The test opened its project before the window existed, so its 'GPU' frames could be the ones the CPU composited while the compositor was built. It now waits for the compositor (ui_gpu::wait_for_compositor, made pub(crate)) and then opens the project, as the PR does for ui_gpu.rs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With the compositor built on a worker thread, the parity test's first
frame could be composited on the CPU while the build ran. Frame keys
don't name the compositor (by design: the disk cache serves frames from
either), so after the hand-over the viewer could keep showing that CPU
frame, and the GPU-vs-CPU comparison would pass comparing the CPU with
itself. The test now waits for the compositor, then opens the project
and sets the time, so every frame it compares was requested with the
compositor attached.
(`viewer_on_gpu()` can't tell here: on the desktop GPU frames are read
back into CPU images, and only the browser draws them from their texture.)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The status line is the toast that clears itself after 5 s, so the
preparing notice went blank while the viewer was still on the CPU for the
rest of a cold-cache build (tens of seconds), though `init_gpu` says the
status bar tells the user so. draw_toast now leaves that one status up
while `gpu_initializing()`; `finish_gpu_build` clears it when the
compositor lands, and the worker's repaint brings that frame, so the
toast doesn't tick meanwhile. A click still dismisses it; every other
status clears as before.
Test: with the build held on its gate, 30 more steps (7.5 s) leave the
status as it was; before this change it was empty by then.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`init_gpu` built the compositor on the UI thread in the first frame, and eframe shows the window
only after that frame has painted. The compositor's ~235 compute pipelines take tens of seconds to
compile on a cold Metal shader cache (first launch, after an OS update, after an update that touched
a shader): about 40 s of no window at all, measured 39–41 s on an M2 Max.
On the desktop the compositor is now built on a worker thread (`gpu-compositor`), inside the same
`catch_unwind`, and attached when its result arrives; the worker requests a repaint, so nothing
polls. Until then the viewer composites on the CPU, as it already does without a GPU, and the
status line and `help.systemInfo` say "Preparing the GPU compositor…". A device failure during the
build discards the result; a thread that can't be spawned, and the browser, build in place as
before. `Hooks::before_gpu_build` lets tests hold or fail the build; `gpu_initializing()` exposes
the pending state.
Measured (release, cold cache, A/B interleaved): time to the window 39.0/40.9 s → 1.9/0.5 s, and
the control channel answers right after; with a heavy project opened at launch 38.3 s → 0.64 s
(first frame 88 ms after the app was created). Warm: 776 → 355 ms. The compile itself is not
faster; #1705 (effect kernels on first use) is the complementary half.
Tests: the interface draws, composites a CPU frame and reports the preparing state while the build
is held on a gate, then attaches the compositor; a build that panics leaves the viewer on the CPU
with the reason; the existing GPU/CPU parity test waits for the asynchronous hand-over.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
* Dev profile: line tables only for workspace crates, no debug info for dependencies
* xtask ci: dev-profile gate, nextest, tests without examples, wasm --keep-going
* One integration-test binary per crate
* xtask ci: run effectcraft-gpu's shared-device tests in one cargo test process
* xtask ci: run every stage and report all failures
* xtask ci: name the stage type (clippy type_complexity)
* xtask ci: run every test pass and report all failures
* cargo fmt