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Safe OpenGL wrapper for the Rust language.

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issue commentgfx-rs/wgpu-rs

STATUS_HEAP_CORRUPTION on Device::create_pipeline_layout

Thank you! If we are not able to reproduce, it would be very helpful to see that windows debug log (e.g. from Visual Studio).

Lowentwickler

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Ashley Hauck

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Add test for issue 283 (#302)

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PR merged EmbarkStudios/rust-gpu

Add test for issue 283

fixes https://github.com/EmbarkStudios/rust-gpu/issues/283

This was actually fixed by #287 but I want to add a test for #283 before closing it so here's a PR

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khyperia

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pull request commentRustAudio/rust-portaudio

Add jack library

Adding jack-sys = "0.2" will link the libraries. However, windows automatic linking is not yet supported, see the the documentation.

yilinwei

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issue commentRustAudio/rust-portaudio

Looking for Maintainers

I'd like to take ownership of rust-portaudio if the offer is still open.

mitchmindtree

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pull request commentrust-windowing/winit

Windows: Changed thread_event_target_callback's WM_DESTROY to WM_NCDESTROY

It is unfortunate that this isn't documented all that well, but it's probably safe to do it this way, provided that no other funny buisness occurs.

VZout

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issue commentgfx-rs/wgpu-rs

STATUS_HEAP_CORRUPTION on Device::create_pipeline_layout

here it is wgpu-trace.zip

In this branch, there is an example that could be run with cargo run --release --example fox

But as I said, it works on several machines, and fails on one.

Lowentwickler

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issue commentgfx-rs/wgpu-rs

STATUS_HEAP_CORRUPTION on Device::create_pipeline_layout

Could you please record an API trace and attach a zip of it here?

If that's not possible, maybe you can share a reproducible case for us in code?

Another thing that would help is running that app from Visual Studio and seeing what D3D validation errors show up in the console.

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Add Image2dArray, needs new glam-rs (#301) * Add Image2dArray, needs new glam-rs * Newline

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PR merged EmbarkStudios/rust-gpu

Add Image2dArray, needs new glam-rs

This adds a new Image2dArray as needed for some of our Ark shaders, needed changes in glam (https://github.com/bitshifter/glam-rs/pull/102) to make everything work with Vec3A properly.

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issue openedgfx-rs/wgpu-rs

STATUS_HEAP_CORRUPTION on Device::create_pipeline_layout

We are struggling with one issue that is only on one Windows machine. On Mac and another Windows machine it is OK.

here is the log:

RUST_LOG="warn,error,info" cargo run --release --example fox
    Finished release [optimized] target(s) in 0.48s
     Running `target\release\examples\fox.exe`
Starting Fox Skeletal Animation Example
[0.258103 INFO](Instance::pick_adapter)(wgpu_core::instance): Adapter Dx12 AdapterInfo { name: "Intel(R) HD Graphics 630", vendor: 32902, device: 22811, device_type: IntegratedGpu }
[0.281333 WARN](Adapter::request_device)(wgpu_core::instance): Missing internal features: INDEPENDENT_BLENDING | VERTEX_STORES_AND_ATOMICS | FRAGMENT_STORES_AND_ATOMICS
[0.467813 INFO](Adapter::request_device)(wgpu_core::command::allocator): Starting on (internal) thread ThreadId(1)
[0.467861 WARN](Adapter::request_device)(wgpu_core::device::alloc): max_memory_allocation_count is not set by gfx-rs backend
[0.467999 INFO](Device::create_swap_chain)(wgpu_core::device): creating swap chain SwapChainDescriptor { usage: RENDER_ATTACHMENT, format: Bgra8UnormSrgb, width: 1024, height: 768, present_mode: Mailbox }
[0.468038 WARN](Device::create_swap_chain)(wgpu_core::device): Surface does not support present mode: MAILBOX, falling back to FIFO
[0.634949 INFO](Device::create_texture)(wgpu_core::device): Created texture Valid((0, 1, Dx12)) with TextureDescriptor { label: Some("Depth Buffer"), size: Extent3d { width: 1024, height: 768, depth: 1 }, mip_level_count: 1, sample_count: 1, dimension: D2, format: Depth32Float, usage: COPY_DST | SAMPLED | RENDER_ATTACHMENT }
[0.636861 INFO]()(no module): importing skin as `Fox::fox::skin`
[0.636898 INFO](Device::create_buffer)(wgpu_core::device): Create buffer BufferDescriptor { label: Some("Uniform Buffer"), size: 68, usage: COPY_DST | UNIFORM, mapped_at_creation: true } with ID PhantomData
[0.637101 INFO]()(no module): importing mesh as `Fox::fox::mesh`
[0.637134 INFO]()(no module): importing texture as `Fox::fox::texture`
[0.662261 INFO]()(no module): importing animation as `Fox::Survey`
[0.662443 INFO]()(no module): importing animation as `Fox::Walk`
[0.662508 INFO]()(no module): importing animation as `Fox::Run`
[0.810143 INFO](Device::create_buffer)(wgpu_core::device): Created buffer Valid((0, 1, Dx12)) with BufferDescriptor { label: Some("Uniform Buffer"), size: 68, usage: COPY_DST | UNIFORM, mapped_at_creation: true }
[0.915610 WARN](Device::create_shader_module)(no module): Unknown decoration ColMajor
[0.915694 WARN](Device::create_shader_module)(no module): Unknown decoration MatrixStride
[0.915756 WARN](Device::create_shader_module)(no module): Unsupported builtin 4
[0.915868 WARN](Device::create_shader_module)(no module): Unknown decoration ColMajor
[0.915982 WARN](Device::create_shader_module)(no module): Unknown decoration MatrixStride
[0.916292 WARN](Device::create_shader_module)(wgpu_core::device): Failed to parse shader SPIR-V code: UnsupportedInstruction(Function, LogicalAnd)
[0.916366 WARN](Device::create_shader_module)(wgpu_core::device): Shader module will not be validated
[0.916454 INFO](Device::create_pipeline_layout)(no module): Creating a pipeline layout with 1 sets and 0 root constants
error: process didn't exit successfully: `target\release\examples\fox.exe` (exit code: 0xc0000374, STATUS_HEAP_CORRUPTION)

