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Update wgpu to v0.15.3, fixing meshes on Windows Chrome #1682

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Mar 23, 2023
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52 changes: 19 additions & 33 deletions Cargo.lock

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5 changes: 3 additions & 2 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -81,8 +81,9 @@ puffin = "0.14"
thiserror = "1.0"
time = { version = "0.3", features = ["wasm-bindgen"] }
tokio = "1.24"
wgpu = { version = "0.15", default-features = false }
wgpu-core = { version = "0.15", default-features = false }
wgpu = { version = "0.15.1", default-features = false }
wgpu-core = { version = "0.15.1", default-features = false }
wgpu-hal = { version = "0.15.4", default-features = false }


[profile.dev]
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1 change: 1 addition & 0 deletions crates/re_renderer/Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -77,6 +77,7 @@ notify = "5.0"
puffin.workspace = true
wgpu = { workspace = true, default-features = false, features = ["wgsl"] }
wgpu-core.workspace = true
wgpu-hal.workspace = true

# wasm
[target.'cfg(target_arch = "wasm32")'.dependencies]
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9 changes: 0 additions & 9 deletions crates/re_renderer/src/config.rs
Original file line number Diff line number Diff line change
Expand Up @@ -14,15 +14,6 @@ pub enum HardwareTier {
}

impl HardwareTier {
/// Temporary workaround until [this GL state leaking fix](https://github.com/gfx-rs/wgpu/pull/3589) is landed.
/// All our target platforms should support alpha to coverage.
pub fn support_alpha_to_coverage(&self) -> bool {
match self {
HardwareTier::Basic => false,
HardwareTier::Native => true,
}
}

/// Whether the current hardware tier supports sampling from textures with a sample count higher than 1.
pub fn support_sampling_msaa_texture(&self) -> bool {
match self {
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5 changes: 1 addition & 4 deletions crates/re_renderer/src/renderer/depth_cloud.rs
Original file line number Diff line number Diff line change
Expand Up @@ -394,10 +394,7 @@ impl Renderer for DepthCloudRenderer {
multisample: wgpu::MultisampleState {
// We discard pixels to do the round cutout, therefore we need to
// calculate our own sampling mask.
alpha_to_coverage_enabled: shared_data
.config
.hardware_tier
.support_alpha_to_coverage(),
alpha_to_coverage_enabled: true,
..ViewBuilder::MAIN_TARGET_DEFAULT_MSAA_STATE
},
};
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5 changes: 1 addition & 4 deletions crates/re_renderer/src/renderer/lines.rs
Original file line number Diff line number Diff line change
Expand Up @@ -742,10 +742,7 @@ impl Renderer for LineRenderer {
depth_stencil: ViewBuilder::MAIN_TARGET_DEFAULT_DEPTH_STATE,
multisample: wgpu::MultisampleState {
// We discard pixels to do the round cutout, therefore we need to calculate our own sampling mask.
alpha_to_coverage_enabled: shared_data
.config
.hardware_tier
.support_alpha_to_coverage(),
alpha_to_coverage_enabled: true,
..ViewBuilder::MAIN_TARGET_DEFAULT_MSAA_STATE
},
},
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5 changes: 1 addition & 4 deletions crates/re_renderer/src/renderer/point_cloud.rs
Original file line number Diff line number Diff line change
Expand Up @@ -556,10 +556,7 @@ impl Renderer for PointCloudRenderer {
multisample: wgpu::MultisampleState {
// We discard pixels to do the round cutout, therefore we need to calculate
// our own sampling mask.
alpha_to_coverage_enabled: shared_data
.config
.hardware_tier
.support_alpha_to_coverage(),
alpha_to_coverage_enabled: true,
..ViewBuilder::MAIN_TARGET_DEFAULT_MSAA_STATE
},
};
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