iris: stop requesting compute-shader limits nothing uses
adapter.request_device asked for Limits::default(), which requests desktop-tier compute-shader limits unconditionally even though nothing in iris/iris-core creates a ComputePipeline or writes a @compute stage. That crashed device creation outright on a downlevel GL adapter reporting OpenGL ES 3.0 (no compute at all) -- the Android emulator's EMU_GPU=software/force-gles path, and any real GLES-3.0-only device. New iris_core::device_limits(), shared by both platform backends, zeros exactly the six max_compute_* fields rather than switching to a downlevel Limits preset -- downlevel_webgl2_defaults() also zeros max_storage_buffers_per_shader_stage, which shader.wgsl's vertex stage needs. rigs/gpu-probe's own mirrored limits were updated to match. Not verified against the actual SwiftShader-ES-3.0 crash on-device this pass: the cold boot needed would have force-restarted this checkout's emulator while another session had its own app running on it. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -23,6 +23,48 @@ pub use primitive::*;
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const SHAPE_SHADER: &str = include_str!("./shader.wgsl");
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/// The `wgpu::Limits` both platform backends (`android::render::
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/// AndroidRenderer::new`, `default::render::UiRenderer::new`) ask
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/// `Adapter::request_device` for -- shared so the two copies cannot drift,
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/// per AGENTS.md's "write the logic once."
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///
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/// Built from `Limits::default()`, **not** a downlevel variant: the shader
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/// (`shader.wgsl`) reads four `var<storage>` buffers (rects, glyphs, masks,
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/// move_offsets) from the vertex stage, and `Limits::downlevel_webgl2_defaults()`
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/// zeroes `max_storage_buffers_per_shader_stage` along with the compute
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/// limits below -- switching to it would trade one `request_device` crash
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/// for a bind-group-layout one on the same downlevel hardware this is meant
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/// to support. `max_buffer_size` is raised for the growing instance/atlas
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/// buffers (`ArrBuf`, `GpuTextures`); everything else is `default()`'s
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/// desktop-tier value, unchanged.
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///
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/// The six `max_compute_*` fields are zeroed because nothing in this crate
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/// creates a `ComputePipeline` or writes a `@compute` shader stage --
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/// grepped for both across `iris`/`iris-core` before writing this, found
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/// none. `Limits::default()` requests desktop-tier compute limits
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/// unconditionally (`max_compute_workgroups_per_dimension: 65535`) even
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/// though nothing asks a device to actually support compute, which is what
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/// crashed `request_device` on the Android emulator's software GL path
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/// (`EMU_GPU=software`, `force-gles`): SwiftShader's GL reports itself as
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/// OpenGL ES 3.0, which has no compute shaders, so the adapter's real limit
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/// is 0 and the unconditional request fails outright
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/// (`RUST.md`'s "Software mode ... crashes for a third, different reason").
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/// The same would happen on a real GLES-3.0-only Android device. If a
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/// future change adds a compute pass, request the specific limits it needs
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/// here rather than reverting to the desktop-tier default for everything.
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pub fn device_limits() -> Limits {
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Limits {
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max_buffer_size: 1 << 30,
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max_compute_workgroup_storage_size: 0,
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max_compute_invocations_per_workgroup: 0,
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max_compute_workgroup_size_x: 0,
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max_compute_workgroup_size_y: 0,
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max_compute_workgroup_size_z: 0,
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max_compute_workgroups_per_dimension: 0,
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..Default::default()
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}
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}
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pub struct UiRenderNode {
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uniform_group: BindGroup,
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primitive_layout: BindGroupLayout,
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