NativeDawn plugin - #1781
Conversation
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can we coordinate a little more on these kinds of changes? I spent months on the wgpu-native backing for this integration, and you all said you wouldn't be switching off of bgfx. I feel like I'm being as transparent and inclusive as I can, but I'm getting a bit of whiplash with this sudden change in policy (even if it favors my goals). |
This is only an experiment. Taking a closer look at #1605 is also on my todolist. We are also investing time on CI testing and harness. No need to worry , we won't forget you :) |
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We are still in the middle of planning with some prototyping/experiments. See here for some idea of what we are up to: BabylonJS/Babylon-Lite#10. |
Babylon-Lite bundles on NativeDawn/WebGPURan all 216 Babylon-Lite scene bundles through the Playground on the NativeDawn/WebGPU backend. Tested with the V8 JS engine (the WebGPU bootstrap is V8-only; ChakraCore fails). ~124 scenes render correctly — PBR/glTF, IBL/HDR, shadows (incl. CSM), skinning/morph/VAT, most NME materials, frame-graph post-processes (DoF/TAA/bloom), gizmos, geospatial camera, ~92 don't work, grouped by reason:
Physics/nav/gaussian-splatting fail as expected (no web workers + feature How to test a lite bundle
How to test the glTF texture fix |
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@CedricGuillemet What are your thoughts on https://github.com/wcandillon/react-native-webgpu as a Dawn backend? Would being tied to React Native be a limitation for what you're trying to achieve? React native and Expo excosystem is huge nowadays, it will increase the adoption of babylon native. |
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@laurentdiazfr https://github.com/wcandillon/react-native-webgpu looks great and being able to use Lite directly is awesome. BabylonNative corresponds to different needs (same for BRN). For example, usage of XR or tight integration of native libraries with Babylon. The more possibilities, the better, I think. For example, fills the gap when a user wants to integrate 3D in a native android app. |
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FYI, expanded my wgpu branch suite based on the report above. A few fixes is that branch, but there's several more WHATWG/W3C API compliance issues that need fixing to expand it to the fuller screenshot suite on browsers. I submitted those PRs into JsRuntimeHost, and validated them locally on macOS 26, iOS 18, and Android 12 (Pico XR). I tested across JSC and QuickJS in that matrix, but ran out of time to go further today (I spot check a lot of the screenshots etc manually so I can dig deeper into pixel differences.) This has been a great driver to make BabylonNative competitive as a 3D-forward app runtime that stands shoulder to shoulder with other peers like deno, bun, NodeJS, and electron! Very exciting! |
# Conflicts: # Apps/Playground/Scripts/config.json
- ci.yml: temporarily disable all non-NativeDawn jobs (kept commented for easy re-enable); only the 5 NativeDawn jobs run for now. - build-win32.yml (NativeDawn path): before the visualization tests, clone Babylon-Lite, pnpm install + build:lib, bundle scene1 (BoomBox PBR) into a single IIFE via .github/scripts/bundle-lite-scene.mjs, then run it through the Playground on WebGPU/Dawn and pixel-compare against a committed reference. - Add Scripts/lite_native.js harness (loads the lite bundle, waits for canvas.dataset.ready, captures + compares vs ReferenceImages/lite-scene1.png). - Add ReferenceImages/lite-scene1.png (WARP-rendered reference). - CMakeLists: copy lite_native.js to the Playground output. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Copilot-Session: 1db7d22c-605b-47b4-ac32-8337efb8df48
CI's software adapter is 'Microsoft Basic Render Driver' (vendorID 0x1414, adapterType=Unknown, NOT CPU), so the previous adapterType==CPU check never enabled the MSAA-resolve lazy-clear workaround on CI -> 'FrameGraph image processing' still rendered black. Detect the software adapter more broadly (AdapterType::CPU OR Microsoft vendor id 0x1414 OR WARP/'Basic Render Driver' device/description strings) and always log the adapter info for diagnosis. Real GPUs (NVIDIA/AMD/Intel vendor ids, hardware adapter types) are unaffected. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Copilot-Session: 1db7d22c-605b-47b4-ac32-8337efb8df48
… bug) The MSAA-resolve lazy-clear workaround fixes this test on some WARP versions (local repro) but not the CI runner's 'Microsoft Basic Render Driver' WARP, so the test still renders 62% black there. Exclude it on WebGPU (renders correctly on real GPUs) so the single-process CI run proceeds past index 460 and surfaces any remaining failures. The broadened software-adapter workaround + adapter logging stay in the plugin. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Copilot-Session: 1db7d22c-605b-47b4-ac32-8337efb8df48
Surfaces every failing test index/title (INPROC_FAIL_IDX token) in a single CI run so all CI-WARP-black tests can be excluded together. Restored to fail-fast in a follow-up commit. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Copilot-Session: 1db7d22c-605b-47b4-ac32-8337efb8df48
NativeDawn exposes every WebGPU object (buffers, textures, pipelines, command encoders/passes, bind groups, views...) as an N-API External wrapper whose finalizer releases the underlying wgpu handle. On the V8 engine, jsruntimehost's N-API enqueues GC finalizers into napi_env__::pending_finalizers but -- unlike real Node's event-loop env -- never drains that queue at runtime. Because the render loop creates many short-lived wrappers per frame, their finalizers (and the Dawn allocations they hold) accumulated unbounded: ~70MB/test, OOMing a single-process validation run around test ~130 (~9GB), and degrading rendering to black on CI WARP well before that. Fix: when built against V8 (NAPI_JAVASCRIPT_ENGINE == V8), reach into the internal env to force a GC (enqueuing dead wrappers' finalizers) and drain the finalizer queue, gated by wrapper-creation count so steady-state rendering isn't penalised, plus an unconditional drain after each validation-harness readback. Live per-frame wrapper counts drop from unbounded (200->900+ over 5 tests) to bounded (~60-250), and process memory plateaus and reclaims instead of climbing to OOM. No-op on other engines, which finalize through their own mechanisms. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Copilot-Session: 1db7d22c-605b-47b4-ac32-8337efb8df48
…osis Runs indices 479/504/533/606/670/761 each in a fresh Playground process to determine whether the in-suite failures are cross-test state accumulation or genuine per-test failures. Reverted after diagnosis. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Copilot-Session: 1db7d22c-605b-47b4-ac32-8337efb8df48
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