The current plan is to more or less follow the wgpu/wgpu-hal approach. In the mux/backend layer (which corresponds fairly strongly to wgpu-hal), there isn't explicit construction of a compute encoder, but there are new methods for beginning and ending a compute pass. At the hub layer (which corresponds to wgpu) there will be a ComputeEncoder object.
That said, there will be some differences. The WebGPU "end" method on a compute encoder is implemented in wgpu as Drop, and that is not ideal. Also, the wgpu-hal approach to timer queries (still based on write_timestamp) is not up to the task of Metal timer queries, where the query offsets have to be specified at compute encoder creation. That's why there are different projects :)
WIP: current state is that stage-style queries work on Apple Silicon, but non-Metal backends are broken, and piet-gpu is not yet updated to use new API.
This gets it working on mac. Also delete old implementation.
There's also an update to winit 0.25 in here, because it was easier to
roll forward than fix inconsistent Cargo.lock. At some point, we should
systematically update all deps.
Use an array of bindtypes rather than the previous situation, which was
a choice of buffer counts, or a heavier builder pattern.
The main thing this unlocks is distinguishing between readonly and
read/write buffers, which is important for DX12.
This is WIP, the Metal part hasn't been done, and the old stuff not
deleted.
Part of #125
Move types into the toplevel and hide implementation details. Remove
deref of hub CmdBuf to mux. Restrict public visibility of internals.
Most items have some docs, though improvements are still possible. In
particular, there should be detailed safety info.
Add workgroup size to dispatch call (needed by metal). Change all fence
references to mutable for consistency.
Move backend traits to a separate file (move them out of the toplevel
namespace in preparation for the hub types going there, to make the
public API nicer).
Add a method and macro for automatically choosing shader code, and
change collatz example to generate all 3 kinds on build.
Make the hub abstraction connect to the mux, rather than directly to the
Vulkan back-end.
As of this commit, both command line and winit examples work (on
Vulkan). In theory it should be possible to get them working on Dx12 as
well by translating the shader code, but there's a lot that can go
wrong.
This commit also contains a bunch of changes to mux to make conditional
compilation of match arms work, and new methods to support swapchain.
Add a method to create a buffer with initial content, which requires
staging buffers under the hood.
This patch also changes the lower-level (Vulkan) interface to be closer
to the raw Vulkan call.
The hub does a little better lifetime tracking of resources (so
Rust-side references can be dropped), and in the future will be used for
dynamic selection of backend.
The migration is still a bit half-baked, as there are a bunch of
Vulkan-specific types in the signatures, but it shouldn't be too much
work to sort that out. Perhaps it can wait until there is a second
backend though.
The main motivation for this is to create image objects with lifetime
tracking, one of the things required for #38.
Update to latest versions of all dependencies. Among other things, this
gets us on piet 0.2, though almost all of the changes were around text,
which is not yet implemented.