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/// Device tiers `re_renderer` distinguishes.
///
/// To reduce complexity, we rarely do fine-grained feature checks,
/// but instead support set of features, each a superset of the next.
///
/// Tiers are sorted from lowest to highest. Certain tiers may not be possible on a given machine/setup,
/// but choosing lower tiers is always possible.
/// Tiers may loosely relate to quality settings, but their primary function is an easier way to
/// do bundle feature *support* checks.
///
/// See also `global_bindings.wgsl`
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum DeviceTier {
/// Limited feature support as provided by WebGL and some OpenGL drivers.
///
/// On desktop this happens typically with GLES 2 & OpenGL 3.x, as well as some OpenGL 4.x drivers
/// with lack of key rendering abilities.
///
/// In theory this path can also be hit on Vulkan & Metal drivers, but this is exceedingly rare.
Limited = 0,
/// Full support of WebGPU spec without additional feature requirements.
///
/// Expecting to run either in a stable WebGPU implementation.
/// I.e. either natively with Vulkan/Metal or in a browser with WebGPU support.
FullWebGpuSupport = 1,
// Run natively with Vulkan/Metal and require additional features.
//HighEnd
}
impl std::fmt::Display for DeviceTier {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.write_str(match self {
Self::Limited => "limited",
Self::FullWebGpuSupport => "full_webgpu_support",
})
}
}
impl DeviceTier {
/// Whether the current device tier supports sampling from textures with a sample count higher than 1.
pub fn support_sampling_msaa_texture(&self) -> bool {
match self {
Self::Limited => false,
Self::FullWebGpuSupport => true,
}
}
/// Whether the current device tier supports reading back depth textures.
///
/// If this returns false, we first have to create a copy of the depth buffer by rendering depth to a different texture.
pub fn support_depth_readback(&self) -> bool {
match self {
Self::Limited => false,
Self::FullWebGpuSupport => true,
}
}
pub fn support_bgra_textures(&self) -> bool {
match self {
// TODO(wgpu#3583): Incorrectly reported by wgpu right now.
// GLES2 does not support BGRA textures!
Self::Limited => false,
Self::FullWebGpuSupport => true,
}
}
/// Downlevel features required by the given tier.
pub fn required_downlevel_capabilities(&self) -> wgpu::DownlevelCapabilities {
wgpu::DownlevelCapabilities {
flags: match self {
Self::Limited => wgpu::DownlevelFlags::empty(),
// Require fully WebGPU compliance for the native tier.
Self::FullWebGpuSupport => {
// Turn a blind eye on a few features that are missing as of writing in WSL even with latest Vulkan drivers.
// Pretend we still have full WebGPU support anyways.
wgpu::DownlevelFlags::compliant()
// Lacking `SURFACE_VIEW_FORMATS` means we can't set the format of views on surface textures
// (the result of `get_current_texture`).
// And the surface won't tell us which formats are supported.
// We avoid doing anything wonky with surfaces anyways, so we won't hit this.
.intersection(wgpu::DownlevelFlags::SURFACE_VIEW_FORMATS.complement())
// Lacking `FULL_DRAW_INDEX_UINT32` means that vertex indices above 2^24-1 are invalid.
// I.e. we can only draw with about 16.8mio vertices per mesh.
// Typically we don't reach this limit.
//
// This can happen if…
// * OpenGL: `GL_MAX_ELEMENT_INDEX` reports a value lower than `std::u32::MAX`
// * Vulkan: `VkPhysicalDeviceLimits::fullDrawIndexUint32` is false.
// The consequence of exceeding this limit seems to be undefined.
.intersection(wgpu::DownlevelFlags::FULL_DRAW_INDEX_UINT32.complement())
}
},
limits: Default::default(), // unused so far both here and in wgpu as of writing.
// Sm3 is missing a lot of features and even has an instruction count limit.
// Sm4 is missing storage images and other minor features.
// Sm5 is WebGPU compliant
shader_model: wgpu::ShaderModel::Sm4,
}
}
/// Required features for the given device tier.
