I know there was some churn on which version of this shader was correct - but right now, this goes from broken on all 4 backends to working on all 4 backends. So this seems better.
The old code (accidentally?) uses descriptor arrays (I think), which are not trivial to support on all backends, so we won't use them for now.
This introduces a small amount of code duplication in the code that
handles push constants. On the plus side it removes the need for all the
asserts around which Metal encoder is active.
This changes the validation to have one iteration loop for the main
buffer that calls to pass-specific iteration loops for compute passes
and render passes. This is done to simplify code a bit and will help
implement implicit transitions that are "precomputed" per pass in the
command buffer validation and re-used in the backends.
A number of code simplifications were made to CommandBufferStateTracker
since it doesn't need to know if we are in a pass anymore. Further
simplifications will happen when implicit barriers are implemented.
Instead of initializing all of the bind group layouts in the pipeline
layout to default values, let them be nullptr and allow this elsewhere.
Follow-up on some changes in #206
However keep the following samples:
- CHelloTriangle that demonstrates the C API
- CppHelloTriangle that demonstrates the C++ API
- Animometer that matches the WebGL benchmark
- HelloDepthStencil that does more than just a triangle, renamed
to CubeReflection
- ComputeBoids as a cool graphics and compute interop demo
- glTFViewer that shows slightly more advanced usage of NXT
We are changing all object creation to use descriptors but there is no
creation argument to pass for queue, so instead Device::CreateQueue
takes no argument.
Methods, when their arguments are stored in a structure, are very
similar to structures (duh?) Take advantage of this to factor the
[de]serialization code between them and not just memcpy structures
around. This will allow structures to contain objects, and pointers to
other structures / array of objects etc.
The flow of commands is a bit more involved than for MapReadAsync and
goes like this:
- C->S MapAsync isWrite = true
- S: Call MapWriteAsync
- S: MapWriteAsync callback fired
- S->C: MapWriteAsyncCallback (no data compared to the read case)
- C: Call the MapWriteAsync callback with a zeroed out buffer
- C: Application calls unmap.
- C->S: UpdateMappedData with the content of the mapped pointer
- S: Copy the data in the mapped pointer
- C->S: Regular unmap command
- S: Call unmap
Makes nxt_end2end_tests -w pass all tests.
Also duplicates the MapRead wire tests for the write cases
This will help with follow-up changes that add support for a more
complete grammer of types, including structures containing pointers
to objects or other structures.
Instead of having the wire::Client and wire::Server directly act on
buffer memory, a couple interfaces are introduced so that WireCmd can do
things like get the object<->id mapping and temporary allocations.
While the serialization and deserialization of most commands was moved
into WireCmd, the commands that don't directly correspond to NXT methods
have their logic moved inside Client and Server and will be made to
expose the new interface in a follow-up commit.
This will be useful to provide additional coverage of the wire in
addition to the very focused WireTests unittests. All tests pass except
the MapWriteAsync ones that aren't implemented in the wire yet. They can
be skipped with --gtest_filter=-*MapWrite*
These types are meant to be used for computations that might but are not
expected to fail in backend/, such that the error case can be much
slower than the success case.
The NXT_TRY and NXT_TRY_RESULT macros are added to help write more
concise code that uses Error and ResultOrError.
The sampler builder will be removed as the first builder being converted
to a descriptor. Use CommandBufferBuilder instead as it is not expected
to change soon.
This as an API change to get closer to the direction in which WebGPU is
headed. The API change in next.json caused a ton of files to be changed
in the same commit to keep things compiling.
API: the Framebuffer and RenderPass objects are now merged in a single
RenderPassInfo that contains the attachments, loadOps and clear values
for a BeginRenderPass command. The concept of subpass is removed.
The RenderPass creation argument to RenderPipelines is replaced by
explicitly setting the format of attachments for RenderPipeline.
Validation: SetPipeline checks are changed to check that the attachments
info set on a RenderPipeline matches the attachments of the render pass.
Backends: Most changes are simplifications of the backends that no
longer require and indirection to query the current subpass out of the
render pass in BeginSubpass, and don't need to get the attachment info
from a RenderPass when creating RenderPipelines. In the Vulkan backend,
a VkRenderPass cache is added to reuse VkRenderPasses between
RenderPassInfos and RenderPipelines.
Tests and examples: they are updated with the simplified API. Tests
specific to the Framebuffer and RenderPass objects were removed and
validation tests for RenderPassInfo were added.
Tested by running CppHelloTriangle on all backends, end2end tests on all
platforms and all examples on the GL backend.
HashCombine will be used in more than just BindGroupLayout caching so we
extract it to a separate header. Add a better mixing constant for 64bit
systems.