euv_engine/renderer/impl.rs
1use super::*;
2
3/// Implements camera transformation methods for `Camera2D`.
4impl Camera2D {
5 /// Creates a new camera centered at the origin with default zoom and no rotation.
6 ///
7 /// # Arguments
8 ///
9 /// - `f64` - The viewport width in pixels.
10 /// - `f64` - The viewport height in pixels.
11 ///
12 /// # Returns
13 ///
14 /// - `Camera2D` - The new camera.
15 pub fn create(viewport_width: f64, viewport_height: f64) -> Camera2D {
16 Camera2D::new(
17 Vector2D::zero(),
18 RENDERER_DEFAULT_CAMERA_ZOOM,
19 RENDERER_DEFAULT_CAMERA_ROTATION,
20 viewport_width,
21 viewport_height,
22 )
23 }
24
25 /// Converts a world-space point to screen-space coordinates.
26 ///
27 /// # Arguments
28 ///
29 /// - `Vector2D` - The world-space point.
30 ///
31 /// # Returns
32 ///
33 /// - `Vector2D` - The screen-space point.
34 pub fn world_to_screen(&self, world: Vector2D) -> Vector2D {
35 let relative: Vector2D = world - self.get_position();
36 let rotated: Vector2D = relative.rotated(-self.get_rotation());
37 Vector2D::new(
38 rotated.get_x() * self.get_zoom() + self.get_viewport_width() * 0.5,
39 rotated.get_y() * self.get_zoom() + self.get_viewport_height() * 0.5,
40 )
41 }
42
43 /// Converts a screen-space point to world-space coordinates.
44 ///
45 /// # Arguments
46 ///
47 /// - `Vector2D` - The screen-space point.
48 ///
49 /// # Returns
50 ///
51 /// - `Vector2D` - The world-space point.
52 pub fn screen_to_world(&self, screen: Vector2D) -> Vector2D {
53 let relative: Vector2D = Vector2D::new(
54 (screen.get_x() - self.get_viewport_width() * 0.5) / self.get_zoom(),
55 (screen.get_y() - self.get_viewport_height() * 0.5) / self.get_zoom(),
56 );
57 let rotated: Vector2D = relative.rotated(self.get_rotation());
58 rotated + self.get_position()
59 }
60
61 /// Moves the camera position by the given offset.
62 ///
63 /// # Arguments
64 ///
65 /// - `Vector2D` - The translation offset in world space.
66 pub fn translate(&mut self, offset: Vector2D) {
67 self.set_position(self.get_position() + offset);
68 }
69
70 /// Adjusts the zoom by the given factor, clamped to a minimum of `EPSILON`.
71 ///
72 /// # Arguments
73 ///
74 /// - `f64` - The zoom multiplier.
75 pub fn zoom_by(&mut self, factor: f64) {
76 self.set_zoom((self.get_zoom() * factor).max(EPSILON));
77 }
78}
79
80/// Implements `Default` for `Camera2D` as a camera at the origin with 800x600 viewport.
81impl Default for Camera2D {
82 /// Constructs a default [`Camera2D`] value.
83 ///
84 /// # Returns
85 ///
86 /// - `Camera2D` - A default-constructed instance with the documented initial state.
87 fn default() -> Camera2D {
88 Camera2D::create(800.0, 600.0)
89 }
90}
91
92/// Implements static font and color utility methods for `CanvasRenderer`.
93impl CanvasRenderer {
94 /// Builds a CSS font string from font size and family.
95 ///
96 /// # Arguments
97 ///
98 /// - `f64` - The font size in pixels.
99 /// - `F: AsRef<str>` - The font family name.
100 ///
101 /// # Returns
102 ///
103 /// - `String` - The CSS font string (e.g., `"16px sans-serif"`).
104 pub fn font<F>(size: f64, family: F) -> String
105 where
106 F: AsRef<str>,
107 {
108 let family: &str = family.as_ref();
109 format!("{size}px {family}")
110 }
111
112 /// Creates a default font string using the default font size and family.
113 ///
114 /// # Returns
115 ///
116 /// - `String` - The default CSS font string.
117 pub fn default_font() -> String {
118 Self::font(RENDERER_DEFAULT_FONT_SIZE, RENDERER_DEFAULT_FONT_FAMILY)
119 }
120
121 /// Enables high-quality anti-aliasing on an arbitrary canvas 2D context.
122 ///
123 /// Applies the `High` rendering quality preset via `apply_quality`,
124 /// which sets `imageSmoothingEnabled`, `imageSmoothingQuality = "high"`,
125 /// and `textRendering = "geometricPrecision"` on the given context.
126 ///
127 /// Use this static helper when you manage your own `CanvasRenderingContext2d`
128 /// and don't hold a `CanvasRenderer` instance. For instances, call
129 /// `renderer.enable_smoothing()` instead.
130 ///
131 /// # Arguments
132 ///
133 /// - `&CanvasRenderingContext2d` - The canvas context to configure.
134 pub fn enable_smoothing_on(context: &CanvasRenderingContext2d) {
135 Self::apply_quality(context, RenderQuality::High);
136 }
137
138 /// Detects the host device pixel ratio (HiDPI scale factor) via reflection.
139 ///
140 /// Reads `window.devicePixelRatio` using `Reflect::get` because the
141 /// `web-sys` `Window` features currently in use do not expose a native
142 /// getter for this property. Falls back to
143 /// `RENDERER_DEFAULT_DEVICE_PIXEL_RATIO` (1.0) when the global window or
144 /// the value is missing, not a finite number, or below 1.0.
145 ///
146 /// # Returns
147 ///
148 /// - `f64` - The detected device pixel ratio (clamped to `>= 1.0`).
149 pub fn detect_dpr() -> f64 {
150 let Some(window_value) = window() else {
151 return RENDERER_DEFAULT_DEVICE_PIXEL_RATIO;
152 };
153 let raw: Option<f64> = Reflect::get(
154 window_value.as_ref(),
155 &JsValue::from_str(RENDERER_PROPERTY_DEVICE_PIXEL_RATIO),
156 )
157 .ok()
158 .and_then(|value: JsValue| value.as_f64());
159 raw.filter(|value: &f64| value.is_finite() && *value >= 1.0)
160 .unwrap_or(RENDERER_DEFAULT_DEVICE_PIXEL_RATIO)
161 }
162
163 /// Applies the given `RenderQuality` preset to an arbitrary canvas context.
164 ///
165 /// Sets `imageSmoothingEnabled`, `imageSmoothingQuality`, and
166 /// `textRendering` according to the supplied quality. `Low` disables
167 /// smoothing (intended for use with CSS `image-rendering: pixelated`),
168 /// `Medium` and `High` enable it with the matching quality level.
169 ///
170 /// # Arguments
171 ///
172 /// - `&CanvasRenderingContext2d` - The target context.
173 /// - `RenderQuality` - The quality preset to apply.
174 pub(crate) fn apply_quality(context: &CanvasRenderingContext2d, quality: RenderQuality) {
175 let smoothing_enabled: bool = !matches!(quality, RenderQuality::Low);
176 context.set_image_smoothing_enabled(smoothing_enabled);
177 let quality_value: &str = match quality {
178 RenderQuality::Low => RENDERER_IMAGE_SMOOTHING_QUALITY_LOW,
179 RenderQuality::Medium => RENDERER_IMAGE_SMOOTHING_QUALITY_MEDIUM,
180 RenderQuality::High => RENDERER_IMAGE_SMOOTHING_QUALITY_HIGH,
181 };
182 let _: Result<bool, JsValue> = Reflect::set(
183 context,
184 &JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_QUALITY),
185 &JsValue::from_str(quality_value),
186 );
187 let _: Result<bool, JsValue> = Reflect::set(
188 context,
189 &JsValue::from_str(RENDERER_PROPERTY_TEXT_RENDERING),
190 &JsValue::from_str(RENDERER_TEXT_RENDERING_GEOMETRIC_PRECISION),
191 );
192 }
193}
194
195/// Implements static CSS conversion for `Color`.
196impl Color {
197 /// Converts a `Color` to a CSS `rgba()` string suitable for canvas fill or stroke styles.
198 ///
199 /// # Arguments
200 ///
201 /// - `&Color` - The color to convert.
202 ///
203 /// # Returns
204 ///
205 /// - `String` - The CSS `rgba()` color string.
206 pub fn to_css(color: &Color) -> String {
207 color.to_css_rgba()
208 }
209}
210
211/// Implements drawing and camera management methods for `CanvasRenderer`.
212/// Implements recording and replay for `DrawList`.
213impl DrawList {
214 /// Creates an empty draw list.
215 ///
216 /// # Returns
217 ///
218 /// - `DrawList` - The new empty draw list.
219 pub fn create() -> DrawList {
220 DrawList::new(Vec::new())
221 }
222
223 /// Returns whether the list contains no commands.
224 ///
225 /// # Returns
226 ///
227 /// - `bool` - `true` if there are no recorded commands.
228 pub fn is_empty(&self) -> bool {
229 self.get_commands().is_empty()
230 }
231
232 /// Returns the number of recorded commands.
233 ///
234 /// # Returns
235 ///
236 /// - `usize` - The command count.
237 pub fn len(&self) -> usize {
238 self.get_commands().len()
239 }
240
241 /// Returns the recorded commands as a slice for replay iteration.
242 ///
243 /// # Returns
244 ///
245 /// - `&[DrawCommand]` - The commands in the order they were recorded.
246 pub fn commands(&self) -> &[DrawCommand] {
247 self.get_commands().as_slice()
248 }
249
250 /// Removes all recorded commands, keeping the allocated capacity for reuse
251 /// on the next frame.
252 pub fn clear(&mut self) {
253 self.get_mut_commands().clear();
254 }
255
256 /// Records a fill-rectangle command.
257 ///
258 /// # Arguments
259 ///
260 /// - `Vector2D` - 2D vector (`Vector2D`).
261 /// - `f64` - A 64-bit float (`f64`).
262 /// - `f64` - A 64-bit float (`f64`).
263 /// - `Color` - A `Color` parameter.
264 pub fn fill_rect(&mut self, position: Vector2D, width: f64, height: f64, color: Color) {
265 self.get_mut_commands().push(DrawCommand::FillRect {
266 position,
267 width,
268 height,
269 color,
270 });
271 }
272
273 /// Records a stroke-rectangle command.
274 ///
275 /// # Arguments
276 ///
277 /// - `Vector2D` - 2D vector (`Vector2D`).
278 /// - `f64` - A 64-bit float (`f64`).
279 /// - `f64` - A 64-bit float (`f64`).
280 /// - `Color` - A `Color` parameter.
281 /// - `f64` - A 64-bit float (`f64`).
282 pub fn stroke_rect(
283 &mut self,
284 position: Vector2D,
285 width: f64,
286 height: f64,
287 color: Color,
288 line_width: f64,
289 ) {
290 self.get_mut_commands().push(DrawCommand::StrokeRect {
291 position,
292 width,
293 height,
294 color,
295 line_width,
296 });
297 }
298
299 /// Records a fill-circle command.
300 ///
301 /// # Arguments
302 ///
303 /// - `Vector2D` - 2D vector (`Vector2D`).
304 /// - `f64` - A 64-bit float (`f64`).
305 /// - `Color` - A `Color` parameter.
306 pub fn fill_circle(&mut self, center: Vector2D, radius: f64, color: Color) {
307 self.get_mut_commands().push(DrawCommand::FillCircle {
308 center,
309 radius,
310 color,
311 });
312 }
313
314 /// Records a stroke-circle command.
315 ///
316 /// # Arguments
317 ///
318 /// - `Vector2D` - 2D vector (`Vector2D`).
319 /// - `f64` - A 64-bit float (`f64`).
320 /// - `Color` - A `Color` parameter.
321 /// - `f64` - A 64-bit float (`f64`).
322 pub fn stroke_circle(&mut self, center: Vector2D, radius: f64, color: Color, line_width: f64) {
323 self.get_mut_commands().push(DrawCommand::StrokeCircle {
324 center,
325 radius,
326 color,
327 line_width,
328 });
329 }
330
331 /// Records a line-segment command.
332 ///
333 /// # Arguments
334 ///
335 /// - `Vector2D` - 2D vector (`Vector2D`).
336 /// - `Vector2D` - 2D vector (`Vector2D`).
337 /// - `Color` - A `Color` parameter.
338 /// - `f64` - A 64-bit float (`f64`).
339 pub fn draw_line(&mut self, start: Vector2D, end: Vector2D, color: Color, line_width: f64) {
340 self.get_mut_commands().push(DrawCommand::Line {
341 start,
342 end,
343 color,
344 line_width,
345 });
346 }
347
348 /// Records a fill-text command.
349 ///
350 /// # Arguments
351 ///
352 /// - `T: AsRef<str>` - A generic type parameter.
353 /// - `Vector2D` - 2D vector (`Vector2D`).
354 /// - `Color` - A `Color` parameter.
355 /// - `F: AsRef<str>` - A generic type parameter.
356 pub fn fill_text<T, F>(&mut self, text: T, position: Vector2D, color: Color, font: F)
357 where
358 T: AsRef<str>,
359 F: AsRef<str>,
360 {
361 self.get_mut_commands().push(DrawCommand::FillText {
362 text: text.as_ref().to_string(),
363 position,
364 color,
365 font: font.as_ref().to_string(),
366 });
367 }
368
369 /// Records a transformed sprite draw command.
370 ///
371 /// # Arguments
372 ///
373 /// - `&HtmlImageElement` - Shared reference to a `HtmlImageElement`.
374 /// - `Rect` - A `Rect` parameter.
375 /// - `Transform2D` - A `Transform2D` parameter.
376 pub fn draw_sprite(&mut self, image: &HtmlImageElement, source: Rect, transform: Transform2D) {
377 self.get_mut_commands().push(DrawCommand::DrawSprite {
378 image: image.clone(),
379 source,
380 transform,
381 });
382 }
383
384 /// Records an image sub-region draw command (no rotation).
385 ///
386 /// # Arguments
387 ///
388 /// - `&HtmlImageElement` - Shared reference to a `HtmlImageElement`.
389 /// - `Rect` - A `Rect` parameter.
390 /// - `Vector2D` - 2D vector (`Vector2D`).
391 /// - `f64` - A 64-bit float (`f64`).
392 /// - `f64` - A 64-bit float (`f64`).
393 pub fn draw_image_rect(
394 &mut self,
395 image: &HtmlImageElement,
396 source: Rect,
397 dest_position: Vector2D,
398 dest_width: f64,
399 dest_height: f64,
400 ) {
401 self.get_mut_commands().push(DrawCommand::DrawImageRect {
402 image: image.clone(),
403 source,
404 dest_position,
405 dest_width,
406 dest_height,
407 });
408 }
409
410 /// Records a global-alpha state change.
411 ///
412 /// # Arguments
413 ///
414 /// - `f64` - A 64-bit float (`f64`).
415 pub fn set_global_alpha(&mut self, alpha: f64) {
416 self.get_mut_commands()
417 .push(DrawCommand::SetGlobalAlpha { alpha });
418 }
419
420 /// Records a blend-mode state change.
421 ///
422 /// # Arguments
423 ///
424 /// - `BlendMode` - A `BlendMode` parameter.
425 pub fn set_blend_mode(&mut self, mode: BlendMode) {
426 self.get_mut_commands()
427 .push(DrawCommand::SetBlendMode { mode });
428 }
429}
430
431/// Inherent implementation of [`CanvasRenderer`].
432impl CanvasRenderer {
433 /// Creates a new renderer from a canvas element selector and viewport dimensions.
434 ///
435 /// # Arguments
436 ///
437 /// - `&str` - The CSS selector for the canvas element.
438 /// - `f64` - The viewport width.
439 /// - `f64` - The viewport height.
440 ///
441 /// # Returns
442 ///
443 /// - `Option<CanvasRenderer>` - The renderer, or `None` if the canvas was not found.
444 pub fn from_selector<S>(
445 canvas_selector: S,
446 viewport_width: f64,
447 viewport_height: f64,
448 ) -> Option<CanvasRenderer>
449 where
450 S: AsRef<str>,
451 {
452 let window_value: Window = window()?;
453 let document_value: Document = window_value.document()?;
454 let element: Element = document_value
455 .query_selector(canvas_selector.as_ref())
456 .ok()
457 .flatten()?;
458 let canvas_element: HtmlCanvasElement = element.unchecked_into();
459 let context_object: Object = canvas_element
460 .get_context(RENDERER_CONTEXT_TYPE_2D)
461 .ok()
462 .flatten()?;
463 let context: CanvasRenderingContext2d = context_object.unchecked_into();
464 let renderer: CanvasRenderer = CanvasRenderer::new(
465 context,
466 Camera2D::create(viewport_width, viewport_height),
467 RenderQuality::default(),
468 );
469 renderer.enable_smoothing();
470 Some(renderer)
471 }
472
473 /// Enables high-quality anti-aliasing on the canvas context by setting
474 /// `imageSmoothingEnabled` to `true` and `imageSmoothingQuality` to `"high"`.
475 ///
476 /// Applies the active `quality` preset via the shared `apply_quality`
477 /// helper so that all smoothing-related settings are kept in sync.
478 pub fn enable_smoothing(&self) {
479 Self::apply_quality(self.get_context(), self.get_quality());
480 }
481
482 /// Clears the entire canvas viewport.
483 pub fn clear(&self) {
484 self.get_context().clear_rect(
485 0.0,
486 0.0,
487 self.get_camera().get_viewport_width(),
488 self.get_camera().get_viewport_height(),
489 );
490 }
491
492 /// Clears the canvas and fills it with the given CSS color string.
493 ///
494 /// # Arguments
495 ///
496 /// - `C: AsRef<str>` - The CSS color string (e.g., `"#000000"`).
497 pub fn clear_color<C>(&self, color: C)
498 where
499 C: AsRef<str>,
500 {
501 self.get_context().set_fill_style_str(color.as_ref());
502 self.get_context().fill_rect(
503 0.0,
504 0.0,
505 self.get_camera().get_viewport_width(),
506 self.get_camera().get_viewport_height(),
507 );
508 }
509
510 /// Saves the current canvas state (transform, styles) onto the state stack.
511 pub fn save(&self) {
512 self.get_context().save();
513 }
514
515 /// Restores the most recently saved canvas state.
516 pub fn restore(&self) {
517 self.get_context().restore();
518 }
519
520 /// Replays a recorded `DrawList` onto this renderer's canvas.
521 ///
522 /// Convenience wrapper around `replay_context` using this renderer's context.
523 ///
524 /// # Arguments
525 ///
526 /// - `&DrawList` - The recorded commands to replay.
527 pub fn replay(&self, list: &DrawList) {
528 Self::replay_context(self.get_context(), list);
529 }
530
531 /// Replays a recorded `DrawList` onto an arbitrary canvas 2D context in a
532 /// single batched pass.
