wgpu/player
Nicolas Silva 4c6318c0d2
Expose gpu allocation configuration options (#5875)
* 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>
2024-07-08 14:49:44 +02:00
..
src Separate renderpass arc resolve & renderpass consume on end (#5794) 2024-06-25 09:37:29 +02:00
tests Expose gpu allocation configuration options (#5875) 2024-07-08 14:49:44 +02:00
Cargo.toml Feature/serde feature (#5149) 2024-01-28 20:13:04 +00:00
README.md Remove DX11 backend (#4828) 2023-12-06 15:12:46 -05:00

wgpu player

This is an application that allows replaying the wgpu workloads recorded elsewhere. It requires the player to be built from the same revision as an application was linking to, or otherwise, the data may fail to load.

Launch as:

play <trace-dir>

When built with "winit" feature, it's able to replay the workloads that operate on a swapchain. It renders each frame sequentially and then waits for the user to close the window. When built without "winit", it launches in console mode and can replay any trace that doesn't use swapchains.

Note: replaying is currently restricted to the same backend as one used for recording a trace. It is straightforward, however, to just replace the backend in RON since it's serialized as plain text. Valid values are: Vulkan, Metal, and Dx12.