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7605942be9 |
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@@ -186,6 +186,22 @@ pub fn backends(plan: &Plan, os: Os) -> Option<wgpu::Backends> {
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})
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}
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/// The DX12 shader compiler (#712). wgpu's default loads `dxcompiler.dll` by name, and the
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/// Windows DLL search falls through to the current directory and `PATH`, so another program's DXC
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/// build (a browser's, an SDK's) got loaded and failed device creation or crashed the first shader
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/// compile. Use a `dxcompiler.dll` shipped beside the executable, by its full path; otherwise FXC
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/// (`d3dcompiler_47.dll`, part of Windows). `WGPU_DX12_COMPILER` still picks one explicitly.
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pub fn dx12_compiler(env: Option<&str>, exe_dir: Option<&Path>) -> wgpu::Dx12Compiler {
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if let Some(c) = env.and_then(|v| v.trim().parse().ok()) {
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return c;
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}
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let beside_exe = exe_dir.map(|d| d.join("dxcompiler.dll")).filter(|p| p.is_file());
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match beside_exe.as_deref().and_then(Path::to_str) {
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Some(p) => wgpu::Dx12Compiler::DynamicDxc { dxc_path: p.to_string() },
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None => wgpu::Dx12Compiler::Fxc,
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}
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}
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/// What adapter selection needs to know about an adapter.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub struct Candidate {
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@@ -237,14 +253,19 @@ pub fn intel_dx12_applied(adapters: &[Candidate], chosen: usize, os: Os) -> bool
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&& adapters.iter().any(|a| a.vendor == INTEL && a.backend == wgpu::Backend::Vulkan)
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}
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/// Configure eframe's wgpu setup for `plan`: instance backends, adapter selection (Intel on
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/// Windows, software adapters for `cpu`) and the marker update once the adapter is chosen.
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/// `note` receives a remark for System Info (e.g. the Intel default).
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/// Configure eframe's wgpu setup for `plan`: instance backends, the DX12 shader compiler, adapter
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/// selection (Intel on Windows, software adapters for `cpu`) and the marker update once the
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/// adapter is chosen. `note` receives a remark for System Info (e.g. the Intel default).
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pub fn configure(setup: &mut egui_wgpu::WgpuSetup, plan: &Plan, os: Os, sentinel: SharedSentinel, note: Arc<Mutex<Option<String>>>) {
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if let egui_wgpu::WgpuSetup::CreateNew(create) = setup {
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if let Some(b) = backends(plan, os) {
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create.instance_descriptor.backends = b;
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}
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if os == Os::Windows {
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let exe = std::env::current_exe().ok();
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let env = std::env::var("WGPU_DX12_COMPILER").ok();
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create.instance_descriptor.backend_options.dx12.shader_compiler = dx12_compiler(env.as_deref(), exe.as_deref().and_then(Path::parent));
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}
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let select = plan.env.is_none() && (plan.backend == GpuBackend::Cpu || (plan.backend == GpuBackend::Auto && os == Os::Windows));
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if select {
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let backend = plan.backend;
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@@ -606,4 +627,36 @@ mod tests {
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assert_eq!(read_rendering_prefs(Some(&p)), (Auto, RenderingMode::Auto));
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let _ = std::fs::remove_dir_all(&dir);
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}
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/// #712: never a `dxcompiler.dll` found through the DLL search path (current directory, PATH).
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#[test]
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fn dx12_compiler_is_fxc_or_dxc_beside_the_exe() {
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use wgpu::Dx12Compiler as C;
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let dir = temp_dir("dxc");
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std::fs::create_dir_all(&dir).unwrap();
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assert!(matches!(dx12_compiler(None, None), C::Fxc));
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assert!(matches!(dx12_compiler(None, Some(&dir)), C::Fxc));
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std::fs::write(dir.join("dxcompiler.dll"), b"MZ").unwrap();
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let expected = dir.join("dxcompiler.dll");
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assert!(matches!(dx12_compiler(None, Some(&dir)), C::DynamicDxc { dxc_path } if Path::new(&dxc_path) == expected));
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// An explicit WGPU_DX12_COMPILER wins; an unknown value is ignored.