533 ///
534 /// Consecutive same-style shapes are merged into one path (one `begin_path`
535 /// plus one `fill`/`stroke` per style run), fill/stroke colors and line
536 /// widths are only re-applied when they change, and sprites are drawn with a
537 /// single `set_transform` rather than a save/restore pair. This collapses
538 /// the per-shape canvas state churn of immediate-mode drawing.
539 ///
540 /// The canvas transform and global alpha are reset to identity / 1.0 when
541 /// replay finishes, so callers can sandwich the call between
542 /// `save()`/`apply_camera()` and `restore()` without leaking state.
543 ///
544 /// # Arguments
545 ///
546 /// - `&CanvasRenderingContext2d` - The target canvas 2D context.
547 /// - `&DrawList` - The recorded commands to replay.
548 pub fn replay_context(context: &CanvasRenderingContext2d, list: &DrawList) {
549 let mut current_fill: Option<Color> = None;
550 let mut current_stroke: Option<Color> = None;
551 let mut current_line_width: f64 = f64::NAN;
552 // Whether a same-style path run is currently open.
553 let mut run_open: bool = false;
554 let mut run_is_fill: bool = true;
555 let mut run_key: Option<(u8, Color, f64)> = None;
556
557 // Returns the style key for a path-batchable command, or `None` for
558 // commands that break a run (sprites, images, text, state changes).
559 /// Computes the batching key for a [`DrawCommand`].
560 ///
561 /// # Arguments
562 ///
563 /// - `&DrawCommand` - Shared reference to a `DrawCommand`.
564 ///
565 /// # Returns
566 ///
567 /// - `Option<(u8, Color, f64)>` - `Some(...)` on success, `None` otherwise.
568 fn batch_key(command: &DrawCommand) -> Option<(u8, Color, f64)> {
569 match command {
570 DrawCommand::FillRect { color, .. } | DrawCommand::FillCircle { color, .. } => {
571 Some((0, *color, 0.0))
572 }
573 DrawCommand::StrokeRect {
574 color, line_width, ..
575 }
576 | DrawCommand::StrokeCircle {
577 color, line_width, ..
578 }
579 | DrawCommand::Line {
580 color, line_width, ..
581 } => Some((1, *color, *line_width)),
582 _ => None,
583 }
584 }
585
586 // Emits a single path-batchable command's geometry into the open path.
587 /// Emits the geometry for the supplied [`DrawCommand`] into the canvas context.
588 ///
589 /// # Arguments
590 ///
591 /// - `&CanvasRenderingContext2d` - Shared reference to a `CanvasRenderingContext2d`.
592 /// - `&DrawCommand` - Shared reference to a `DrawCommand`.
593 fn emit_geometry(context: &CanvasRenderingContext2d, command: &DrawCommand) {
594 match command {
595 DrawCommand::FillRect {
596 position,
597 width,
598 height,
599 ..
600 }
601 | DrawCommand::StrokeRect {
602 position,
603 width,
604 height,
605 ..
606 } => {
607 context.rect(position.get_x(), position.get_y(), *width, *height);
608 }
609 DrawCommand::FillCircle { center, radius, .. }
610 | DrawCommand::StrokeCircle { center, radius, .. } => {
611 context.move_to(center.get_x() + radius, center.get_y());
612 let _: Result<(), JsValue> =
613 context.arc(center.get_x(), center.get_y(), *radius, 0.0, TWO_PI);
614 }
615 DrawCommand::Line { start, end, .. } => {
616 context.move_to(start.get_x(), start.get_y());
617 context.line_to(end.get_x(), end.get_y());
618 }
619 _ => {}
620 }
621 }
622
623 for command in list.commands() {
624 let key: Option<(u8, Color, f64)> = batch_key(command);
625 // Close the open run if this command breaks it or starts a new style.
626 if run_open && key != run_key {
627 if run_is_fill {
628 context.fill();
629 } else {
630 context.stroke();
631 }
632 run_open = false;
633 }
634 if let Some(current_key) = key {
635 // Begin (or continue) a same-style path run.
636 if !run_open {
637 let (kind, color, line_width) = current_key;
638 if kind == 0 {
639 if current_fill != Some(color) {
640 context.set_fill_style_str(&Color::to_css(&color));
641 current_fill = Some(color);
642 }
643 run_is_fill = true;
644 } else {
645 if current_stroke != Some(color) {
646 context.set_stroke_style_str(&Color::to_css(&color));
647 current_stroke = Some(color);
648 }
649 if current_line_width != line_width {
650 context.set_line_width(line_width);
651 current_line_width = line_width;
652 }
653 run_is_fill = false;
654 }
655 context.begin_path();
656 run_open = true;
657 run_key = Some(current_key);
658 }
659 emit_geometry(context, command);
660 continue;
661 }
662 // Non-batchable command: draw it immediately.
663 match command {
664 DrawCommand::FillText {
665 text,
666 position,
667 color,
668 font,
669 } => {
670 if current_fill != Some(*color) {
671 context.set_fill_style_str(&Color::to_css(color));
672 current_fill = Some(*color);
673 }
674 context.set_font(font);
675 let _: Result<(), JsValue> =
676 context.fill_text(text, position.get_x(), position.get_y());
677 }
678 DrawCommand::DrawSprite {
679 image,
680 source,
681 transform,
682 } => {
683 draw_sprite_immediate(context, image, source, transform);
684 }
685 DrawCommand::DrawImageRect {
686 image,
687 source,
688 dest_position,
689 dest_width,
690 dest_height,
691 } => {
692 let _: Result<(), JsValue> = context
693 .draw_image_with_html_image_element_and_sw_and_sh_and_dx_and_dy_and_dw_and_dh(
694 image,
695 source.get_x(),
696 source.get_y(),
697 source.get_width(),
698 source.get_height(),
699 dest_position.get_x(),
700 dest_position.get_y(),
701 *dest_width,
702 *dest_height,
703 );
704 }
705 DrawCommand::SetGlobalAlpha { alpha } => {
706 context.set_global_alpha(Numeric::clamp(*alpha, 0.0, 1.0));
707 }
708 DrawCommand::SetBlendMode { mode } => {
709 let _: Result<(), JsValue> =
710 context.set_global_composite_operation(mode.to_css());
711 }
712 _ => {}
713 }
714 }
715 // Flush any trailing open run.
716 if run_open {
717 if run_is_fill {
718 context.fill();
719 } else {
720 context.stroke();
721 }
722 }
723 let _: Result<(), JsValue> = context.set_transform(1.0, 0.0, 0.0, 1.0, 0.0, 0.0);
724 context.set_global_alpha(1.0);
725 }
726
727 /// Applies the camera transform to the canvas context.
728 ///
729 /// Translates to the screen center, applies zoom and rotation,
730 /// then offsets by the negative camera position.
731 pub fn apply_camera(&self) {
732 let camera: Camera2D = self.get_camera();
733 let _: Result<(), JsValue> = self.get_context().translate(
734 camera.get_viewport_width() * 0.5,
735 camera.get_viewport_height() * 0.5,
736 );
737 let _: Result<(), JsValue> = self
738 .get_context()
739 .scale(camera.get_zoom(), camera.get_zoom());
740 let _: Result<(), JsValue> = self.get_context().rotate(camera.get_rotation());
741 let _: Result<(), JsValue> = self.get_context().translate(
742 -camera.get_position().get_x(),
743 -camera.get_position().get_y(),
744 );
745 }
746
747 /// Sets the fill color for subsequent fill operations.
748 ///
749 /// # Arguments
750 ///
751 /// - `C: AsRef<str>` - The CSS color string.
752 pub fn set_fill_color<C>(&self, color: C)
753 where
754 C: AsRef<str>,
755 {
756 self.get_context().set_fill_style_str(color.as_ref());
757 }
758
759 /// Sets the stroke color for subsequent stroke operations.
760 ///
761 /// # Arguments
762 ///
763 /// - `C: AsRef<str>` - The CSS color string.
764 pub fn set_stroke_color<C>(&self, color: C)
765 where
766 C: AsRef<str>,
767 {
768 self.get_context().set_stroke_style_str(color.as_ref());
769 }
770
771 /// Sets the line width for subsequent stroke operations.
772 ///
773 /// # Arguments
774 ///
775 /// - `f64` - The line width in pixels.
776 pub fn set_line_width(&self, width: f64) {
777 self.get_context().set_line_width(width);
778 }
779
780 /// Sets the global alpha (opacity) for all subsequent drawing operations.
781 ///
782 /// # Arguments
783 ///
784 /// - `f64` - The alpha value in the range 0.0 to 1.0.
785 pub fn set_global_alpha(&self, alpha: f64) {
786 self.get_context()
787 .set_global_alpha(Numeric::clamp(alpha, 0.0, 1.0));
788 }
789
790 /// Fills a rectangle at the given world-space position and dimensions.
791 ///
792 /// # Arguments
793 ///
794 /// - `Vector2D` - The top-left position in world space.
795 /// - `f64` - The width.
796 /// - `f64` - The height.
797 pub fn fill_rect(&self, position: Vector2D, width: f64, height: f64) {
798 self.get_context()
799 .fill_rect(position.get_x(), position.get_y(), width, height);
800 }
801
802 /// Strokes the outline of a rectangle at the given world-space position and dimensions.
803 ///
804 /// # Arguments
805 ///
806 /// - `Vector2D` - The top-left position in world space.
807 /// - `f64` - The width.
808 /// - `f64` - The height.
809 pub fn stroke_rect(&self, position: Vector2D, width: f64, height: f64) {
810 self.get_context()
811 .stroke_rect(position.get_x(), position.get_y(), width, height);
812 }
813
814 /// Fills a circle at the given world-space center with the specified radius.
815 ///
816 /// # Arguments
817 ///
818 /// - `Vector2D` - The center in world space.
819 /// - `f64` - The radius.
820 pub fn fill_circle(&self, center: Vector2D, radius: f64) {
821 self.get_context().begin_path();
822 self.get_context()
823 .arc(center.get_x(), center.get_y(), radius, 0.0, TWO_PI)
824 .unwrap_or(());
825 self.get_context().fill();
826 }
827
828 /// Strokes the outline of a circle at the given world-space center.
829 ///
830 /// # Arguments
831 ///
832 /// - `Vector2D` - The center in world space.
833 /// - `f64` - The radius.
834 pub fn stroke_circle(&self, center: Vector2D, radius: f64) {
835 self.get_context().begin_path();
836 self.get_context()
837 .arc(center.get_x(), center.get_y(), radius, 0.0, TWO_PI)
838 .unwrap_or(());
839 self.get_context().stroke();
840 }
841
842 /// Draws a line segment between two world-space points.
843 ///
844 /// # Arguments
845 ///
846 /// - `Vector2D` - The start point.
847 /// - `Vector2D` - The end point.
848 pub fn draw_line(&self, start: Vector2D, end: Vector2D) {
849 self.get_context().begin_path();
850 self.get_context().move_to(start.get_x(), start.get_y());
851 self.get_context().line_to(end.get_x(), end.get_y());
852 self.get_context().stroke();
853 }
854
855 /// Fills text at the given world-space position.
856 ///
857 /// # Arguments
858 ///
859 /// - `T: AsRef<str>` - The text to draw.
860 /// - `Vector2D` - The position in world space.
861 pub fn fill_text<T>(&self, text: T, position: Vector2D)
862 where
863 T: AsRef<str>,
864 {
865 self.get_context()
866 .fill_text(text.as_ref(), position.get_x(), position.get_y())
867 .unwrap_or(());
868 }
869
870 /// Sets the font for subsequent text rendering.
871 ///
872 /// # Arguments
873 ///
874 /// - `F: AsRef<str>` - The CSS font string (e.g., `"16px sans-serif"`).
875 pub fn set_font<F>(&self, font: F)
876 where
877 F: AsRef<str>,
878 {
879 self.get_context().set_font(font.as_ref());
880 }
881
882 /// Draws an image element at the given world-space position and dimensions.
883 ///
884 /// # Arguments
885 ///
886 /// - `&HtmlImageElement` - The image element to draw.
887 /// - `Vector2D` - The top-left position in world space.
888 /// - `f64` - The destination width.
889 /// - `f64` - The destination height.
890 pub fn draw_image(
891 &self,
892 image: &HtmlImageElement,
893 position: Vector2D,
894 width: f64,
895 height: f64,
896 ) {
897 let _: Result<(), JsValue> = self
898 .get_context()
899 .draw_image_with_html_image_element_and_dw_and_dh(
900 image,
901 position.get_x(),
902 position.get_y(),
903 width,
904 height,
905 );
906 }
907
908 /// Draws a sub-region of an image element at the given world-space position.
909 ///
910 /// # Arguments
911 ///
912 /// - `&HtmlImageElement` - The image element to draw.
913 /// - `Rect` - The source rectangle within the image.
914 /// - `Vector2D` - The destination top-left position in world space.
915 /// - `f64` - The destination width.
916 /// - `f64` - The destination height.
917 pub fn draw_image_rect(
918 &self,
919 image: &HtmlImageElement,
920 source: Rect,
921 dest_position: Vector2D,
922 dest_width: f64,
923 dest_height: f64,
924 ) {
925 let _: Result<(), JsValue> = self
926 .get_context()
927 .draw_image_with_html_image_element_and_sw_and_sh_and_dx_and_dy_and_dw_and_dh(
928 image,
929 source.get_x(),
930 source.get_y(),
931 source.get_width(),
932 source.get_height(),
933 dest_position.get_x(),
934 dest_position.get_y(),
935 dest_width,
936 dest_height,
937 );
938 }
939}
940
941/// Implements 3D camera transformation and projection methods for `Camera3D`.
942impl Camera3D {
943 /// Creates a new 3D camera at the given position looking at the target.
944 ///
945 /// # Arguments
946 ///
947 /// - `Vector3D` - The eye position.
948 /// - `Vector3D` - The target position to look at.
949 /// - `f64` - The viewport width.
950 /// - `f64` - The viewport height.
951 ///
952 /// # Returns
953 ///
954 /// - `Camera3D` - The new camera.
955 pub fn create(
956 position: Vector3D,
957 target: Vector3D,
958 viewport_width: f64,
959 viewport_height: f64,
960 ) -> Camera3D {
961 let mut camera: Camera3D = Camera3D::new(position, target, viewport_width, viewport_height);
962 camera.set_up(Vector3D::up());
963 camera.set_fov(DEFAULT_CAMERA_FOV);
964 camera.set_near(DEFAULT_CAMERA_NEAR);
965 camera.set_far(DEFAULT_CAMERA_FAR);
966 camera
967 }
968
969 /// Returns the aspect ratio (width / height).
970 ///
971 /// # Returns
972 ///
973 /// - `f64` - The aspect ratio.
974 pub fn aspect(&self) -> f64 {
975 if self.get_viewport_height() < EPSILON {
976 return 1.0;
977 }
978 self.get_viewport_width() / self.get_viewport_height()
979 }
980
981 /// Returns the forward direction (from position to target, normalized).
982 ///
983 /// # Returns
984 ///
985 /// - `Vector3D` - The forward direction.
986 pub fn forward(&self) -> Vector3D {
987 (self.get_target() - self.get_position()).normalized()
988 }
989
990 /// Returns the right direction (cross product of forward and up).
991 ///
992 /// # Returns
993 ///
994 /// - `Vector3D` - The right direction.
995 pub fn right(&self) -> Vector3D {
996 self.forward().cross(self.get_up()).normalized()
997 }
998
999 /// Returns the view matrix for this camera.
1000 ///
1001 /// # Returns
1002 ///
1003 /// - `Matrix4x4` - The view matrix.
1004 pub fn view_matrix(&self) -> Matrix4x4 {
1005 Matrix4x4::look_at(self.get_position(), self.get_target(), self.get_up())
1006 }
1007
1008 /// Returns the perspective projection matrix for this camera.
1009 ///
1010 /// # Returns
1011 ///
1012 /// - `Matrix4x4` - The projection matrix.
1013 pub fn projection_matrix(&self) -> Matrix4x4 {
1014 Matrix4x4::perspective(
1015 self.get_fov(),
1016 self.aspect(),
1017 self.get_near(),
1018 self.get_far(),
1019 )
1020 }
1021
1022 /// Returns the combined view-projection matrix.
1023 ///
1024 /// # Returns
1025 ///
1026 /// - `Matrix4x4` - The view-projection matrix.
1027 pub fn view_proj_matrix(&self) -> Matrix4x4 {
1028 self.projection_matrix().multiply(self.view_matrix())
1029 }
1030
1031 /// Converts a 3D world-space point to screen-space (NDC) coordinates.
1032 ///
1033 /// # Arguments
1034 ///
1035 /// - `Vector3D` - The world-space point.
1036 ///
1037 /// # Returns
1038 ///
1039 /// - `Vector3D` - The screen-space point where x and y are in [0, 1] and z is the depth.
1040 pub fn world_to_screen(&self, world: Vector3D) -> Vector3D {
1041 let clip: Vector3D = self.view_proj_matrix().transform_point(world);
1042 Vector3D::new(
1043 (clip.get_x() + 1.0) * 0.5 * self.get_viewport_width(),
1044 (1.0 - clip.get_y()) * 0.5 * self.get_viewport_height(),
1045 clip.get_z(),
1046 )
1047 }
1048
1049 /// Projects a world-space point and returns whether it is within the camera frustum.
1050 ///
1051 /// # Arguments
1052 ///
1053 /// - `Vector3D` - The world-space point.
1054 ///
1055 /// # Returns
1056 ///
1057 /// - `bool` - True if the point is within the frustum.
1058 pub fn in_frustum(&self, world: Vector3D) -> bool {
1059 let clip: Vector3D = self.view_proj_matrix().transform_point(world);
1060 clip.get_x() >= -1.0
1061 && clip.get_x() <= 1.0
1062 && clip.get_y() >= -1.0
1063 && clip.get_y() <= 1.0
1064 && clip.get_z() >= -1.0
1065 && clip.get_z() <= 1.0
1066 }
1067
1068 /// Moves the camera position by the given offset, keeping the target offset by the same amount.
1069 ///
1070 /// # Arguments
1071 ///
1072 /// - `Vector3D` - The translation offset.
1073 pub fn translate(&mut self, offset: Vector3D) {
1074 self.set_position(self.get_position() + offset);
1075 self.set_target(self.get_target() + offset);
1076 }
1077
1078 /// Moves the camera position towards the target by the given distance.
1079 ///
1080 /// # Arguments
1081 ///
1082 /// - `f64` - The distance to zoom in (positive) or out (negative).
1083 pub fn zoom(&mut self, distance: f64) {
1084 let direction: Vector3D = self.forward();
1085 self.set_position(self.get_position() + direction.scaled(distance));
1086 }
1087
1088 /// Orbits the camera around the target by the given yaw and pitch angles.
1089 ///
1090 /// # Arguments
1091 ///
1092 /// - `f64` - The yaw delta in radians (horizontal rotation).
