1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

// The intra doc links to the wgpu crate in this crate actually succesfully link to the types in the wgpu crate, when built from the wgpu crate.
// However when building from both the wgpu crate or this crate cargo doc will claim all the links cannot be resolved
// despite the fact that it works fine when it needs to.
// So we just disable those warnings.
#![allow(intra_doc_link_resolution_failure)]

#[cfg(feature = "serde")]
use serde::{Deserialize, Serialize};

/// Integral type used for buffer offsets.
pub type BufferAddress = u64;
/// Integral type used for buffer slice sizes.
pub type BufferSize = std::num::NonZeroU64;

/// Buffer-Texture copies must have [`bytes_per_row`] aligned to this number.
///
/// This doesn't apply to [`Queue::write_texture`].
///
/// [`bytes_per_row`]: TextureDataLayout::bytes_per_row
pub const COPY_BYTES_PER_ROW_ALIGNMENT: u32 = 256;
/// Bound uniform/storage buffer offsets must be aligned to this number.
pub const BIND_BUFFER_ALIGNMENT: BufferAddress = 256;
/// Buffer to buffer copy offsets and sizes must be aligned to this number.
pub const COPY_BUFFER_ALIGNMENT: BufferAddress = 4;

/// Backends supported by wgpu.
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum Backend {
    Empty = 0,
    Vulkan = 1,
    Metal = 2,
    Dx12 = 3,
    Dx11 = 4,
    Gl = 5,
    BrowserWebGpu = 6,
}

/// Power Preference when choosing a physical adapter.
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum PowerPreference {
    /// Prefer low power when on battery, high performance when on mains.
    Default = 0,
    /// Adapter that uses the least possible power. This is often an integerated GPU.
    LowPower = 1,
    /// Adapter that has the highest performance. This is often a discrete GPU.
    HighPerformance = 2,
}

impl Default for PowerPreference {
    fn default() -> PowerPreference {
        PowerPreference::Default
    }
}

bitflags::bitflags! {
    /// Represents the backends that wgpu will use.
    #[repr(transparent)]
    #[cfg_attr(feature = "trace", derive(Serialize))]
    #[cfg_attr(feature = "replay", derive(Deserialize))]
    pub struct BackendBit: u32 {
        /// Supported on Windows, Linux/Android, and macOS/iOS via Vulkan Portability (with the Vulkan feature enabled)
        const VULKAN = 1 << Backend::Vulkan as u32;
        /// Currently unsupported
        const GL = 1 << Backend::Gl as u32;
        /// Supported on macOS/iOS
        const METAL = 1 << Backend::Metal as u32;
        /// Supported on Windows 10
        const DX12 = 1 << Backend::Dx12 as u32;
        /// Supported on Windows 7+
        const DX11 = 1 << Backend::Dx11 as u32;
        /// Supported when targeting the web through webassembly
        const BROWSER_WEBGPU = 1 << Backend::BrowserWebGpu as u32;
        /// All the apis that wgpu offers first tier of support for.
        ///
        /// Vulkan + Metal + DX12 + Browser WebGPU
        const PRIMARY = Self::VULKAN.bits
            | Self::METAL.bits
            | Self::DX12.bits
            | Self::BROWSER_WEBGPU.bits;
        /// All the apis that wgpu offers second tier of support for. These may
        /// be unsupported/still experimental.
        ///
        /// OpenGL + DX11
        const SECONDARY = Self::GL.bits | Self::DX11.bits;
    }
}

impl From<Backend> for BackendBit {
    fn from(backend: Backend) -> Self {
        BackendBit::from_bits(1 << backend as u32).unwrap()
    }
}

/// This type is not to be constructed by any users of wgpu. If you construct this type, any semver
/// guarantees made by wgpu are invalidated and a non-breaking change may break your code.
///
/// If you are here trying to construct it, the solution is to use partial construction with the
/// default:
///
/// ```ignore
/// let limits = Limits {
///     max_bind_groups: 2,
///     ..Limits::default()
/// }
/// ```
#[doc(hidden)]
#[derive(Debug, Copy, Clone, Default, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct NonExhaustive(());

impl NonExhaustive {
    pub unsafe fn new() -> Self {
        Self(())
    }
}

bitflags::bitflags! {
    /// Features that are not guaranteed to be supported.
    ///
    /// These are either part of the webgpu standard, or are extension features supported by
    /// wgpu when targeting native.
    ///
    /// If you want to use a feature, you need to first verify that the adapter supports
    /// the feature. If the adapter does not support the feature, requesting a device with it enabled
    /// will panic.
    #[repr(transparent)]
    #[derive(Default)]
    #[cfg_attr(feature = "trace", derive(Serialize))]
    #[cfg_attr(feature = "replay", derive(Deserialize))]
    pub struct Features: u64 {
        /// Webgpu only allows the MAP_READ and MAP_WRITE buffer usage to be matched with
        /// COPY_DST and COPY_SRC respectively. This removes this requirement.
        ///
        /// This is only beneficial on systems that share memory between CPU and GPU. If enabled
        /// on a system that doesn't, this can severely hinder performance. Only use if you understand
        /// the consequences.
        ///
        /// Supported platforms:
        /// - All
        ///
        /// This is a native only feature.
        const MAPPABLE_PRIMARY_BUFFERS = 0x0000_0000_0001_0000;
        /// Allows the user to create uniform arrays of sampled textures in shaders:
        ///
        /// eg. `uniform texture2D textures[10]`.
        ///
        /// This capability allows them to exist and to be indexed by compile time constant
        /// values.
        ///
        /// Supported platforms:
        /// - DX12
        /// - Metal (with MSL 2.0+ on macOS 10.13+)
        /// - Vulkan
        ///
        /// This is a native only feature.
        const SAMPLED_TEXTURE_BINDING_ARRAY = 0x0000_0000_0002_0000;
        /// Allows shaders to index sampled texture arrays with dynamically uniform values:
        ///
        /// eg. `texture_array[uniform_value]`
        ///
        /// This capability means the hardware will also support SAMPLED_TEXTURE_BINDING_ARRAY.
        ///
        /// Supported platforms:
        /// - DX12
        /// - Metal (with MSL 2.0+ on macOS 10.13+)
        /// - Vulkan's shaderSampledImageArrayDynamicIndexing feature
        ///
        /// This is a native only feature.
        const SAMPLED_TEXTURE_ARRAY_DYNAMIC_INDEXING = 0x0000_0000_0004_0000;
        /// Allows shaders to index sampled texture arrays with dynamically non-uniform values:
        ///
        /// eg. `texture_array[vertex_data]`
        ///
        /// In order to use this capability, the corresponding GLSL extension must be enabled like so:
        ///
        /// `#extension GL_EXT_nonuniform_qualifier : require`
        ///
        /// HLSL does not need any extension.
        ///
        /// This capability means the hardware will also support SAMPLED_TEXTURE_ARRAY_DYNAMIC_INDEXING
        /// and SAMPLED_TEXTURE_BINDING_ARRAY.
        ///
        /// Supported platforms:
        /// - DX12
        /// - Metal (with MSL 2.0+ on macOS 10.13+)
        /// - Vulkan 1.2+ (or VK_EXT_descriptor_indexing)'s shaderSampledImageArrayNonUniformIndexing feature)
        ///
        /// This is a native only feature.
        const SAMPLED_TEXTURE_ARRAY_NON_UNIFORM_INDEXING = 0x0000_0000_0008_0000;
        /// Allows the user to create unsized uniform arrays of bindings:
        ///
        /// eg. `uniform texture2D textures[]`.
        ///
        /// If this capability is supported, SAMPLED_TEXTURE_ARRAY_NON_UNIFORM_INDEXING is very likely
        /// to also be supported
        ///
        /// Supported platforms:
        /// - DX12
        /// - Vulkan 1.2+ (or VK_EXT_descriptor_indexing)'s runtimeDescriptorArray feature
        ///
        /// This is a native only feature.
        const UNSIZED_BINDING_ARRAY = 0x0000_0000_0010_0000;
        /// Allows the user to call [`RenderPass::multi_draw_indirect`] and [`RenderPass::multi_draw_indexed_indirect`].
        ///
        /// Allows multiple indirect calls to be dispatched from a single buffer.
        ///
        /// Supported platforms:
        /// - DX12
        /// - Metal
        /// - Vulkan
        ///
        /// This is a native only feature.
        const MULTI_DRAW_INDIRECT = 0x0000_0000_0020_0000;
        /// Allows the user to call [`RenderPass::multi_draw_indirect_count`] and [`RenderPass::multi_draw_indexed_indirect_count`].
        ///
        /// This allows the use of a buffer containing the actual number of draw calls.
        ///
        /// Supported platforms:
        /// - DX12
        /// - Vulkan 1.2+ (or VK_KHR_draw_indirect_count)
        ///
        /// This is a native only feature.
        const MULTI_DRAW_INDIRECT_COUNT = 0x0000_0000_0040_0000;
        /// Features which are part of the upstream webgpu standard
        const ALL_WEBGPU = 0x0000_0000_0000_FFFF;
        /// Features that are only available when targeting native (not web)
        const ALL_NATIVE = 0xFFFF_FFFF_FFFF_0000;
    }
}

