1525: Add Naga bypass to allow feeding raw SPIR-V shader data to the backend. r=kvark a=ElectronicRU
**Connections**
Fixes#1520 .
**Description**
While Naga checking is undoubtedly very useful, it currently lags behind
what is possible in SPIR-V and even what is promised by WGPU (ie binding
arrays). This adds an unsafe method to wgpu::Device to allow feeding
raw SPIR-V data into the backend, and adds a feature flag to request a
backend supporting this operation.
**Testing**
`texture_arrays` example is runnable now, which uncovers an additional bug in Vulkan backend - binding arrays are instead treated like sole bindings, and indices shift, too. Lots of errors from validation layer ensue.
Co-authored-by: Alex S <alex0player@gmail.com>
- Remove Cow from wgpu-hal API surface. You graze on in our hearts.
- Rename feature flag to SPIRV_SHADER_PASSTHROUGH in anticipation
of crate feature `spirv` to reduce confusion.
- Add some more documentation about behaviour and intended avenues of
use to the feature.
- rename ShaderInput variants
- rename feature flag
- hard error on Metal backend trying to compile SPIR-V
- fix test failing because of feature flag bits changing
While Naga checking is undoubtedly very useful, it currently lags behind
what is possible in SPIR-V and even what is promised by WGPU (ie binding
arrays). This adds an unsafe method to wgpu::Device to allow feeding
raw SPIR-V data into the backend, and adds a feature flag to request a
backend supporting this operation.
1511: Added storage texture array support. r=kvark a=ElectronicRU
**Description**
Arrays of storage images (*f*image*n*D in GLSL parlance) should now be supported.
I also took the liberty to refactor texture format checking a bit,
and tighten up sampled texture support detection for Metal as well.
**Testing**
Not completely sure what's the proper testing approach here, open to suggestions.
Co-authored-by: Alex S <alex0player@gmail.com>
* Add command buffer fill buffer method
* Added test for buffer fill
* Added image clear + test
* image/buffer clear methods are now pure clear to zero
* fix cargo clippy & int type issues
* clear buffer alignment is now given by COPY_BUFFER_ALIGNMENT
* joined buffer/image clear player tests
* ImageSubresourceRange is now used in TextureViewDescriptor
1391: Simplify features r=cwfitzgerald a=kvark
**Connections**
Fixes#1390
Makes vertex writable storage optional (native-only for now)
Fixes the follow-up to #891
**Description**
Refactors the code so that adding new features and maintaining current ones is much easier.
Refactors the way missing features are checked and reported, DRY way.
**Testing**
Not really tested
Co-authored-by: Dzmitry Malyshau <kvarkus@gmail.com>
1279: Fix some typos r=kvark a=grovesNL
**Description**
Fix a few small typos in doc comments
**Testing**
None
Co-authored-by: Joshua Groves <josh@joshgroves.com>
* Add CONSERVATIVE_RASTERIZATION native feature
* update gfx to cd3042d8c02d9dc7fc74ac8c292099c9789f6d43
* error for polygon mode not fill +conservative raster
* const in ShaderStage that represents vertex and fragment access
We can store `ShaderStage`s as const values or members of const structs in all individual cases, but for example `ShaderStage::VERTEX | ShaderStage::FRAGMENT` cannot be stored in a const. This is not very elegant, but would be convenient.
* Correct VERTEX_FRAGMENT definition
VERTEX_FRAGMENT definition now follows directly from the bit representation of `ShaderStage::VERTEX` and `Shaderstage::FRAGMENT` such that it does not need to be independently maintained.