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https://github.com/horizon-rust/horizon.git
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Fall back instead of crashing when the scaled world runs out of video memory
Post::prepare built the scaled world targets while the old ones were still alive and without catching a failed allocation, so dragging the Resolution Scale slider could run a small GPU out of memory and wgpu's fatal default handler panicked (#6607). Drop the old target first, build the new one inside an out-of-memory and validation error scope (a failed texture is invalid, so its view fails validation too), and on failure step the scale down by a quarter, to a floor of 0.25, then draw at the window's size. Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
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1 parent
7366f3f7aa
commit
f9fb435f94
1 file changed
+62
-12
@@ -10,6 +10,8 @@
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use glam::{DMat4, DVec3, Mat4, Vec2};
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/// The least a world is scaled to when memory runs out.
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const MIN_SCALE: f32 = 0.25;
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/// The TAA history format: 8 bits would band as frames accumulate.
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const HISTORY_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
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@@ -322,12 +324,65 @@ impl Post {
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self.target = None;
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return None;
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}
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let (size, output) = self.sizes(window);
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let history_size = self.taa_on.then_some(output);
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if self
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.target
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// The old target goes first: a slider drag would otherwise hold the old and the new
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// targets together, and the sum is what runs a small GPU out of memory.
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loop {
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let (size, output) = self.sizes(window);
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let history_size = self.taa_on.then_some(output);
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if self
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.target
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.as_ref()
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.is_some_and(|t| t.size == size && t.taa.as_ref().map(|h| h.size) == history_size)
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{
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break;
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}
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self.target = None;
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// Errors raised are fatal, so catch an out-of-memory one and scale down. A texture
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// that failed is invalid, so its view fails validation too: catch that as well.
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let validation = device.push_error_scope(wgpu::ErrorFilter::Validation);
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let memory = device.push_error_scope(wgpu::ErrorFilter::OutOfMemory);
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let target = self.build_target(device, size, history_size);
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let error = pollster::block_on(memory.pop()).or(pollster::block_on(validation.pop()));
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if error.is_none() {
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// New textures: no history yet.
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self.taa_this_frame.jitter[2] = 1.0;
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self.target = Some(target);
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break;
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}
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drop(target);
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if self.scale <= MIN_SCALE {
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log::warn!(
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"Horizon renderer: no video memory for the scaled world at {size:?} ({}); drawing at the window's size",
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error.map_or_else(String::new, |e| e.to_string())
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);
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self.scale = 1.0;
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self.target = None;
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return None;
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}
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let reduced = (self.scale * 0.75).max(MIN_SCALE);
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log::warn!(
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"Horizon renderer: out of video memory for the scaled world at {size:?}; resolution scale {:.2} -> {reduced:.2} ({})",
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self.scale,
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error.map_or_else(String::new, |e| e.to_string())
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);
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self.scale = reduced;
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if self.scale == 1.0 && !self.antialias && !self.taa_on && !always {
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return None;
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}
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}
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self.target
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.as_ref()
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.is_none_or(|t| t.size != size || t.taa.as_ref().map(|h| h.size) != history_size)
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.map(|t| (t.color.clone(), t.depth.clone()))
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}
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/// The world's colour and depth targets at `size`, and TAA's history when `history_size`
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/// is set.
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fn build_target(
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&self,
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device: &wgpu::Device,
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size: [u32; 2],
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history_size: Option<[u32; 2]>,
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) -> WorldTarget {
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{
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let make_tex = |label, size: [u32; 2], format, usage| {
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device.create_texture(&wgpu::TextureDescriptor {
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@@ -403,19 +458,14 @@ impl Post {
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show,
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})
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});
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// New textures: no history yet.
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self.taa_this_frame.jitter[2] = 1.0;
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self.target = Some(WorldTarget {
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WorldTarget {
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size,
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color,
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depth,
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group,
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taa,
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});
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}
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}
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self.target
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.as_ref()
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.map(|t| (t.color.clone(), t.depth.clone()))
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}
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/// The size of the world's own target, when it has one.
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