/// Represents the sets of limits an adapter/device supports.
///
/// Limits "better" than the default must be supported by the adapter and requested when requesting
/// a device. If limits "better" than the adapter supports are requested, requesting a device will panic.
/// Once a device is requested, you may only use resources up to the limits requested _even_ if the
/// adapter supports "better" limits.
///
/// Requesting limits that are "better" than you need may cause performance to decrease because the
/// implementation needs to support more than is needed. You should ideally only request exactly what
/// you need.
///
/// See also: https://gpuweb.github.io/gpuweb/#dictdef-gpulimits
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct Limits {
    /// Amount of bind groups that can be attached to a pipeline at the same time. Defaults to 4. Higher is "better".
    pub max_bind_groups: u32,
    /// This struct must be partially constructed from its default.
    pub _non_exhaustive: NonExhaustive,
}

impl Default for Limits {
    fn default() -> Self {
        Limits {
            max_bind_groups: 4,
            _non_exhaustive: unsafe { NonExhaustive::new() },
        }
    }
}

/// Describes a [`Device`].
#[repr(C)]
#[derive(Clone, Debug, Default)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct DeviceDescriptor {
    /// Features that the device should support. If any feature is not supported by
    /// the adapter, creating a device will panic.
    pub features: Features,
    /// Limits that the device should support. If any limit is "better" than the limit exposed by
    /// the adapter, creating a device will panic.
    pub limits: Limits,
    /// Switch shader validation on/off. This is a temporary field
    /// that will be removed once our validation logic is complete.
    pub shader_validation: bool,
}

bitflags::bitflags! {
    /// Describes the shader stages that a binding will be visible from.
    ///
    /// These can be combined so something that is visible from both vertex and fragment shaders can be defined as:
    ///
    /// `ShaderStage::VERTEX | ShaderStage::FRAGMENT`
    #[repr(transparent)]
    #[cfg_attr(feature = "trace", derive(Serialize))]
    #[cfg_attr(feature = "replay", derive(Deserialize))]
    pub struct ShaderStage: u32 {
        /// Binding is not visible from any shader stage
        const NONE = 0;
        /// Binding is visible from the vertex shader of a render pipeline
        const VERTEX = 1;
        /// Binding is visible from the fragment shader of a render pipeline
        const FRAGMENT = 2;
        /// Binding is visible from the compute shader of a compute pipeline
        const COMPUTE = 4;
    }
}

/// Dimensions of a particular texture view.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum TextureViewDimension {
    /// A one dimensional texture. `texture1D` in glsl shaders.
    D1,
    /// A two dimensional texture. `texture2D` in glsl shaders.
    D2,
    /// A two dimensional array texture. `texture2DArray` in glsl shaders.
    D2Array,
    /// A cubemap texture. `textureCube` in glsl shaders.
    Cube,
    /// A cubemap array texture. `textureCubeArray` in glsl shaders.
    CubeArray,
    /// A three dimensional texture. `texture3D` in glsl shaders.
    D3,
}

/// Alpha blend factor.
///
/// Alpha blending is very complicated: see the OpenGL or Vulkan spec for more information.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum BlendFactor {
    Zero = 0,
    One = 1,
    SrcColor = 2,
    OneMinusSrcColor = 3,
    SrcAlpha = 4,
    OneMinusSrcAlpha = 5,
    DstColor = 6,
    OneMinusDstColor = 7,
    DstAlpha = 8,
    OneMinusDstAlpha = 9,
    SrcAlphaSaturated = 10,
    BlendColor = 11,
    OneMinusBlendColor = 12,
}

/// Alpha blend operation.
///
/// Alpha blending is very complicated: see the OpenGL or Vulkan spec for more information.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum BlendOperation {
    Add = 0,
    Subtract = 1,
    ReverseSubtract = 2,
    Min = 3,
    Max = 4,
}

impl Default for BlendOperation {
    fn default() -> Self {
        BlendOperation::Add
    }
}

/// Describes the blend state of a pipeline.
///
/// Alpha blending is very complicated: see the OpenGL or Vulkan spec for more information.
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct BlendDescriptor {
    pub src_factor: BlendFactor,
    pub dst_factor: BlendFactor,
    pub operation: BlendOperation,
}

impl BlendDescriptor {
    pub const REPLACE: Self = BlendDescriptor {
        src_factor: BlendFactor::One,
        dst_factor: BlendFactor::Zero,
        operation: BlendOperation::Add,
    };

    pub fn uses_color(&self) -> bool {
        match (self.src_factor, self.dst_factor) {
            (BlendFactor::BlendColor, _)
            | (BlendFactor::OneMinusBlendColor, _)
            | (_, BlendFactor::BlendColor)
            | (_, BlendFactor::OneMinusBlendColor) => true,
            (_, _) => false,
        }
    }
}

impl Default for BlendDescriptor {
    fn default() -> Self {
        BlendDescriptor::REPLACE
    }
}

/// Describes the color state of a render pipeline.
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct ColorStateDescriptor {
    /// The [`TextureFormat`] of the image that this pipeline will render to. Must match the the format
    /// of the corresponding color attachment in [`CommandEncoder::begin_render_pass`].
    pub format: TextureFormat,
    /// The alpha blending that is used for this pipeline.
    pub alpha_blend: BlendDescriptor,
    /// The color blending that is used for this pipeline.
    pub color_blend: BlendDescriptor,
    /// Mask which enables/disables writes to different color/alpha channel.
    pub write_mask: ColorWrite,
}

