The examples logged the total processing time for an SVG including both
parse and GPU buffer encoding times. Times for these two operations are
now logged separately.
Removed the workgroup count and buffer size calculations from
src/render.rs. This code now uses the types returned by the
vello_encoding crate for this purpose.
This method was intended for the coverage mask variant of the pipelines
that was present in piet-gpu. This code has regressed since the wgpu
rewrite and the mask rendering variant of the pipelines will be
redesigned. Remove this for now instead of having to maintain it until
the rewrite.
- Use the buffer sizes in src/render.rs as the current 128K is not
sufficient for even the test scenes
- Add BumpAllocators type and bump buffer size
- Support the `base_color` render option
- Use immutable type construction where possible
- Fix the path tag stream length calculation to use the offsets stored
in Layout. This both matches the current behavior in src/render.rs and
makes it so that CpuConfig's construction no longer needs the Encoding
type as an input
- Renamed CpuConfig & GpuConfig types to 'RenderConfig' and
'ConfigUniform'
This change moves the vello encoding logic to a new crate under
crates/encoding. Combined with the `vello_shaders` crate, this enables
lightweight integration of the Vello pipelines into renderers that don't
depend on wgpu (or perhaps written in languages other than Rust).
The Scene/Fragment API currently remain the vello crate.
Naga traslates workgroup variable declarations to threadgroup
address-space entry-point parameters when generating MSL. Metal API
validation requires that the memory sizes for these parameters be set
explicitly by calling setThreadgroupMemoryLength:index on the
MTLComputeCommandEncoder.
The crate now calculates the required memory size for global workgroup
variables that are accessed by the entry point and provides them
alongside the binding list. This is abstracted separately from the
binding list.
While the current usage that we're aware of is limited to Metal, this
information is being provided as part of the generic ComputeShader type
instead of a MSL-specific type, as the information itself is computed
from the parsed WGSL IR and not specific to Metal.
Using vector graphics for the image doesn't make a huge amount of sense. The flower photo is by Raph and happily licensed to anyone who wants to use it.
This allows the graph to display at a reasonable scale in the face of
fluctuations and a max recorded sample that is much larger than the
current average.
The Auto* modes should have wider compatibility as they implement
fallback behavior based on what the platform supports. This also means
that on web "vsync off" will likely be incorrect.
Added a module for frame time statistics and UI layer that displays
the average, minimum, and maximum frame time alongside FPS. The UI
can be toggled by pressing the `S` key.