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Support Strict 32 Bit Alignment Platforms #332
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More context here: #306 |
WebGPU supports |
Those are vector types right? You're right to say that "32 bit alignment" isnt required given that 16 bit types exist. But wouldn't that complicate the code more given that we'd be dealing with vec2s when the code assumes a single int/uint? |
My plan for the wgpu backend (untested!) was to use Char2 and UChar2 where pathfinder wants the scalar variants (same with Char3, etc) and just let the let the extra components of one value overlap the next value (hopefully none of the wgpu/gfx-hal implementations with check and complain!). If this doesn't work, @kvark's proposal of splatting (or zeroing) the pathfinder buffers to a supported WebGPU format would work fine, I think. I'm also hoping to take advantage of some of the jank of shader inputs binding... in my experience the cpu vertex attribute layout and shader declarations don't need to agree. I think this quickly goes into undefined behavior territory, but should (??) be safe if the shader declares fewer components than the cpu vertex attribute. @kvark do you have thoughts/ideas on this? My goal here is to avoid needing to modify the shaders for WebGPU if I can. |
My proposal is to make this code assume
We haven't discussed this particular aspect of the validation with WebGPU group. And when we will, such an idea would be hard to sell: if the user specifies So, in the end, we may end up allowing that. I don't think you should be betting on that though. As I said, PathFinder shouldn't be bottle-necking on vertex fetches (correct me if that's wrong!), so that extra byte isn't going to harm anybody. |
I think all of the options discussed are viable, but they all introduce weirdness somewhere:
Does that seem correct (and fair)? I'm happy to make any of those options work. As my ultimate goal here is to get a solution to this problem merged so I don't need to fork pathfinder, the opinion that matters the most to me is pcwalton's. (I'm not @-ing him anymore because i've done that enough already). edit: forgot to mention the relatively "big" gpu data types this pr uses as a con |
Yeah, I was thinking that to work around this limitation we would just pack all the vertex attributes into three I would try to avoid making the tiles longer; the CPU side is very memory bound and every byte I could shave off improved performance. Though fills are more important to optimize than tiles. |
Support Strict 32 Bit Alignment Platforms
Pathfinder currently uses 1-byte and 2-byte data types in many of its shaders, but some graphics apis (such as WebGPU) do not support those types. In preparation for a WebGPU backend, I have added a
shader_alignment_32_bits
feature flag. When enabled, it will treat both 1-byte and 2-byte datatypes as 4-byte datatypes.I added the
AlignedU8
,AlignedU16
,AlignedI8
, andAlignedI16
type aliases, which will point to either their real type (ex:u8
) or their aligned type (ex:u32
) based on the feature flags. I also added their corresponding attribute types (ALIGNED_U8_ATTR
), which resolve to the correctVertexAttrType
.This change means that the strides for some shader layouts change based on the feature flag. To make this more straightforward, I added a
VertexBufferDescriptor
type, which automatically calculates the offsets and strides of its VertexAttrDescriptors. It also sets their index and divisor, which will always be the same within a vertex buffer. This change significantly reduces the boilerplate required for vertex attributes and also eliminates a number of classes of errors:The only place I didn't apply this change to was
StencilVertexArray
, which has a stride that does not line up with its datatype. @pcwalton is this intentional or is it a bug?To decrease the odds of breaking things and to retain clarity, this PR doesn't try to optimize the layouts for 32 bit alignment, however there is plenty of potential in that area.
Without the
shader_alignment_32_bits
flag everything works as expected:Unfortunately, I have a few artifacts when I enable the
shader_alignment_32_bits
flag:I am investigating this now, but if anyone has ideas let me know.
@pcwalton because hes the expert here :)
@kvark because he is probably invested in wgpu compatibility
@tangmi because he started work on a wgpu backend and i'm assuming he will eventually be blocked by this