* Improve binding error
* Introduce a new BindingTypeName enum
* Fix formatting
* Use From trait instead of map functions for BindingTypeName
* Update CHANGELOG.md
Previously we only checked whether the outermost array's subtype was a
Matrix when determining whether to add ColMajor and MatrixStride
decorations, meaning arrays of arrays of matrices would not be
decorated.
In MSL output, avoid undefined behavior due to unbounded loops by
adding an unpredictable, never-actually-taken `break` to the bottom of
each loop body, rather than adding an unpredictable,
never-actually-taken branch over each loop.
This will probably have more of a performance impact, because it
affects each iteration of the loop, but unlike branching over the
loop, which leaves infinite loops (and thus undefined behavior) in the
output, this actually ensures that no loop presented to Metal is
unbounded, so that there is no undefined behavior present that the
optimizer could use to make unwelcome inferences.
Fixes#6528.
Until now we accepted a float, as is the case for non-depth textures.
This makes us compliant with the spec.
The validator is updated to expect an Sint or Uint when the ImageClass
is ImageClass::Depth. The SPIR-V frontend converts the LOD argument
from float to Sint (assuming that it is representable), likewise The
SPIR-V backend now converts the LOD from either Sint or Uint to
Float. HLSL and MSL backends require no changes as they implicitly do
that conversion. GLSL does not support non-compare LOD samples,
therefore no changes are required.
This gets the `wgpu_test::ray_tracing::as_build::out_of_order_as_build` test to pass.
This seems to be an issue even on trunk, looking at the nr of calls to `create_command_encoder` & `destroy_command_encoder` in hal, they are not equal. So, I'm not sure why the validation layers don't raise the `VUID-vkDestroyDevice-device-05137`.
There is still an issue with previous command buffers being leaked but I will fix this in a follow-up.
The `Device` should not contain any `Arc`s to resources as that creates cycles (since all resources hold strong references to the `Device`).
Note that `LifetimeTracker` internally has `Arc`s to resources.