/// Primitive type the input mesh is composed of.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum PrimitiveTopology {
    /// Vertex data is a list of points. Each vertex is a new point.
    PointList = 0,
    /// Vertex data is a list of lines. Each pair of vertices composes a new line.
    ///
    /// Vertices `0 1 2 3` create two lines `0 1` and `2 3`
    LineList = 1,
    /// Vertex data is a strip of lines. Each set of two adjacent vertices form a line.
    ///
    /// Vertices `0 1 2 3` create three lines `0 1`, `1 2`, and `2 3`.
    LineStrip = 2,
    /// Vertex data is a list of triangles. Each set of 3 vertices composes a new triangle.
    ///
    /// Vertices `0 1 2 3 4 5` create two triangles `0 1 2` and `3 4 5`
    TriangleList = 3,
    /// Vertex data is a triangle strip. Each set of three adjacent vertices form a triangle.
    ///
    /// Vertices `0 1 2 3 4 5` creates four triangles `0 1 2`, `2 1 3`, `3 2 4`, and `4 3 5`
    TriangleStrip = 4,
}

/// Winding order which classifies the "front" face.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum FrontFace {
    /// Triangles with vertices in counter clockwise order are considered the front face.
    ///
    /// This is the default with right handed coordinate spaces.
    Ccw = 0,
    /// Triangles with vertices in clockwise order are considered the front face.
    ///
    /// This is the default with left handed coordinate spaces.
    Cw = 1,
}

impl Default for FrontFace {
    fn default() -> Self {
        FrontFace::Ccw
    }
}

/// Type of faces to be culled.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum CullMode {
    /// No faces should be culled
    None = 0,
    /// Front faces should be culled
    Front = 1,
    /// Back faces should be culled
    Back = 2,
}

impl Default for CullMode {
    fn default() -> Self {
        CullMode::None
    }
}

/// Describes the state of the rasterizer in a render pipeline.
#[repr(C)]
#[derive(Clone, Debug, Default, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct RasterizationStateDescriptor {
    pub front_face: FrontFace,
    pub cull_mode: CullMode,
    pub depth_bias: i32,
    pub depth_bias_slope_scale: f32,
    pub depth_bias_clamp: f32,
}

/// Underlying texture data format.
///
/// If there is a conversion in the format (such as srgb -> linear), The conversion listed is for
/// loading from texture in a shader. When writing to the texture, the opposite conversion takes place.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Deserialize, Serialize))]
pub enum TextureFormat {
    // Normal 8 bit formats
    /// Red channel only. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
    R8Unorm = 0,
    /// Red channel only. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.
    R8Snorm = 1,
    /// Red channel only. 8 bit integer per channel. Unsigned in shader.
    R8Uint = 2,
    /// Red channel only. 8 bit integer per channel. Signed in shader.
    R8Sint = 3,

    // Normal 16 bit formats
    /// Red channel only. 16 bit integer per channel. Unsigned in shader.
    R16Uint = 4,
    /// Red channel only. 16 bit integer per channel. Signed in shader.
    R16Sint = 5,
    /// Red channel only. 16 bit float per channel. Float in shader.
    R16Float = 6,
    /// Red and green channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
    Rg8Unorm = 7,
    /// Red and green channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.
    Rg8Snorm = 8,
    /// Red and green channels. 8 bit integer per channel. Unsigned in shader.
    Rg8Uint = 9,
    /// Red and green channel s. 8 bit integer per channel. Signed in shader.
    Rg8Sint = 10,

    // Normal 32 bit formats
    /// Red channel only. 32 bit integer per channel. Unsigned in shader.
    R32Uint = 11,
    /// Red channel only. 32 bit integer per channel. Signed in shader.
    R32Sint = 12,
    /// Red channel only. 32 bit float per channel. Float in shader.
    R32Float = 13,
    /// Red and green channels. 16 bit integer per channel. Unsigned in shader.
    Rg16Uint = 14,
    /// Red and green channels. 16 bit integer per channel. Signed in shader.
    Rg16Sint = 15,
    /// Red and green channels. 16 bit float per channel. Float in shader.
    Rg16Float = 16,
    /// Red, green, blue, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
    Rgba8Unorm = 17,
    /// Red, green, blue, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
    Rgba8UnormSrgb = 18,
    /// Red, green, blue, and alpha channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.
    Rgba8Snorm = 19,
    /// Red, green, blue, and alpha channels. 8 bit integer per channel. Unsigned in shader.
    Rgba8Uint = 20,
    /// Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader.
    Rgba8Sint = 21,
    /// Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
    Bgra8Unorm = 22,
    /// Blue, green, red, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
    Bgra8UnormSrgb = 23,

    // Packed 32 bit formats
    /// Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha) converted to/from float [0, 1] in shader.
    Rgb10a2Unorm = 24,
    /// Red, green, and blue channels. 11 bit float with no sign bit for RG channels. 10 bit float with no sign bti for blue channel. Float in shader.
    Rg11b10Float = 25,

    // Normal 64 bit formats
    /// Red and green channels. 32 bit integer per channel. Unsigned in shader.
    Rg32Uint = 26,
    /// Red and green channels. 32 bit integer per channel. Signed in shader.
    Rg32Sint = 27,
    /// Red and green channels. 32 bit float per channel. Float in shader.
    Rg32Float = 28,
    /// Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader.
    Rgba16Uint = 29,
    /// Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader.
    Rgba16Sint = 30,
    /// Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader.
    Rgba16Float = 31,

    // Normal 128 bit formats
    /// Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader.
    Rgba32Uint = 32,
    /// Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader.
    Rgba32Sint = 33,
    /// Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader.
    Rgba32Float = 34,

    // Depth and stencil formats
    /// Special depth format with 32 bit floating point depth.
    Depth32Float = 35,
    /// Special depth format with at least 24 bit integer depth.
    Depth24Plus = 36,
    /// Special depth/stencil format with at least 24 bit integer depth and 8 bits integer stencil.
    Depth24PlusStencil8 = 37,
}

bitflags::bitflags! {
    /// Color write mask. Disabled color channels will not be written to.
    #[repr(transparent)]
    #[cfg_attr(feature = "trace", derive(Serialize))]
    #[cfg_attr(feature = "replay", derive(Deserialize))]
    pub struct ColorWrite: u32 {
        /// Enable red channel writes
        const RED = 1;
        /// Enable green channel writes
        const GREEN = 2;
        /// Enable blue channel writes
        const BLUE = 4;
        /// Enable alpha channel writes
        const ALPHA = 8;
        /// Enable red, green, and blue channel writes
        const COLOR = 7;
        /// Enable writes to all channels.
        const ALL = 15;
    }
}

impl Default for ColorWrite {
    fn default() -> Self {
        ColorWrite::ALL
    }
}

