This is our version of the standard message passing litmus test for
atomics. It does a bunch in parallel and permutes the reads and writes
extensively, so it's been more sensitive than existing tests.
This adds both regular and Vulkan memory model atomic versions of the
prefix sum test, compiled by #ifdef. The build chain is getting messy,
but I think it's important to test this stuff.
Integrate DXC for translating HLSL for use in DX12. This will work
around FXC limitations and unlock the use of more advanced HLSL features
such as subgroups.
This hardcodes the use of DXIL, but it could be adapted (with a bit of
effort) to choose between DXIL and HLSL at runtime.
The MSL translation of the prefix example had its bindings permuted; a
flag prevents this (but, as is typical for shader translation,
potentially creates other problems).
Also use explicit unsigned literal to avoid DXC warnings.
Add a clear stage and associated tests, and also use it on non-Vulkan
backends to clear the state buffer.
While that's a workaround and will go away when we implement the actual
clear command, it's also a nice demo of how the new "stage" structure
composes.
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
Have a structured way of gathering test results, rather than the
existing ad hoc approach of just printing stuff.
The details are still pretty primitive, but there's room to grow.
This adds a prefix sum test. This patch is also trying to get a little
more serious about structuring both the test runner (toward the goal of
collecting proper statistics) and pipeline stages for the tests.
Still WIP but giving good results.
This was motivated by experiments with the Vulkan memory model. To use
that, we actually need to explicitly enable the relevant feature on
device creation time. That's a lot easier to do now that push_next works
on the structs in that chain. This PR doesn't do that though, it only
upgrades the dependency and cleans up deprecations.
The flag read needs acquire semantics. There are a number of ways that
could be expressed, but a generally portable way is to have a barrier
after. However, in the translation to Metal, that barrier needs to be in
uniform control flow. This patch does some workarounds to ensure that.
Reuse submitted command buffers rather than continually allocating them.
This patch also improves the story across the different backends. On
DX12 it was reusing allocators without resetting them, which could be a
leak. And on Metal the reset "fails," so there's always a new alloc.
This patch gets rid of warnings and runs cargo fmt.
A lot of the warnings were unused items (especially in DX12 land). At
some point we might want to bring some of that back, at which point it
might be useful to refer to what was deleted in this commit.
Pipeline the CPU and GPU work so that two frames can be in flight at
once.
This dramatically improves the performance especially on Android. Note
that I've also changed the default configuration to be 3 frames in
flight and FIFO mode.
If there is a command buffer in flight on exit from the winit app, wait
on it so that the resources get destroyed cleanly.
There may be a more aggressive strategy to quick-exit, but this is
probably the most reliable approach and I see it in other code bases.
This patch deallocates command buffers after command submission completes (the same time as other resources are released).
It should be portable and robust on all back-ends, but not necessarily the most efficient. But reuse of command buffers, as well as more efficient allocation on Vulkan and DX12, are for followup work.
Make the scene dependent on timing.
This commit patches the HAL to reuse command buffers; this works well on
Vulkan and prevents a leak, but breaks the other back-ends. That will
require a solution, possibly including plumbing up the resource lifetime
responsibilities to the client.
Other things might be hacky as well.
memoryBarrierBuffer is mapped to the threadgroup_barrier function in
Metal, which is a control barrier that must be executed by all threads
(or none). This change establishes that property for the two memory
barriers we have.
While here, remove ENABLE_IMAGE_INDICES completely; it was disabled in
an earlier change.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Separate out render context upload from renderer creation. Upload ramps
to GPU buffer. Encode gradients to scene description. Fix a number of
bugs in uploading and processing.
This renders gradients in a test image, but has some shortcomings. For
one, staging buffers need to be applied for a couple things (they're
just host mapped for now). Also, the interaction between sRGB and
premultiplied alpha isn't quite right. The size of the gradient ramp
buffer is fixed and should be dynamic.
And of course there's always more optimization to be done, including
making the upload of gradient ramps more incremental, and probably
hashing of the stops instead of the processed ramps.