove stray repr(C)
* changelog entry
* fix deno issues -> move DynComputePass into wgc
* split out resources setup from test
* Issue SetDrawColorBuffers commands before issuing ClearColor
This is necessary for glClearBuffer calls to work correctly on some machines (e.g. AMD Renoir graphics running on Linux). Without this, glClearBuffer calls are ignored.
* Use clear_buffer_f32_slice instead of gl.clear to suppress WebGL warnings
This fixes the following WebGL warning: "WebGL warning: drawBuffers: `buffers[i]` must be NONE or COLOR_ATTACHMENTi."
When using native OpenGL, it is acceptable to call glDrawBuffers with an array of buffers where i != COLOR_ATTACHMENTi. In WebGL, this is not allowed.
* Run cargo fmt
* Add changes for PR GH-5666 to the CHANGELOG
A `for` loop is less noisy than a `drain`, which requires:
- a `mut` qualifier for a variable whose modified value we never
consult
- a method name appearing mid-line instead of a control structure name
at the front of the line
- a range which is always `..`, establishing no restriction at all
- a closure instead of a block
Structured control flow syntax has a fine pedigree, originating in,
among other places, Dijkstrsa's efforts at designing languages in a
way that made it easier to formally verify programs written in
them (see "A Discipline Of Programming"). There is nothing "more
mathematical" about a method call that takes a closure than a `for`
loop. Since `for_each` is useless unless the closure has side effects,
there's nothing "more functional" about `for_each` here, either.
Obsessive use of `for_each` suggests that the author loves Haskell
without understanding it.
Rename `LifetimeTracker::triage_resources`'s `resources_map` argument
to `suspected_resources`, since this always points to a field of
`LifetimeTracker::suspected_resources`.
In the various `triage_suspected_foo` functions, name the map
`suspected_foos`.
Check whether the resource is abandoned first, since none of the rest
of the work is necessary otherwise.
Rename `non_referenced_resources` to `last_resources`. This function
copes with various senses in which the resource might be referenced or
not. Instead, `last_resources` is the name of the `ActiveSubmission`
member this may point to, which is more specific.
Move the use of `last_resources` immediately after its production.
* Avoid introducing spurious features for optional dependencies
If a feature depends on an optional dependency without using the dep:
prefix, a feature with the same name as the optional dependency is
introduced. This feature almost certainly won't have any effect when
enabled other than increasing compile times and polutes the feature list
shown by cargo add. Consistently use dep: for all optional dependencies
to avoid this problem.
* Add changelog entry
* Clean up weak references to texture views
* add change to CHANGELOG.md
* drop texture view before clean up
* cleanup weak ref to bind groups
* update changelog
* Trim weak backlinks in their holders' triage functions.
---------
Co-authored-by: Jim Blandy <jimb@red-bean.com>
Change `Device::untrack` to properly reuse the `ResourceMap` allocated
for prior calls. The prior code tries to do this but always leaves
`Device::temp_suspected` set to a new empty `ResourceMap`, leaving the
previous value to be dropped by `ResourceMap::extend`.
Change `ResourceMap::extend` to take `other` by reference, rather than
taking it by value and dropping it.