Fix the startup crash on D3D12 with FXC: CPU fallback for the tessellation pipeline, FXC-friendly shader (#1098) (#1099)

* GPU tessellation: a pipeline the device cannot build falls back to CPU meshing instead of crashing (#1098)

Build the tessellation compute pipeline inside error scopes; TessGpu::new returns an error,
and the viewport logs it and meshes bodies on the CPU. A Windows CI job builds the pipeline
with D3D12's FXC on the WARP adapter.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

* Tessellation shader: basis functions in one-dimensional local arrays, so D3D12's FXC compiles it (#1098)

FXC has to unroll loops that write an array inside a struct (Basis.n0/n1) or a 2-D array
(ndu) by a counter, and cannot with run-time trip counts (X3511). A2.2 basis functions in a
local 1-D array returned whole; derivatives from the degree p-1 functions; the pole step
offsets computed rather than indexed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

---------

Co-authored-by: Claude Opus 5.5 <[email protected]>
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bherbruckandClaude Opus 5.5 authored and GitHub committed 2026-10-14 10:40:24 -04:00
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@@ -17,6 +17,37 @@ use solidcraft_geom::Vec3;
use solidcraft_geom::tess::{EvalCurve, EvalSurface, TessPlan};
use wgpu::util::DeviceExt;
/// The tessellation compute shader (WGSL).
pub const SHADER: &str = include_str!("tess.wgsl");
/// The error a popped error scope caught. Native devices answer at once; a browser's answer
/// comes later, and is not waited for (no error is assumed).
fn popped(f: impl std::future::Future<Output = Option<wgpu::Error>>) -> Option<wgpu::Error> {
let mut f = std::pin::pin!(f);
match f.as_mut().poll(&mut std::task::Context::from_waker(std::task::Waker::noop())) {
std::task::Poll::Ready(e) => e,
std::task::Poll::Pending => None,
}
}
/// An adapter and device without a window (native only). The environment may pick the backend
/// and the D3D12 shader compiler (`WGPU_BACKEND`, `WGPU_DX12_COMPILER`).
#[cfg(not(target_arch = "wasm32"))]
fn open_headless() -> Result<(wgpu::Adapter, wgpu::Device, wgpu::Queue)> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle_from_env());
let adapter = pollster::block_on(
instance.request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::HighPerformance, ..Default::default() }),
)
.map_err(|_| GpuError::NoAdapter)?;
let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
label: Some("solidcraft compute"),
required_limits: wgpu::Limits::downlevel_defaults().using_resolution(adapter.limits()),
..Default::default()
}))
.map_err(|e| GpuError::Device(e.to_string()))?;
Ok((adapter, device, queue))
}
/// Most vertices evaluated in one dispatch (bounds the buffers; larger plans go in batches).
pub const MAX_BATCH: usize = 1 << 20;
const WORKGROUP: u32 = 64;
@@ -29,6 +60,8 @@ pub enum GpuError {
Device(String),
#[error("the GPU evaluation failed: {0}")]
Failed(String),
#[error("the GPU tessellation pipeline could not be created: {0}")]
Pipeline(String),
#[error("not supported yet: {0}")]
Unsupported(String),
}
@@ -78,11 +111,47 @@ pub struct TessGpu {
}
impl TessGpu {
/// The pipeline on an existing device (`adapter`: its name, for reports).
pub fn new(adapter: impl Into<String>, device: wgpu::Device, queue: wgpu::Queue) -> Self {
/// The pipeline on an existing device (`adapter`: its name, for reports). An error (never
/// a panic) when the device cannot build it, for example where the D3D12 driver's older shader
/// compiler (FXC) rejects the shader: the caller then builds bodies on the CPU.
pub fn new(adapter: impl Into<String>, device: wgpu::Device, queue: wgpu::Queue) -> Result<Self> {
Self::with_shader(adapter, device, queue, SHADER)
}
/// [`TessGpu::new`] with another shader source: tests use it to make pipeline creation fail
/// as it does on a device whose compiler rejects the real shader.
#[doc(hidden)]
pub fn with_shader(adapter: impl Into<String>, device: wgpu::Device, queue: wgpu::Queue, shader: &str) -> Result<Self> {
// Errors here would go to the device's uncaptured-error handler, which panics by default:
// capture them, so a device that cannot run the shader only loses GPU tessellation.
let scopes = [wgpu::ErrorFilter::OutOfMemory, wgpu::ErrorFilter::Internal, wgpu::ErrorFilter::Validation].map(|f| device.push_error_scope(f));
let (pipeline, layout) = Self::build(&device, shader);
let mut failed = None;
for scope in scopes.into_iter().rev() {
if let Some(e) = popped(scope.pop()) {
failed.get_or_insert(e.to_string());
}
}
if let Some(e) = failed {
return Err(GpuError::Pipeline(e));
}
// A viewport records the evaluation into its own frame (see `TessGpu::record`).
#[cfg(target_arch = "wasm32")]
let _ = queue;
Ok(TessGpu {
adapter: adapter.into(),
device,
#[cfg(not(target_arch = "wasm32"))]
queue,
pipeline,
layout,
})
}
fn build(device: &wgpu::Device, shader: &str) -> (wgpu::ComputePipeline, wgpu::BindGroupLayout) {
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("solidcraft tessellation"),
source: wgpu::ShaderSource::Wgsl(include_str!("tess.wgsl").into()),
source: wgpu::ShaderSource::Wgsl(shader.into()),
});
let entry = |binding: u32, ty: wgpu::BufferBindingType| wgpu::BindGroupLayoutEntry {
binding,
@@ -114,34 +183,14 @@ impl TessGpu {
compilation_options: Default::default(),
cache: None,
});
// A viewport records the evaluation into its own frame (see `TessGpu::record`).
#[cfg(target_arch = "wasm32")]
let _ = queue;
TessGpu {
adapter: adapter.into(),
device,
#[cfg(not(target_arch = "wasm32"))]
queue,
pipeline,
layout,
}
(pipeline, layout)
}
/// A device of its own, without a window (native only).
#[cfg(not(target_arch = "wasm32"))]
pub fn headless() -> Result<Self> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let adapter = pollster::block_on(
instance.request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::HighPerformance, ..Default::default() }),
)
.map_err(|_| GpuError::NoAdapter)?;
let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
label: Some("solidcraft compute"),
required_limits: wgpu::Limits::downlevel_defaults().using_resolution(adapter.limits()),
..Default::default()
}))
.map_err(|e| GpuError::Device(e.to_string()))?;
Ok(Self::new(adapter.get_info().name, device, queue))
let (adapter, device, queue) = open_headless()?;
Self::new(adapter.get_info().name, device, queue)
}
/// The adapter's name, for reports.