#[allow(clippy::unused_self)]
pub fn features(&self) -> wgpu::Features {
wgpu::Features::empty()
}
/// Check whether the given downlevel caps are sufficient for this tier.
pub fn check_required_downlevel_capabilities(
&self,
downlevel_caps: &wgpu::DownlevelCapabilities,
) -> Result<(), InsufficientDeviceCapabilities> {
let required_downlevel_caps_webgpu = self.required_downlevel_capabilities();
if downlevel_caps.shader_model < required_downlevel_caps_webgpu.shader_model {
Err(InsufficientDeviceCapabilities::TooLowShaderModel {
required: required_downlevel_caps_webgpu.shader_model,
actual: downlevel_caps.shader_model,
})
} else if !downlevel_caps
.flags
.contains(required_downlevel_caps_webgpu.flags)
{
Err(InsufficientDeviceCapabilities::MissingCapabilitiesFlags {
required: required_downlevel_caps_webgpu.flags,
actual: downlevel_caps.flags,
})
} else {
Ok(())
}
}
}
/// Type of Wgpu backend.
///
/// Used in the rare cases where it's necessary to be aware of the api differences between
/// wgpu-core and webgpu.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum WgpuBackendType {
/// Backend implemented via wgpu-core.
///
/// This includes all native backends and WebGL.
WgpuCore,
/// Backend implemented by the browser's WebGPU javascript api.
#[cfg(web)]
WebGpu,
}
#[derive(thiserror::Error, Debug)]
pub enum InsufficientDeviceCapabilities {
#[error("Adapter does not support the minimum shader model required. Supported is {actual:?} but required is {required:?}.")]
TooLowShaderModel {
required: wgpu::ShaderModel,
actual: wgpu::ShaderModel,
},
#[error("Adapter does not have all the required capability flags required. Supported are {actual:?} but required are {required:?}.")]
MissingCapabilitiesFlags {
required: wgpu::DownlevelFlags,
actual: wgpu::DownlevelFlags,
},
#[error("Adapter does not support drawing to texture format {format:?}")]
CantDrawToTexture { format: wgpu::TextureFormat },
}
/// Capabilities of a given device.
///
/// Generally, this is a higher level interpretation of [`wgpu::Limits`] & [`wgpu::Features`].
///
/// We're trying to keep the number of fields in this struct to a minimum and associate
/// as many as possible capabilities with the device tier.
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct DeviceCaps {
pub tier: DeviceTier,
/// Maximum texture dimension in pixels in both width and height.
///
/// Since this has a direct effect on the image sizes & screen resolution a user can use, we always pick the highest possible.
pub max_texture_dimension2d: u32,
/// Maximum buffer size in bytes.
///
/// Since this has a direct effect on how much data a user can wrangle on the gpu, we always pick the highest possible.
pub max_buffer_size: u64,
/// Wgpu backend type.
///
/// Prefer using `tier` and other properties of this struct for distinguishing between abilities.
/// This is useful for making wgpu-core/webgpu api path decisions.
pub backend_type: WgpuBackendType,
}
impl DeviceCaps {
/// Picks the highest possible tier for a given adapter, but doesn't validate that all the capabilities needed are there.
///
/// This is really only needed for generating a device descriptor for [`Self::device_descriptor`].
/// See also use of `egui_wgpu::WgpuSetup::CreateNew`
pub fn from_adapter_without_validation(adapter: &wgpu::Adapter) -> Self {
let downlevel_caps = adapter.get_downlevel_capabilities();
// Note that non-GL backend doesn't automatically mean we support all downlevel flags.
// (practically that's only the case for a handful of Vulkan/Metal devices and even so that's rare.
// Practically all issues are with GL)
let tier = if DeviceTier::FullWebGpuSupport
.check_required_downlevel_capabilities(&downlevel_caps)
.is_ok()
{
// We pass the WebGPU min-spec!
DeviceTier::FullWebGpuSupport
} else {
DeviceTier::Limited
};
let backend_type = match adapter.get_info().backend {
wgpu::Backend::Empty
| wgpu::Backend::Vulkan
| wgpu::Backend::Metal
| wgpu::Backend::Dx12
| wgpu::Backend::Gl => WgpuBackendType::WgpuCore,
wgpu::Backend::BrowserWebGpu => {
#[cfg(web)]
{
WgpuBackendType::WebGpu
}
#[cfg(not(web))]
{
unreachable!("WebGPU backend is not supported on native platforms.")