/// Describes the depth/stencil state in a render pipeline.
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct DepthStencilStateDescriptor {
    /// Format of the depth/stencil buffer, must be special depth format. Must match the the format
    /// of the depth/stencil attachment in [`CommandEncoder::begin_render_pass`].
    pub format: TextureFormat,
    /// If disabled, depth will not be written to.
    pub depth_write_enabled: bool,
    /// Comparison function used to compare depth values in the depth test.
    pub depth_compare: CompareFunction,
    /// Stencil state used for front faces.
    pub stencil_front: StencilStateFaceDescriptor,
    /// Stencil state used for back faces.
    pub stencil_back: StencilStateFaceDescriptor,
    /// Stencil values are AND'd with this mask when reading and writing from the stencil buffer. Only low 8 bits are used.
    pub stencil_read_mask: u32,
    /// Stencil values are AND'd with this mask when writing to the stencil buffer. Only low 8 bits are used.
    pub stencil_write_mask: u32,
}

impl DepthStencilStateDescriptor {
    pub fn needs_stencil_reference(&self) -> bool {
        !self.stencil_front.compare.is_trivial() || !self.stencil_back.compare.is_trivial()
    }
    pub fn is_read_only(&self) -> bool {
        !self.depth_write_enabled && self.stencil_write_mask == 0
    }
}

/// Format of indices used with pipeline.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum IndexFormat {
    /// Indices are 16 bit unsigned integers.
    Uint16 = 0,
    /// Indices are 32 bit unsigned integers.
    Uint32 = 1,
}

impl Default for IndexFormat {
    fn default() -> Self {
        IndexFormat::Uint32
    }
}

/// Operation to perform on the stencil value.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum StencilOperation {
    /// Keep stencil value unchanged.
    Keep = 0,
    /// Set stencil value to zero.
    Zero = 1,
    /// Replace stencil value with value provided in most recent call to [`RenderPass::set_stencil_reference`].
    Replace = 2,
    /// Bitwise inverts stencil value.
    Invert = 3,
    /// Increments stencil value by one, clamping on overflow.
    IncrementClamp = 4,
    /// Decrements stencil value by one, clamping on underflow.
    DecrementClamp = 5,
    /// Increments stencil value by one, wrapping on overflow.
    IncrementWrap = 6,
    /// Decrements stencil value by one, wrapping on underflow.
    DecrementWrap = 7,
}

impl Default for StencilOperation {
    fn default() -> Self {
        StencilOperation::Keep
    }
}

/// Describes stencil state in a render pipeline.
///
/// If you are not using stencil state, set this to [`StencilStateFaceDescriptor::IGNORE`].
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct StencilStateFaceDescriptor {
    /// Comparison function that determines if the fail_op or pass_op is used on the stencil buffer.
    pub compare: CompareFunction,
    /// Operation that is preformed when stencil test fails.
    pub fail_op: StencilOperation,
    /// Operation that is performed when depth test fails but stencil test succeeds.
    pub depth_fail_op: StencilOperation,
    /// Operation that is performed when stencil test success.
    pub pass_op: StencilOperation,
}

impl StencilStateFaceDescriptor {
    pub const IGNORE: Self = StencilStateFaceDescriptor {
        compare: CompareFunction::Always,
        fail_op: StencilOperation::Keep,
        depth_fail_op: StencilOperation::Keep,
        pass_op: StencilOperation::Keep,
    };
}

impl Default for StencilStateFaceDescriptor {
    fn default() -> Self {
        StencilStateFaceDescriptor::IGNORE
    }
}

/// Comparison function used for depth and stencil operations.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum CompareFunction {
    /// Invalid value, do not use
    Undefined = 0,
    /// Function never passes
    Never = 1,
    /// Function passes if new value less than existing value
    Less = 2,
    /// Function passes if new value is equal to existing value
    Equal = 3,
    /// Function passes if new value is less than or equal to existing value
    LessEqual = 4,
    /// Function passes if new value is greater than existing value
    Greater = 5,
    /// Function passes if new value is not equal to existing value
    NotEqual = 6,
    /// Function passes if new value is greater than or equal to existing value
    GreaterEqual = 7,
    /// Function always passes
    Always = 8,
}

impl CompareFunction {
    pub fn is_trivial(self) -> bool {
        match self {
            CompareFunction::Never | CompareFunction::Always => true,
            _ => false,
        }
    }
}

/// Integral type used for binding locations in shaders.
pub type ShaderLocation = u32;

/// Rate that determines when vertex data is advanced.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum InputStepMode {
    /// Input data is advanced every vertex. This is the standard value for vertex data.
    Vertex = 0,
    /// Input data is advanced every instance.
    Instance = 1,
}

/// Vertex inputs (attributes) to shaders.
///
/// Arrays of these can be made with the [`vertex_attr_array`] macro. Vertex attributes are assumed to be tightly packed.
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct VertexAttributeDescriptor {
    /// Byte offset of the start of the input
    pub offset: BufferAddress,
    /// Format of the input
    pub format: VertexFormat,
    /// Location for this input. Must match the location in the shader.
    pub shader_location: ShaderLocation,
}

/// Describes how the vertex buffer is interpreted.
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
pub struct VertexBufferDescriptor<'a> {
    /// The stride, in bytes, between elements of this buffer.
    pub stride: BufferAddress,
    /// How often this vertex buffer is "stepped" forward.
    pub step_mode: InputStepMode,
    /// The list of attributes which comprise a single vertex.
    pub attributes: &'a [VertexAttributeDescriptor],
}

/// Describes vertex input state for a render pipeline.
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
pub struct VertexStateDescriptor<'a> {
    /// The format of any index buffers used with this pipeline.
    pub index_format: IndexFormat,
    /// The format of any vertex buffers used with this pipeline.
    pub vertex_buffers: &'a [VertexBufferDescriptor<'a>],
}

/// Vertex Format for a Vertex Attribute (input).
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum VertexFormat {
    /// Two unsigned bytes (u8). `uvec2` in shaders.
    Uchar2 = 0,
    /// Four unsigned bytes (u8). `uvec4` in shaders.
    Uchar4 = 1,
    /// Two signed bytes (i8). `ivec2` in shaders.
    Char2 = 2,
    /// Four signed bytes (i8). `ivec4` in shaders.
    Char4 = 3,
    /// Two unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec2` in shaders.
    Uchar2Norm = 4,
    /// Four unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec4` in shaders.
    Uchar4Norm = 5,
    /// Two signed bytes (i8). [-127, 127] converted to float [-1, 1] `vec2` in shaders.
    Char2Norm = 6,
    /// Four signed bytes (i8). [-127, 127] converted to float [-1, 1] `vec4` in shaders.
    Char4Norm = 7,
    /// Two unsigned shorts (u16). `uvec2` in shaders.
    Ushort2 = 8,
    /// Four unsigned shorts (u16). `uvec4` in shaders.
    Ushort4 = 9,
    /// Two unsigned shorts (i16). `ivec2` in shaders.
    Short2 = 10,
    /// Four unsigned shorts (i16). `ivec4` in shaders.
    Short4 = 11,
    /// Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec2` in shaders.
    Ushort2Norm = 12,
    /// Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec4` in shaders.
    Ushort4Norm = 13,
    /// Two signed shorts (i16). [-32767, 32767] converted to float [-1, 1] `vec2` in shaders.
    Short2Norm = 14,
    /// Four signed shorts (i16). [-32767, 32767] converted to float [-1, 1] `vec4` in shaders.
    Short4Norm = 15,
    /// Two half-precision floats (no Rust equiv). `vec2` in shaders.
    Half2 = 16,
    /// Four half-precision floats (no Rust equiv). `vec4` in shaders.
    Half4 = 17,
    /// One single-precision float (f32). `float` in shaders.
    Float = 18,
    /// Two single-precision floats (f32). `vec2` in shaders.
    Float2 = 19,
    /// Three single-precision floats (f32). `vec3` in shaders.
    Float3 = 20,
    /// Four single-precision floats (f32). `vec4` in shaders.
    Float4 = 21,
    /// One unsigned int (u32). `uint` in shaders.
    Uint = 22,
    /// Two unsigned ints (u32). `uvec2` in shaders.
    Uint2 = 23,
    /// Three unsigned ints (u32). `uvec3` in shaders.
    Uint3 = 24,
    /// Four unsigned ints (u32). `uvec4` in shaders.
    Uint4 = 25,
    /// One signed int (i32). `int` in shaders.
    Int = 26,
    /// Two signed ints (i32). `ivec2` in shaders.
    Int2 = 27,
    /// Three signed ints (i32). `ivec3` in shaders.
    Int3 = 28,
    /// Four signed ints (i32). `ivec4` in shaders.
    Int4 = 29,
}