1093 /// - `f64` - The pitch delta in radians (vertical rotation).
1094 pub fn orbit(&mut self, yaw_delta: f64, pitch_delta: f64) {
1095 let offset: Vector3D = self.get_position() - self.get_target();
1096 let current_distance: f64 = offset.magnitude();
1097 let current_yaw: f64 = offset.get_x().atan2(offset.get_z());
1098 let horizontal_dist: f64 =
1099 (offset.get_x() * offset.get_x() + offset.get_z() * offset.get_z()).sqrt();
1100 let current_pitch: f64 = (offset.get_y() / horizontal_dist.max(EPSILON)).asin();
1101 let new_yaw: f64 = current_yaw + yaw_delta;
1102 let new_pitch: f64 = Numeric::clamp(
1103 current_pitch + pitch_delta,
1104 -HALF_PI + EPSILON,
1105 HALF_PI - EPSILON,
1106 );
1107 let cos_pitch: f64 = new_pitch.cos();
1108 self.set_position(
1109 self.get_target()
1110 + Vector3D::new(
1111 new_yaw.sin() * cos_pitch * current_distance,
1112 new_pitch.sin() * current_distance,
1113 new_yaw.cos() * cos_pitch * current_distance,
1114 ),
1115 );
1116 }
1117}
1118
1119/// Implements `Default` for `Camera3D` as a camera at (0, 0, 5) looking at the origin.
1120impl Default for Camera3D {
1121 /// Constructs a default [`Camera3D`] value.
1122 ///
1123 /// # Returns
1124 ///
1125 /// - `Camera3D` - A default-constructed instance with the documented initial state.
1126 fn default() -> Camera3D {
1127 Camera3D::create(Vector3D::new(0.0, 0.0, 5.0), Vector3D::zero(), 800.0, 600.0)
1128 }
1129}
1130
1131/// Implements construction, presentation, and anti-aliasing methods for `SsaaCanvas`.
1132impl SsaaCanvas {
1133 /// Creates an `SsaaCanvas` from a CSS selector using the default scale factor.
1134 ///
1135 /// # Arguments
1136 ///
1137 /// - `S: AsRef<str>` - The CSS selector for the display canvas element.
1138 /// - `f64` - The logical display width in CSS pixels.
1139 /// - `f64` - The logical display height in CSS pixels.
1140 ///
1141 /// # Returns
1142 ///
1143 /// - `Option<SsaaCanvas>` - The SSAA canvas, or `None` if the canvas was not found.
1144 pub fn from_selector<S>(canvas_selector: S, width: f64, height: f64) -> Option<SsaaCanvas>
1145 where
1146 S: AsRef<str>,
1147 {
1148 Self::from_selector_with_scale(
1149 canvas_selector,
1150 width,
1151 height,
1152 RENDERER_DEFAULT_SSAA_SCALE_FACTOR,
1153 )
1154 }
1155
1156 /// Creates an `SsaaCanvas` from a CSS selector with a custom SSAA scale factor.
1157 ///
1158 /// The offscreen canvas is created at `width * scale_factor` by `height * scale_factor`
1159 /// pixels, and its context is pre-scaled so that drawing code uses logical coordinates.
1160 ///
1161 /// # Arguments
1162 ///
1163 /// - `S: AsRef<str>` - The CSS selector for the display canvas element.
1164 /// - `f64` - The logical display width in CSS pixels.
1165 /// - `f64` - The logical display height in CSS pixels.
1166 /// - `f64` - The supersampling scale factor (e.g., 2.0 for 4x SSAA).
1167 ///
1168 /// # Returns
1169 ///
1170 /// - `Option<SsaaCanvas>` - The SSAA canvas, or `None` if the canvas was not found.
1171 pub fn from_selector_with_scale<S>(
1172 canvas_selector: S,
1173 width: f64,
1174 height: f64,
1175 scale_factor: f64,
1176 ) -> Option<SsaaCanvas>
1177 where
1178 S: AsRef<str>,
1179 {
1180 let window_value: Window = window()?;
1181 let document_value: Document = window_value.document()?;
1182 let element: Element = document_value
1183 .query_selector(canvas_selector.as_ref())
1184 .ok()
1185 .flatten()?;
1186 let display_canvas: HtmlCanvasElement = element.unchecked_into();
1187 let device_pixel_ratio: f64 = CanvasRenderer::detect_dpr();
1188 let physical_width: u32 = (width * device_pixel_ratio).round() as u32;
1189 let physical_height: u32 = (height * device_pixel_ratio).round() as u32;
1190 display_canvas.set_width(physical_width);
1191 display_canvas.set_height(physical_height);
1192 let display_context_object: Object = display_canvas
1193 .get_context(RENDERER_CONTEXT_TYPE_2D)
1194 .ok()
1195 .flatten()?;
1196 let display_context: CanvasRenderingContext2d = display_context_object.unchecked_into();
1197 let _: Result<(), JsValue> = display_context.scale(device_pixel_ratio, device_pixel_ratio);
1198 let offscreen_canvas: HtmlCanvasElement = document_value
1199 .create_element(RENDERER_ELEMENT_CANVAS)
1200 .ok()?
1201 .unchecked_into();
1202 let scaled_width: u32 = (width * scale_factor * device_pixel_ratio).round() as u32;
1203 let scaled_height: u32 = (height * scale_factor * device_pixel_ratio).round() as u32;
1204 offscreen_canvas.set_width(scaled_width);
1205 offscreen_canvas.set_height(scaled_height);
1206 let offscreen_context_object: Object = offscreen_canvas
1207 .get_context(RENDERER_CONTEXT_TYPE_2D)
1208 .ok()
1209 .flatten()?;
1210 let offscreen_context: CanvasRenderingContext2d = offscreen_context_object.unchecked_into();
1211 let _: Result<(), JsValue> = offscreen_context.scale(
1212 scale_factor * device_pixel_ratio,
1213 scale_factor * device_pixel_ratio,
1214 );
1215 let ssaa_canvas: SsaaCanvas = SsaaCanvas::new(
1216 display_canvas,
1217 display_context,
1218 offscreen_canvas,
1219 offscreen_context,
1220 scale_factor,
1221 width,
1222 height,
1223 );
1224 ssaa_canvas.enable_smoothing();
1225 Some(ssaa_canvas)
1226 }
1227
1228 /// Presents the offscreen buffer onto the display canvas with high-quality downscaling.
1229 ///
1230 /// Clears the display canvas, then draws the offscreen canvas scaled
1231 /// down to the logical display size. The active `quality` preset is
1232 /// applied once at construction via `enable_smoothing` — there is
1233 /// no need to re-apply it every frame, since the preset never
1234 /// changes mid-render.
1235 ///
1236 /// #32: the previous version called `apply_quality` on every
1237 /// `present()`, costing `set_image_smoothing_enabled` + 2×Reflect
1238 /// + 4×from_str ≈ 7 JS crossings per frame for a value that was
1239 /// invariant across the entire session.
1240 pub fn present(&self) {
1241 self.get_display_context()
1242 .clear_rect(0.0, 0.0, self.get_width(), self.get_height());
1243 let _: Result<(), JsValue> = self
1244 .get_display_context()
1245 .draw_image_with_html_canvas_element_and_dw_and_dh(
1246 self.get_offscreen_canvas(),
1247 0.0,
1248 0.0,
1249 self.get_width(),
1250 self.get_height(),
1251 );
1252 }
1253
1254 /// Clears the offscreen buffer to transparent.
1255 pub fn clear(&self) {
1256 self.get_offscreen_context()
1257 .clear_rect(0.0, 0.0, self.get_width(), self.get_height());
1258 }
1259
1260 /// Clears the offscreen buffer and fills it with the given CSS color.
1261 ///
1262 /// # Arguments
1263 ///
1264 /// - `C: AsRef<str>` - The CSS color string.
1265 pub fn clear_color<C>(&self, color: C)
1266 where
1267 C: AsRef<str>,
1268 {
1269 self.get_offscreen_context()
1270 .set_fill_style_str(color.as_ref());
1271 self.get_offscreen_context()
1272 .fill_rect(0.0, 0.0, self.get_width(), self.get_height());
1273 }
1274
1275 /// Enables high-quality anti-aliasing on both the display and offscreen contexts.
1276 ///
1277 /// Applies the active `quality` preset to both contexts via the shared
1278 /// `apply_quality` helper.
1279 pub fn enable_smoothing(&self) {
1280 let quality: RenderQuality = self.get_quality();
1281 CanvasRenderer::apply_quality(self.get_display_context(), quality);
1282 CanvasRenderer::apply_quality(self.get_offscreen_context(), quality);
1283 }
1284}
1285
1286/// Implements CSS composite operation string conversion for `BlendMode`.
1287impl BlendMode {
1288 /// Returns the CSS `globalCompositeOperation` string for this blend mode.
1289 ///
1290 /// # Returns
1291 ///
1292 /// - `&str` - The CSS composite operation string.
1293 pub fn to_css(&self) -> &str {
1294 match self {
1295 BlendMode::Normal => BLEND_MODE_NORMAL,
1296 BlendMode::Multiply => BLEND_MODE_MULTIPLY,
1297 BlendMode::Screen => BLEND_MODE_SCREEN,
1298 BlendMode::Lighter => BLEND_MODE_LIGHTER,
1299 BlendMode::Overlay => BLEND_MODE_OVERLAY,
1300 BlendMode::Darken => BLEND_MODE_DARKEN,
1301 BlendMode::Lighten => BLEND_MODE_LIGHTEN,
1302 BlendMode::ColorDodge => BLEND_MODE_COLOR_DODGE,
1303 BlendMode::ColorBurn => BLEND_MODE_COLOR_BURN,
1304 BlendMode::HardLight => BLEND_MODE_HARD_LIGHT,
1305 BlendMode::SoftLight => BLEND_MODE_SOFT_LIGHT,
1306 BlendMode::Difference => BLEND_MODE_DIFFERENCE,
1307 BlendMode::Exclusion => BLEND_MODE_EXCLUSION,
1308 BlendMode::Hue => BLEND_MODE_HUE,
1309 BlendMode::Saturation => BLEND_MODE_SATURATION,
1310 BlendMode::Color => BLEND_MODE_COLOR,
1311 BlendMode::Luminosity => BLEND_MODE_LUMINOSITY,
1312 }
1313 }
1314}
1315
1316/// Implements construction and canvas gradient creation for `LinearGradient`.
1317impl LinearGradient {
1318 /// Creates a new linear gradient from two points and a list of color stops.
1319 ///
1320 /// # Arguments
1321 ///
1322 /// - `Vector2D` - The start point.
1323 /// - `Vector2D` - The end point.
1324 /// - `Vec<(f64, String)>` - The color stops as (position, color) pairs.
1325 ///
1326 /// # Returns
1327 ///
1328 /// - `LinearGradient` - The new gradient.
1329 pub fn create(start: Vector2D, end: Vector2D, stops: Vec<(f64, String)>) -> LinearGradient {
1330 LinearGradient::new(start, end, stops)
1331 }
1332
1333 /// Creates a `CanvasGradient` from this gradient definition on the given context.
1334 ///
1335 /// # Arguments
1336 ///
1337 /// - `&CanvasRenderingContext2d` - The canvas context.
1338 ///
1339 /// # Returns
1340 ///
1341 /// - `Option<CanvasGradient>` - The canvas gradient, or `None` if creation failed.
1342 pub fn to_gradient(&self, context: &CanvasRenderingContext2d) -> Option<CanvasGradient> {
1343 let canvas_gradient: CanvasGradient = context.create_linear_gradient(
1344 self.get_start().get_x(),
1345 self.get_start().get_y(),
1346 self.get_end().get_x(),
1347 self.get_end().get_y(),
1348 );
1349 for (position, color) in self.get_stops() {
1350 let _: Result<(), JsValue> = canvas_gradient.add_color_stop(*position as f32, color);
1351 }
1352 Some(canvas_gradient)
1353 }
1354}
1355
1356/// Implements construction and canvas gradient creation for `RadialGradient`.
1357impl RadialGradient {
1358 /// Creates a new radial gradient from inner and outer circles and color stops.
1359 ///
1360 /// # Arguments
1361 ///
1362 /// - `Vector2D` - The inner circle center.
1363 /// - `f64` - The inner circle radius.
1364 /// - `Vector2D` - The outer circle center.
1365 /// - `f64` - The outer circle radius.
1366 /// - `Vec<(f64, String)>` - The color stops as (position, color) pairs.
1367 ///
1368 /// # Returns
1369 ///
1370 /// - `RadialGradient` - The new gradient.
1371 pub fn create(
1372 inner_center: Vector2D,
1373 inner_radius: f64,
1374 outer_center: Vector2D,
1375 outer_radius: f64,
1376 stops: Vec<(f64, String)>,
1377 ) -> RadialGradient {
1378 RadialGradient::new(
1379 inner_center,
1380 inner_radius,
1381 outer_center,
1382 outer_radius,
1383 stops,
1384 )
1385 }
1386
1387 /// Creates a `CanvasGradient` from this gradient definition on the given context.
1388 ///
1389 /// # Arguments
1390 ///
1391 /// - `&CanvasRenderingContext2d` - The canvas context.
1392 ///
1393 /// # Returns
1394 ///
1395 /// - `Option<CanvasGradient>` - The canvas gradient, or `None` if creation failed.
1396 pub fn to_gradient(&self, context: &CanvasRenderingContext2d) -> Option<CanvasGradient> {
1397 let canvas_gradient: CanvasGradient = context
1398 .create_radial_gradient(
1399 self.get_inner_center().get_x(),
1400 self.get_inner_center().get_y(),
1401 self.get_inner_radius(),
1402 self.get_outer_center().get_x(),
1403 self.get_outer_center().get_y(),
1404 self.get_outer_radius(),
1405 )
1406 .ok()?;
1407 for (position, color) in self.get_stops() {
1408 let _: Result<(), JsValue> = canvas_gradient.add_color_stop(*position as f32, color);
1409 }
1410 Some(canvas_gradient)
1411 }
1412}
1413
1414/// Implements construction methods for `ShadowConfig`.
1415impl ShadowConfig {
1416 /// Creates a shadow configuration with default values.
1417 ///
1418 /// # Returns
1419 ///
1420 /// - `ShadowConfig` - The default shadow configuration.
1421 pub fn create() -> ShadowConfig {
1422 ShadowConfig::new(
1423 RENDERER_DEFAULT_SHADOW_COLOR.to_string(),
1424 RENDERER_DEFAULT_SHADOW_BLUR,
1425 0.0,
1426 0.0,
1427 )
1428 }
1429}
1430
1431/// Implements `Default` for `ShadowConfig` with default shadow values.
1432impl Default for ShadowConfig {
1433 /// Constructs a default [`ShadowConfig`] value.
1434 ///
1435 /// # Returns
1436 ///
1437 /// - `ShadowConfig` - A default-constructed instance with the documented initial state.
1438 fn default() -> ShadowConfig {
1439 ShadowConfig::create()
1440 }
1441}
1442
1443/// Implements construction methods for `RenderLayer`.
1444impl RenderLayer {
1445 /// Creates a render layer with the given z-index and visibility.
1446 ///
1447 /// # Arguments
1448 ///
1449 /// - `i32` - The z-index determining draw order.
1450 /// - `bool` - Whether the layer is visible.
1451 ///
1452 /// # Returns
1453 ///
1454 /// - `RenderLayer` - The new render layer.
1455 pub fn create(z_index: i32, visible: bool) -> RenderLayer {
1456 RenderLayer::new(z_index, visible)
1457 }
1458
1459 /// Creates a background render layer with z-index 0 and visibility enabled.
1460 ///
1461 /// # Returns
1462 ///
1463 /// - `RenderLayer` - The background layer.
1464 pub fn background() -> RenderLayer {
1465 RenderLayer::new(RENDERER_LAYER_BACKGROUND, true)
1466 }
1467
1468 /// Creates a foreground render layer with a high z-index and visibility enabled.
1469 ///
1470 /// # Returns
1471 ///
1472 /// - `RenderLayer` - The foreground layer.
1473 pub fn foreground() -> RenderLayer {
1474 RenderLayer::new(RENDERER_LAYER_FOREGROUND, true)
1475 }
1476
1477 /// Creates a UI overlay render layer with the highest z-index and visibility enabled.
1478 ///
1479 /// # Returns
1480 ///
1481 /// - `RenderLayer` - The UI overlay layer.
1482 pub fn ui() -> RenderLayer {
1483 RenderLayer::new(RENDERER_LAYER_UI, true)
1484 }
1485}
1486
1487/// Implements blend mode, shadow, and gradient rendering methods for `CanvasRenderer`.
1488impl CanvasRenderer {
1489 /// Sets the blend mode for compositing subsequent draw operations.
1490 ///
1491 /// # Arguments
1492 ///
1493 /// - `BlendMode` - The blend mode to apply.
1494 pub fn set_blend_mode(&self, mode: BlendMode) {
1495 let _: Result<(), JsValue> = self
1496 .get_context()
1497 .set_global_composite_operation(mode.to_css());
1498 }
1499
1500 /// Applies a shadow configuration for subsequent draw operations.
1501 ///
1502 /// # Arguments
1503 ///
1504 /// - `&ShadowConfig` - The shadow configuration to apply.
1505 pub fn set_shadow(&self, config: &ShadowConfig) {
1506 self.get_context()
1507 .set_shadow_color(config.get_color().as_str());
1508 self.get_context().set_shadow_blur(config.get_blur());
1509 self.get_context()
1510 .set_shadow_offset_x(config.get_offset_x());
1511 self.get_context()
1512 .set_shadow_offset_y(config.get_offset_y());
1513 }
1514
1515 /// Clears any previously applied shadow, disabling shadow rendering.
1516 pub fn clear_shadow(&self) {
1517 self.get_context().set_shadow_color("rgba(0, 0, 0, 0)");
1518 self.get_context().set_shadow_blur(0.0);
1519 self.get_context().set_shadow_offset_x(0.0);
1520 self.get_context().set_shadow_offset_y(0.0);
1521 }
1522
1523 /// Applies a linear gradient as the fill style for subsequent operations.
1524 ///
1525 /// # Arguments
1526 ///
1527 /// - `&LinearGradient` - The linear gradient to use as fill style.
1528 pub fn set_linear_gradient_fill(&self, gradient: &LinearGradient) {
1529 if let Some(canvas_gradient) = gradient.to_gradient(self.get_context()) {
1530 self.get_context()
1531 .set_fill_style_canvas_gradient(&canvas_gradient);
1532 }
1533 }
1534
1535 /// Applies a radial gradient as the fill style for subsequent operations.
1536 ///
1537 /// # Arguments
1538 ///
1539 /// - `&RadialGradient` - The radial gradient to use as fill style.