The failure happens on a call to device.create_render_pipeline

And I believe it is connected to one specificBindGroupLayoutEntry

                wgpu::BindGroupLayoutEntry {
                    binding: 4,
                    visibility: wgpu::ShaderStage::VERTEX,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Uniform,
                        has_dynamic_offset: false,
                        min_binding_size: None,
                    },
                    count: None,
                },

But at this moment I have no more ideas how to debug it, so any help is welcome. Happens in 0.6.0, 0.6.2 and in master too (tried to update recently)

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PR opened EmbarkStudios/rust-gpu

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Add test for issue 283

fixes https://github.com/EmbarkStudios/rust-gpu/issues/283

This was actually fixed by #287 but I want to add a test for #283 before closing it so here's a PR

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Pull request review commentEmbarkStudios/rust-gpu

Add Image2dArray, needs new glam-rs

 impl Image2d {         }     } }++#[allow(unused_attributes)]+#[spirv(image(+    // sampled_type is hardcoded to f32 for now+    dim = "Dim2D",+    depth = 0,+    arrayed = 1,+    multisampled = 0,+    sampled = 1,+    image_format = "Unknown"+))]+#[derive(Copy, Clone)]+pub struct Image2dArray {+    _x: u32,+}++impl Image2dArray {+    pub fn sample(&self, sampler: Sampler, coord: Vec3A) -> Vec4 {+        #[cfg(not(target_arch = "spirv"))]+        {+            let _ = sampler;+            let _ = coord;+            panic!("Image sampling not supported on CPU");+        }+        #[cfg(target_arch = "spirv")]+        unsafe {+            let mut result = Default::default();+            asm!(+                "%typeSampledImage = OpTypeSampledImage typeof*{1}",+                "%image = OpLoad typeof*{1} {1}",+                "%sampler = OpLoad typeof*{2} {2}",+                "%coord = OpLoad typeof*{3} {3}",+                "%sampledImage = OpSampledImage %typeSampledImage %image %sampler",+                "%result = OpImageSampleImplicitLod typeof*{0} %sampledImage %coord",+                "OpStore {0} %result",+                in(reg) &mut result,+                in(reg) self,+                in(reg) &sampler,+                in(reg) &coord+            );+            result+        }+    }+}

nit: end-of-file newline

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PR opened EmbarkStudios/rust-gpu

Add Image2dArray, needs new glam-rs

This adds a new Image2dArray as needed for some of our Ark shaders, needed changes in glam (https://github.com/bitshifter/glam-rs/pull/102) to make everything work with Vec3A properly.

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pull request commentrust-windowing/winit

Android: Improved multi-touch

Did some clean up to reduce code bloat and changed the feature matrix back to its original formatting. I guess I should leave cancelled how it is?

MarnixKuijs

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issue openedEmbarkStudios/rust-gpu

Investigate inferring storage class

Instead of having explicit pointer-wrapping types in spirv-std like Input<T>, instead, have the compiler not emit storage classes at all (using Generic as a placeholder or something, even though that's not what Generic storage class means). Then, in the linker, do a whole-program-analysis and propagate storage classes throughout the program. Essentially, treat any place where a pointer type appears as a "generic type parameter" except it's a "generic storage class parameter", then do monomorphization (so duplicating functions that are called with multiple storage classes, etc.).

This would solve many problems:

  • Constants could be emitted to OpVariables of Private storage class, and pointers to them could be passed to functions.
  • OpTypeRuntimeArray would be able to be supported really easily, as the current Input<T> system requires loading a value of T, but with OpTypeRuntimeArray, T is unsized. Rust's normal rules around this work great, if it were &T, you could write obj.the_unsized_array[5] and it'd generate the right code with the right storage classes.
  • This looks really really nice:
    fn main (#[spirv(input)] input: &f32, #[spirv(output)] output: &mut f32) {}
    

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issue commentgfx-rs/wgpu-rs

Incorrect shader validation when using wgpu::VertexFormat::Ushort2Norm

I think we'll start some preparations now, just needed to finish the bind group layout changes that were hanging in the air. Should expect 0.7 to come before the end of the year.

lain-dono

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issue commentgfx-rs/wgpu-rs

Incorrect shader validation when using wgpu::VertexFormat::Ushort2Norm

Seems to validate fine in master. Naga integration has gone a long way since 0.6 was out. How do you feel about either moving to master or disabling DeviceDescriptor::shader_validation for now, until we roll out 0.7?

Maybe a wrong place to ask, but is there some estimation of 0.7 release?

lain-dono

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issue openedidris-lang/Idris2

Enhance error reporting for parse errors

At the moment we are getting nice errors that look something like the following for type errors:

Expected `List b`, got `List a`

map : (a -> b) -> List a -> List b
map f (x :: xs) = f x :: xs
                         ^^

But parse errors are just Error: Parse error at line LL:CC. It'd be nice to also print a little bit of the context so that users can figure out what is wrong a little bit more easily.

It would be nice to also find a readable way to display the list of next tokens (perhaps one per line?).

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Ark shaders (#286)

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No longer reserved descriptor set 0 (#292)

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