bitflags::bitflags! {
    /// Different ways that you can use a buffer.
    ///
    /// The usages determine what kind of memory the buffer is allocated from and what
    /// actions the buffer can partake in.
    #[repr(transparent)]
    #[cfg_attr(feature = "trace", derive(Serialize))]
    #[cfg_attr(feature = "replay", derive(Deserialize))]
    pub struct BufferUsage: u32 {
        /// Allow a buffer to be mapped for reading using [`Buffer::map_async`] + [`Buffer::get_mapped_range`].
        /// This does not include creating a buffer with [`BufferDescriptor::mapped_at_creation`] set.
        ///
        /// If [`Features::MAPPABLE_PRIMARY_BUFFERS`] isn't enabled, the only other usage a buffer
        /// may have is COPY_DST.
        const MAP_READ = 1;
        /// Allow a buffer to be mapped for writing using [`Buffer::map_async`] + [`Buffer::get_mapped_range_mut`].
        /// This does not include creating a buffer with `mapped_at_creation` set.
        ///
        /// If [`Features::MAPPABLE_PRIMARY_BUFFERS`] feature isn't enabled, the only other usage a buffer
        /// may have is COPY_SRC.
        const MAP_WRITE = 2;
        /// Allow a buffer to be the source buffer for a [`CommandEncoder::copy_buffer_to_buffer`] or [`CommandEncoder::copy_buffer_to_texture`]
        /// operation.
        const COPY_SRC = 4;
        /// Allow a buffer to be the source buffer for a [`CommandEncoder::copy_buffer_to_buffer`], [`CommandEncoder::copy_buffer_to_texture`],
        /// or [`Queue::write_buffer`] operation.
        const COPY_DST = 8;
        /// Allow a buffer to be the index buffer in a draw operation.
        const INDEX = 16;
        /// Allow a buffer to be the vertex buffer in a draw operation.
        const VERTEX = 32;
        /// Allow a buffer to be a [`BindingType::UniformBuffer`] inside a bind group.
        const UNIFORM = 64;
        /// Allow a buffer to be a [`BindingType::StorageBuffer`] inside a bind group.
        const STORAGE = 128;
        /// Allow a buffer to be the indirect buffer in an indirect draw call.
        const INDIRECT = 256;
    }
}

/// Describes a [`Buffer`].
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct BufferDescriptor<L> {
    /// Debug label of a buffer. This will show up in graphics debuggers for easy identification.
    pub label: L,
    /// Size of a buffer.
    pub size: BufferAddress,
    /// Usages of a buffer. If the buffer is used in any way that isn't specified here, the operation
    /// will panic.
    pub usage: BufferUsage,
    /// Allows a buffer to be mapped immediately after they are made. It does not have to be [`BufferUsage::MAP_READ`] or
    /// [`BufferUsage::MAP_WRITE`], all buffers are allowed to be mapped at creation.
    pub mapped_at_creation: bool,
}

impl<L> BufferDescriptor<L> {
    pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> BufferDescriptor<K> {
        BufferDescriptor {
            label: fun(&self.label),
            size: self.size,
            usage: self.usage,
            mapped_at_creation: self.mapped_at_creation,
        }
    }
}

/// Describes a [`CommandEncoder`].
#[repr(C)]
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
pub struct CommandEncoderDescriptor<L> {
    /// Debug label for the command encoder. This will show up in graphics debuggers for easy identification.
    pub label: L,
}

impl<L> CommandEncoderDescriptor<L> {
    pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> CommandEncoderDescriptor<K> {
        CommandEncoderDescriptor {
            label: fun(&self.label),
        }
    }
}

/// Integral type used for dynamic bind group offsets.
pub type DynamicOffset = u32;

/// Behavior of the presentation engine based on frame rate.
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum PresentMode {
    /// The presentation engine does **not** wait for a vertical blanking period and
    /// the request is presented immediately. This is a low-latency presentation mode,
    /// but visible tearing may be observed. Will fallback to `Fifo` if unavailable on the
    /// selected  platform and backend. Not optimal for mobile.
    Immediate = 0,
    /// The presentation engine waits for the next vertical blanking period to update
    /// the current image, but frames may be submitted without delay. This is a low-latency
    /// presentation mode and visible tearing will **not** be observed. Will fallback to `Fifo`
    /// if unavailable on the selected platform and backend. Not optimal for mobile.
    Mailbox = 1,
    /// The presentation engine waits for the next vertical blanking period to update
    /// the current image. The framerate will be capped at the display refresh rate,
    /// corresponding to the `VSync`. Tearing cannot be observed. Optimal for mobile.
    Fifo = 2,
}

bitflags::bitflags! {
    /// Different ways that you can use a texture.
    ///
    /// The usages determine what kind of memory the texture is allocated from and what
    /// actions the texture can partake in.
    #[repr(transparent)]
    #[cfg_attr(feature = "trace", derive(Serialize))]
    #[cfg_attr(feature = "replay", derive(Deserialize))]
    pub struct TextureUsage: u32 {
        /// Allows a texture to be the source in a [`CommandEncoder::copy_texture_to_buffer`] or
        /// [`CommandEncoder::copy_texture_to_texture`] operation.
        const COPY_SRC = 1;
        /// Allows a texture to be the destination in a  [`CommandEncoder::copy_texture_to_buffer`],
        /// [`CommandEncoder::copy_texture_to_texture`], or [`Queue::write_texture`] operation.
        const COPY_DST = 2;
        /// Allows a texture to be a [`BindingType::SampledTexture`] in a bind group.
        const SAMPLED = 4;
        /// Allows a texture to be a [`BindingType::StorageTexture`] in a bind group.
        const STORAGE = 8;
        /// Allows a texture to be a output attachment of a renderpass.
        const OUTPUT_ATTACHMENT = 16;
    }
}

/// Describes a [`SwapChain`].
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct SwapChainDescriptor {
    /// The usage of the swap chain. The only supported usage is OUTPUT_ATTACHMENT
    pub usage: TextureUsage,
    /// The texture format of the swap chain. The only formats that are guaranteed are
    /// `Bgra8Unorm` and `Bgra8UnormSrgb`
    pub format: TextureFormat,
    /// Width of the swap chain. Must be the same size as the surface.
    pub width: u32,
    /// Height of the swap chain. Must be the same size as the surface.
    pub height: u32,
    /// Presentation mode of the swap chain. FIFO is the only guaranteed to be supported, though
    /// other formats will automatically fall back to FIFO.
    pub present_mode: PresentMode,
}