}
}
};
let limits = adapter.limits();
Self {
tier,
max_texture_dimension2d: limits.max_texture_dimension_2d,
max_buffer_size: limits.max_buffer_size,
backend_type,
}
}
/// Picks the highest possible tier for a given adapter.
///
/// Note that it is always possible to pick a lower tier!
pub fn from_adapter(adapter: &wgpu::Adapter) -> Result<Self, InsufficientDeviceCapabilities> {
let caps = Self::from_adapter_without_validation(adapter);
caps.tier
.check_required_downlevel_capabilities(&adapter.get_downlevel_capabilities())?;
if caps.tier == DeviceTier::Limited {
// Check texture format support. If `WEBGPU_TEXTURE_FORMAT_SUPPORT` is enabled, we're generally fine.
// This is an implicit requirement for the WebGPU tier and above.
if !adapter
.get_downlevel_capabilities()
.flags
.contains(wgpu::DownlevelFlags::WEBGPU_TEXTURE_FORMAT_SUPPORT)
{
// Otherwise, make sure some basic formats are supported for drawing.
// This is far from an exhaustive list, but it's a good sanity check for formats that may be missing.
let formats_required_for_drawing = [
crate::ViewBuilder::MAIN_TARGET_COLOR_FORMAT,
// R32f has previously observed being missing on old OpenGL drivers and was fixed by updating the driver.
// https://github.com/rerun-io/rerun/issues/8466
// We use this as a fallback when depth readback is not support, but making this a general requirement
// seems wise as this is a great litmus test for potato drivers.
wgpu::TextureFormat::R32Float,
// The picking layer format is an integer texture. Might be slightly more challenging for some backends.
crate::PickingLayerProcessor::PICKING_LAYER_FORMAT,
];
for format in formats_required_for_drawing {
if !adapter
.get_texture_format_features(format)
.allowed_usages
.contains(wgpu::TextureUsages::RENDER_ATTACHMENT)
{
return Err(InsufficientDeviceCapabilities::CantDrawToTexture { format });
}
}
}
// Alright, this should still basically work.
// This is really old though, so if we're not doing WebGL where this is kinda expected, let's issue a warning
// in order to let the user know that they might be in trouble.
//
// In the long run we'd like WebGPU to be our minspec!
// To learn more about the WebGPU minspec check:
// * https://github.com/gpuweb/gpuweb/issues/1069
// * https://www.w3.org/TR/webgpu/#adapter-capability-guarantees
// * https://www.w3.org/TR/webgpu/#limits
// This is roughly everything post 2014, so still VERY generous.
//
// It's much more likely we end up in here because of…
// * older software rasterizer
// * old/missing driver
// * some VM/container setup with limited graphics capabilities.
//
// That's a lot of murky information, so let's keep the actual message crisp for now.
#[cfg(not(web))]
re_log::warn!("Running on a GPU/graphics driver with very limited abilitites. Consider updating your driver.");
};
Ok(caps)
}
/// Wgpu limits required by the given device tier.
pub fn limits(&self) -> wgpu::Limits {
wgpu::Limits {
max_texture_dimension_2d: self.max_texture_dimension2d,
max_buffer_size: self.max_buffer_size,
..wgpu::Limits::downlevel_webgl2_defaults()
}
}
/// Device descriptor compatible with the given device tier.
pub fn device_descriptor(&self) -> wgpu::DeviceDescriptor<'static> {
wgpu::DeviceDescriptor {
label: Some("re_renderer device"),
required_features: self.tier.features(),
required_limits: self.limits(),
memory_hints: Default::default(),
}
}
}
/// Returns an instance descriptor with settings preferred by `re_renderer`.
