@bloomengine/engine 0.4.6 → 0.4.8

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@@ -347,7 +347,7 @@ unsafe extern "C" fn scene_will_connect(
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  required_limits = required_limits
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  .using_minimum_supported_acceleration_structure_values();
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  }
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- let (device, queue) = pollster_block_on(adapter.request_device(
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+ let (device, queue) = match pollster_block_on(adapter.request_device(
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  &wgpu::DeviceDescriptor {
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  label: Some("bloom_device"),
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  required_features,
@@ -355,7 +355,31 @@ unsafe extern "C" fn scene_will_connect(
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  experimental_features,
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  ..Default::default()
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  },
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- )).expect("Failed to create device");
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+ )) {
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+ Ok(dq) => dq,
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+ Err(e) => {
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+ // Some real devices (e.g. iPhone 16 Pro / A18) advertise
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+ // EXPERIMENTAL_RAY_QUERY on the adapter but reject it at device
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+ // creation through wgpu's Metal backend, which would otherwise
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+ // abort the app on launch. Retry with a minimal, always-supported
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+ // configuration. The renderer keys off device.features() (see
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+ // renderer/mod.rs), so it transparently falls back to the non-RT
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+ // path when ray-query isn't granted.
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+ eprintln!("[bloom-ios] request_device with preferred features failed ({e:?}); retrying with adapter limits and no ray-query/experimental features");
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+ // Request exactly the adapter's reported limits (not wgpu's
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+ // Limits::default()): some iOS GPUs cap individual limits — e.g.
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+ // max_inter_stage_shader_variables — below wgpu's defaults, so
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+ // request_device rejects the default-limits request too. Asking for
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+ // adapter.limits() can never exceed what the device supports.
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+ pollster_block_on(adapter.request_device(&wgpu::DeviceDescriptor {
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+ label: Some("bloom_device"),
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+ required_features: wgpu::Features::empty(),
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+ required_limits: adapter.limits(),
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+ experimental_features: wgpu::ExperimentalFeatures::disabled(),
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+ ..Default::default()
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+ })).expect("Failed to create device (minimal fallback)")
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+ }
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+ };
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  let surface_caps = surface.get_capabilities(&adapter);
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  let format = surface_caps.formats.iter()
@@ -518,7 +542,7 @@ pub unsafe extern "C" fn perry_scene_will_connect(scene: *const c_void) {
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  required_limits = required_limits
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  .using_minimum_supported_acceleration_structure_values();
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  }
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- let (device, queue) = pollster_block_on(adapter.request_device(
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+ let (device, queue) = match pollster_block_on(adapter.request_device(
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  &wgpu::DeviceDescriptor {
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  label: Some("bloom_device"),
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  required_features,
@@ -526,7 +550,31 @@ pub unsafe extern "C" fn perry_scene_will_connect(scene: *const c_void) {
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  experimental_features,
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  ..Default::default()
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  },
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- )).expect("Failed to create device");
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+ )) {
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+ Ok(dq) => dq,
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+ Err(e) => {
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+ // Some real devices (e.g. iPhone 16 Pro / A18) advertise
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+ // EXPERIMENTAL_RAY_QUERY on the adapter but reject it at device
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+ // creation through wgpu's Metal backend, which would otherwise
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+ // abort the app on launch. Retry with a minimal, always-supported
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+ // configuration. The renderer keys off device.features() (see
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+ // renderer/mod.rs), so it transparently falls back to the non-RT
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+ // path when ray-query isn't granted.
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+ eprintln!("[bloom-ios] request_device with preferred features failed ({e:?}); retrying with adapter limits and no ray-query/experimental features");
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+ // Request exactly the adapter's reported limits (not wgpu's
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+ // Limits::default()): some iOS GPUs cap individual limits — e.g.
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+ // max_inter_stage_shader_variables — below wgpu's defaults, so
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+ // request_device rejects the default-limits request too. Asking for
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+ // adapter.limits() can never exceed what the device supports.
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+ pollster_block_on(adapter.request_device(&wgpu::DeviceDescriptor {
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+ label: Some("bloom_device"),
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+ required_features: wgpu::Features::empty(),
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+ required_limits: adapter.limits(),
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+ experimental_features: wgpu::ExperimentalFeatures::disabled(),
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+ ..Default::default()
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+ })).expect("Failed to create device (minimal fallback)")
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+ }
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+ };
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  let surface_caps = surface.get_capabilities(&adapter);
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  let format = surface_caps.formats.iter()
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@bloomengine/engine",
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- "version": "0.4.6",
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+ "version": "0.4.8",
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  "description": "Bloom Engine: native TypeScript game engine compiled by Perry",
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  "main": "src/index.ts",
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  "types": "src/index.ts",