Commit Graph
6 Commits
Author SHA1 Message Date
irisandClaude Opus 5 cc8148cbec deps: every crate to its latest version, wgpu 28 -> 30
`cargo upgrade --incompatible` in each of the nine workspaces here, then
`cargo update`. Most of it is version numbers only -- log, winit,
bytemuck, image, tokio, libc, android_logger, proc-macro2/quote, and syn
2 -> 3 with no source change. The wg-app-link submodule's twelve
dependencies were already at their latest majors, so that shared
repository needs no commit.

wgpu 28 -> 30 (and pollster 0.4 -> 1.0) is the part with API in it:
bind-group and vertex-buffer slots are optional now, `Instance::new`
takes an owned `InstanceDescriptor` carrying the platform's display
handle (the desktop passes winit's, since wgpu wants it for a GLES
surface presented on Wayland -- which is what this machine's fallback
produces; Android passes none), `RequestAdapterOptions` and
`SurfaceConfiguration` each gained a field kept at its historical value,
`get_current_texture` answers with an enum instead of a Result, and
`present` moved onto the queue.

The one that would not have failed at compile time: naga now requires
`@interpolate(flat)` on integer varyings, so `shader.wgsl`'s three u32
outputs were rejected at `create_shader_module` -- an abort on the device
rather than a build error. Flat is the only interpolation an integer can
have, so this states what the hardware already did.

Checked: build, clippy, fmt and tests in all nine workspaces (iris 196,
server 160); layer 2 screenshots on Vulkan and on force-gles, identical;
the arm64 release APK builds and the x86_64 bench ran a full
fling/stream/type/keyboard cycle on the emulator's GLES adapter.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 15:47:59 -04:00
iris db0a41a7cd gpu-probe: say whether each adapter has compute, not just the preferred one
Compute is a downlevel capability rather than a feature -- unconditional
on any Vulkan 1.0 device, GLES 3.1 and up -- so the question shadows and
blur raise is what the *weakest* adapter iris can fall back to offers.
Both here answer yes: Venus and virgl each report COMPUTE_SHADERS, 1024
invocations per workgroup and 64 KB of workgroup storage, virgl because
it is ES 3.2. The only no-compute machine in this project is the
emulator's SwiftShader software GL at ES 3.0.

RUST.md gains that table, why DRM native context is unrelated to it, and
what each of shadows/blur/paths actually needs -- only vello proper turns
the compute question on.
2026-09-08 12:55:47 -04:00
irisandClaude Opus 5 b9924e7617 iris: the GPU test's crash was the Vulkan loader unloading Mesa, not wgpu
`mask_sdf` SIGSEGVd after printing `test result: ok`, and the workaround
was to hand the device to the process with `mem::forget` on the reading
that "dropping a wgpu device on Venus segfaults". Every part of that
except the symptom was wrong.

`rigs/gpu-probe`'s new `teardown` bin is the experiment, one variable per
mode: the same open-and-close exits 0 on the main thread and SIGSEGVs on
a spawned one; it needs no GPU work and no device, only an instance; raw
`ash` does it with no wgpu involved at all; and keeping the instance
alive fixes it. Destroying the last VkInstance makes the loader dlclose
the ICD, and Mesa's ICD here registers a pthread_key_create destructor
into its own text without `-z nodelete`, so glibc calls it through
unmapped memory when the thread exits. libtest runs every #[test] on a
spawned thread, which is the whole reason this looked like a drop bug.
`VK_LOADER_DISABLE_DYNAMIC_LIBRARY_UNLOADING=1` confirms the mechanism.

So the fix is one `wgpu::Instance` for the process -- what wgpu asks for
anyway -- and the device, queue and everything else drop normally again.
The escape and its paragraph of reasons are gone.

Also: the machine-level graphics notes duplicated in docs/RUST.md,
run-headless.sh and two source comments now point at the
`this-machine-graphics` skill, which is the only copy.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 12:22:47 -04:00
irisandClaude Fable 5.1 d01c105037 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>
2026-09-05 21:18:30 -04:00
irisandClaude Sonnet e0a473e090 iris: replace the bindless texture array with an atlas array + per-image bind groups
The old pipeline bound every texture ever drawn (glyph atlas pages and
standalone images alike) in one binding_array<texture_2d<f32>> and asked
every device, unconditionally, for VK_EXT_descriptor_indexing -- which a
real share of Android GPUs lack and which failed outright on the Android
emulator's software Vulkan (see TEXTURES.md's "iris's binding array does
not survive real Android hardware").

Implements TEXTURES.md's "Recommended shape": the glyph atlas is now one
texture_2d_array (a layer per page, grown by doubling + GPU-side
copy_texture_to_texture); a standalone image is its own ordinary Texture
and BindGroup, drawn with its own draw() call from a separate per-layer
instance list; group 2's layout is {atlas array, one image slot, sampler,
masks}. request_device now asks for no features and no binding-array
limits at all, and UiLimits is gone.

Also fixes (by making moot) the changed=false bug the review found, where
a Patch in the same batch could cancel an earlier Push's rebuild signal,
and documents the swap_remove draw-order invariant apply_free already
relied on.

Verified: cargo fmt/build/clippy/test clean in iris/ on the pinned
nightly; minimal and tabs render correctly via run-headless.sh; a
throwaway example confirmed the standalone-image bind-group path renders;
rigs/gpu-probe, updated to the new empty feature/limit set, confirms
request_device succeeds on the ai-app-2 emulator's software Vulkan
(EMU_GPU=software) -- see TEXTURES.md's "Implemented, 2026-09-04" for the
exact command and output. RUST.md's blocking item is resolved.

Co-Authored-By: Claude Sonnet <noreply@anthropic.com>
2026-09-04 22:28:54 -04:00
irisandClaude Sonnet 5 79b9cd789a RUST.md: iris's bindless texture array does not survive real Android GPUs
Iris asked whether the 'unknown number of images' approach even works on
mobile. It does not, measured with a new rig (rigs/gpu-probe, no APK
needed) and sourced rather than recalled: the emulator's software Vulkan
refuses iris's descriptor-indexing request outright, and on real hardware
the current Android Vulkan Profile baseline (80.1% of active devices)
does not require VK_EXT_descriptor_indexing either -- Arm's own docs say
only Valhall/5th-Gen Mali (2019+) support it.

iris already solved the identical problem for text in I1 (the glyph
atlas). The recommendation is to generalize it to images rather than
widen the binding array further; not yet implemented, since it changes
iris's render core.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-04 21:17:18 -04:00