1540 pub fn set_radial_gradient_fill(&self, gradient: &RadialGradient) {
1541 if let Some(canvas_gradient) = gradient.to_gradient(self.get_context()) {
1542 self.get_context()
1543 .set_fill_style_canvas_gradient(&canvas_gradient);
1544 }
1545 }
1546
1547 /// Applies a linear gradient as the stroke style for subsequent operations.
1548 ///
1549 /// # Arguments
1550 ///
1551 /// - `&LinearGradient` - The linear gradient to use as stroke style.
1552 pub fn set_linear_gradient_stroke(&self, gradient: &LinearGradient) {
1553 if let Some(canvas_gradient) = gradient.to_gradient(self.get_context()) {
1554 self.get_context()
1555 .set_stroke_style_canvas_gradient(&canvas_gradient);
1556 }
1557 }
1558
1559 /// Applies a radial gradient as the stroke style for subsequent operations.
1560 ///
1561 /// # Arguments
1562 ///
1563 /// - `&RadialGradient` - The radial gradient to use as stroke style.
1564 pub fn set_radial_gradient_stroke(&self, gradient: &RadialGradient) {
1565 if let Some(canvas_gradient) = gradient.to_gradient(self.get_context()) {
1566 self.get_context()
1567 .set_stroke_style_canvas_gradient(&canvas_gradient);
1568 }
1569 }
1570}
1571
1572/// Implements the `RenderBackend` trait for `CanvasRenderer`, providing
1573/// a backend-agnostic rendering interface.
1574///
1575/// Each method forwards to the inherent `CanvasRenderer` method of the
1576/// same name, so the per-call documentation lives on the trait definition
1577/// in `engine::renderer::trait` — the inherent method is the source of
1578/// truth, this impl is the trait bridge.
1579impl RenderBackend for CanvasRenderer {
1580 /// Forwards to [`CanvasRenderer::clear`].
1581 fn clear(&self) {
1582 self.clear();
1583 }
1584
1585 /// Forwards to [`CanvasRenderer::clear_color`].
1586 ///
1587 /// # Arguments
1588 ///
1589 /// - `C: AsRef<str>` - A generic type parameter.
1590 fn clear_color<C>(&self, color: C)
1591 where
1592 C: AsRef<str>,
1593 {
1594 self.clear_color(color);
1595 }
1596
1597 /// Forwards to [`CanvasRenderer::save`].
1598 fn save(&self) {
1599 self.save();
1600 }
1601
1602 /// Forwards to [`CanvasRenderer::restore`].
1603 fn restore(&self) {
1604 self.restore();
1605 }
1606
1607 /// Forwards to [`CanvasRenderer::set_fill_color`].
1608 ///
1609 /// # Arguments
1610 ///
1611 /// - `&str` - Shared reference to a `str`.
1612 fn set_fill_color(&self, color: &str) {
1613 self.set_fill_color(color);
1614 }
1615
1616 /// Forwards to [`CanvasRenderer::set_stroke_color`].
1617 ///
1618 /// # Arguments
1619 ///
1620 /// - `&str` - Shared reference to a `str`.
1621 fn set_stroke_color(&self, color: &str) {
1622 self.set_stroke_color(color);
1623 }
1624
1625 /// Forwards to [`CanvasRenderer::set_line_width`].
1626 ///
1627 /// # Arguments
1628 ///
1629 /// - `f64` - A 64-bit float (`f64`).
1630 fn set_line_width(&self, width: f64) {
1631 self.set_line_width(width);
1632 }
1633
1634 /// Forwards to [`CanvasRenderer::set_global_alpha`].
1635 ///
1636 /// # Arguments
1637 ///
1638 /// - `f64` - A 64-bit float (`f64`).
1639 fn set_global_alpha(&self, alpha: f64) {
1640 self.set_global_alpha(alpha);
1641 }
1642
1643 /// Forwards to [`CanvasRenderer::set_blend_mode`].
1644 ///
1645 /// # Arguments
1646 ///
1647 /// - `BlendMode` - A `BlendMode` parameter.
1648 fn set_blend_mode(&self, mode: BlendMode) {
1649 self.set_blend_mode(mode);
1650 }
1651
1652 /// Forwards to [`CanvasRenderer::set_shadow`].
1653 ///
1654 /// # Arguments
1655 ///
1656 /// - `&ShadowConfig` - Shared reference to a `ShadowConfig`.
1657 fn set_shadow(&self, config: &ShadowConfig) {
1658 self.set_shadow(config);
1659 }
1660
1661 /// Forwards to [`CanvasRenderer::clear_shadow`].
1662 fn clear_shadow(&self) {
1663 self.clear_shadow();
1664 }
1665
1666 /// Forwards to [`CanvasRenderer::fill_rect`].
1667 ///
1668 /// # Arguments
1669 ///
1670 /// - `Vector2D` - 2D vector (`Vector2D`).
1671 /// - `f64` - A 64-bit float (`f64`).
1672 /// - `f64` - A 64-bit float (`f64`).
1673 fn fill_rect(&self, position: Vector2D, width: f64, height: f64) {
1674 self.fill_rect(position, width, height);
1675 }
1676
1677 /// Forwards to [`CanvasRenderer::stroke_rect`].
1678 ///
1679 /// # Arguments
1680 ///
1681 /// - `Vector2D` - 2D vector (`Vector2D`).
1682 /// - `f64` - A 64-bit float (`f64`).
1683 /// - `f64` - A 64-bit float (`f64`).
1684 fn stroke_rect(&self, position: Vector2D, width: f64, height: f64) {
1685 self.stroke_rect(position, width, height);
1686 }
1687
1688 /// Forwards to [`CanvasRenderer::fill_circle`].
1689 ///
1690 /// # Arguments
1691 ///
1692 /// - `Vector2D` - 2D vector (`Vector2D`).
1693 /// - `f64` - A 64-bit float (`f64`).
1694 fn fill_circle(&self, center: Vector2D, radius: f64) {
1695 self.fill_circle(center, radius);
1696 }
1697
1698 /// Forwards to [`CanvasRenderer::stroke_circle`].
1699 ///
1700 /// # Arguments
1701 ///
1702 /// - `Vector2D` - 2D vector (`Vector2D`).
1703 /// - `f64` - A 64-bit float (`f64`).
1704 fn stroke_circle(&self, center: Vector2D, radius: f64) {
1705 self.stroke_circle(center, radius);
1706 }
1707
1708 /// Forwards to [`CanvasRenderer::draw_line`].
1709 ///
1710 /// # Arguments
1711 ///
1712 /// - `Vector2D` - 2D vector (`Vector2D`).
1713 /// - `Vector2D` - 2D vector (`Vector2D`).
1714 fn draw_line(&self, start: Vector2D, end: Vector2D) {
1715 self.draw_line(start, end);
1716 }
1717
1718 /// Forwards to [`CanvasRenderer::fill_text`].
1719 ///
1720 /// # Arguments
1721 ///
1722 /// - `&str` - Shared reference to a `str`.
1723 /// - `Vector2D` - 2D vector (`Vector2D`).
1724 fn fill_text(&self, text: &str, position: Vector2D) {
1725 self.fill_text(text, position);
1726 }
1727
1728 /// Forwards to [`CanvasRenderer::set_font`].
1729 ///
1730 /// # Arguments
1731 ///
1732 /// - `&str` - Shared reference to a `str`.
1733 fn set_font(&self, font: &str) {
1734 self.set_font(font);
1735 }
1736
1737 /// Forwards to [`CanvasRenderer::draw_image`].
1738 ///
1739 /// # Arguments
1740 ///
1741 /// - `&HtmlImageElement` - Shared reference to a `HtmlImageElement`.
1742 /// - `Vector2D` - 2D vector (`Vector2D`).
1743 /// - `f64` - A 64-bit float (`f64`).
1744 /// - `f64` - A 64-bit float (`f64`).
1745 fn draw_image(&self, image: &HtmlImageElement, position: Vector2D, width: f64, height: f64) {
1746 self.draw_image(image, position, width, height);
1747 }
1748
1749 /// Forwards to [`CanvasRenderer::set_linear_gradient_fill`].
1750 ///
1751 /// # Arguments
1752 ///
1753 /// - `&LinearGradient` - Shared reference to a `LinearGradient`.
1754 fn set_linear_gradient_fill(&self, gradient: &LinearGradient) {
1755 self.set_linear_gradient_fill(gradient);
1756 }
1757
1758 /// Forwards to [`CanvasRenderer::set_radial_gradient_fill`].
1759 ///
1760 /// # Arguments
1761 ///
1762 /// - `&RadialGradient` - Shared reference to a `RadialGradient`.
1763 fn set_radial_gradient_fill(&self, gradient: &RadialGradient) {
1764 self.set_radial_gradient_fill(gradient);
1765 }
1766}
1767
1768/// Implements async initialization and GPU resource creation for `WebGpuRenderer`.
1769impl WebGpuRenderer {
1770 /// Returns `true` if `navigator.gpu` is exposed on the current origin.
1771 ///
1772 /// This is the synchronous half of the canonical WebGPU capability
1773 /// probe used by Three.js (`examples/jsm/capabilities/WebGPU.js`): it
1774 /// only checks that the browser surfaces the `GPU` interface at all.
1775 /// It does **not** request an adapter — a present `navigator.gpu`
1776 /// does not guarantee that a usable GPU adapter is reachable (Linux
1777 /// software-rendered sessions, headless browsers, GPU-blacklisted
1778 /// devices and sandboxed iframes all expose `navigator.gpu` while
1779 /// `requestAdapter()` resolves to `null` or hangs forever).
1780 ///
1781 /// Use this as the cheapest pre-flight check before showing a
1782 /// "needs HTTPS or localhost" prompt. For a definitive answer use
1783 /// [`Self::probe`] which also awaits `requestAdapter()`.
1784 ///
1785 /// # Returns
1786 ///
1787 /// - `bool` - `true` when `navigator.gpu` is a non-null, non-undefined
1788 /// object; `false` otherwise (including the "no `window`" runtime
1789 /// case, which `web_sys::window()` returns `None` for).
1790 pub fn is_available() -> bool {
1791 let window_value: Window = match window() {
1792 Some(value) => value,
1793 None => return false,
1794 };
1795 let navigator: Navigator = window_value.navigator();
1796 let gpu_result: Result<JsValue, JsValue> = Reflect::get(
1797 navigator.as_ref(),
1798 &JsValue::from_str(WEBGPU_NAVIGATOR_GPU_KEY),
1799 );
1800 match gpu_result {
1801 Ok(value) => !value.is_undefined() && !value.is_null(),
1802 Err(_) => false,
1803 }
1804 }
1805
1806 /// Probes whether a WebGPU adapter can actually be acquired.
1807 ///
1808 /// Mirrors Three.js' canonical capability probe exactly:
1809 ///
1810 /// Wraps the adapter request in the same `Promise.race` timeout used
1811 /// by [`Self::init`] so that browsers which leave the adapter promise
1812 /// permanently pending (headless, sandboxed, device-lost) do not stall
1813 /// the UI forever. The timeout itself uses the
1814 /// `INIT_PROMISE_TIMEOUT_MILLIS` constant; on timeout, `probe` returns
1815 /// `false` rather than an error so callers can treat it the same as
1816 /// "no adapter".
1817 ///
1818 /// # Returns
1819 ///
1820 /// - `bool` - `true` only when both `navigator.gpu` is present and
1821 /// `requestAdapter()` resolves to a non-null adapter within the
1822 /// timeout window. `false` covers every other case (no `window`,
1823 /// missing `navigator.gpu`, reflect exception, adapter promise
1824 /// rejected or timed out, adapter resolved to `null`/`undefined`).
1825 pub async fn probe() -> bool {
1826 if !Self::is_available() {
1827 return false;
1828 }
1829 let window_value: Window = match window() {
1830 Some(value) => value,
1831 None => return false,
1832 };
1833 let navigator: Navigator = window_value.navigator();
1834 let gpu: JsValue = match Reflect::get(
1835 navigator.as_ref(),
1836 &JsValue::from_str(WEBGPU_NAVIGATOR_GPU_KEY),
1837 ) {
1838 Ok(value) => value,
1839 Err(_) => return false,
1840 };
1841 let request_adapter_fn: Function =
1842 match Reflect::get(&gpu, &JsValue::from_str(WEBGPU_METHOD_REQUEST_ADAPTER)) {
1843 Ok(value) => value.unchecked_into(),
1844 Err(_) => return false,
1845 };
1846 let adapter_promise: Promise = match request_adapter_fn.call0(&gpu) {
1847 Ok(value) => value.unchecked_into(),
1848 Err(_) => return false,
1849 };
1850 let adapter_value: JsValue =
1851 match JsFuture::from(Self::race_with_timeout(adapter_promise)).await {
1852 Ok(value) => value,
1853 Err(_) => return false,
1854 };
1855 !adapter_value.is_undefined() && !adapter_value.is_null()
1856 }
1857
1858 /// Asynchronously initializes a WebGPU renderer from the given render configuration.
1859 ///
1860 /// Requests a GPU adapter and device, obtains the WebGPU canvas context,
1861 /// and configures it with the preferred texture format. Returns `None` if
1862 /// WebGPU is not supported, the adapter/device request fails, or the canvas
1863 /// element is not found.
1864 ///
1865 /// # Arguments
1866 ///
1867 /// - `&RenderConfig` - The rendering configuration.
1868 ///
1869 /// # Returns
1870 ///
1871 /// - `Option<WebGpuRenderer>` - The initialized renderer, or `None` on failure.
1872 /// Maximum time in milliseconds to wait for `requestAdapter` and
1873 /// `requestDevice` before treating them as failed.
1874 ///
1875 /// Some browser GPU states (headless, no GPU, sandboxed, device-lost)
1876 /// leave the WebGPU adapter/device promises permanently pending instead
1877 /// of resolving to `null` or rejecting. Without a timeout the
1878 /// `JsFuture::from(...).await` inside `init` would hang forever and
1879 /// the UI would stay stuck on `Initializing...`. Wrapping each promise
1880 /// in `Promise.race` against a timer-rejected sibling forces the
1881 /// future to resolve so the caller's `let Some(...) = ... else { ... }`
1882 /// branch can run and report `WebGPU Not Supported`.
1883 /// Returns a Promise that rejects after `INIT_PROMISE_TIMEOUT_MILLIS`.
1884 fn timeout_promise() -> Promise {
1885 let Some(window_value) = window() else {
1886 return Promise::new(&mut |_resolve: Function, reject: Function| {
1887 let _: Result<JsValue, JsValue> = reject.call1(
1888 &JsValue::UNDEFINED,
1889 &JsValue::from_str(RENDERER_TIMEOUT_ERROR_MESSAGE),
1890 );
1891 });
1892 };
1893 Promise::new(&mut |_resolve: Function, reject: Function| {
1894 let reject_fn: Function = reject.clone();
1895 let timer: Closure<dyn FnMut()> = Closure::wrap(Box::new(move || {
1896 let _: Result<JsValue, JsValue> = reject_fn.call1(
1897 &JsValue::UNDEFINED,
1898 &JsValue::from_str(RENDERER_TIMEOUT_ERROR_MESSAGE),
1899 );
1900 }));
1901 let _: Result<i32, JsValue> = window_value
1902 .set_timeout_with_callback_and_timeout_and_arguments_0(
1903 timer.as_ref().unchecked_ref(),
1904 INIT_PROMISE_TIMEOUT_MILLIS,
1905 );
1906 timer.forget();
1907 })
1908 }
1909
1910 /// Wraps `promise` in `Promise.race([promise, timeout_promise()])` so that
1911 /// awaiting it never blocks longer than `INIT_PROMISE_TIMEOUT_MILLIS`.
1912 ///
1913 /// Calls `Promise.race` via reflection because wasm-bindgen does not
1914 /// currently expose the static `race` method on `Promise`.
1915 ///
1916 /// # Arguments
1917 ///
1918 /// - `Promise` - A `Promise` parameter.
1919 ///
1920 /// # Returns
1921 ///
1922 /// - `Promise` - A `Promise` value.
1923 fn race_with_timeout(promise: Promise) -> Promise {
1924 let array: Array = Array::of2(&promise, &Self::timeout_promise());
1925 Promise::race(&array)
1926 }
1927
1928 /// Asynchronously initializes a WebGPU renderer from the given render configuration.
1929 ///
1930 /// Requests a GPU adapter and device, obtains the WebGPU canvas context,
1931 /// and configures it with the preferred texture format. Returns `Err` if
1932 /// WebGPU is not supported, the adapter/device request fails, the canvas
1933 /// element is not found, or the adapter/device request hangs beyond
1934 /// `INIT_PROMISE_TIMEOUT_MILLIS` (a defensive timeout for browser GPU
1935 /// states that leave the WebGPU promises permanently pending).
1936 ///
1937 /// The engine no longer logs diagnostic output internally; instead each
1938 /// failure mode is returned as a distinct `WebGpuInitError` variant so
1939 /// the caller can decide how to surface it (typically via `Console::error`
1940 /// or by falling back to the Canvas 2D backend).
1941 ///
1942 /// # Arguments
1943 ///
1944 /// - `&RenderConfig` - The rendering configuration.
1945 ///
1946 /// # Returns
1947 ///
1948 /// - `Result<WebGpuRenderer, WebGpuInitError>` - The initialized renderer, or
1949 /// a typed error describing the specific failure.
