WGPU offers some async
methods when initialising adapters and devices, but during program execution much of the timing between the CPU and GPU is managed through callbacks and polling. A common pattern is to do something like the following:
rust compile_fail
wgpu.do_something();
wgpu.on_something_done(|result| { /* Handle results */ });
wgpu.poll();
This is a very JavaScript-esque pattern, while in Rust we might expect to write code that looks more like:
rust compile_fail
let result = wgpu.do_something().await;
Or, if we still wanted a callback:
rust compile_fail
wgpu.do_something().then(|result| { /* Handle results */ }).await;
This crate adds a global poll loop thread on non-WASM platforms that can be used to create a WgpuFuture
holding the completion of a task. The poll loop is conservative, parking itself when no futures are waiting on it, meaining that this crate adds little to no overhead in changing paradigms.
Note that this crate does not aim to improve the performance of anything, and fast applications should reduce CPU-GPU communication and synchronisation as much as possible, irrespective of the paradigm used.
Due to the polling thread running both intermittently and globaly, independently from other parts of your code, it is possible that using this library may mask errors when performing operations that must be awaited. For example, the following code should deadlock:
rust compile_fail
// BAD CODE - DON'T DO THIS
let (sender, receiver) = flume::bounded(1);
let mapping = wgpu::Buffer::slice(buffer, ..).map_async(.., |_| sender.send(()));
// ERROR: Poll not called, so buffer will never map, so recv will never complete.
receiver.recv().unwrap();
However with this library, the call to map_async
might eventually go through (if you are using futures elsewhere), but in an unknown amount of time, causing possibly huge performance losses. It is assumed that those performance losses will be noticable enough that the bug will be found, but you should be aware that use of this crate has the potential to hide deadlocks behind performance hits.
To do things in an async
way, your wgpu::Device
and wgpu::Queue
need to be wrapped in async smart-pointer versions. These implement Deref<Device>
and Deref<Queue>
, so can be used as a slot-in replacement for existing wgpu code.
```rust compile_fail // Create a device and queue like normal let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::default());
let adapter = instance .requestadapter(&wgpu::RequestAdapterOptions { powerpreference: wgpu::PowerPreference::HighPerformance, compatiblesurface: None, forcefallback_adapter: true, }) .await .expect("missing adapter");
let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { features: wgpu::Features::empty(), limits: adapter.limits(), label: None, }, None, ) .await .expect("missing device");
// Make them async let (device, queue) = wgpu_async::wrap(Arc::new(device), Arc::new(queue)); ```
Then you can use shadowed wgpu
methods with the exact same signatures, but with extra async
-ness:
rust compile_fail
queue.submit(&[/* commands */]).await; // An awaitable `Queue::submit`!
Just like their base wgpu
counterparts, these methods begin their work on the GPU immediately. However the device won't begin to be polled until the future is awaited.
You can also convert any non-shadowed callback-and-poll method to an async one using AsyncDevice::do_async
:
```rust compilefail wgpu.dosomething(); let future = device.doasync(move |callback| { wgpu.onsomething_done(|result| callback(result)); });
let result = future.await; ```