Commit Graph

7 Commits

Author SHA1 Message Date
Claude cb37c2511c
App: a lost graphics device tells the user why the window closes and where the recovery copy is (#591)
Ported from #673: a native error dialog names the auto-saved recovery copy before the window
closes; agent runs through the control channel skip it. The UI calls Hooks::device_lost once.

Co-Authored-By: Dennis M. Francis <44986763+didpublishing@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
2026-10-10 23:36:52 +00:00
Claude 3c063b5075
GPU: a failed allocation reported as an internal error, or a lost device, no longer crashes the app (#591)
On Adreno (Windows ARM64) a failed vkAllocateMemory surfaces as an internal
ERROR_INITIALIZATION_FAILED, not out-of-memory. Gpu::within_memory only scoped
OutOfMemory, and wgpu's DeviceExt::create_buffer_init maps the new buffer at
creation and panics ("Failed to get mapped range") when the allocation failed,
taking down a frame thread. Buffers with initial contents are now created unmapped
and filled through queue.write_buffer (context::buffer_init), so a failed
allocation is only an invalid buffer and an error for the caller's scope, and
within_memory scopes Internal errors too, discarding the frame for the CPU path
as it does for out-of-memory.

The device was then lost, and egui-wgpu panicked on the main thread staging the
next frame's index buffer on the dead device. Once the host reports the
presentation device lost, the app draws nothing more (no mesh to stage), auto-saves
unsaved changes, keeps the crash-recovery marker so the next launch offers them,
and closes its window.

Tests: a device with a small buffer limit gets an over-limit and an unaligned
buffer_init without a panic and sees the error in its scope; the UI harness
reports a device loss and checks the next frame has no shapes, closes the window
and wrote the auto-save.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
2026-10-10 22:54:56 +00:00
Katt a650e6c21d Tests: four failures on Windows (autosave paths, GPU viewer adapter, audio preview race)
- automation / cli autosave restart tests: the MCP instructions embed the
  auto-save state as JSON, so a Windows path's backslashes are escaped there;
  look for the JSON form of the path.
- ui_gpu: egui_kittest prefers a CPU adapter, which on Windows is WARP on
  DirectX 12, where FXC fails to compile the compositor's `pointwise` kernel
  ("compilation aborted unexpectedly"), so the viewer stayed on the CPU and
  the test failed before comparing anything. Build the harness on the adapter
  the headless compositor picked (falling back to egui_kittest's choice).
- ui_audio_scrub (#103 test): with a fixed 2 s comp, a machine with many
  render threads cached the whole preview before the first step, so the sound
  rightly started at once and no silent frame was counted (3 of 24 runs
  failed with 8 copies in parallel). Size the comp to four times the frames
  playback requests per step, so caching takes at least four steps (0 of 24).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:36:52 +05:30
Dexter 39e6907b5f G2: improve editing reliability and Windows rendering fidelity 2026-10-06 00:00:31 -05:00
Brandon Thomas 3767332efd GPU compositor declines devices whose limits its pipelines exceed
egui-wgpu creates its device on GL with WebGL2's limits (no storage buffers), so the desktop
app on FreeBSD built the compositor's pipelines on it: validation errors (only logged in
release builds) and wrong frames. GpuContext::new now checks the limits its pipelines bind
(storage buffers and textures per stage, bind groups, workgroup sizes) and returns Err, which
keeps the app on the CPU. ui_gpu skips its GPU-vs-CPU comparison when that happens on GL.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 10:52:04 -04:00
Brandon Thomas a438974758 M12.2: merge main (ROI, viewer tools); gate GPU display textures
Region-of-interest frames render on the CPU path; the viewer keeps main's
frame drawing (Show Channel, exposure, ROI) and reads GPU-composited frames
back. Keeping frames as native egui-wgpu textures stays implemented behind
RenderSource::gpu_display (off).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 11:14:18 -04:00
Brandon Thomas af651a6f56 M12.2: viewer on gpu
The desktop viewer builds the GPU compositor on egui-wgpu's device and,
with Mercury GPU Acceleration, renders frames into RGBA8 textures that are
registered with egui-wgpu and drawn directly (no readback); the RAM preview
cache holds them under a video-memory budget. Pixels are read back only on
demand (Info panel, eyedroppers, histograms). Project Settings gets the
Video Rendering and Effects renderer choice. ui_gpu test: GPU viewer frame
matches the CPU one (skips without an adapter).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 11:06:05 -04:00