9cd01635d7
1417: Split the tracker into stateful/stateless to reduce the overhead r=cwfitzgerald a=kvark **Connections** Implements https://github.com/gfx-rs/wgpu/issues/1413#issuecomment-851604344 Reduces the overhead for resource tracking in the Animometer benchmark by up to 50%. **Description** We used to use the full tracker set on the usage scopes associated with compute/render passes. A resource tracker has 2 responsibilities: ensuring the resource is held alive, and validating and recording the state transitions. This PR exploits the fact that the latter responsibility is only applicable for buffers and textures. So doing all the lifetime tracking for a pass is a waste: we can instead just attach the lifetimes to the parent command buffer, straight. In the Animometer benchmark, there is one large buffer, and thousands of bind groups pointing to different offsets into it. The old code would fill up the pass tracker with those bind groups, and then merge it into the command buffer tracker. The new code would just fill up the command buffer tracker instead. Since there is only one buffer, the pass tracking becomes much lighter. **Testing** Untested. It would be nice to have some benchmarks here, possibly after #1397 ? Co-authored-by: Dzmitry Malyshau <kvarkus@gmail.com> |
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This github project is mirrored in "gfx/wgpu" of Mozilla-central. Issues and pull requests are welcome, but some bidirectional synchronization may be involved.
wgpu
This is the core logic of an experimental WebGPU implementation. It's written in Rust and is based on gfx-hal with help of gpu-alloc and gpu-descriptor. See the upstream WebGPU specification (work in progress).
The implementation consists of the following parts:
- - internal Rust API for WebGPU implementations to use
- - Rust types shared between
wgpu-core
andwgpu-rs
player
- standalone application for replaying the API traces, useswinit
This repository contains the core of wgpu
, and is not usable directly by applications.
If you are looking for the user-facing Rust API, you need wgpu-rs.
If you are looking for the native implementation or bindings to the API in other languages, you need wgpu-native.
Supported Platforms
API | Windows 7/10 | Linux & Android | macOS & iOS |
---|---|---|---|
DX11 | 🆗 | ||
DX12 | ✅ | ||
Vulkan | ✅ | ✅ | |
Metal | ✅ | ||
GL ES3 | 🚧 |
✅ = Primary support — 🆗 = Secondary support — 🚧 = Unsupported, but support in progress