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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@@ -736,14 +736,30 @@ impl Batches {
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}
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}
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/// The tessellation pipeline (`shader`: its source), where display plans are evaluated: on a
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/// device that runs compute shaders with the storage buffers the evaluation binds (not WebGL2)
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/// and builds the pipeline. Elsewhere `None`, and bodies are built on the CPU: a device whose
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/// shader compiler rejects the shader (D3D12's FXC once did) only loses GPU evaluation.
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fn tessellation(adapter: &wgpu::Adapter, device: &wgpu::Device, queue: &wgpu::Queue, shader: &str) -> Option<solidcraft_gpu::TessGpu> {
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let compute = adapter.get_downlevel_capabilities().flags.contains(wgpu::DownlevelFlags::COMPUTE_SHADERS)
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&& device.limits().max_storage_buffers_per_shader_stage >= 4;
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if !compute {
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return None;
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}
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let info = adapter.get_info();
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match solidcraft_gpu::TessGpu::with_shader(info.name.clone(), device.clone(), queue.clone(), shader) {
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Ok(t) => Some(t),
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Err(e) => {
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log::warn!("bodies are built on the CPU on {} ({:?}): {e}", info.name, info.backend);
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None
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}
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}
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}
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/// Create the pipelines. Call once with the app's render state and its depth/stencil/MSAA
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/// settings. Without a stencil the section cap does not hide the inside of cut bodies.
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pub fn install(rs: &egui_wgpu::RenderState, depth_bits: u8, stencil_bits: u8, samples: u32) -> GpuTarget {
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// Display plans are evaluated where the device runs compute shaders with the storage
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// buffers the evaluation binds (not WebGL2): elsewhere bodies are built on the CPU.
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let compute = rs.adapter.get_downlevel_capabilities().flags.contains(wgpu::DownlevelFlags::COMPUTE_SHADERS)
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&& rs.device.limits().max_storage_buffers_per_shader_stage >= 4;
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let tess = compute.then(|| solidcraft_gpu::TessGpu::new(rs.adapter.get_info().name, rs.device.clone(), rs.queue.clone()));
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let tess = tessellation(&rs.adapter, &rs.device, &rs.queue, solidcraft_gpu::SHADER);
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let t = GpuTarget { format: rs.target_format, depth: egui_wgpu::depth_format_from_bits(depth_bits, stencil_bits), samples, tess: tess.is_some() };
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let res = Resources::new(&rs.device, t, tess);
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rs.renderer.write().callback_resources.insert(res);
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@@ -912,8 +928,29 @@ impl egui_wgpu::CallbackTrait for ViewportCallback {
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/// Render `scene` offscreen on a device of its own, through the viewport's real resources and
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/// frame callback (`prepare`, then `paint`), and read the pixels back: straight RGBA, `size` ×
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/// `size`. `None` without a GPU adapter. With `tess`, planned bodies are evaluated on the GPU.
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/// `size`. `None` without a GPU adapter. With `tess` (the tessellation shader), planned bodies
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/// are evaluated on the GPU where the device builds that pipeline, as [`install`] sets it up.
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/// `highlight` is drawn as the viewport's highlight scene (hover and selection).
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#[cfg(all(test, not(target_arch = "wasm32")))]
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fn offscreen_device() -> Option<(wgpu::Adapter, wgpu::Device, wgpu::Queue)> {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle_from_env());
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let adapter = pollster::block_on(instance.request_adapter(&Default::default())).ok()?;
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let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
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required_limits: wgpu::Limits::downlevel_defaults().using_resolution(adapter.limits()),
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..Default::default()
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}))
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.ok()?;
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Some((adapter, device, queue))
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}
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/// Whether [`install`] would evaluate plans on the GPU with `shader`, on an offscreen device
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/// (`None` without a GPU adapter).
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#[cfg(all(test, not(target_arch = "wasm32")))]
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pub(crate) fn offscreen_tessellates(shader: &str) -> Option<bool> {
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let (adapter, device, queue) = offscreen_device()?;
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Some(tessellation(&adapter, &device, &queue, shader).is_some())
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}
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#[cfg(all(test, not(target_arch = "wasm32")))]
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pub(crate) fn render_offscreen(
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scene: GpuScene,
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@@ -922,18 +959,12 @@ pub(crate) fn render_offscreen(
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back: [f32; 3],
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eye: [f32; 4],
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size: u32,
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tess: bool,
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tess: Option<&str>,
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) -> Option<Vec<u8>> {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
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let adapter = pollster::block_on(instance.request_adapter(&Default::default())).ok()?;
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let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
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required_limits: wgpu::Limits::downlevel_defaults().using_resolution(adapter.limits()),
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..Default::default()
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}))
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.ok()?;
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let (adapter, device, queue) = offscreen_device()?;
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let (format, depth) = (wgpu::TextureFormat::Rgba8Unorm, wgpu::TextureFormat::Depth24PlusStencil8);
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let target = GpuTarget { format, depth: Some(depth), samples: 1, tess };
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let compute = tess.then(|| solidcraft_gpu::TessGpu::new(adapter.get_info().name, device.clone(), queue.clone()));
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let compute = tess.and_then(|shader| tessellation(&adapter, &device, &queue, shader));
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let target = GpuTarget { format, depth: Some(depth), samples: 1, tess: compute.is_some() };
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let mut resources = egui_wgpu::CallbackResources::default();
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resources.insert(Resources::new(&device, target, compute));
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let none = || Arc::new(Mutex::new(None));
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