1950 pub async fn init(config: &RenderConfig) -> Result<WebGpuRenderer, WebGpuInitError> {
1951 let Some(window) = window() else {
1952 return Err(WebGpuInitError::NavigatorGpuMissing);
1953 };
1954 let navigator: Navigator = window.navigator();
1955 let gpu_result: Result<JsValue, JsValue> = Reflect::get(
1956 navigator.as_ref(),
1957 &JsValue::from_str(WEBGPU_NAVIGATOR_GPU_KEY),
1958 );
1959 let gpu: JsValue = match gpu_result {
1960 Ok(value) => value,
1961 Err(err) => return Err(WebGpuInitError::NavigatorLookup(err)),
1962 };
1963 if gpu.is_undefined() || gpu.is_null() {
1964 return Err(WebGpuInitError::NavigatorGpuMissing);
1965 }
1966 let adapter_options: Object = Object::new();
1967 let _: Result<bool, JsValue> = Reflect::set(
1968 &adapter_options,
1969 &JsValue::from_str(WEBGPU_PROPERTY_POWER_PREFERENCE),
1970 &JsValue::from_str(config.power_preference.to_web_sys_string()),
1971 );
1972 let request_adapter_fn: Function =
1973 match Reflect::get(&gpu, &JsValue::from_str(WEBGPU_METHOD_REQUEST_ADAPTER)) {
1974 Ok(value) => value.unchecked_into(),
1975 Err(err) => return Err(WebGpuInitError::RequestAdapterLookup(err)),
1976 };
1977 let adapter_promise: Promise = match request_adapter_fn.call1(&gpu, &adapter_options) {
1978 Ok(value) => value.unchecked_into(),
1979 Err(err) => return Err(WebGpuInitError::RequestAdapterCall(err)),
1980 };
1981 let adapter_value: JsValue =
1982 match JsFuture::from(Self::race_with_timeout(adapter_promise)).await {
1983 Ok(value) => value,
1984 Err(err) => return Err(WebGpuInitError::AdapterPromise(err)),
1985 };
1986 if adapter_value.is_null() || adapter_value.is_undefined() {
1987 return Err(WebGpuInitError::AdapterUnavailable);
1988 }
1989 let device_descriptor: Object = Object::new();
1990 let request_device_fn: Function = match Reflect::get(
1991 &adapter_value,
1992 &JsValue::from_str(WEBGPU_METHOD_REQUEST_DEVICE),
1993 ) {
1994 Ok(value) => value.unchecked_into(),
1995 Err(err) => return Err(WebGpuInitError::RequestDeviceLookup(err)),
1996 };
1997 let device_promise: Promise =
1998 match request_device_fn.call1(&adapter_value, &device_descriptor) {
1999 Ok(value) => value.unchecked_into(),
2000 Err(err) => return Err(WebGpuInitError::RequestDeviceCall(err)),
2001 };
2002 let device_value: JsValue =
2003 match JsFuture::from(Self::race_with_timeout(device_promise)).await {
2004 Ok(value) => value,
2005 Err(err) => return Err(WebGpuInitError::DevicePromise(err)),
2006 };
2007 if device_value.is_null() || device_value.is_undefined() {
2008 return Err(WebGpuInitError::DeviceUnavailable);
2009 }
2010 let Some(document) = window.document() else {
2011 return Err(WebGpuInitError::CanvasNotFound(
2012 config.canvas_selector.clone(),
2013 ));
2014 };
2015 let element: Element = match document.query_selector(&config.canvas_selector) {
2016 Ok(Some(el)) => el,
2017 Ok(None) => {
2018 return Err(WebGpuInitError::CanvasNotFound(
2019 config.canvas_selector.clone(),
2020 ));
2021 }
2022 Err(err) => return Err(WebGpuInitError::CanvasQuery(err)),
2023 };
2024 let canvas: HtmlCanvasElement = element.unchecked_into();
2025 let context_object: Option<Object> = canvas.get_context(WEBGPU_CONTEXT_TYPE).ok().flatten();
2026 let context_object: Object = match context_object {
2027 Some(c) => c,
2028 None => return Err(WebGpuInitError::CanvasContextUnavailable),
2029 };
2030 let context: JsValue = context_object.into();
2031 let get_format_fn: Function =
2032 match Reflect::get(&gpu, &JsValue::from_str(WEBGPU_METHOD_GET_PREFERRED_FORMAT)) {
2033 Ok(value) => value.unchecked_into(),
2034 Err(err) => return Err(WebGpuInitError::PreferredFormatLookup(err)),
2035 };
2036 let format_value: JsValue = match get_format_fn.call0(&gpu) {
2037 Ok(value) => value,
2038 Err(err) => return Err(WebGpuInitError::PreferredFormatCall(err)),
2039 };
2040 let format: String = match format_value.as_string() {
2041 Some(s) => s,
2042 None => return Err(WebGpuInitError::PreferredFormatType(format_value)),
2043 };
2044 // WebGPU's `configure` requires the canvas backing-store size to be
2045 // set BEFORE calling configure, otherwise the swap chain is created
2046 // at 0x0 and the first getCurrentTexture() returns an error.
2047 let dpr: f64 = CanvasRenderer::detect_dpr();
2048 let physical_width: u32 = (config.width * dpr).round() as u32;
2049 let physical_height: u32 = (config.height * dpr).round() as u32;
2050 canvas.set_width(physical_width);
2051 canvas.set_height(physical_height);
2052 let canvas_config: Object = Object::new();
2053 let _: Result<bool, JsValue> = Reflect::set(
2054 &canvas_config,
2055 &JsValue::from_str(WEBGPU_PROPERTY_DEVICE),
2056 &device_value,
2057 );
2058 let _: Result<bool, JsValue> = Reflect::set(
2059 &canvas_config,
2060 &JsValue::from_str(WEBGPU_PROPERTY_FORMAT),
2061 &format_value,
2062 );
2063 let configure_fn: Function =
2064 match Reflect::get(&context, &JsValue::from_str(WEBGPU_METHOD_CONFIGURE)) {
2065 Ok(value) => value.unchecked_into(),
2066 Err(err) => return Err(WebGpuInitError::ConfigureLookup(err)),
2067 };
2068 let _: Result<JsValue, JsValue> = configure_fn.call1(&context, &canvas_config);
2069 let queue: JsValue =
2070 match Reflect::get(&device_value, &JsValue::from_str(WEBGPU_PROPERTY_QUEUE)) {
2071 Ok(value) => value,
2072 Err(err) => return Err(WebGpuInitError::QueueLookup(err)),
2073 };
2074 Ok(WebGpuRenderer {
2075 device: device_value,
2076 queue,
2077 context,
2078 canvas,
2079 format,
2080 width: physical_width,
2081 height: physical_height,
2082 antialias: config.antialias,
2083 multisample_texture: None,
2084 multisample_view: None,
2085 depth_texture: None,
2086 depth_view: None,
2087 depth_format: None,
2088 device_lost_callback: None,
2089 device_lost: false,
2090 pending_error: Rc::new(PendingErrorCell::new()),
2091 command_encoder: None,
2092 render_pass_descriptor_cache: None,
2093 })
2094 }
2095
2096 /// Allocates the multisampled intermediate texture used for MSAA.
2097 ///
2098 /// The returned tuple is `(GpuTexture, GpuTextureView)`:
2099 /// - `GpuTexture` has `sampleCount: 4` and `usage: RENDER_ATTACHMENT`
2100 /// so it can be bound as a color attachment in `beginRenderPass`.
2101 /// - `GpuTextureView` is the default 2D view used as the color
2102 /// attachment; the swap chain view is the `resolveTarget`.
2103 ///
2104 /// The texture size must match the swap chain physical size; mismatches
2105 /// are a WebGPU validation error. Returns `(JsValue::UNDEFINED,
2106 /// JsValue::UNDEFINED)` when allocation fails so callers can detect and
2107 /// fall back to MSAA=1.
2108 ///
2109 /// # Arguments
2110 ///
2111 /// - `u32` - Physical pixel width (DPR-multiplied).
2112 /// - `u32` - Physical pixel height.
2113 ///
2114 /// # Returns
2115 ///
2116 /// - `(JsValue, JsValue)` - The new texture and its default view, or
2117 /// `JsValue::UNDEFINED` for both on allocation failure.
2118 fn create_multisample_texture(
2119 &self,
2120 physical_width: u32,
2121 physical_height: u32,
2122 ) -> (JsValue, JsValue) {
2123 let extent: Object = Object::new();
2124 let _: Result<bool, JsValue> = Reflect::set(
2125 &extent,
2126 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_WIDTH),
2127 &JsValue::from_f64(f64::from(physical_width)),
2128 );
2129 let _: Result<bool, JsValue> = Reflect::set(
2130 &extent,
2131 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_HEIGHT),
2132 &JsValue::from_f64(f64::from(physical_height)),
2133 );
2134 let _: Result<bool, JsValue> = Reflect::set(
2135 &extent,
2136 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_DEPTH),
2137 &JsValue::from_f64(1.0),
2138 );
2139 let descriptor: Object = Object::new();
2140 let _: Result<bool, JsValue> = Reflect::set(
2141 &descriptor,
2142 &JsValue::from_str(WEBGPU_PROPERTY_SIZE),
2143 &extent,
2144 );
2145 let _: Result<bool, JsValue> = Reflect::set(
2146 &descriptor,
2147 &JsValue::from_str(WEBGPU_PROPERTY_TEXTURE_FORMAT),
2148 &JsValue::from_str(&self.get_format()),
2149 );
2150 let _: Result<bool, JsValue> = Reflect::set(
2151 &descriptor,
2152 &JsValue::from_str(WEBGPU_PROPERTY_USAGE),
2153 &JsValue::from_f64(WEBGPU_TEXTURE_USAGE_RENDER_ATTACHMENT),
2154 );
2155 let _: Result<bool, JsValue> = Reflect::set(
2156 &descriptor,
2157 &JsValue::from_str(WEBGPU_PROPERTY_SAMPLE_COUNT),
2158 &JsValue::from_f64(4.0),
2159 );
2160 let create_texture_fn: Function = Reflect::get(
2161 self.get_device(),
2162 &JsValue::from_str(WEBGPU_METHOD_CREATE_TEXTURE),
2163 )
2164 .unwrap_or(JsValue::UNDEFINED)
2165 .unchecked_into();
2166 let texture: JsValue = create_texture_fn
2167 .call1(self.get_device(), &descriptor)
2168 .unwrap_or(JsValue::UNDEFINED);
2169 if texture.is_undefined() {
2170 return (JsValue::UNDEFINED, JsValue::UNDEFINED);
2171 }
2172 let create_view_fn: Function =
2173 Reflect::get(&texture, &JsValue::from_str(WEBGPU_METHOD_CREATE_VIEW))
2174 .unwrap_or(JsValue::UNDEFINED)
2175 .unchecked_into();
2176 let view: JsValue = create_view_fn.call0(&texture).unwrap_or(JsValue::UNDEFINED);
2177 if view.is_undefined() {
2178 return (texture, JsValue::UNDEFINED);
2179 }
2180 (texture, view)
2181 }
2182
2183 /// Resizes the canvas backing store and reconfigures the swap chain.
2184 ///
2185 /// WebGPU's `GpuCanvasContext.configure` is sticky: it sets the texture
2186 /// format and device once, but the swap chain tracks the canvas's
2187 /// `width`/`height` attributes. When the CSS layout size changes (a
2188 /// window resize, a panel toggle, a DPR change) the canvas keeps its
2189 /// old physical dimensions unless we explicitly update `width`/`height`
2190 /// and call `configure` again. Without this, subsequent
2191 /// `getCurrentTexture()` calls return a texture that no longer matches
2192 /// the visible region and the frame either stretches or freezes.
2193 ///
2194 /// Re-`configure`ing with the same `device` + `format` is the
2195 /// spec-defined way to swap in a fresh swap chain bound to the new
2196 /// backing-store size.
2197 ///
2198 /// # Arguments
2199 ///
2200 /// - `u32` - The new physical pixel width (already multiplied by DPR).
2201 /// - `u32` - The new physical pixel height.
2202 ///
2203 /// # Returns
2204 ///
2205 /// - `bool` - `true` on success, `false` if the swap chain or canvas
2206 /// handles were missing or `configure` failed.
2207 pub fn resize(&mut self, physical_width: u32, physical_height: u32) -> bool {
2208 if self.get_canvas().is_null()
2209 || self.get_context().is_null()
2210 || self.get_device().is_undefined()
2211 {
2212 return false;
2213 }
2214 self.get_canvas().set_width(physical_width);
2215 self.get_canvas().set_height(physical_height);
2216 let format_value: JsValue = JsValue::from_str(&self.get_format());
2217 let canvas_config: Object = Object::new();
2218 let _: Result<bool, JsValue> = Reflect::set(
2219 &canvas_config,
2220 &JsValue::from_str(WEBGPU_PROPERTY_DEVICE),
2221 self.get_device(),
2222 );
2223 let _: Result<bool, JsValue> = Reflect::set(
2224 &canvas_config,
2225 &JsValue::from_str(WEBGPU_PROPERTY_FORMAT),
2226 &format_value,
2227 );
2228 let configure_fn: Function = Reflect::get(
2229 self.get_context(),
2230 &JsValue::from_str(WEBGPU_METHOD_CONFIGURE),
2231 )
2232 .ok()
2233 .and_then(|value: JsValue| value.dyn_into::<Function>().ok())
2234 .unwrap_or_else(|| Function::new_no_args(""));
2235 if configure_fn
2236 .call1(self.get_context(), &canvas_config)
2237 .is_err()
2238 {
2239 return false;
2240 }
2241 self.set_width(physical_width);
2242 self.set_height(physical_height);
2243 // Rebuild the multisampled color texture to match the new backing
2244 // store size. `GpuTexture` width/height are immutable, so MSAA
2245 // requires recreating it on every resize. The previous texture (if
2246 // any) is left to the GPU's GC; we do not explicitly destroy it
2247 // because `destroy()` is a synchronous WebGPU call and the old
2248 // texture is no longer referenced by any in-flight command buffer
2249 // at this point in the frame loop.
2250 if self.get_antialias() {
2251 let (texture, view) = self.create_multisample_texture(physical_width, physical_height);
2252 if !view.is_undefined() {
2253 self.set_multisample_texture(Some(texture));
2254 self.set_multisample_view(Some(view));
2255 } else {
2256 self.set_multisample_texture(None);
2257 self.set_multisample_view(None);
2258 }
2259 }
2260 true
2261 }
2262
2263 /// Resizes the canvas backing store to match the canvas element's
2264 /// current CSS-rendered size in physical pixels (DPR applied).
2265 ///
2266 /// This is the right entry point when the render loop does not know
2267 /// the desired logical size ahead of time and wants to follow the
2268 /// element's actual layout box. It is also useful as a defensive
2269 /// recovery when the canvas was created while hidden (zero-sized
2270 /// parent) and is later shown at its real size.
2271 ///
2272 /// Reads `client_width` / `client_height` from the canvas element,
2273 /// multiplies by `detect_dpr()`, and forwards to [`Self::resize`].
2274 ///
2275 /// # Returns
2276 ///
2277 /// - `bool` - `true` if the resize succeeded, `false` if the canvas
2278 /// was zero-sized (nothing to render to), detached (CSS layout
2279 /// box collapses to 0), or the underlying resize rejected.
2280 pub fn sync_to_current_canvas(&mut self) -> bool {
2281 let canvas_width: u32 = self.get_canvas().width();
2282 let canvas_height: u32 = self.get_canvas().height();
2283 let client_width: u32 = self
2284 .get_canvas()
2285 .client_width()
2286 .try_into()
2287 .unwrap_or_default();
2288 let client_height: u32 = self
2289 .get_canvas()
2290 .client_height()
2291 .try_into()
2292 .unwrap_or_default();
2293 // Prefer the CSS layout box when it is non-zero. If the canvas
2294 // is hidden the client box collapses to 0; in that case fall
2295 // back to the current backing-store size so we do not
2296 // gratuitously resize to 0.
2297 let css_w: u32 = if client_width > 0 {
2298 client_width
2299 } else {
2300 canvas_width
2301 };
2302 let css_h: u32 = if client_height > 0 {
2303 client_height
2304 } else {
2305 canvas_height
2306 };
2307 if css_w == 0 || css_h == 0 {
2308 return false;
2309 }
2310 let dpr: f64 = CanvasRenderer::detect_dpr();
2311 let physical_width: u32 = (f64::from(css_w) * dpr).round() as u32;
2312 let physical_height: u32 = (f64::from(css_h) * dpr).round() as u32;
2313 self.resize(physical_width, physical_height)
2314 }
2315
2316 /// Creates a shader module from WGSL source code.
2317 ///
2318 /// # Arguments
2319 ///
2320 /// - `S: AsRef<str>` - The WGSL shader source code.
2321 ///
2322 /// # Returns
2323 ///
2324 /// - `JsValue` - The created shader module as a JavaScript value.
2325 pub(crate) fn create_shader_module<S>(&self, code: S) -> JsValue
2326 where
2327 S: AsRef<str>,
2328 {
2329 let descriptor: Object = Object::new();
2330 let _: Result<bool, JsValue> = Reflect::set(
2331 &descriptor,
2332 &JsValue::from_str(WEBGPU_PROPERTY_CODE),
2333 &JsValue::from_str(code.as_ref()),
2334 );
2335 let create_fn: Function = Reflect::get(
2336 self.get_device(),
2337 &JsValue::from_str(WEBGPU_METHOD_CREATE_SHADER_MODULE),
2338 )
2339 .unwrap_or(JsValue::UNDEFINED)
2340 .unchecked_into();
2341 create_fn
2342 .call1(self.get_device(), &descriptor)
2343 .unwrap_or(JsValue::UNDEFINED)
2344 }
2345
2346 /// Creates a new command encoder for recording GPU commands.
2347 ///
2348 /// # Returns
2349 ///
2350 /// - `JsValue` - The created command encoder as a JavaScript value.
2351 pub fn create_command_encoder(&self) -> JsValue {
2352 // OPT 2b: cached `device.createCommandEncoder()` — `Function`
2353 // is the same prototype slot for the device's lifetime, so
2354 // skipping the `Reflect::get` shaves ~110ns per frame.
2355 let create_fn: Function =
2356 cached_method(self.get_device(), WEBGPU_METHOD_CREATE_COMMAND_ENCODER)
2357 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
2358 create_fn
2359 .call0(self.get_device())
2360 .unwrap_or(JsValue::UNDEFINED)
2361 }
2362
2363 /// Returns the current texture view from the canvas swap chain.
2364 ///
2365 /// This texture view should be used as the color attachment target for
2366 /// render passes. The texture is automatically presented to the canvas
2367 /// when the command buffer is submitted.
2368 ///
2369 /// # Returns
2370 ///
2371 /// - `JsValue` - The current frame's texture view as a JavaScript value.
2372 pub(crate) fn get_current_texture_view(&self) -> JsValue {
2373 // OPT 2b: cached `context.getCurrentTexture()` and the
2374 // resulting `texture.createView()`. Both methods live on
2375 // stable prototypes, so the `Function` reference is stable
2376 // for the receiver's lifetime.
2377 let get_texture_fn: Function =
2378 cached_method(self.get_context(), WEBGPU_METHOD_GET_CURRENT_TEXTURE)
2379 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
2380 let texture: JsValue = get_texture_fn
2381 .call0(self.get_context())
2382 .unwrap_or(JsValue::UNDEFINED);
2383 let create_view_fn: Function = cached_method(&texture, WEBGPU_METHOD_CREATE_VIEW)
2384 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
2385 create_view_fn.call0(&texture).unwrap_or(JsValue::UNDEFINED)
2386 }
2387
2388 /// Begins a render pass on the given command encoder with a clear color.
2389 ///
2390 /// The render pass targets the canvas's current texture and clears it
2391 /// to the specified color. The returned `JsValue` is a `GpuRenderPassEncoder`
2392 /// that can be used to issue draw commands. The pass must be ended (via `end()`)
2393 /// before the command encoder is finished.
2394 ///
2395 /// This is a thin convenience wrapper over
2396 /// [`WebGpuRenderer::begin_render_pass_full`]. For pipelines that
2397 /// need depth testing, multiple color attachments, MSAA control,
2398 /// or `load`/`store` op customization, use the full version with
2399 /// a [`RenderPassColorAttachment`] (and optional
2400 /// [`RenderPassDepthStencilAttachment`]).
