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Use Update After Bind Descriptors for Bind Groups With Binding Arrays #6815

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@cwfitzgerald cwfitzgerald commented Dec 23, 2024

Closes #6737
Closes #6606

@cwfitzgerald cwfitzgerald requested a review from a team as a code owner December 23, 2024 07:42
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@cwfitzgerald cwfitzgerald marked this pull request as draft December 24, 2024 00:38
@cwfitzgerald cwfitzgerald force-pushed the cw/use-update-after-bind-for-binding-arrays branch 5 times, most recently from 88b1ce1 to 78549c4 Compare January 19, 2025 21:51
@cwfitzgerald cwfitzgerald force-pushed the cw/use-update-after-bind-for-binding-arrays branch from 78549c4 to 56d33e8 Compare January 21, 2025 00:26
@cwfitzgerald cwfitzgerald marked this pull request as ready for review January 21, 2025 00:30
@cwfitzgerald cwfitzgerald requested a review from a team January 21, 2025 00:30
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This PR is a bit of a mess, but I think it's broadly correct and the following PRs will further refine feature specifics. Specifically, we're moving towards two features for bindless, not many. One for "Baseline Bindless" which gets you non-uniform indexing of Storage Textures, Storage Buffers, and Sampled Textures. Then one feature for non-uniform indexing of uniform buffers, if people end up wanting that.

F::TEXTURE_BINDING_ARRAY,
self.core.shader_sampled_image_array_dynamic_indexing != 0,
);
features.set(F::SHADER_PRIMITIVE_INDEX, self.core.geometry_shader != 0);
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Is it intentional that support for SHADER_PRIMITIVE_INDEX appears dropped here?

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Nope, good catch

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I'm a bit confused: The new split out UNIFORM_BUFFER_INDEXING feature is never set, thus we never pass the new capability to naga, therefore it should now always reject uniform buffer indexing as its analyzer already correctly distinguishes that now to emit the (new) naga capability as required.

Comment on lines 626 to 658
if let Some(ref descriptor_indexing) = self.descriptor_indexing {
const STORAGE: F = F::STORAGE_RESOURCE_BINDING_ARRAY;
features.set(
F::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
(features.contains(F::TEXTURE_BINDING_ARRAY)
&& descriptor_indexing.shader_sampled_image_array_non_uniform_indexing != 0)
&& (features.contains(F::BUFFER_BINDING_ARRAY | STORAGE)
&& descriptor_indexing.shader_storage_buffer_array_non_uniform_indexing
!= 0),
);
features.set(
F::UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING,
(features.contains(F::BUFFER_BINDING_ARRAY)
&& descriptor_indexing.shader_uniform_buffer_array_non_uniform_indexing != 0)
&& (features.contains(F::TEXTURE_BINDING_ARRAY | STORAGE)
&& descriptor_indexing.shader_storage_image_array_non_uniform_indexing
!= 0),
);
if descriptor_indexing.descriptor_binding_partially_bound != 0 && !intel_windows {
features |= F::PARTIALLY_BOUND_BINDING_ARRAY;
}
// We use update-after-bind descriptors for all bind groups containing binding arrays.
//
// In those bind groups, we allow all binding types except uniform buffers to be present.
//
// As we can only switch between update-after-bind and not on a per bind group basis,
// all supported binding types need to be able to be marked update after bind.
//
// As such, we enable all features as a whole, rather individually.
let supports_descriptor_indexing =
// Sampled Images
descriptor_indexing.shader_sampled_image_array_non_uniform_indexing != 0
&& descriptor_indexing.descriptor_binding_sampled_image_update_after_bind != 0
// Storage Images
&& descriptor_indexing.shader_storage_image_array_non_uniform_indexing != 0
&& descriptor_indexing.descriptor_binding_storage_image_update_after_bind != 0
// Storage Buffers
&& descriptor_indexing.shader_storage_buffer_array_non_uniform_indexing != 0
&& descriptor_indexing.descriptor_binding_storage_buffer_update_after_bind != 0;

let descriptor_indexing_features = F::BUFFER_BINDING_ARRAY
| F::TEXTURE_BINDING_ARRAY
| F::STORAGE_RESOURCE_BINDING_ARRAY
| F::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING
| F::STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING;

features.set(descriptor_indexing_features, supports_descriptor_indexing);

let supports_partially_bound =
descriptor_indexing.descriptor_binding_partially_bound != 0;

features.set(F::PARTIALLY_BOUND_BINDING_ARRAY, supports_partially_bound);
}
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I might be missing something, but I can't see anywhere where this would set F::UNIFORM_BUFFER_INDEXING. According to the comment block that would be a separate feature that needs to be checked

@@ -925,7 +925,7 @@ impl super::PrivateCapabilities {
features.set(
F::TEXTURE_BINDING_ARRAY
| F::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING
| F::UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING
| F::STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING
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similar to vulkan, shouldn't the F::UNIFORM_BUFFER_INDEXING be set somewhere here as well? In wgpu-types you specified with MSL 2.0+ on macOS 10.13+ as the condition

wgpu_types::Features::UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING,
) {
return_features.push("uniform-buffer-and-storage-texture-array-non-uniform-indexing");
if features.contains(wgpu_types::Features::STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING) {
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missing the new feature, it's not exposed here

@@ -553,10 +551,10 @@ impl From<GpuRequiredFeatures> for wgpu_types::Features {
.contains("sampled-texture-and-storage-buffer-array-non-uniform-indexing"),
);
features.set(
wgpu_types::Features::UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING,
wgpu_types::Features::STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING,
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as above, new feature is missing here

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