/// Status of the recieved swapchain image.
#[repr(C)]
#[derive(Debug)]
pub enum SwapChainStatus {
    Good,
    Suboptimal,
    Timeout,
    Outdated,
    Lost,
    OutOfMemory,
}

/// Operation to perform to the output attachment at the start of a renderpass.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum LoadOp {
    /// Clear the output attachment with the clear color. Clearing is faster than loading.
    Clear = 0,
    /// Do not clear output attachment.
    Load = 1,
}

/// Operation to perform to the output attachment at the end of a renderpass.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum StoreOp {
    /// Clear the render target. If you don't care about the contents of the target, this can be faster.
    Clear = 0,
    /// Store the result of the renderpass.
    Store = 1,
}

/// Describes an individual channel within a render pass, such as color, depth, or stencil.
#[repr(C)]
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct PassChannel<V> {
    /// Operation to perform to the output attachment at the start of a renderpass. This must be clear if it
    /// is the first renderpass rendering to a swap chain image.
    pub load_op: LoadOp,
    /// Operation to perform to the output attachment at the end of a renderpass.
    pub store_op: StoreOp,
    /// If load_op is [`LoadOp::Clear`], the attachement will be cleared to this color.
    pub clear_value: V,
    /// If true, the relevant channel is not changed by a renderpass, and the corresponding attachment
    /// can be used inside the pass by other read-only usages.
    pub read_only: bool,
}

/// Describes a color attachment to a [`RenderPass`].
#[repr(C)]
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct RenderPassColorAttachmentDescriptorBase<T> {
    /// Texture attachment to render to. Must contain [`TextureUsage::OUTPUT_ATTACHMENT`].
    pub attachment: T,
    /// MSAA resolve target. Must contain [`TextureUsage::OUTPUT_ATTACHMENT`]. Must be `None` if
    /// attachment has 1 sample (does not have MSAA). This is not mandatory for rendering with multisampling,
    /// you can choose to resolve later or manually.
    pub resolve_target: Option<T>,
    /// Color channel.
    pub channel: PassChannel<Color>,
}

/// Describes a depth/stencil attachment to a [`RenderPass`].
#[repr(C)]
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct RenderPassDepthStencilAttachmentDescriptorBase<T> {
    /// Texture attachment to render to. Must contain [`TextureUsage::OUTPUT_ATTACHMENT`] and be a valid
    /// texture type for a depth/stencil attachment.
    pub attachment: T,
    /// Depth channel.
    pub depth: PassChannel<f32>,
    /// Stencil channel.
    pub stencil: PassChannel<u32>,
}

/// RGBA double precision color.
///
/// This is not to be used as a generic color type, only for specific wgpu interfaces.
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct Color {
    pub r: f64,
    pub g: f64,
    pub b: f64,
    pub a: f64,
}

impl Color {
    pub const TRANSPARENT: Self = Color {
        r: 0.0,
        g: 0.0,
        b: 0.0,
        a: 0.0,
    };
    pub const BLACK: Self = Color {
        r: 0.0,
        g: 0.0,
        b: 0.0,
        a: 1.0,
    };
    pub const WHITE: Self = Color {
        r: 1.0,
        g: 1.0,
        b: 1.0,
        a: 1.0,
    };
    pub const RED: Self = Color {
        r: 1.0,
        g: 0.0,
        b: 0.0,
        a: 1.0,
    };
    pub const GREEN: Self = Color {
        r: 0.0,
        g: 1.0,
        b: 0.0,
        a: 1.0,
    };
    pub const BLUE: Self = Color {
        r: 0.0,
        g: 0.0,
        b: 1.0,
        a: 1.0,
    };
}

/// Dimensionality of a texture.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum TextureDimension {
    /// 1D texture
    D1,
    /// 2D texture
    D2,
    /// 3D texture
    D3,
}

/// Origin of a copy to/from a texture.
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct Origin3d {
    pub x: u32,
    pub y: u32,
    pub z: u32,
}

impl Origin3d {
    pub const ZERO: Self = Origin3d { x: 0, y: 0, z: 0 };
}

impl Default for Origin3d {
    fn default() -> Self {
        Origin3d::ZERO
    }
}

/// Extent of a texture related operation.
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct Extent3d {
    pub width: u32,
    pub height: u32,
    pub depth: u32,
}

/// Describes a [`Texture`].
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct TextureDescriptor<L> {
    /// Debug label of the texture. This will show up in graphics debuggers for easy identification.
    pub label: L,
    /// Size of the texture. For a regular 1D/2D texture, the unused sizes will be 1. For 2DArray textures, Z is the
    /// number of 2D textures in that array.
    pub size: Extent3d,
    /// Mip count of texture. For a texture with no extra mips, this must be 1.
    pub mip_level_count: u32,
    /// Sample count of texture. If this is not 1, texture must have [`BindingType::SampledTexture::multisampled`] set to true.
    pub sample_count: u32,
    /// Dimensions of the texture.
    pub dimension: TextureDimension,
    /// Format of the texture.
    pub format: TextureFormat,
    /// Allowed usages of the texture. If used in other ways, the operation will panic.
    pub usage: TextureUsage,
}

impl<L> TextureDescriptor<L> {
    pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> TextureDescriptor<K> {
        TextureDescriptor {
            label: fun(&self.label),
            size: self.size,
            mip_level_count: self.mip_level_count,
            sample_count: self.sample_count,
            dimension: self.dimension,
            format: self.format,
            usage: self.usage,
        }
    }
}

/// Kind of data the texture holds.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum TextureAspect {
    /// Depth, Stencil, and Color.
    All,
    /// Stencil.
    StencilOnly,
    /// Depth.
    DepthOnly,
}

impl Default for TextureAspect {
    fn default() -> Self {
        TextureAspect::All
    }
}

/// Describes a [`TextureView`].
#[repr(C)]
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct TextureViewDescriptor<L> {
    /// Debug label of the texture view. This will show up in graphics debuggers for easy identification.
    pub label: L,
    /// Format of the texture view. At this time, it must be the same as the underlying format of the texture.
    pub format: TextureFormat,
    /// The dimension of the texture view. For 1D textures, this must be `1D`. For 2D textures it must be one of
    /// `D2`, `D2Array`, `Cube`, and `CubeArray`. For 3D textures it must be `3D`
    pub dimension: TextureViewDimension,
    /// Aspect of the texture. Color textures must be [`TextureAspect::All`].
    pub aspect: TextureAspect,
    /// Base mip level.
    pub base_mip_level: u32,
    /// Mip level count. Must be at least one. base_mip_level + level_count must be less or equal to underlying texture mip count.
    pub level_count: u32,
    /// Base array layer.
    pub base_array_layer: u32,
    /// Layer count. Must be at least one. base_array_layer + array_layer_count must be less or equal to the underlying array count.
    pub array_layer_count: u32,
}

impl<L> TextureViewDescriptor<L> {
    pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> TextureViewDescriptor<K> {
        TextureViewDescriptor {
            label: fun(&self.label),
            format: self.format,
            dimension: self.dimension,
            aspect: self.aspect,
            base_mip_level: self.base_mip_level,
            level_count: self.level_count,
            base_array_layer: self.base_array_layer,
            array_layer_count: self.array_layer_count,
        }
    }
}