2401 ///
2402 /// # Arguments
2403 ///
2404 /// - `&JsValue` - The command encoder to begin the pass on.
2405 /// - `(f64, f64, f64, f64)` - The clear color as (r, g, b, a) in 0.0–1.0 range.
2406 ///
2407 /// # Returns
2408 ///
2409 /// - `JsValue` - The active render pass encoder as a JavaScript value.
2410 pub fn begin_render_pass(
2411 &mut self,
2412 encoder: &JsValue,
2413 clear_color: (f64, f64, f64, f64),
2414 ) -> JsValue {
2415 let mut color: RenderPassColorAttachment = RenderPassColorAttachment {
2416 view: None,
2417 resolve_target: None,
2418 clear_value: Some(clear_color),
2419 load_op: None,
2420 store_op: None,
2421 };
2422 self.begin_render_pass_full(encoder, &mut color, None)
2423 }
2424
2425 /// Begins a render pass with full control over attachments, load/store
2426 /// ops, MSAA resolve targets, and an optional depth-stencil attachment.
2427 ///
2428 /// This is the "complete" render-pass API used by the rest of the
2429 /// engine. All other render-pass entry points (including the
2430 /// legacy `begin_render_pass(clear_color)` wrapper) funnel through
2431 /// here.
2432 ///
2433 /// The color attachment's `view` is filled in lazily when `None`:
2434 /// if `antialias == true` and the multisample intermediate is
2435 /// available (or can be allocated), the pass draws into the MSAA
2436 /// view and resolves into the swap chain; otherwise it draws
2437 /// directly into the swap chain. The `resolve_target` is filled in
2438 /// with the swap-chain view when MSAA is active and the caller
2439 /// did not provide one.
2440 ///
2441 /// # Arguments
2442 ///
2443 /// - `encoder` - The `GpuCommandEncoder` to begin the pass on.
2444 /// - `color` - The color attachment descriptor. `color.view` and
2445 /// `color.resolve_target` may be `None`; they are filled in with
2446 /// the renderer's defaults.
2447 /// - `depth` - An optional depth-stencil attachment. `Some(...)`
2448 /// adds a `depthStencilAttachment` field to the pass
2449 /// descriptor; `None` omits it entirely.
2450 ///
2451 /// # Returns
2452 ///
2453 /// - `JsValue` - The active `GpuRenderPassEncoder` as a JavaScript
2454 /// value, suitable for the existing `set_pipeline` / `draw` /
2455 /// `end_render_pass` calls.
2456 pub fn begin_render_pass_full(
2457 &mut self,
2458 encoder: &JsValue,
2459 color: &mut RenderPassColorAttachment,
2460 depth: Option<&RenderPassDepthStencilAttachment>,
2461 ) -> JsValue {
2462 let swap_chain_view: JsValue = self.get_current_texture_view();
2463 // Resolve MSAA view + resolve target with the same policy as
2464 // the legacy `begin_render_pass`: prefer the existing
2465 // multisample view, lazily allocate it if missing, and fall
2466 // back to direct-to-swap-chain if MSAA allocation fails.
2467 let (color_view, resolve_view): (JsValue, Option<JsValue>) = match color.view.take() {
2468 Some(view) if !view.is_undefined() => (view, color.resolve_target.take()),
2469 _ => {
2470 if self.get_antialias() {
2471 let multisample_view: Option<JsValue> = self
2472 .get_multisample_view()
2473 .clone()
2474 .filter(|value: &JsValue| !value.is_undefined());
2475 let resolved: Option<JsValue> = match multisample_view {
2476 Some(view) => Some(view),
2477 None => {
2478 let width: u32 = self.get_width();
2479 let height: u32 = self.get_height();
2480 let (texture, view): (JsValue, JsValue) =
2481 self.create_multisample_texture(width, height);
2482 if !view.is_undefined() {
2483 self.set_multisample_texture(Some(texture));
2484 self.set_multisample_view(Some(view.clone()));
2485 Some(view)
2486 } else {
2487 self.set_multisample_texture(None);
2488 self.set_multisample_view(None);
2489 None
2490 }
2491 }
2492 };
2493 match resolved {
2494 Some(view) => (view, Some(swap_chain_view.clone())),
2495 None => (swap_chain_view.clone(), None),
2496 }
2497 } else {
2498 (swap_chain_view.clone(), None)
2499 }
2500 }
2501 };
2502 // OPT 34: cache the render-pass descriptor across frames so
2503 // we only allocate the JS `Object`/`Array` once and only
2504 // rewrite the fields that actually change between frames
2505 // (typically `clearValue`). The cache is invalidated on
2506 // load/store op or depth-stencil shape changes (rare).
2507 //
2508 // Effective ops are `&'static str` (from `WEBGPU_*_OP_*`
2509 // constants), so a pointer-compare detects "caller switched
2510 // ops" with zero cost.
2511 let effective_load_op: &'static str = color.effective_load_op();
2512 let effective_store_op: &'static str = color.effective_store_op();
2513 let has_depth: bool = depth.is_some();
2514 let has_resolve: bool = resolve_view.is_some();
2515 let cache_needs_rebuild: bool = match self.render_pass_descriptor_cache.as_ref() {
2516 None => true,
2517 Some(existing) => {
2518 existing.last_load_op != Some(effective_load_op)
2519 || existing.last_store_op != Some(effective_store_op)
2520 || existing.last_has_depth != has_depth
2521 || existing.last_has_resolve != has_resolve
2522 }
2523 };
2524 if cache_needs_rebuild {
2525 self.render_pass_descriptor_cache = Some(self.build_render_pass_descriptor(
2526 &color_view,
2527 resolve_view.as_ref(),
2528 color.clear_value,
2529 effective_load_op,
2530 effective_store_op,
2531 depth,
2532 ));
2533 }
2534 // `Some(_)` invariant: either the cache was non-None at the
2535 // top of this function (we only land in the None branch when
2536 // `cache_needs_rebuild` was true, in which case we just set
2537 // it above) or the caller passed us a renderer with no
2538 // descriptor cache yet and we built one. In both cases the
2539 // `Some` arm is the only reachable branch; we fall back to
2540 // a freshly-built empty cache (and emit no `beginRenderPass`
2541 // call) only if the impossible happened — `build_*` returned
2542 // a cache that was somehow dropped between the two lines,
2543 // which it cannot (no panic path, no early return).
2544 let cache: &RenderPassDescriptorCache = match self.render_pass_descriptor_cache.as_ref() {
2545 Some(c) => c,
2546 None => {
2547 // Defensive: build a no-op cache so the renderer's
2548 // caller sees a stable `JsValue::UNDEFINED` rather
2549 // than a dangling call. This branch is unreachable
2550 // under the invariant above.
2551 return JsValue::UNDEFINED;
2552 }
2553 };
2554 // Hot path: only the `clearValue` (and sometimes `view`) is
2555 // mutated between frames. We update the cached `view` and
2556 // `clearValue` Object's `r`/`g`/`b`/`a` properties
2557 // unconditionally — `Reflect::set` is a fast pointer write
2558 // when the value differs, and the JS-side property setter
2559 // accepts the same numeric value with no observable change.
2560 let _: Result<bool, JsValue> = Reflect::set(
2561 &cache.attachment,
2562 &cached_method_name(WEBGPU_PROPERTY_VIEW),
2563 &color_view,
2564 );
2565 // `resolveTarget` is the per-frame swap-chain view on the MSAA
2566 // path (`context.getCurrentTexture()` textures expire when the
2567 // frame is presented), so it MUST be refreshed every frame —
2568 // keeping the first frame's view makes every subsequent
2569 // `beginRenderPass` fail validation silently (black canvas).
2570 // When the caller drops MSAA mid-stream the Some/None shape
2571 // change triggers a rebuild above, so the `None` arm here never
2572 // leaves a stale `resolveTarget` behind.
2573 if let Some(target) = resolve_view.as_ref() {
2574 let _: Result<bool, JsValue> = Reflect::set(
2575 &cache.attachment,
2576 &cached_method_name(WEBGPU_PROPERTY_RESOLVE_TARGET),
2577 target,
2578 );
2579 }
2580 if let Some(cv) = color.clear_value {
2581 let _: Result<bool, JsValue> = Reflect::set(
2582 &cache.clear_value,
2583 &cached_method_name(WEBGPU_PROPERTY_R),
2584 &JsValue::from_f64(cv.0),
2585 );
2586 let _: Result<bool, JsValue> = Reflect::set(
2587 &cache.clear_value,
2588 &cached_method_name(WEBGPU_PROPERTY_G),
2589 &JsValue::from_f64(cv.1),
2590 );
2591 let _: Result<bool, JsValue> = Reflect::set(
2592 &cache.clear_value,
2593 &cached_method_name(WEBGPU_PROPERTY_B),
2594 &JsValue::from_f64(cv.2),
2595 );
2596 let _: Result<bool, JsValue> = Reflect::set(
2597 &cache.clear_value,
2598 &cached_method_name(WEBGPU_PROPERTY_A),
2599 &JsValue::from_f64(cv.3),
2600 );
2601 // `attachment.clearValue` always points at the same
2602 // `clear_value` Object, so we only need to set it on the
2603 // very first call (i.e. when the cache was just built).
2604 // Subsequent calls leave the link intact.
2605 if cache_needs_rebuild {
2606 let _: Result<bool, JsValue> = Reflect::set(
2607 &cache.attachment,
2608 &cached_method_name(WEBGPU_PROPERTY_CLEAR_VALUE),
2609 &cache.clear_value,
2610 );
2611 }
2612 }
2613 // The `descriptor.colorAttachments[0]` slot is stable for the
2614 // cache's lifetime (set once when the descriptor was built);
2615 // `view` / `resolveTarget` / `clearValue` are refreshed above
2616 // on every call.
2617 let begin_fn: Function = cached_method(encoder, WEBGPU_METHOD_BEGIN_RENDER_PASS)
2618 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
2619 begin_fn
2620 .call1(encoder, &cache.descriptor)
2621 .unwrap_or(JsValue::UNDEFINED)
2622 }
2623
2624 /// OPT 34 helper: build a fresh `RenderPassDescriptorCache` from
2625 /// scratch. Called from [`WebGpuRenderer::begin_render_pass_full`]
2626 /// on cache miss (first call, op change, or depth-shape change).
2627 ///
2628 /// The constructed cache holds:
2629 /// - `descriptor`: the top-level `GpuRenderPassDescriptor`
2630 /// Object, passed directly to `encoder.beginRenderPass`.
2631 /// - `color_attachments`: a length-1 `Array` containing the
2632 /// cached `attachment` Object.
2633 /// - `attachment`: the inner color attachment Object.
2634 /// - `clear_value`: the `{r, g, b, a}` dictionary under
2635 /// `attachment.clearValue`. This is the only Object whose
2636 /// fields are mutated per frame.
2637 /// - `last_load_op` / `last_store_op`: the `&'static str` ops
2638 /// applied to the descriptor this frame, used to detect
2639 /// caller-driven op changes.
2640 /// - `last_has_depth`: whether the descriptor had a
2641 /// `depthStencilAttachment`, used to detect shape changes.
2642 ///
2643 /// # Arguments
2644 ///
2645 /// - `color_view` - The `GpuTextureView` for the color attachment.
2646 /// - `resolve_view` - Optional resolve target (MSAA only).
2647 /// - `clear_value` - Optional `(r, g, b, a)` clear color.
2648 /// - `effective_load_op` - The `&'static str` load op to encode.
2649 /// - `effective_store_op` - The `&'static str` store op to encode.
2650 /// - `depth` - Optional depth-stencil attachment.
2651 fn build_render_pass_descriptor(
2652 &mut self,
2653 color_view: &JsValue,
2654 resolve_view: Option<&JsValue>,
2655 clear_value: Option<(f64, f64, f64, f64)>,
2656 effective_load_op: &'static str,
2657 effective_store_op: &'static str,
2658 depth: Option<&RenderPassDepthStencilAttachment>,
2659 ) -> RenderPassDescriptorCache {
2660 let attachment: Object = Object::new();
2661 let _: Result<bool, JsValue> = Reflect::set(
2662 &attachment,
2663 &cached_method_name(WEBGPU_PROPERTY_VIEW),
2664 color_view,
2665 );
2666 let _: Result<bool, JsValue> = Reflect::set(
2667 &attachment,
2668 &cached_method_name(WEBGPU_PROPERTY_LOAD_OP),
2669 &JsValue::from_str(effective_load_op),
2670 );
2671 let _: Result<bool, JsValue> = Reflect::set(
2672 &attachment,
2673 &cached_method_name(WEBGPU_PROPERTY_STORE_OP),
2674 &JsValue::from_str(effective_store_op),
2675 );
2676 let clear_value_obj: Object = Object::new();
2677 if let Some(cv) = clear_value {
2678 let _: Result<bool, JsValue> = Reflect::set(
2679 &clear_value_obj,
2680 &cached_method_name(WEBGPU_PROPERTY_R),
2681 &JsValue::from_f64(cv.0),
2682 );
2683 let _: Result<bool, JsValue> = Reflect::set(
2684 &clear_value_obj,
2685 &cached_method_name(WEBGPU_PROPERTY_G),
2686 &JsValue::from_f64(cv.1),
2687 );
2688 let _: Result<bool, JsValue> = Reflect::set(
2689 &clear_value_obj,
2690 &cached_method_name(WEBGPU_PROPERTY_B),
2691 &JsValue::from_f64(cv.2),
2692 );
2693 let _: Result<bool, JsValue> = Reflect::set(
2694 &clear_value_obj,
2695 &cached_method_name(WEBGPU_PROPERTY_A),
2696 &JsValue::from_f64(cv.3),
2697 );
2698 let _: Result<bool, JsValue> = Reflect::set(
2699 &attachment,
2700 &cached_method_name(WEBGPU_PROPERTY_CLEAR_VALUE),
2701 &clear_value_obj,
2702 );
2703 }
2704 if let Some(target) = resolve_view {
2705 let _: Result<bool, JsValue> = Reflect::set(
2706 &attachment,
2707 &cached_method_name(WEBGPU_PROPERTY_RESOLVE_TARGET),
2708 target,
2709 );
2710 }
2711 let color_attachments: Array = Array::new();
2712 color_attachments.push(&attachment);
2713 let descriptor: Object = Object::new();
2714 let _: Result<bool, JsValue> = Reflect::set(
2715 &descriptor,
2716 &cached_method_name(WEBGPU_PROPERTY_COLOR_ATTACHMENTS),
2717 &color_attachments,
2718 );
2719 let last_has_depth: bool = if let Some(depth_desc) = depth {
2720 // Prefer the caller-provided view; otherwise lazily
2721 // allocate the default depth-stencil texture and use its
2722 // view.
2723 let depth_view: JsValue = match depth_desc.view.clone() {
2724 Some(v) if !v.is_undefined() => v,
2725 _ => match self.create_depth_texture() {
2726 Some(v) => v,
2727 None => JsValue::UNDEFINED,
2728 },
2729 };
2730 if !depth_view.is_undefined() {
2731 let depth_attachment: Object = Object::new();
2732 let _: Result<bool, JsValue> = Reflect::set(
2733 &depth_attachment,
2734 &cached_method_name(WEBGPU_PROPERTY_VIEW),
2735 &depth_view,
2736 );
2737 let _: Result<bool, JsValue> = Reflect::set(
2738 &depth_attachment,
2739 &cached_method_name(WEBGPU_PROPERTY_DEPTH_LOAD_OP),
2740 &JsValue::from_str(depth_desc.effective_depth_load_op()),
2741 );
2742 let _: Result<bool, JsValue> = Reflect::set(
2743 &depth_attachment,
2744 &cached_method_name(WEBGPU_PROPERTY_DEPTH_STORE_OP),
2745 &JsValue::from_str(depth_desc.effective_depth_store_op()),
2746 );
2747 if let Some(clear) = depth_desc.depth_clear_value {
2748 let _: Result<bool, JsValue> = Reflect::set(
2749 &depth_attachment,
2750 &cached_method_name(WEBGPU_PROPERTY_DEPTH_CLEAR_VALUE),
2751 &JsValue::from_f64(f64::from(clear)),
2752 );
2753 }
2754 if let Some(read_only) = depth_desc.depth_read_only {
2755 let _: Result<bool, JsValue> = Reflect::set(
2756 &depth_attachment,
2757 &cached_method_name(WEBGPU_PROPERTY_DEPTH_READ_ONLY),
2758 &JsValue::from_bool(read_only),
2759 );
2760 }
2761 let _: Result<bool, JsValue> = Reflect::set(
2762 &descriptor,
2763 &cached_method_name(WEBGPU_PROPERTY_DEPTH_STENCIL_ATTACHMENT),
2764 &depth_attachment,
2765 );
2766 true
2767 } else {
2768 false
2769 }
2770 } else {
2771 false
2772 };
2773 RenderPassDescriptorCache {
2774 descriptor,
2775 attachment,
2776 clear_value: clear_value_obj,
2777 last_load_op: Some(effective_load_op),
2778 last_store_op: Some(effective_store_op),
2779 last_has_depth,
2780 last_has_resolve: resolve_view.is_some(),
2781 }
2782 }
2783
2784 /// Submits an array of command buffers to the GPU queue for execution.
2785 ///
2786 /// # Arguments
2787 ///
2788 /// - `&[JsValue]` - The command buffers to submit.
2789 pub fn submit(&self, command_buffers: &[JsValue]) {
2790 let array: Array = Array::new();
2791 for buffer in command_buffers {
2792 array.push(buffer);
2793 }
2794 // OPT 2b: cached `queue.submit()` — `Function` is the same
2795 // prototype slot for the queue's lifetime.
2796 let _: Result<JsValue, JsValue> =
2797 cached_method_call(self.get_queue(), WEBGPU_METHOD_SUBMIT, &array);
2798 }
2799
2800 /// Creates a simple render pipeline from a single WGSL shader source.
2801 ///
2802 /// The shader must contain `@vertex fn vs_main(...)` and
2803 /// `@fragment fn fs_main(...)` entry points. No vertex buffers are used;
2804 /// vertex positions should be derived from `@builtin(vertex_index)` in
2805 /// the shader. The pipeline uses auto-layout (`layout: null`), which works
2806 /// when the shader has no bind groups.
2807 ///
2808 /// This is the legacy "trivial" wrapper. For pipelines that need
2809 /// vertex buffers, custom entry-point names, or a depth-stencil
2810 /// state, use [`WebGpuRenderer::create_render_pipeline_full`].
2811 ///
2812 /// # Arguments
2813 ///
2814 /// - `S: AsRef<str>` - The WGSL shader source code.
2815 ///
2816 /// # Returns
2817 ///
2818 /// - `JsValue` - The created render pipeline as a JavaScript value.
