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Rewrite the ash runner #419
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Thanks for cleaning this up, I don't understand everything about this code but the parts I do understand look good. I can see you've generally improved the error handling, fixed a bunch of "FIXME" comments, etc. It would be nice to have some commit messages that are more than a single line. The "ash runner: rewrite" commit in particular changes a lot of code with zero explanation. |
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examples/runners/ash/src/device.rs
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let message_id_name = if callback_data.p_message_id_name.is_null() { | ||
Cow::from("") | ||
} else { | ||
unsafe { CStr::from_ptr(callback_data.p_message_id_name).to_string_lossy() } | ||
}; |
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Thanks, I very much would! I think that section is just copied from the old runner :D
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// Hack: spirv_builder builds into a custom directory if running under cargo, to not | ||
// deadlock, and the default target directory if not. However, packages like `proc-macro2` | ||
// have different configurations when being built here vs. when building | ||
// rustc_codegen_spirv normally, so we *want* to build into a separate target directory, to | ||
// not have to rebuild half the crate graph every time we run. So, pretend we're running | ||
// under cargo by setting these environment variables. | ||
unsafe { | ||
std::env::set_var("OUT_DIR", env!("OUT_DIR")); | ||
std::env::set_var("PROFILE", env!("PROFILE")); | ||
} |
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Have you checked that running the wgpu
runner, after this change, doesn't result in spurious rebuilds every time? (it might only happen on debug or release, probably only on release if I had to guess)
AFAIK, without the OUT_DIR
and PROFILE
env vars, spirv-builder
will not pass its custom --target-dir
to Cargo, and therefore the same top-level target
dir will get used for both the runner and the shaders, which can cause rebuilds due to build deps/proc macros (when their Cargo feature sets differ etc.).
But it's possible there could be other reasons why this isn't a problem anymore.
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As of d416b65 from the original difftest PR #216, the env vars have been replaced with cargo_metadata
to ensure we always grab the correct target dir. But they haven't propagated to all examples...
See diff: d416b65#diff-84c98121dbc8466f5e6e1503a3771f2ec4f8f37fa048ebf01c201b1b5cd1b191L935-L962
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Oh, that's great, glad it's been fixed, would it be too much to ask for a separate PR for at least updating the wgpu
example, as a nicer place to "document" the fact that this change happened?
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Pulled out the commit to #442, you can now independently merge this PR from the new one
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My bad, I found some extra stuff that #442 should probably remove, which caused conflicts and this PR now depends on that one.
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no longer necessary since d416b65
* use Vulkan 1.3 * use DynamicRendering feature replacing Framebuffers * extract `MyDevice` struct containing vk initialization * decouple rendering from swapchain management * redo swapchain sync, fixes validation errors, intentionally kept basic * make rendering lazily recreate its pipeline
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Requires #442
Followup from #418
I've noticed that running the ash runner with debug layers enabled (
--debug-layers
) prints tons of validation errors, all of which should be considered programming errors and sort of equivalent to a runtime panic. Instead of trying to fix what is there, I decided to completely rewrite the ash runner instead, and update it to the modern Vulkan 1.3 way you'd render things.MyDevice
struct containing vk initializationMacOS: removes the
ash-molten
dependency, which means we now require MoltenVK (or the Vulkan SDK) to be installed on MacOS for the ash runner to work. The wgpu runner still works as normal, with the metal backend.Reviews
Please test this on your machine with validation layers turned on, if possible (requires the Vulkan SDK). Report back if it runs and on which OS and graphics card.
Note:
--shader=sky
: holding arrow keys should change brightness--shader=mouse
: should be animated--debug-layer
requires vulkan sdk