/// How edges should be handled in texture addressing.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum AddressMode {
    /// Clamp the value to the edge of the texture
    ///
    /// -0.25 -> 0.0
    /// 1.25  -> 1.0
    ClampToEdge = 0,
    /// Repeat the texture in a tiling fashion
    ///
    /// -0.25 -> 0.75
    /// 1.25 -> 0.25
    Repeat = 1,
    /// Repeat the texture, mirroring it every repeat
    ///
    /// -0.25 -> 0.25
    /// 1.25 -> 0.75
    MirrorRepeat = 2,
}

impl Default for AddressMode {
    fn default() -> Self {
        AddressMode::ClampToEdge
    }
}

/// Texel mixing mode when sampling between texels.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum FilterMode {
    /// Nearest neighbor sampling.
    ///
    /// This creates a pixelated effect when used as a mag filter
    Nearest = 0,
    /// Linear Interpolation
    ///
    /// This makes textures smooth but blurry when used as a mag filter.
    Linear = 1,
}

impl Default for FilterMode {
    fn default() -> Self {
        FilterMode::Nearest
    }
}

/// Describes a [`Sampler`]
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct SamplerDescriptor<L> {
    /// Debug label of the sampler. This will show up in graphics debuggers for easy identification.
    pub label: L,
    /// How to deal with out of bounds accesses in the u (i.e. x) direction
    pub address_mode_u: AddressMode,
    /// How to deal with out of bounds accesses in the v (i.e. y) direction
    pub address_mode_v: AddressMode,
    /// How to deal with out of bounds accesses in the w (i.e. z) direction
    pub address_mode_w: AddressMode,
    /// How to filter the texture when it needs to be magnified (made larger)
    pub mag_filter: FilterMode,
    /// How to filter the texture when it needs to be minified (made smaller)
    pub min_filter: FilterMode,
    /// How to filter between mip map levels
    pub mipmap_filter: FilterMode,
    /// Minimum level of detail (i.e. mip level) to use
    pub lod_min_clamp: f32,
    /// Maximum level of detail (i.e. mip level) to use
    pub lod_max_clamp: f32,
    /// If this is enabled, this is a comparison sampler using the given comparison function.
    pub compare: Option<CompareFunction>,
    /// Valid values: 1, 2, 4, 8, and 16.
    pub anisotropy_clamp: Option<u8>,
    /// This struct must be partially constructed from its default
    pub _non_exhaustive: NonExhaustive,
}

impl<L: Default> Default for SamplerDescriptor<L> {
    fn default() -> Self {
        Self {
            label: Default::default(),
            address_mode_u: Default::default(),
            address_mode_v: Default::default(),
            address_mode_w: Default::default(),
            mag_filter: Default::default(),
            min_filter: Default::default(),
            mipmap_filter: Default::default(),
            lod_min_clamp: 0.0,
            lod_max_clamp: std::f32::MAX,
            compare: Default::default(),
            anisotropy_clamp: Default::default(),
            _non_exhaustive: Default::default(),
        }
    }
}

impl<L> SamplerDescriptor<L> {
    pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> SamplerDescriptor<K> {
        SamplerDescriptor {
            label: fun(&self.label),
            address_mode_u: self.address_mode_u,
            address_mode_v: self.address_mode_v,
            address_mode_w: self.address_mode_w,
            mag_filter: self.mag_filter,
            min_filter: self.min_filter,
            mipmap_filter: self.mipmap_filter,
            lod_min_clamp: self.lod_min_clamp,
            lod_max_clamp: self.lod_max_clamp,
            compare: self.compare,
            anisotropy_clamp: self.anisotropy_clamp,
            _non_exhaustive: self._non_exhaustive,
        }
    }
}

/// Describes a [`CommandBuffer`].
#[repr(C)]
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct CommandBufferDescriptor {
    /// Set this member to zero
    pub todo: u32,
}

/// Describes a [`RenderBundleEncoder`].
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
pub struct RenderBundleEncoderDescriptor<'a> {
    /// Debug label of the render bundle encoder. This will show up in graphics debuggers for easy identification.
    pub label: Option<&'a str>,
    /// The formats of the color attachments that this render bundle is capable to rendering to. This
    /// must match the formats of the color attachments in the renderpass this render bundle is executed in.
    pub color_formats: &'a [TextureFormat],
    /// The formats of the depth attachment that this render bundle is capable to rendering to. This
    /// must match the formats of the depth attachments in the renderpass this render bundle is executed in.
    pub depth_stencil_format: Option<TextureFormat>,
    /// Sample count this render bundle is capable of rendering to. This must match the pipelines and
    /// the renderpasses it is used in.
    pub sample_count: u32,
}

/// Describes a [`RenderBundle`].
#[repr(C)]
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct RenderBundleDescriptor<L> {
    /// Debug label of the render bundle encoder. This will show up in graphics debuggers for easy identification.
    pub label: L,
}

impl<L> RenderBundleDescriptor<L> {
    pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> RenderBundleDescriptor<K> {
        RenderBundleDescriptor {
            label: fun(&self.label),
        }
    }
}

/// Type of data shaders will read from a texture.
///
/// Only relevant for [`BindingType::SampledTexture`] bindings. See [`TextureFormat`] for more information.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum TextureComponentType {
    /// They see it as a floating point number `texture1D`, `texture2D` etc
    Float,
    /// They see it as a signed integer `itexture1D`, `itexture2D` etc
    Sint,
    /// They see it as a unsigned integer `utexture1D`, `utexture2D` etc
    Uint,
}

impl From<TextureFormat> for TextureComponentType {
    fn from(format: TextureFormat) -> Self {
        match format {
            TextureFormat::R8Uint
            | TextureFormat::R16Uint
            | TextureFormat::Rg8Uint
            | TextureFormat::R32Uint
            | TextureFormat::Rg16Uint
            | TextureFormat::Rgba8Uint
            | TextureFormat::Rg32Uint
            | TextureFormat::Rgba16Uint
            | TextureFormat::Rgba32Uint => Self::Uint,

            TextureFormat::R8Sint
            | TextureFormat::R16Sint
            | TextureFormat::Rg8Sint
            | TextureFormat::R32Sint
            | TextureFormat::Rg16Sint
            | TextureFormat::Rgba8Sint
            | TextureFormat::Rg32Sint
            | TextureFormat::Rgba16Sint
            | TextureFormat::Rgba32Sint => Self::Sint,

            TextureFormat::R8Unorm
            | TextureFormat::R8Snorm
            | TextureFormat::R16Float
            | TextureFormat::R32Float
            | TextureFormat::Rg8Unorm
            | TextureFormat::Rg8Snorm
            | TextureFormat::Rg16Float
            | TextureFormat::Rg11b10Float
            | TextureFormat::Rg32Float
            | TextureFormat::Rgba8Snorm
            | TextureFormat::Rgba16Float
            | TextureFormat::Rgba32Float
            | TextureFormat::Rgba8Unorm
            | TextureFormat::Rgba8UnormSrgb
            | TextureFormat::Bgra8Unorm
            | TextureFormat::Bgra8UnormSrgb
            | TextureFormat::Rgb10a2Unorm
            | TextureFormat::Depth32Float
            | TextureFormat::Depth24Plus
            | TextureFormat::Depth24PlusStencil8 => Self::Float,
        }
    }
}