2819 pub fn create_render_pipeline<S>(&self, shader_code: S) -> JsValue
2820 where
2821 S: AsRef<str>,
2822 {
2823 self.create_render_pipeline_full(
2824 shader_code,
2825 &[],
2826 WEBGPU_VERTEX_ENTRY_POINT,
2827 WEBGPU_FRAGMENT_ENTRY_POINT,
2828 None,
2829 )
2830 }
2831
2832 /// Creates a render pipeline with full control over vertex buffer
2833 /// layouts, shader entry-point names, and an optional depth-stencil
2834 /// state.
2835 ///
2836 /// The `vertex_buffer_layouts` slice is forwarded as the
2837 /// `vertex.buffers` array of the pipeline descriptor; the i-th
2838 /// element matches `setVertexBuffer(i, ...)` calls. Pass `&[]` for
2839 /// the legacy "use `@builtin(vertex_index)`" path.
2840 ///
2841 /// The `depth_format` argument, when `Some`, sets
2842 /// `depthStencil.format` on the descriptor; the rest of the depth
2843 /// state (`depthWriteEnabled`, `depthCompare`) is left at the
2844 /// WebGPU defaults (true / `less`). Callers that need different
2845 /// depth state can pass the descriptor's name string and rely on
2846 /// the default depth-write/-compare behavior; for non-default
2847 /// compare/write, prefer using `RenderConfig` and a custom shader
2848 /// that performs the test explicitly.
2849 ///
2850 /// # Arguments
2851 ///
2852 /// - `shader_code` - The WGSL shader source code.
2853 /// - `vertex_buffer_layouts` - The list of vertex buffer layouts
2854 /// for the pipeline's vertex state.
2855 /// - `vertex_entry` - The vertex shader entry-point name
2856 /// (e.g. `"vs_main"`).
2857 /// - `fragment_entry` - The fragment shader entry-point name
2858 /// (e.g. `"fs_main"`).
2859 /// - `depth_format` - An optional depth-stencil format (e.g.
2860 /// `"depth24plus-stencil8"`). `None` omits the
2861 /// `depthStencil` field from the descriptor.
2862 ///
2863 /// # Returns
2864 ///
2865 /// - `JsValue` - The created render pipeline as a JavaScript value.
2866 pub fn create_render_pipeline_full<S>(
2867 &self,
2868 shader_code: S,
2869 vertex_buffer_layouts: &[VertexBufferLayout],
2870 vertex_entry: &str,
2871 fragment_entry: &str,
2872 depth_format: Option<&str>,
2873 ) -> JsValue
2874 where
2875 S: AsRef<str>,
2876 {
2877 let module: JsValue = self.create_shader_module(shader_code);
2878 let vertex_state: Object = Object::new();
2879 let _: Result<bool, JsValue> = Reflect::set(
2880 &vertex_state,
2881 &JsValue::from_str(WEBGPU_PROPERTY_MODULE),
2882 &module,
2883 );
2884 let _: Result<bool, JsValue> = Reflect::set(
2885 &vertex_state,
2886 &JsValue::from_str(WEBGPU_PROPERTY_ENTRY_POINT),
2887 &JsValue::from_str(vertex_entry),
2888 );
2889 let buffers: Array = Array::new();
2890 for layout in vertex_buffer_layouts {
2891 let layout_obj: Object = Object::new();
2892 let _: Result<bool, JsValue> = Reflect::set(
2893 &layout_obj,
2894 &JsValue::from_str(WEBGPU_PROPERTY_ARRAY_STRIDE),
2895 &JsValue::from_f64(layout.get_array_stride() as f64),
2896 );
2897 let _: Result<bool, JsValue> = Reflect::set(
2898 &layout_obj,
2899 &JsValue::from_str(WEBGPU_PROPERTY_STEP_MODE),
2900 &JsValue::from_str(layout.get_step_mode().as_str()),
2901 );
2902 let attrs: Array = Array::new();
2903 for attribute in layout.get_attributes() {
2904 let attr: Object = Object::new();
2905 let _: Result<bool, JsValue> = Reflect::set(
2906 &attr,
2907 &JsValue::from_str(WEBGPU_PROPERTY_FORMAT),
2908 &JsValue::from_str(attribute.get_format()),
2909 );
2910 let _: Result<bool, JsValue> = Reflect::set(
2911 &attr,
2912 &JsValue::from_str(WEBGPU_PROPERTY_OFFSET),
2913 &JsValue::from_f64(attribute.get_offset() as f64),
2914 );
2915 let _: Result<bool, JsValue> = Reflect::set(
2916 &attr,
2917 &JsValue::from_str(WEBGPU_PROPERTY_SHADER_LOCATION),
2918 &JsValue::from_f64(f64::from(attribute.get_shader_location())),
2919 );
2920 attrs.push(&attr);
2921 }
2922 let _: Result<bool, JsValue> = Reflect::set(
2923 &layout_obj,
2924 &JsValue::from_str(WEBGPU_PROPERTY_ATTRIBUTES),
2925 &attrs,
2926 );
2927 buffers.push(&layout_obj);
2928 }
2929 let _: Result<bool, JsValue> = Reflect::set(
2930 &vertex_state,
2931 &JsValue::from_str(WEBGPU_PROPERTY_BUFFERS),
2932 &buffers,
2933 );
2934 let target: Object = Object::new();
2935 let _: Result<bool, JsValue> = Reflect::set(
2936 &target,
2937 &JsValue::from_str(WEBGPU_PROPERTY_FORMAT),
2938 &JsValue::from_str(&self.get_format()),
2939 );
2940 let targets: Array = Array::new();
2941 targets.push(&target);
2942 let fragment_state: Object = Object::new();
2943 let _: Result<bool, JsValue> = Reflect::set(
2944 &fragment_state,
2945 &JsValue::from_str(WEBGPU_PROPERTY_MODULE),
2946 &module,
2947 );
2948 let _: Result<bool, JsValue> = Reflect::set(
2949 &fragment_state,
2950 &JsValue::from_str(WEBGPU_PROPERTY_ENTRY_POINT),
2951 &JsValue::from_str(fragment_entry),
2952 );
2953 let _: Result<bool, JsValue> = Reflect::set(
2954 &fragment_state,
2955 &JsValue::from_str(WEBGPU_PROPERTY_TARGETS),
2956 &targets,
2957 );
2958 let primitive: Object = Object::new();
2959 let _: Result<bool, JsValue> = Reflect::set(
2960 &primitive,
2961 &JsValue::from_str(WEBGPU_PROPERTY_TOPOLOGY),
2962 &JsValue::from_str(WEBGPU_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST),
2963 );
2964 // Wire the renderer-level `antialias` flag through to MSAA sample count.
2965 // Previously the flag was stored on the struct but never read by the
2966 // pipeline builder, leaving every pipeline at MSAA=1 (no anti-aliasing)
2967 // — visible as sub-pixel aliasing on triangle edges, particularly at
2968 // small canvas sizes like the 600x400 game_2d example. Enabling MSAA=4
2969 // when `antialias` is true restores hardware multisampling so edges
2970 // resolve cleanly without per-edge shader work.
2971 let multisample: Object = Object::new();
2972 let _: Result<bool, JsValue> = Reflect::set(
2973 &multisample,
2974 &JsValue::from_str(WEBGPU_PROPERTY_COUNT),
2975 &JsValue::from_f64(if self.get_antialias() { 4.0 } else { 1.0 }),
2976 );
2977 let descriptor: Object = Object::new();
2978 let _: Result<bool, JsValue> = Reflect::set(
2979 &descriptor,
2980 &JsValue::from_str(WEBGPU_PROPERTY_LAYOUT),
2981 &JsValue::from_str(WEBGPU_AUTO_LAYOUT),
2982 );
2983 let _: Result<bool, JsValue> = Reflect::set(
2984 &descriptor,
2985 &JsValue::from_str(WEBGPU_PROPERTY_VERTEX),
2986 &vertex_state,
2987 );
2988 let _: Result<bool, JsValue> = Reflect::set(
2989 &descriptor,
2990 &JsValue::from_str(WEBGPU_PROPERTY_FRAGMENT),
2991 &fragment_state,
2992 );
2993 let _: Result<bool, JsValue> = Reflect::set(
2994 &descriptor,
2995 &JsValue::from_str(WEBGPU_PROPERTY_PRIMITIVE),
2996 &primitive,
2997 );
2998 let _: Result<bool, JsValue> = Reflect::set(
2999 &descriptor,
3000 &JsValue::from_str(WEBGPU_PROPERTY_MULTISAMPLE),
3001 &multisample,
3002 );
3003 if let Some(format) = depth_format {
3004 let depth_stencil: Object = Object::new();
3005 let _: Result<bool, JsValue> = Reflect::set(
3006 &depth_stencil,
3007 &JsValue::from_str(WEBGPU_PROPERTY_FORMAT),
3008 &JsValue::from_str(format),
3009 );
3010 let _: Result<bool, JsValue> = Reflect::set(
3011 &depth_stencil,
3012 &JsValue::from_str(WEBGPU_PROPERTY_DEPTH_WRITE_ENABLED),
3013 &JsValue::from_bool(true),
3014 );
3015 let _: Result<bool, JsValue> = Reflect::set(
3016 &depth_stencil,
3017 &JsValue::from_str(WEBGPU_PROPERTY_DEPTH_COMPARE),
3018 &JsValue::from_str(WEBGPU_COMPARE_LESS),
3019 );
3020 let _: Result<bool, JsValue> = Reflect::set(
3021 &descriptor,
3022 &JsValue::from_str(WEBGPU_PROPERTY_DEPTH_STENCIL),
3023 &depth_stencil,
3024 );
3025 }
3026 let create_fn: Function = Reflect::get(
3027 self.get_device(),
3028 &JsValue::from_str(WEBGPU_METHOD_CREATE_RENDER_PIPELINE),
3029 )
3030 .unwrap_or(JsValue::UNDEFINED)
3031 .unchecked_into();
3032 create_fn
3033 .call1(self.get_device(), &descriptor)
3034 .unwrap_or(JsValue::UNDEFINED)
3035 }
3036
3037 /// Sets the render pipeline on a render pass encoder.
3038 ///
3039 /// # Arguments
3040 ///
3041 /// - `&JsValue` - The render pass encoder.
3042 /// - `&JsValue` - The render pipeline to set.
3043 pub fn set_pipeline(&self, pass: &JsValue, pipeline: &JsValue) {
3044 // OPT 2b: cached `pass.setPipeline()` — function is on the
3045 // shared prototype; the call still passes `this = pass`
3046 // explicitly because JS `Function` doesn't auto-bind.
3047 let set_fn: Function = cached_method(pass, WEBGPU_METHOD_SET_PIPELINE)
3048 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
3049 let _: Result<JsValue, JsValue> = set_fn.call1(pass, pipeline);
3050 }
3051
3052 /// Binds a vertex buffer at the given slot on a render pass encoder.
3053 ///
3054 /// This is the missing link between `create_render_pipeline_full` /
3055 /// `create_render_pipeline_with_layout` and the actual draw call:
3056 /// without `set_vertex_buffer` the GPU has no idea what attribute
3057 /// data the vertex shader's `@location(N)` references point at.
3058 /// Calling this with `buffer.is_undefined()` is a silent no-op
3059 /// (matches the WebGPU spec).
3060 ///
3061 /// # Arguments
3062 ///
3063 /// - `&JsValue` - The render pass encoder.
3064 /// - `u32` - The slot index; matches the slot the vertex buffer
3065 /// was declared at in the pipeline's `vertex.buffers` array.
3066 /// - `&JsValue` - The `GpuBuffer` to bind (typically obtained
3067 /// from `create_vertex_buffer`).
3068 pub fn set_vertex_buffer(&self, pass: &JsValue, slot: u32, buffer: &JsValue) {
3069 if buffer.is_undefined() || buffer.is_null() {
3070 return;
3071 }
3072 // OPT 2b: cached `pass.setVertexBuffer(slot, buffer)`.
3073 let set_fn: Function = cached_method(pass, WEBGPU_METHOD_SET_VERTEX_BUFFER)
3074 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
3075 let _: Result<JsValue, JsValue> =
3076 set_fn.call2(pass, &JsValue::from_f64(f64::from(slot)), buffer);
3077 }
3078
3079 /// Binds an index buffer on a render pass encoder.
3080 ///
3081 /// Once bound, subsequent `draw_indexed` calls read their indices
3082 /// from this buffer. `format` must be either `"uint16"` or
3083 /// `"uint32"` — see [`WEBGPU_INDEX_FORMAT_UINT16`] and
3084 /// [`WEBGPU_INDEX_FORMAT_UINT32`].
3085 ///
3086 /// # Arguments
3087 ///
3088 /// - `&JsValue` - The render pass encoder.
3089 /// - `&JsValue` - The `GpuBuffer` containing the index list.
3090 /// - `&str` - Either `"uint16"` or `"uint32"`. A different value
3091 /// triggers a WebGPU validation error at the next draw.
3092 pub fn set_index_buffer(&self, pass: &JsValue, buffer: &JsValue, format: &str) {
3093 if buffer.is_undefined() || buffer.is_null() {
3094 return;
3095 }
3096 // OPT 2b: cached `pass.setIndexBuffer(buffer, format)`.
3097 let set_fn: Function = cached_method(pass, WEBGPU_METHOD_SET_INDEX_BUFFER)
3098 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
3099 let _: Result<JsValue, JsValue> = set_fn.call2(pass, buffer, &JsValue::from_str(format));
3100 }
3101
3102 /// Draws primitives on a render pass encoder.
3103 ///
3104 /// # Arguments
3105 ///
3106 /// - `&JsValue` - The render pass encoder.
3107 /// - `u32` - The number of vertices to draw.
3108 /// - `u32` - The number of instances to draw.
3109 pub fn draw(&self, pass: &JsValue, vertex_count: u32, instance_count: u32) {
3110 // OPT 2b: cached `pass.draw(vertexCount, instanceCount)`.
3111 let draw_fn: Function = cached_method(pass, WEBGPU_METHOD_DRAW)
3112 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
3113 let _: Result<JsValue, JsValue> = draw_fn.call2(
3114 pass,
3115 &JsValue::from_f64(f64::from(vertex_count)),
3116 &JsValue::from_f64(f64::from(instance_count)),
3117 );
3118 }
3119
3120 /// Draws indexed primitives on a render pass encoder.
3121 ///
3122 /// The index buffer must already be bound via [`set_index_buffer`].
3123 /// This is the modern path for everything that needs shared vertex
3124 /// data (mesh renderers, terrain, instanced objects).
3125 ///
3126 /// # Arguments
3127 ///
3128 /// - `&JsValue` - The render pass encoder.
3129 /// - `u32` - The number of indices to consume.
3130 /// - `u32` - The number of instances to draw.
3131 pub fn draw_indexed(&self, pass: &JsValue, index_count: u32, instance_count: u32) {
3132 // OPT 2b: cached `pass.drawIndexed(indexCount, instanceCount)`.
3133 let draw_fn: Function = cached_method(pass, WEBGPU_METHOD_DRAW_INDEXED)
3134 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
3135 let _: Result<JsValue, JsValue> = draw_fn.call2(
3136 pass,
3137 &JsValue::from_f64(f64::from(index_count)),
3138 &JsValue::from_f64(f64::from(instance_count)),
3139 );
3140 }
3141
3142 /// Variant of [`draw_indexed`] that lets the caller pick a byte
3143 /// offset into the bound index buffer.
3144 ///
3145 /// `index_offset` is measured in indices, not bytes — matching
3146 /// `GpuRenderPassEncoder.drawIndexed(indexCount, instanceCount,
3147 /// firstIndex)`'s implicit index-offset behaviour.
3148 pub fn draw_indexed_offset(
3149 &self,
3150 pass: &JsValue,
3151 index_offset: u32,
3152 index_count: u32,
3153 instance_count: u32,
3154 ) {
3155 let draw_fn: Function = Reflect::get(pass, &JsValue::from_str(WEBGPU_METHOD_DRAW_INDEXED))
3156 .unwrap_or(JsValue::UNDEFINED)
3157 .unchecked_into();
3158 // WebGPU's `drawIndexed` accepts (indexCount, instanceCount,
3159 // firstIndex?, baseVertex?, firstInstance?). When we want to
3160 // start at a non-zero index we encode the first-index as part
3161 // of the index buffer offset on bind (`setIndexBuffer(buffer,
3162 // format, offset)`); we keep this helper for future symmetry
3163 // with WebGPU's `drawIndexed(firstIndex)` form.
3164 let _: Result<JsValue, JsValue> = draw_fn.call3(
3165 pass,
3166 &JsValue::from_f64(f64::from(index_count)),
3167 &JsValue::from_f64(f64::from(instance_count)),
3168 &JsValue::from_f64(f64::from(index_offset)),
3169 );
3170 }
3171
3172 /// Ends a render pass on the given pass encoder.
3173 ///
3174 /// # Arguments
3175 ///
3176 /// - `&JsValue` - The render pass encoder to end.
3177 pub fn end_render_pass(&self, pass: &JsValue) {
3178 // OPT 2b: cached `pass.end()`.
3179 let end_fn: Function = cached_method(pass, WEBGPU_METHOD_END)
3180 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
3181 let _: Result<JsValue, JsValue> = end_fn.call0(pass);
3182 }
3183
3184 /// Finishes a command encoder and returns the resulting command buffer.
3185 ///
3186 /// # Arguments
3187 ///
3188 /// - `&JsValue` - The command encoder to finish.
3189 ///
3190 /// # Returns
3191 ///
3192 /// - `JsValue` - The finished command buffer.
3193 pub fn finish_command_encoder(&self, encoder: &JsValue) -> JsValue {
3194 // OPT 2b: cached `encoder.finish()`.
3195 let finish_fn: Function = cached_method(encoder, WEBGPU_METHOD_FINISH)
3196 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
3197 finish_fn.call0(encoder).unwrap_or(JsValue::UNDEFINED)
3198 }
3199
3200 /// Creates a GPU uniform buffer and initializes it with the given floats.
3201 ///
3202 /// The buffer is created with `UNIFORM | COPY_DST` usage so it can be
3203 /// bound in a bind group and refreshed per frame via
3204 /// [`WebGpuRenderer::update_uniform_buffer`]. The allocation size is
3205 /// rounded up to a multiple of 16 bytes because WebGPU requires uniform
3206 /// buffer bindings to be 16-byte aligned in size (a bare `vec2<f32>`
3207 /// uniform is only 8 bytes).
3208 ///
3209 /// # Arguments
3210 ///
3211 /// - `&[f32]` - The initial uniform contents (e.g. `[x, y]` for a
3212 /// `vec2<f32>` uniform).
3213 ///
3214 /// # Returns
3215 ///
3216 /// - `JsValue` - The created `GpuBuffer`.
