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- #9979: ui.dialog.set can no longer rewrite an open field picker's __colorPicker marker (its OK went to the Crop shield instead of the field), and Preferences Apply waits for an open colour picker as OK does, so it never saves a previewed colour. Both have regression tests that fail without the fix. - #9182: the stress test's PC_BUILD_ROUNDS / PC_BUILDS_PER_DEVICE fall back to the default for 0, which ran no builds and passed. - #10837: the ROADMAP entry no longer says a Latin hint rules windows-1251 out; the hint settles a word-initial rare letter and breaks exact ties. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
103 lines
5.5 KiB
Rust
103 lines
5.5 KiB
Rust
//! #6419: the compositor's pipelines are built on several threads. A pipeline the device can't
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//! build is still an `Err` from `try_new_with_format`, not a panic from wgpu's default error
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//! handler (error scopes are per thread). Skips when no GPU adapter exists.
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use std::sync::Arc;
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use photocraft_color::{Color, ColorMode, SampleType};
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use photocraft_doc::Document;
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use photocraft_geom::Size;
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use photocraft_gpu::{Compositor, render_to_vec};
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use crate::GPU_LOCK;
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fn device() -> Option<(wgpu::Adapter, wgpu::Device, wgpu::Queue)> {
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let instance = wgpu::Instance::default();
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let Ok(adapter) = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions::default())) else {
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eprintln!("skipping: no adapter");
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return None;
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};
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let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor::default())).ok()?;
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Some((adapter, device, queue))
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}
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#[test]
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fn a_pipeline_built_on_another_thread_fails_as_an_error() {
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let _lock = GPU_LOCK.lock().unwrap_or_else(std::sync::PoisonError::into_inner);
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let Some((adapter, device, _queue)) = device() else { return };
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// Never a render target, so every accumulation pipeline fails validation.
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let Err(e) = Compositor::try_new_with_format(&device, wgpu::TextureFormat::Rgb9e5Ufloat) else {
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panic!("a compositor accumulating into Rgb9e5Ufloat");
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};
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assert!(e.0.contains("couldn't build the compositor's pipelines"), "{e:?}");
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// The device is still usable for a compositor it can build.
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assert!(Compositor::try_new_with_format(&device, Compositor::preferred_acc_format(&adapter)).is_ok());
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}
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/// `new_with_format` on a device whose errors go to the caller's handler: a pipeline that failed
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/// to build stays in the compositor as an invalid handle, so a draw reports GPU errors instead of
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/// panicking on a missing pipeline.
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#[test]
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fn a_compositor_with_failed_pipelines_draws_without_panicking() {
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let _lock = GPU_LOCK.lock().unwrap_or_else(std::sync::PoisonError::into_inner);
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let Some((_adapter, device, queue)) = device() else { return };
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// As the app does (`DeviceHealth::watch`): GPU errors go to a handler, not wgpu's default panic.
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device.on_uncaptured_error(Arc::new(|_: wgpu::Error| {}));
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let mut comp = Compositor::new_with_format(&device, wgpu::TextureFormat::Rgb9e5Ufloat);
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let doc = Document::with_background("t", Size::new(8, 8), ColorMode::Rgb, SampleType::U8, Color::rgba(0.5, 0.5, 0.5, 1.0));
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// Drawing into an unrenderable format can't succeed, but must not panic.
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let _ = render_to_vec(&mut comp, &device, &queue, &doc, doc.bounds());
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}
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/// #9173: the compositor builds its pipelines on several threads (#6419). On Direct3D 12 with FXC,
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/// wgpu-hal caches each compiled shader as an `ID3DBlob` whose reference count isn't atomic
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/// (gfx-rs/wgpu#10547), so two threads building pipelines from the same shader could free a blob
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/// the cache still holds; dropping the device then aborted the process (`null reference
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/// produced` in `IUnknown::drop`). Each thread now builds from shaders no other thread uses.
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///
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/// Stress test, ignored by default (it builds many compositors). Run it on WARP with FXC, e.g.
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/// `WGPU_BACKEND=dx12 WGPU_DX12_COMPILER=fxc WGPU_ADAPTER_NAME="basic render"
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/// PC_BUILD_ROUNDS=10 PC_BUILDS_PER_DEVICE=50
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/// cargo test -p photocraft-gpu --test it parallel_compositor_builds -- --ignored`.
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/// Windows' full page heap makes the race abort more reliably.
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#[test]
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#[ignore = "stress test: builds many compositors"]
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fn parallel_compositor_builds_leave_the_shader_cache_intact() {
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let _lock = GPU_LOCK.lock().unwrap_or_else(std::sync::PoisonError::into_inner);
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let var = |name: &str, default: u32| std::env::var(name).ok().and_then(|v| v.parse::<u32>().ok()).filter(|&n| n > 0).unwrap_or(default);
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let (rounds, builds) = (var("PC_BUILD_ROUNDS", 4), var("PC_BUILDS_PER_DEVICE", 8));
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for round in 0..rounds {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle_from_env());
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let Ok(adapter) = pollster::block_on(wgpu::util::initialize_adapter_from_env_or_default(&instance, None)) else {
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eprintln!("skipping: no adapter");
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return;
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};
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if round == 0 {
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let info = adapter.get_info();
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eprintln!("shader cache stress: {:?} ({}), {rounds} devices x {builds} builds", info.backend, info.name);
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}
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let Ok((device, _queue)) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor::default())) else {
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eprintln!("skipping: no device");
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return;
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};
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let format = Compositor::preferred_acc_format(&adapter);
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// The first build compiles every shader; the rest are cache hits, so their threads take
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// and release references to the cached shaders densely. The builds start together, so
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// overlapping `Compositor::build` calls are exercised too (the process-wide lock).
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std::thread::scope(|scope| {
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let handles: Vec<_> = (0..builds)
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.map(|_| {
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scope.spawn(|| {
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let built = Compositor::try_new_with_format(&device, format);
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assert!(built.is_ok(), "round {round}: {:?}", built.err());
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})
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})
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.collect();
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for handle in handles {
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handle.join().expect("compositor build thread panicked");
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}
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});
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// Dropping the device releases every cached blob: a freed one aborts here.
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}
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}
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