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Ugrade to wgpu
version 25.0
#19563
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Ugrade to wgpu
version 25.0
#19563
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You added a new example but didn't add metadata for it. Please update the root Cargo.toml file. |
} else { | ||
self.view_layout_no_motion_vectors.clone() | ||
}, | ||
self.empty_layout.clone(), |
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What's the purpose of this empty_layout?
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Wgpu gets upset if you have a gap in bind groups i guess. should double check that this doesn't have any perf implications but it seems to work.
could you also update |
Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
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Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
# `fragile-send-sync-non-atomic-wasm` feature means we can't use Wasm threads for rendering | ||
# It is enabled for now to avoid having to do a significant overhaul of the renderer just for wasm. | ||
# When the 'atomics' feature is enabled `fragile-send-sync-non-atomic` does nothing | ||
# and Bevy instead wraps `wgpu` types to verify they are not used off their origin thread. | ||
wgpu = { version = "24", default-features = false, features = [ | ||
wgpu = { version = "25", default-features = false, features = [ |
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Need to add the vulkan
and webgl
features now.
Maybe gles
as well, but in my experience it hasn't worked in years and just spits out confusing error messages.
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we have a separate top level feature webgl
so i don't htink we want it here? i included gles just because we still have code for it.
Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
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Example run is good apart from taking way too long on DX12 which can't be reproduced locally 👍
@tychedelia need to run rustfmt. |
This should be good now sans the naga_oil release. |
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@blend_src(0)
doesn't work if the dual_source_blending
feature isn't enabled, so the atmosphere shader needs a bit more #ifdef
spaghetti. (sorry for splitting it up into 2 suggestions, but github won't let me do it as a single suggestion due to the deleted lines in the middle...).
- `@group(0)` view uniforms | ||
- `@group(1)` view uniforms requiring binding arrays | ||
- `@group(2)` mesh uniforms | ||
- `@group(3)` material uniforms |
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If we're telling users to use group 3 for their material uniforms, doesn't that mean that we can't put our bindless stuff in group 3? (eg. crates/bevy_render/src/bindless.wgsl or assets/shaders/bindless_material.wgsl)
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I was being a bit too loose so just pushed some clarifying language. I don't think our existing bindless mechanism via AsBindGroup
lets users bind uniform buffers in combination with binding arrays anyway, despite the attr being named #[uniform]
it puts everything in storage afaict.
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Objective
Upgrade to
wgpu
version25.0
.Depends on bevyengine/naga_oil#121
Solution
Problem
The biggest issue we face upgrading is the following requirement:
This is a major difficulty for us, as there are a number of binding arrays that are used in the view bind group. Note, this requirement does not affect merely uniform buffors that use dynamic offset but the use of any uniform in a bind group that also has a binding array.
Attempted fixes
The easiest fix would be to change uniforms to be storage buffers whenever binding arrays are in use:
This requires passing the view index to the shader so that we know where to index into the buffer:
Using push constants is no problem because binding arrays are only usable on native anyway.
However, this greatly complicates the ability to access
view
in shaders. For example:Using this approach would work but would have the effect of polluting our shaders with ifdef spam basically everywhere.
Why not use a function? Unfortunately, the following is not valid wgsl as it returns a binding directly from a function in the uniform path.
This also poses problems for things like lights where we want to return a ptr to the light data. Returning ptrs from wgsl functions isn't allowed even if both bindings were buffers.
The next attempt was to simply use indexed buffers everywhere, in both the binding array and non binding array path. This would be viable if push constants were available everywhere to pass the view index, but unfortunately they are not available on webgpu. This means either passing the view index in a storage buffer (not ideal for such a small amount of state) or using push constants sometimes and uniform buffers only on webgpu. However, this kind of conditional layout infects absolutely everything.
Even if we were to accept just using storage buffer for the view index, there's also the additional problem that some dynamic offsets aren't actually per-view but per-use of a setting on a camera, which would require passing that uniform data on every camera regardless of whether that rendering feature is being used, which is also gross.
As such, although it's gross, the simplest solution just to bump binding arrays into
@group(1)
and all other bindings up one bind group. This should still bring us under the device limit of 4 for most users.Next steps / looking towards the future
I'd like to avoid needing split our view bind group into multiple parts. In the future, if
wgpu
were to add@builtin(draw_index)
, we could build a list of draw state in gpu processing and avoid the need for any kind of state change at all (see gfx-rs/wgpu#6823). This would also provide significantly more flexibility to handle things like offsets into other arrays that may not be per-view.Testing
Tested a number of examples, there are probably more that are still broken.