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Nme webgpu2 #15003

Merged
merged 58 commits into from May 14, 2024
Merged

Nme webgpu2 #15003

merged 58 commits into from May 14, 2024

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deltakosh
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@deltakosh deltakosh marked this pull request as draft April 18, 2024 00:53
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bjsplat commented Apr 18, 2024

Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s).
To prevent this PR from going to the changelog marked it with the "skip changelog" label.

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bjsplat commented Apr 18, 2024

Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s).
To prevent this PR from going to the changelog marked it with the "skip changelog" label.

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bjsplat commented Apr 18, 2024

Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s).
To prevent this PR from going to the changelog marked it with the "skip changelog" label.

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bjsplat commented Apr 18, 2024

Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s).
To prevent this PR from going to the changelog marked it with the "skip changelog" label.

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bjsplat commented Apr 18, 2024

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bjsplat commented Apr 18, 2024

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bjsplat commented Apr 18, 2024

Visualization tests for WebGPU (Experimental)
Important - these might fail sporadically. This is an optional test.

https://babylonsnapshots.z22.web.core.windows.net/refs/pull/15003/merge/testResults/webgpuplaywright/index.html

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bjsplat commented May 2, 2024

Visualization tests for WebGPU (Experimental)
Important - these might fail sporadically. This is an optional test.

https://babylonsnapshots.z22.web.core.windows.net/refs/pull/15003/merge/testResults/webgpuplaywright/index.html

@deltakosh deltakosh marked this pull request as ready for review May 6, 2024 17:27
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I will merge this one to keep the size under control :)

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bjsplat commented May 6, 2024

Visualization tests for WebGPU (Experimental)
Important - these might fail sporadically. This is an optional test.

https://babylonsnapshots.z22.web.core.windows.net/refs/pull/15003/merge/testResults/webgpuplaywright/index.html

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bjsplat commented May 6, 2024

@deltakosh deltakosh enabled auto-merge (squash) May 6, 2024 18:23
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bjsplat commented May 6, 2024

Visualization tests for WebGPU (Experimental)
Important - these might fail sporadically. This is an optional test.

https://babylonsnapshots.z22.web.core.windows.net/refs/pull/15003/merge/testResults/webgpuplaywright/index.html

@deltakosh deltakosh requested a review from Popov72 May 6, 2024 20:08
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I could not check the shader code in ShadersWGSL in detail, I guess we will see if it's ok if/when tests fail!

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Ok @Popov72, good for a second pass :D

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bjsplat commented May 8, 2024

Visualization tests for WebGL 1 have failed. If some tests failed because the snapshots do not match, the report can be found at

https://babylonsnapshots.z22.web.core.windows.net/refs/pull/15003/merge/testResults/webgl1/index.html

If tests were successful afterwards, this report might not be available anymore.

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bjsplat commented May 8, 2024

Visualization tests for WebGL 1 have failed. If some tests failed because the snapshots do not match, the report can be found at

https://babylonsnapshots.z22.web.core.windows.net/refs/pull/15003/merge/testResults/webgl1/index.html

If tests were successful afterwards, this report might not be available anymore.

@deltakosh deltakosh requested a review from Popov72 May 14, 2024 18:04
@deltakosh deltakosh disabled auto-merge May 14, 2024 20:19
@deltakosh deltakosh merged commit 6185211 into master May 14, 2024
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@deltakosh deltakosh deleted the nme-webgpu2 branch May 14, 2024 20:19
/** Sampler suffix when associated with a texture name */
public static readonly AUTOSAMPLERSUFFIX = "Sampler";
/** Flag used to disable diagnostics for WebGPU */
public static readonly DISABLEUA = "#define DIAGNOSTIC_OFF";
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I don't think DIAGNOSTIC_OFF is a good name, because diagnostic(off, XXX) is used in WebGPU to potentially disable different things (XXX). You can pass disable_uniformity_analysis to disable UA, but you can/could also pass other keywords to disable other things in the future. So, something like #define DISABLE_UNIFORMITY_ANALYSIS would probably be a better name.

state.compilationString += state._declareOutput(output) + ` = gl_FrontFacing ? 1.0 : 0.0;\n`;
state.compilationString +=
state._declareOutput(output) +
` = ${state._generateTertiary("1.0", "0.0", state.shaderLanguage === ShaderLanguage.GLSL ? "gl_FrontFacing" : "fragmentInputs.frontFacing")};\n`;
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This one should be renamed Ternary.

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3 participants