///
/// `re_renderer` should work fine with any instance descriptor, but those are the settings we generally assume.
pub fn instance_descriptor(force_backend: Option<&str>) -> wgpu::InstanceDescriptor {
let backends = if let Some(force_backend) = force_backend {
if let Some(backend) = parse_graphics_backend(force_backend) {
if let Err(err) = validate_graphics_backend_applicability(backend) {
re_log::error!("Failed to force rendering backend parsed from {force_backend:?}: {err}\nUsing default backend instead.");
supported_backends()
} else {
re_log::info!("Forcing graphics backend to {backend:?}.");
backend.into()
}
} else {
re_log::error!("Failed to parse rendering backend string {force_backend:?}. Using default backend instead.");
supported_backends()
}
} else {
supported_backends()
};
wgpu::InstanceDescriptor {
backends,
flags: wgpu::InstanceFlags::default()
// Allow adapters that aren't compliant with the backend they're implementing.
// A concrete example of this is the latest Vulkan drivers on WSL which (as of writing)
// advertise themselves as not being Vulkan compliant but work fine for the most part.
//
// In the future we might consider enabling this _only_ for WSL as this might otherwise
// cause us to run with arbitrary development versions of drivers.
// (then again, if a user has such a driver they likely *want* us to run with it anyways!)
.union(wgpu::InstanceFlags::ALLOW_UNDERLYING_NONCOMPLIANT_ADAPTER),
backend_options: wgpu::BackendOptions::default(),
}
// Allow manipulation of all options via environment variables.
.with_env()
}
/// Returns an instance descriptor that is suitable for testing.
pub fn testing_instance_descriptor() -> wgpu::InstanceDescriptor {
// We don't test on GL & DX12 right now (and don't want to do so by mistake!).
// Several reasons for this:
// * our CI is setup to draw with native Mac & lavapipe
// * we generally prefer Vulkan over DX12 on Windows since it reduces the
// number of backends and wgpu's DX12 backend isn't as far along as of writing.
// * we don't want to use the GL backend here since we regard it as a fallback only
// (TODO(andreas): Ideally we'd test that as well to check it is well-behaved,
// but for now we only want to have a look at the happy path)
let backends = wgpu::Backends::VULKAN | wgpu::Backends::METAL;
let flags = (
wgpu::InstanceFlags::ALLOW_UNDERLYING_NONCOMPLIANT_ADAPTER | wgpu::InstanceFlags::VALIDATION
// TODO(andreas): GPU based validation layer sounds like a great idea,
// but as of writing this makes tests crash on my Windows machine!
// It looks like the crash is in the Vulkan/Nvidia driver, but further investigation is needed.
// | wgpu::InstanceFlags::GPU_BASED_VALIDATION
)
.with_env(); // Allow overwriting flags via env vars.
wgpu::InstanceDescriptor {
backends,
flags,
..instance_descriptor(None)
}
}
/// Selects an adapter for testing, preferring software rendering if available.
///
/// Panics if no adapter was found.
#[cfg(native)]
pub fn select_testing_adapter(instance: &wgpu::Instance) -> wgpu::Adapter {
let mut adapters = instance.enumerate_adapters(wgpu::Backends::all());
assert!(!adapters.is_empty(), "No graphics adapter found!");
re_log::debug!("Found the following adapters:");
for adapter in &adapters {
re_log::debug!("* {}", crate::adapter_info_summary(&adapter.get_info()));
}
// Adapters are already sorted by preferred backend by wgpu, but let's be explicit.
adapters.sort_by_key(|a| match a.get_info().backend {
wgpu::Backend::Metal => 0,
wgpu::Backend::Vulkan => 1,
wgpu::Backend::Dx12 => 2,
wgpu::Backend::Gl => 4,
wgpu::Backend::BrowserWebGpu => 6,
wgpu::Backend::Empty => 7,
});
// Prefer CPU adapters, otherwise if we can't, prefer discrete GPU over integrated GPU.
adapters.sort_by_key(|a| match a.get_info().device_type {
wgpu::DeviceType::Cpu => 0, // CPU is the best for our purposes!
wgpu::DeviceType::DiscreteGpu => 1,
wgpu::DeviceType::Other
| wgpu::DeviceType::IntegratedGpu
| wgpu::DeviceType::VirtualGpu => 2,
});
let adapter = adapters.remove(0);
re_log::info!("Picked adapter: {:?}", adapter.get_info());
adapter
}
/// Backends that are officially supported by `re_renderer`.
