It's already documented that to unmap a buffer it has to have been mapped.
Vulkan was the only backend that was returning an OOM on missing `Buffer.block` but `Buffer.map_buffer` already returns an error in this case.
* 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>
Fix two major synchronization issues in `wgpu_val::vulkan`:
- Properly order queue command buffer submissions. Due to Mesa bugs, two semaphores are required even though the Vulkan spec says that only one should be necessary.
- Properly manage surface texture acquisition and presentation:
- Acquiring a surface texture can return while the presentation engine is still displaying the texture. Applications must wait for a semaphore to be signaled before using the acquired texture.
- Presenting a surface texture requires a semaphore to ensure that drawing is complete before presentation occurs.
Co-authored-by: Jim Blandy <jimb@red-bean.com>
This proves a flag in msl::PipelineOptions that attempts to write all
Metal vertex entry points to use a vertex pulling technique. It does
this by:
1) Forcing the _buffer_sizes structure to be generated for all vertex
entry points. The structure has additional buffer_size members that
contain the byte sizes of the vertex buffers.
2) Adding new args to vertex entry points for the vertex id and/or
the instance id and for the bound buffers. If there is an existing
@builtin(vertex_index) or @builtin(instance_index) param, then no
duplicate arg is created.
3) Adding code at the beginning of the function for vertex entry points
to compare the vertex id or instance id against the lengths of all the
bound buffers, and force an early-exit if the bounds are violated.
4) Extracting the raw bytes from the vertex buffer(s) and unpacking
those bytes into the bound attributes with the expected types.
5) Replacing the varyings input and instead using the unpacked
attributes to fill any structs-as-args that are rebuilt in the entry
point.
A new naga test is added which exercises this flag and demonstrates the
effect of the transform. The msl generated by this test passes
validation.
Eventually this transformation will be the default, always-on behavior
for Metal pipelines, though the flag may remain so that naga
translation tests can be run with and without the tranformation.
This change is to help with an attempt to allow the Context type in wgpu to be swappable at runtime. In order to do that, the functions provided by Context and it's associated types need to be object safe. Instead of passing a impl trait that combines both HasRawWindowHandle and HasRawDisplayHandle, we seperate the types into their RawDisplayHandle and RawWindowHandle parts internally to reduce some of the hal implementation code mess.
* Make the color attachments `Option`-al in render pipelines, render passes, and render bundles
* vk: `Option`-al color attachments support
* dx12: sparse color_attachments support
* Only non-hole attachments is supported on wasm target and gl backend
* deno_webgpu: `Option`-al color attachments support
* Follow all suggestions
* surface.acquire_texture: pass Option<Duration> for timeout
A std::time::Duration allows for timeouts to be specified more clearly in
Rust using whatever units are convenient for the caller, and an Option also
makes it clearer in case no timeout is wanted, as opposed to passing a
bitwise !0 as special timeout value.
Notably there was an impedance mismatch with the Vulkan backend that
takes a 64bit timeout in nanoseconds and uses u64::MAX to indicate no
timeout and the backend was not mapping a given u32::MAX into a u64::MAX
* surface.acquire_texture: ignore timeout for Android < 11
Prior to Android 11 then Android's vkAcquireNextImageKHR implementation was
non-conformant and didn't support timeouts and additionally would log a
verbose warning if a timeout was requested.
For reference this version of AcquireNextImageKHR doesn't support timeouts:
https://android.googlesource.com/platform/frameworks/native/+/refs/tags/android-mainline-10.0.0_r13/vulkan/libvulkan/swapchain.cpp#1426
and this version does:
https://android.googlesource.com/platform/frameworks/native/+/refs/tags/android-mainline-11.0.0_r45/vulkan/libvulkan/swapchain.cpp#1438
(i.e. timeout support was added in Android 11)
This patch adds a dependency on the `android-properties` crate that provides
a simple wrapper for the `__system_property_set` syscall so that the
platform version can be read via the `ro.build.version.sdk` property
and then for versions < 30 (corresponds to Android 11) any timeout
given to `acquire_texture` will be ignored (and `u64::MAX` will be
passed to Vulkan)
* Introduce SamplerBindingType enum and fix bug in validation
This matches the WebGPU spec more closely and also lets us implement the
validation as it's written in the spec[1]. This fixes a bug which
previously prevented the "shadow" example from running in Firefox.
Previously the validation would check whether the filtering was
appropiate even if it was a comparison sampler. This didn't matter when
running the shadow example natively since the example was setting
`filtering: true` in addition to `comparison: true`. But this failed
when running through a browser since there the used WebIDL has the
proper enum representation and eventually resulted in `filtering: false`
being passed to wgpu-core which would then fail validation.[2]
[1]: https://gpuweb.github.io/gpuweb/#bind-group-creation
[2]: 674b6582ba/dom/webgpu/ipc/WebGPUChild.cpp (L502-L513)
* Fix remaining examples
* Fix deno_webgpu