/// Layout of a texture in a buffer's memory.
#[repr(C)]
#[derive(Clone, Debug)]
#[cfg_attr(feature = "trace", derive(serde::Serialize))]
#[cfg_attr(feature = "replay", derive(serde::Deserialize))]
pub struct TextureDataLayout {
    /// Offset into the buffer that is the start of the texture. Must be a multiple of texture block size.
    /// For non-compressed textures, this is 1.
    pub offset: BufferAddress,
    /// Bytes per "row" of the image. This represents one row of pixels in the x direction. Compressed
    /// textures include multiple rows of pixels in each "row". May be 0 for 1D texture copies.
    ///
    /// Must be a multiple of 256 for [`CommandEncoder::copy_buffer_to_texture`] and [`CommandEncoder::copy_texture_to_buffer`].
    /// [`Queue::write_texture`] does not have this requirement.
    ///
    /// Must be a multiple of the texture block size. For non-compressed textures, this is 1.
    pub bytes_per_row: u32,
    /// Rows that make up a single "image". Each "image" is one layer in the z direction of a 3D image. May be larger
    /// than `copy_size.y`.
    ///
    /// May be 0 for 2D texture copies.
    pub rows_per_image: u32,
}

/// Specific type of a binding.
///
/// WebGPU spec: https://gpuweb.github.io/gpuweb/#dictdef-gpubindgrouplayoutentry
#[non_exhaustive]
#[derive(Clone, Debug, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum BindingType {
    /// A buffer for uniform values.
    ///
    /// Example GLSL syntax:
    /// ```cpp,ignore
    /// layout(std140, binding = 0)
    /// uniform Globals {
    ///     vec2 aUniform;
    ///     vec2 anotherUniform;
    /// };
    /// ```
    UniformBuffer {
        /// Indicates that the binding has a dynamic offset.
        /// One offset must be passed to [`RenderPass::set_bind_group`] for each dynamic binding in increasing order of binding number.
        dynamic: bool,
        /// Minimum size of the corresponding `BufferBinding` required to match this entry.
        /// When pipeline is created, the size has to cover at least the corresponding structure in the shader
        /// plus one element of the unbound array, which can only be last in the structure.
        /// If `None`, the check is performed at draw call time instead of pipeline and bind group creation.
        min_binding_size: Option<BufferSize>,
    },
    /// A storage buffer.
    ///
    /// Example GLSL syntax:
    /// ```cpp,ignore
    /// layout (set=0, binding=0) buffer myStorageBuffer {
    ///     vec4 myElement[];
    /// };
    /// ```
    StorageBuffer {
        /// Indicates that the binding has a dynamic offset.
        /// One offset must be passed to [`RenderPass::set_bind_group`] for each dynamic binding in increasing order of binding number.
        dynamic: bool,
        /// Minimum size of the corresponding `BufferBinding` required to match this entry.
        /// When pipeline is created, the size has to cover at least the corresponding structure in the shader
        /// plus one element of the unbound array, which can only be last in the structure.
        /// If `None`, the check is performed at draw call time instead of pipeline and bind group creation.
        min_binding_size: Option<BufferSize>,
        /// The buffer can only be read in the shader and it must be annotated with `readonly`.
        ///
        /// Example GLSL syntax:
        /// ```cpp,ignore
        /// layout (set=0, binding=0) readonly buffer myStorageBuffer {
        ///     vec4 myElement[];
        /// };
        /// ```
        readonly: bool,
    },
    /// A sampler that can be used to sample a texture.
    ///
    /// Example GLSL syntax:
    /// ```cpp,ignore
    /// layout(binding = 0)
    /// uniform sampler s;
    /// ```
    Sampler {
        /// Use as a comparison sampler instead of a normal sampler.
        /// For more info take a look at the analogous functionality in OpenGL: https://www.khronos.org/opengl/wiki/Sampler_Object#Comparison_mode.
        comparison: bool,
    },
    /// A texture.
    ///
    /// Example GLSL syntax:
    /// ```cpp,ignore
    /// layout(binding = 0)
    /// uniform texture2D t;
    /// ```
    SampledTexture {
        /// Dimension of the texture view that is going to be sampled.
        dimension: TextureViewDimension,
        /// Component type of the texture.
        /// This must be compatible with the format of the texture.
        component_type: TextureComponentType,
        /// True if the texture has a sample count greater than 1. If this is true,
        /// the texture must be read from shaders with `texture1DMS`, `texture2DMS`, or `texture3DMS`,
        /// depending on `dimension`.
        multisampled: bool,
    },
    /// A storage texture.
    ///
    /// Example GLSL syntax:
    /// ```cpp,ignore
    /// layout(set=0, binding=0, r32f) uniform image2D myStorageImage;
    /// ```
    /// Note that the texture format must be specified in the shader as well.
    /// A list of valid formats can be found in the specification here: https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.html#layout-qualifiers
    StorageTexture {
        /// Dimension of the texture view that is going to be sampled.
        dimension: TextureViewDimension,
        /// Format of the texture.
        format: TextureFormat,
        /// The texture can only be read in the shader and it must be annotated with `readonly`.
        ///
        /// Example GLSL syntax:
        /// ```cpp,ignore
        /// layout(set=0, binding=0, r32f) readonly uniform image2D myStorageImage;
        /// ```
        readonly: bool,
    },
}

/// Describes a single binding inside a bind group.
#[derive(Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct BindGroupLayoutEntry {
    /// Binding index. Must match shader index and be unique inside a BindGroupLayout. A binding
    /// of index 1, would be described as `layout(set = 0, binding = 1) uniform` in shaders.
    pub binding: u32,
    /// Which shader stages can see this binding.
    pub visibility: ShaderStage,
    /// The type of the binding
    pub ty: BindingType,
    /// If this value is Some, indicates this entry is an array. Array size must be 1 or greater.
    ///
    /// If this value is Some and `ty` is `BindingType::SampledTexture`, [`Capabilities::SAMPLED_TEXTURE_BINDING_ARRAY`] must be supported.
    ///
    /// If this value is Some and `ty` is any other variant, bind group creation will fail.
    pub count: Option<u32>,
    /// This struct should be partially initalized using the default method, but binding, visibility,
    /// and ty should be set.
    pub _non_exhaustive: NonExhaustive,
}

impl BindGroupLayoutEntry {
    pub fn new(binding: u32, visibility: ShaderStage, ty: BindingType) -> Self {
        Self {
            binding,
            visibility,
            ty,
            count: None,
            _non_exhaustive: unsafe { NonExhaustive::new() },
        }
    }

    pub fn has_dynamic_offset(&self) -> bool {
        match self.ty {
            BindingType::UniformBuffer { dynamic, .. }
            | BindingType::StorageBuffer { dynamic, .. } => dynamic,
            _ => false,
        }
    }
}

/// Describes a [`BindGroupLayout`].
#[derive(Clone, Debug)]
pub struct BindGroupLayoutDescriptor<'a> {
    /// Debug label of the bind group layout. This will show up in graphics debuggers for easy identification.
    pub label: Option<&'a str>,

    /// Array of bindings in this BindGroupLayout
    pub bindings: &'a [BindGroupLayoutEntry],
}