Commit graph

8 commits

Author SHA1 Message Date
Raph Levien 27e6fdd267 Partially revert uniform load of bump.failed
Just load the atomic bump counter directly instead of piping it through a shared variable, when workgroupUniformLoad is not available. The value is in fact dynamically uniform, but that depends on the stage not setting its own failure flag, a fairly subtle invariant.

I think there was a write-after-read hazard for the reuse of sh_part_count[0]. However, doing the experiment of just changing that doesn't fix the problem on mac. It's possible there's a shader compilation problem (possibly the same one as provoking the storageBarrier workaround in tile_alloc), or also possibly a logic error I'm not understanding.

In any case, this change does appear to fix the hangs on mac.

Fixes #267
2023-01-29 09:01:13 -08:00
Raph Levien d6cbae2a3f Fixes to get example running in wasm
A number of things were wrong:

* The args were missing to `run`
* The robust memory changes introduced uniformity errors
* `clear_buffer` is a todo for wgpu on wasm
* Some more time calls crept in
* Initializing both env_logger and console_logger fails

In addition, we conditionally opt the shaders into
`workgroupUniformLoad`, as that's available on wasm but not yet native.

Some of the things (args, uniformity errors) are important fixes. Other
things (clear_buffer, wUL being optional) are workarounds for wgpu
limitations and have TODO items to be removed when wgpu catches up.
2023-01-26 12:19:12 -08:00
Chad Brokaw 0c0c61dc82 Address review feedback
* Add counts to offsets when comparing against buffer size limits
* Remove multiplication by 4 in blend buffer allocation (we use units of u32)
* Move buffer sizes from BumpAllocators to Config
* Add comments about early exit
2023-01-18 21:36:32 -05:00
Chad Brokaw db7d93b85c remove unnecessary limit adjustment 2023-01-17 22:56:52 -05:00
Chad Brokaw 1e8d194b6a initial GPU side work for robust memory
This should handle everything on the GPU side except for blend stack loading/storing in fine.
2023-01-17 14:08:20 -05:00
Raph Levien 4907186de4 Prototype of buffer reuse
This helps performance but not all performance issues have been resolved. Nontrivial CPU goes into write_buffer, and it's also possible that there isn't enough overlapping between CPU and GPU work.
2023-01-12 20:43:58 -08:00
Chad Brokaw c6ac5bf590 Support even-odd fill rule
Add logic for handling the even-odd fill rule to `SceneBuilder` and the coarse and fine shaders.
2023-01-10 15:22:04 -05:00
Daniel McNab ff59839737
Move the vello crate to the workspace root (#231)
* Move the vello crate to the root of the crate

* Add warning that README is work in progress

* Add newline in warning

* Move the unlicense into the shader folder

* Fixup wgsl-analyzer include paths
2023-01-05 09:32:09 +00:00
Renamed from vello/shader/coarse.wgsl (Browse further)