Introduce a new module, `naga::back::continue_forward`, containing
shared code for rendering Naga `Continue` statements as backend
`break` statements and assignments to introduced `bool` locals.
See the module's documentation for details.
- [hlsl-out] Transform degenerate single body switches into `do-while`
loops. Properly render `Continue` statements enclosed by
`Switch` statements enclosed by `Loop` statements.
- [glsl-out] Transform degenerate single body switches into `do-while`
loops.
Improve `naga xtask validate spv` error message.
Fixes#4485.
Fixes#4514.
* Expose gpu allocation configuration options
This commit adds hints to control memory allocations strategies to the configuration options. These hints allow for automatic profiles such as optimizing for performance (the default, makes sense for a game), optimizing for memory usage (typically more useful for a web browser or UI library) and specifying settings manually.
The details of gpu allocation are still in flux. The goal is to switch vulkan and metal to gpu_allocator which is currently used with d3d12. gpu_allocator will also likely receive more configuration options, in particular the ability to start with smaller memory block sizes and progressively grow the block size. So the manual settings already provision for this upcoming option. Another approach could be to wait and add the manual option after the dust settles.
The reason for providing presets and defining values in the backends is that I am convinced that optimal fonigurations should take hardware capabilities into consideration. It's a deep rabbithole, though, so that will be an exercise for later.
* changelog
* Update CHANGELOG.md
Co-authored-by: Andreas Reich <r_andreas2@web.de>
* Add a comment about not entirely knowing what we are doing
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Co-authored-by: Andreas Reich <r_andreas2@web.de>