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.
Make async versions of the main library entry points, and invoke those from the with_winit example.
Right now this just prints the contents of the bump buffer before just running the fine dispatch, but it could apply conditional logic.
We'll be persisting some buffers across recordings, so make the mapping from id to actual resource scoped to the engine rather than a single `run_recording` call.
Part of the change is being explicit about which buffers to free and when. That will enable more fine-grained reuse of buffers, including within a recording.
* 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
* Improve the svg parser
* Handle `opacity`
* Double the segments buffer
* Rotate the multiplication
This matches firefox's output, although it is contrary to my use
of 3d transformation matrices
* Double ptcl size
Seems to be required to show entire scene at 4k
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.
some `RenderContext` stuff is now `DeviceHandle` stuff, and device
handles are created alongside surfaces to ensure compatibility, but are
reused if possible.
Fixes#224 wgpu Adapter and Surface might not be compatible