///
/// Other backend might work as well, but lack of support isn't regarded as a bug.
pub fn supported_backends() -> wgpu::Backends {
if cfg!(native) {
// Native: Everything but DX12
// * Wgpu's DX12 impl isn't in a great shape yet and there's now reason to add more variation
// when we can just use Vulkan
// So far, the main reason against it would be that some Windows VMs only provide DX12 drivers,
// observed with Parallels on Apple Silicon. In the future we might want to reconsider
// based on surface/presentation support which may be better with DX12.
// * We'd like to exclude GL, but on Linux this can be a very useful fallback for users with
// with old hardware or bad/missing drivers. Wgpu automatically prefers Vulkan over GL when possible.
//
// For changing the backend we use standard wgpu env var, i.e. WGPU_BACKEND.
wgpu::Backends::from_env()
.unwrap_or(wgpu::Backends::VULKAN | wgpu::Backends::METAL | wgpu::Backends::GL)
} else {
wgpu::Backends::GL | wgpu::Backends::BROWSER_WEBGPU
}
}
/// Generous parsing of a graphics backend string.
pub fn parse_graphics_backend(backend: &str) -> Option<wgpu::Backend> {
match backend.to_lowercase().as_str() {
// "vulcan" is a common typo that we just swallow. We know what you mean ;)
"vulcan" | "vulkan" | "vk" => Some(wgpu::Backend::Vulkan),
"metal" | "apple" | "mtl" => Some(wgpu::Backend::Metal),
"dx12" | "dx" | "d3d" | "d3d12" | "directx" => Some(wgpu::Backend::Dx12),
// We don't want to lie - e.g. `webgl1` should not work!
// This means that `gles`/`gles3` stretches it a bit, but it's still close enough.
// Similarly, we accept both `webgl` & `opengl` on each desktop & web.
// This is a bit dubious but also too much hassle to forbid.
"webgl2" | "webgl" | "opengl" | "gles" | "gles3" | "gl" => Some(wgpu::Backend::Gl),
"browserwebgpu" | "webgpu" => Some(wgpu::Backend::BrowserWebGpu),
_ => None,
}
}
/// Validates that the given backend is applicable for the current build.
///
/// This is meant as a sanity check of first resort.
/// There are still many other reasons why a backend may not work on a given platform/build combination.
pub fn validate_graphics_backend_applicability(backend: wgpu::Backend) -> Result<(), &'static str> {
match backend {
wgpu::Backend::Empty => {
// This should never happen.
return Err("Cannot run with empty backend.");
}
wgpu::Backend::Vulkan => {
// Through emulation and build configs Vulkan may work everywhere except the web.
if cfg!(target_arch = "wasm32") {
return Err("Can only run with WebGL or WebGPU on the web.");
}
}
wgpu::Backend::Metal => {
if cfg!(target_arch = "wasm32") {
return Err("Can only run with WebGL or WebGPU on the web.");
}
if cfg!(target_os = "linux") || cfg!(target_os = "windows") {
return Err("Cannot run with DX12 backend on Linux & Windows.");
}
}
wgpu::Backend::Dx12 => {
// We don't have DX12 enabled right now, but someone could.
// TODO(wgpu#5166): But if we get this wrong we might crash.
// TODO(wgpu#5167): And we also can't query the config.
return Err("DX12 backend is currently not supported.");
}
wgpu::Backend::Gl => {
// Using Angle Mac might actually run GL, but we don't enable this.
// TODO(wgpu#5166): But if we get this wrong we might crash.
// TODO(wgpu#5167): And we also can't query the config.
if cfg!(target_os = "macos") {
return Err("Cannot run with GL backend on Mac.");
}
}
wgpu::Backend::BrowserWebGpu => {
if !cfg!(target_arch = "wasm32") {
return Err("Cannot run with WebGPU backend on native application.");
}
}
}
Ok(())
}