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assert!(matches!(dx12_compiler(Some(" FXC "), Some(&dir)), C::Fxc));
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assert!(matches!(dx12_compiler(Some("dxc"), None), C::DynamicDxc { dxc_path } if dxc_path == "dxcompiler.dll"));
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assert!(matches!(dx12_compiler(Some("quantum"), None), C::Fxc));
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let _ = std::fs::remove_dir_all(&dir);
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// The app's setup replaces wgpu's default (`Auto`: DXC by name from the search path).
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let mut setup = egui_wgpu::WgpuSetup::without_display_handle();
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let plan = plan(Auto, None, None, false, Os::Windows);
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configure(&mut setup, &plan, Os::Windows, Arc::new(Mutex::new(None)), Arc::default());
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let egui_wgpu::WgpuSetup::CreateNew(create) = &setup else { panic!("a new instance") };
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if std::env::var_os("WGPU_DX12_COMPILER").is_none() {
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let safe = match &create.instance_descriptor.backend_options.dx12.shader_compiler {
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C::Fxc => true,
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C::DynamicDxc { dxc_path } => Path::new(dxc_path).is_absolute(),
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C::StaticDxc | C::Auto => false,
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};
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assert!(safe, "{:?}", create.instance_descriptor.backend_options.dx12.shader_compiler);
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}
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}
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}
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@@ -42,6 +42,8 @@ CRAFT_FONTS_DIR="$PWD/../craft-fonts" cargo test --workspace # runs the Japa
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`--safe-gpu` starts with the CPU renderer for one launch (no GPU canvas; a software adapter for the window where the platform has one: WARP on Windows, llvmpipe over GL on Linux). Before creating the wgpu device the app writes and locks `gpu-starting.json` in the config directory; it clears it once the first frames have rendered. A launch that finds an unlocked marker knows the previous start died inside the graphics driver (#4) and uses the next safer backend (Windows: Vulkan → DX12 → CPU; Linux: Vulkan → GL → CPU; macOS: Metal → CPU), remembering it in `performance.gpuBackend` (Preferences › Performance › GPU Backend, with **Reset GPU Backend**). With `auto`, Intel adapters on Windows use DX12. Help › System Info shows the adapter, backend, driver and fallback state.
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On DX12 the shader compiler is FXC (`d3dcompiler_47.dll`, part of Windows), or a `dxcompiler.dll` placed beside `photocraft.exe`, loaded by its full path. wgpu's default looks `dxcompiler.dll` up by name, which reaches the current directory and `PATH` and loaded other programs' incompatible builds (#712).
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If the device is lost while running (#243), every GPU entry point checks the device's health flag first, the canvas switches to the CPU compositor for the rest of the session and a notice says "GPU device was lost; using the CPU renderer." `ui.gpu.simulateLoss` triggers this path from the control channel.
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## Environment variables
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@@ -55,6 +57,7 @@ If the device is lost while running (#243), every GPU entry point checks the dev
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| `PHOTOCRAFT_AUTOMATION_WRITE_ROOT` | Separate directory capability for automation writes; requests use relative paths |
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| `PHOTOCRAFT_CPU_CANVAS=1` | Force the CPU canvas path instead of the wgpu shader canvas |
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| `WGPU_BACKEND=dx12` | Pick the wgpu backend(s) (`vulkan`, `dx12`, `metal`, `gl`); overrides `performance.gpuBackend` and the startup fallback |
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| `WGPU_DX12_COMPILER=fxc` | DX12 shader compiler (`fxc`, `dxc`, `auto`); `dxc` and `auto` look `dxcompiler.dll` up through the DLL search path |
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| `PHOTOCRAFT_GPU_TILE=2048` | Force GPU canvas tiling (tests tile seams) |
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| `PHOTOCRAFT_FX_NOCACHE=1` | Bypass the CPU layer-effect map cache (`compose::effect_maps`) |
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| `PHOTOCRAFT_CPU_COMPOSE=1` | Keep the wgpu canvas but composite on the CPU (compare GPU vs CPU renders, e.g. with the snapshot example) |
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