3217 pub fn create_uniform_buffer(&self, data: &[f32]) -> JsValue {
3218 let byte_len: usize = data.len() * 4;
3219 let size: f64 = byte_len.div_ceil(16).max(1) as f64 * 16.0;
3220 let descriptor: Object = Object::new();
3221 let _: Result<bool, JsValue> = Reflect::set(
3222 &descriptor,
3223 &JsValue::from_str(WEBGPU_PROPERTY_SIZE),
3224 &JsValue::from_f64(size),
3225 );
3226 let _: Result<bool, JsValue> = Reflect::set(
3227 &descriptor,
3228 &JsValue::from_str(WEBGPU_PROPERTY_USAGE),
3229 &JsValue::from_f64(WEBGPU_BUFFER_USAGE_UNIFORM + WEBGPU_BUFFER_USAGE_COPY_DST),
3230 );
3231 let create_fn: Function = Reflect::get(
3232 self.get_device(),
3233 &JsValue::from_str(WEBGPU_METHOD_CREATE_BUFFER),
3234 )
3235 .unwrap_or(JsValue::UNDEFINED)
3236 .unchecked_into();
3237 let buffer: JsValue = create_fn
3238 .call1(self.get_device(), &descriptor)
3239 .unwrap_or(JsValue::UNDEFINED);
3240 self.update_uniform_buffer(&buffer, data);
3241 buffer
3242 }
3243
3244 /// Uploads float data into an existing uniform buffer via `queue.writeBuffer`.
3245 ///
3246 /// # Arguments
3247 ///
3248 /// - `&JsValue` - The `GpuBuffer` previously created by
3249 /// [`WebGpuRenderer::create_uniform_buffer`].
3250 /// - `&[f32]` - The new uniform contents.
3251 pub fn update_uniform_buffer(&self, buffer: &JsValue, data: &[f32]) {
3252 // OPT 31: zero-copy view over the wasm linear-memory slice. The old
3253 // `Float32Array::from(data)` form allocates a new typed array and
3254 // copies every byte; per-frame uniform uploads (transforms, camera
3255 // matrices, particle data) can be hundreds of bytes per call.
3256 // SAFETY: `view` is only used inside the `write_fn.call3(...)` on
3257 // the next line; the resulting JsValue does not outlive `data`'s
3258 // borrow, and `data` outlives the call because the call happens
3259 // synchronously before this function returns.
3260 let view: Float32Array = unsafe { Float32Array::view(data) };
3261 // OPT 2b: cached `queue.writeBuffer(buffer, 0, view)`.
3262 let write_fn: Function = cached_method(self.get_queue(), WEBGPU_METHOD_WRITE_BUFFER)
3263 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
3264 let _: Result<JsValue, JsValue> =
3265 write_fn.call3(self.get_queue(), buffer, &JsValue::from_f64(0.0), &view);
3266 }
3267
3268 // ----------------------------------------------------------------------
3269 // Compute pipeline + pass + dispatch
3270 // ----------------------------------------------------------------------
3271
3272 /// Creates a compute pipeline from a WGSL shader.
3273 ///
3274 /// The shader must contain exactly one `@compute fn <name>(...)`
3275 /// entry point whose name matches `entry_point`. The pipeline uses
3276 /// auto-layout, so any `@group(N)` binding it declares is wired
3277 /// through `getBindGroupLayout(N)`.
3278 ///
3279 /// # Arguments
3280 ///
3281 /// - `shader_code` - The WGSL source code.
3282 /// - `entry_point` - The compute entry-point name (e.g. `"cs_main"`).
3283 ///
3284 /// # Returns
3285 ///
3286 /// - `JsValue` - The created `GpuComputePipeline`, or
3287 /// `JsValue::UNDEFINED` on failure.
3288 pub fn create_compute_pipeline<S>(&self, shader_code: S, entry_point: &str) -> JsValue
3289 where
3290 S: AsRef<str>,
3291 {
3292 let module: JsValue = self.create_shader_module(shader_code);
3293 let compute_state: Object = Object::new();
3294 let _: Result<bool, JsValue> = Reflect::set(
3295 &compute_state,
3296 &JsValue::from_str(WEBGPU_PROPERTY_MODULE),
3297 &module,
3298 );
3299 let _: Result<bool, JsValue> = Reflect::set(
3300 &compute_state,
3301 &JsValue::from_str(WEBGPU_PROPERTY_ENTRY_POINT),
3302 &JsValue::from_str(entry_point),
3303 );
3304 let descriptor: Object = Object::new();
3305 let _: Result<bool, JsValue> = Reflect::set(
3306 &descriptor,
3307 &JsValue::from_str(WEBGPU_PROPERTY_LAYOUT),
3308 &JsValue::from_str(WEBGPU_AUTO_LAYOUT),
3309 );
3310 let _: Result<bool, JsValue> = Reflect::set(
3311 &descriptor,
3312 &JsValue::from_str(WEBGPU_PROPERTY_COMPUTE),
3313 &compute_state,
3314 );
3315 let create_fn: Function = Reflect::get(
3316 self.get_device(),
3317 &JsValue::from_str(WEBGPU_METHOD_CREATE_COMPUTE_PIPELINE),
3318 )
3319 .unwrap_or(JsValue::UNDEFINED)
3320 .unchecked_into();
3321 create_fn
3322 .call1(self.get_device(), &descriptor)
3323 .unwrap_or(JsValue::UNDEFINED)
3324 }
3325
3326 /// Begins a compute pass on the given command encoder.
3327 ///
3328 /// The returned `JsValue` is a `GpuComputePassEncoder` that supports
3329 /// `setPipeline` / `setBindGroup` / `dispatchWorkgroups` /
3330 /// `dispatchWorkgroupsIndirect` / `end`. The pass must be ended
3331 /// (via `end()`) before the command encoder is finished.
3332 ///
3333 /// # Arguments
3334 ///
3335 /// - `encoder` - The `GpuCommandEncoder` to begin the pass on.
3336 ///
3337 /// # Returns
3338 ///
3339 /// - `JsValue` - The active `GpuComputePassEncoder`.
3340 pub fn begin_compute_pass(&self, encoder: &JsValue) -> JsValue {
3341 let begin_fn: Function = Reflect::get(
3342 encoder,
3343 &JsValue::from_str(WEBGPU_METHOD_BEGIN_COMPUTE_PASS),
3344 )
3345 .unwrap_or(JsValue::UNDEFINED)
3346 .unchecked_into();
3347 let descriptor: Object = Object::new();
3348 begin_fn
3349 .call1(encoder, &descriptor)
3350 .unwrap_or(JsValue::UNDEFINED)
3351 }
3352
3353 /// Issues a `dispatchWorkgroups(x, y, z)` on a compute pass encoder.
3354 ///
3355 /// `x`/`y`/`z` are the workgroup counts in each dimension. WebGPU
3356 /// limits each to `65535`; callers that need larger grids must
3357 /// split them across multiple dispatches or encode a loop inside
3358 /// the shader.
3359 ///
3360 /// # Arguments
3361 ///
3362 /// - `pass` - The active `GpuComputePassEncoder`.
3363 /// - `x`/`y`/`z` - Workgroup counts (each 1..=65535).
3364 pub fn dispatch(&self, pass: &JsValue, x: u32, y: u32, z: u32) {
3365 // OPT 2b: cached `pass.dispatchWorkgroups(x, y, z)`.
3366 let fn_: Function = cached_method(pass, WEBGPU_METHOD_DISPATCH)
3367 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
3368 let _: Result<JsValue, JsValue> = fn_.call3(
3369 pass,
3370 &JsValue::from_f64(f64::from(x)),
3371 &JsValue::from_f64(f64::from(y)),
3372 &JsValue::from_f64(f64::from(z)),
3373 );
3374 }
3375
3376 // ----------------------------------------------------------------------
3377 // Error scopes (validation / out-of-memory / internal)
3378 // ----------------------------------------------------------------------
3379
3380 /// Pushes a `GpuErrorScope` with the given filter.
3381 ///
3382 /// Pairs with [`WebGpuRenderer::pop_error_sync`] (or the JS
3383 /// `device.popErrorScope()` promise). All `create_*` / `write_*`
3384 /// operations issued while a scope is pushed accumulate their
3385 /// validation errors into the most recent scope; pop to consume
3386 /// them. The renderer does NOT auto-pop scopes; callers that
3387 /// push a scope must pop it. The renderer pushes a
3388 /// `"validation"` scope around `create_bind_group`; if you push
3389 /// your own scope at the same time, the inner one is consumed
3390 /// first.
3391 ///
3392 /// `filter` is one of `"validation"`, `"out-of-memory"`, or
3393 /// `"internal"` (use the `WEBGPU_ERROR_FILTER_*` constants).
3394 ///
3395 /// # Arguments
3396 ///
3397 /// - `filter` - The WebGPU error filter name.
3398 pub fn push_error_scope(&self, filter: &str) {
3399 let fn_: Function = Reflect::get(
3400 self.get_device(),
3401 &JsValue::from_str(WEBGPU_METHOD_PUSH_ERROR_SCOPE),
3402 )
3403 .unwrap_or(JsValue::UNDEFINED)
3404 .unchecked_into();
3405 let _: Result<JsValue, JsValue> = fn_.call1(self.get_device(), &JsValue::from_str(filter));
3406 }
3407
3408 /// Pops the most recent error scope and asynchronously captures
3409 /// the result into the renderer's shared `pending_error` slot.
3410 ///
3411 /// WebGPU's `popErrorScope()` returns a `Promise<GPUError?>`;
3412 /// because `create_bind_group` (and the rest of the renderer's
3413 /// hot path) cannot be `async`, we cannot `.await` the promise
3414 /// in place. Instead this method:
3415 ///
3416 /// 1. Calls `device.popErrorScope()` to obtain the promise.
3417 /// 2. Spawns a local future that awaits the promise with
3418 /// `JsFuture` and writes the resolved
3419 /// value (a `GPUError?`, or `undefined` on success) into
3420 /// `self.pending_error`.
3421 /// 3. Returns `None` immediately. The actual error becomes
3422 /// visible via [`WebGpuRenderer::take_last_error`] on a later
3423 /// call (typically the next `submit` tick).
3424 ///
3425 /// Callers that want a **synchronous** error report should push
3426 /// their own scope right before a `create_*` call, pop it right
3427 /// after, and then poll `take_last_error()` from the next
3428 /// frame's render loop.
3429 ///
3430 /// Returns `None` when the pop call itself failed (e.g. the
3431 /// device is lost).
3432 ///
3433 /// # Arguments
3434 ///
3435 /// - `self` - the renderer; the call borrows immutably because
3436 /// the `Rc<PendingErrorCell>` slot lets the spawned future
3437 /// mutate the inner value without an exclusive borrow.
3438 ///
3439 /// # Returns
3440 ///
3441 /// - `Option<JsValue>` - The most recent error popped, or `None`.
3442 pub fn pop_error_sync(&self) -> Option<JsValue> {
3443 let pop_fn: Function = Reflect::get(
3444 self.get_device(),
3445 &JsValue::from_str(WEBGPU_METHOD_POP_ERROR_SCOPE),
3446 )
3447 .ok()?
3448 .unchecked_into();
3449 let promise: JsValue = pop_fn.call0(self.get_device()).ok()?;
3450 if !promise.is_object() {
3451 return None;
3452 }
3453 // `JsFuture::from` requires a `Promise`, not an arbitrary
3454 // `JsValue`. We trust the WebGPU spec — `device.popErrorScope()`
3455 // returns a `Promise<GPUError?>` — and use `unchecked_into` to
3456 // avoid the cost of a dynamic type check on the hot path.
3457 let promise: Promise = promise.unchecked_into();
3458 let future: JsFuture = JsFuture::from(promise);
3459 let slot: Rc<PendingErrorCell> = self.pending_error.clone();
3460 wasm_bindgen_futures::spawn_local(async move {
3461 match future.await {
3462 Ok(value) => {
3463 // SAFETY: the WASM single-threaded scheduler drains
3464 // this microtask before the next render tick. The
3465 // only other writer is `take_last_error`, which is
3466 // called from the render loop and therefore cannot
3467 // overlap with this future.
3468 let cell: &mut Option<JsValue> = unsafe { &mut *slot.as_ptr() };
3469 if value.is_undefined() || value.is_null() {
3470 *cell = None;
3471 } else {
3472 *cell = Some(value);
3473 }
3474 }
3475 Err(_) => {
3476 // The await itself rejected; we cannot surface
3477 // it, but we still leave the slot untouched.
3478 }
3479 }
3480 });
3481 // Synchronous best-effort read in case the microtask has
3482 // already run (e.g. the renderer is being used inside
3483 // an existing `await` chain). This is an opportunistic
3484 // read; the real consumer is `take_last_error`.
3485 // SAFETY: see the note above; the future either has not
3486 // started yet (in which case this read sees `None`) or
3487 // has fully completed (in which case the future is gone).
3488 let cell: &mut Option<JsValue> = unsafe { &mut *self.pending_error.as_ptr() };
3489 cell.take()
3490 }
3491
3492 /// Drains the renderer's pending error-scope slot, returning
3493 /// the most recent popped error, if any.
3494 ///
3495 /// Call this on the render loop (after `submit`, before the
3496 /// next `create_*` call) to surface validation errors that
3497 /// were captured by [`WebGpuRenderer::pop_error_sync`].
3498 /// Returns `None` if no error was reported since the last
3499 /// `take_last_error` call (or since the renderer was
3500 /// constructed).
3501 ///
3502 /// # Returns
3503 ///
3504 /// - `Option<JsValue>` - The last captured error, or `None`.
3505 pub fn take_last_error(&self) -> Option<JsValue> {
3506 // SAFETY: the WASM single-threaded scheduler ensures no
3507 // other writer is alive at the same time. The only other
3508 // writer is the `spawn_local` future inside
3509 // `pop_error_sync`, which is a microtask drained before
3510 // the next render tick — the usual call site for this
3511 // method.
3512 let cell: &mut Option<JsValue> = unsafe { &mut *self.pending_error.as_ptr() };
3513 cell.take()
3514 }
3515
3516 // ----------------------------------------------------------------------
3517 // Off-screen render targets + readback
3518 // ----------------------------------------------------------------------
3519
3520 /// Begins a render pass that targets a user-supplied offscreen
3521 /// texture view instead of the swap chain.
3522 ///
3523 /// This is the "render-to-texture" entry point used for
3524 /// post-processing chains, mipmap generation, shadow maps, and
3525 /// any time the pass should not appear on screen.
3526 ///
3527 /// The view must be a `GpuTextureView` (not the texture itself);
3528 /// the texture should have been created with
3529 /// `RENDER_ATTACHMENT` usage.
3530 ///
3531 /// # Arguments
3532 ///
3533 /// - `encoder` - The `GpuCommandEncoder` to begin the pass on.
3534 /// - `color_view` - The offscreen color attachment view.
3535 /// - `clear_color` - The clear color (or `None` to `"load"`).
3536 /// - `depth_view` - An optional depth-stencil view to bind as
3537 /// the depth attachment. Pass `None` to skip depth.
3538 /// - `depth_clear` - An optional depth clear value. Ignored
3539 /// when `depth_view` is `None`.
3540 ///
3541 /// # Returns
3542 ///
3543 /// - `JsValue` - The active `GpuRenderPassEncoder`.
3544 pub fn begin_render_pass_to_texture(
3545 &mut self,
3546 encoder: &JsValue,
3547 color_view: &JsValue,
3548 clear_color: Option<(f64, f64, f64, f64)>,
3549 depth_view: Option<&JsValue>,
3550 depth_clear: Option<f32>,
3551 ) -> JsValue {
3552 let mut color: RenderPassColorAttachment = RenderPassColorAttachment {
3553 view: Some(color_view.clone()),
3554 resolve_target: None,
3555 clear_value: clear_color,
3556 load_op: None,
3557 store_op: None,
3558 };
3559 let depth: Option<RenderPassDepthStencilAttachment> =
3560 depth_view.map(|v| RenderPassDepthStencilAttachment {
3561 view: Some(v.clone()),
3562 depth_clear_value: depth_clear,
3563 depth_load_op: None,
3564 depth_store_op: None,
3565 depth_read_only: None,
3566 });
3567 let depth_ref: Option<&RenderPassDepthStencilAttachment> = depth.as_ref();
3568 // Delegate to the shared `begin_render_pass_full` so the
3569 // off-screen path picks up the same load/store /
3570 // multisample logic as the swap-chain path.
3571 self.begin_render_pass_full(encoder, &mut color, depth_ref)
3572 }
3573
3574 /// Copies a texture's contents to a buffer for CPU readback.
3575 ///
3576 /// The buffer must be created with
3577 /// `COPY_DST | MAP_READ` usage. The bytes are not available to
3578 /// the CPU until `map_async` is awaited and the mapped range
3579 /// is read.
3580 ///
3581 /// # Arguments
3582 ///
3583 /// - `source` - The `GpuTexture` to copy from.
3584 /// - `destination` - The destination `GpuBuffer`.
3585 /// - `bytes_per_row` - The number of bytes per row of the
3586 /// texture (i.e. `width * bytes_per_pixel`, padded to 256
3587 /// for non-power-of-two widths).
3588 /// - `width`/`height` - The texture subregion to copy.
3589 pub fn copy_texture_to_buffer(
3590 &self,
3591 source: &JsValue,
3592 destination: &JsValue,
3593 bytes_per_row: u32,
3594 width: u32,
3595 height: u32,
3596 ) {
3597 let source_layout: Object = Object::new();
3598 let _: Result<bool, JsValue> = Reflect::set(
3599 &source_layout,
3600 &JsValue::from_str(WEBGPU_PROPERTY_TEXTURE),
3601 source,
3602 );
3603 let copy_size: Array = Array::new_with_length(3);
3604 copy_size.set(0, JsValue::from_f64(f64::from(width)));
3605 copy_size.set(1, JsValue::from_f64(f64::from(height)));
3606 copy_size.set(2, JsValue::from_f64(1.0));
3607 let destination_layout: Object = Object::new();
3608 let _: Result<bool, JsValue> = Reflect::set(
3609 &destination_layout,
3610 &JsValue::from_str(WEBGPU_PROPERTY_BUFFER),
3611 destination,
3612 );
3613 let _: Result<bool, JsValue> = Reflect::set(
3614 &destination_layout,
3615 &JsValue::from_str(WEBGPU_PROPERTY_BYTES_PER_ROW),
3616 &JsValue::from_f64(f64::from(bytes_per_row)),
3617 );
3618 let _: Result<bool, JsValue> = Reflect::set(
3619 &destination_layout,
3620 &JsValue::from_str(WEBGPU_PROPERTY_ROWS_PER_IMAGE),
3621 &JsValue::from_f64(f64::from(height)),
3622 );
3623 let info: Object = Object::new();
3624 let _: Result<bool, JsValue> = Reflect::set(
3625 &info,
3626 &JsValue::from_str(WEBGPU_PROPERTY_SOURCE),
3627 &source_layout,
3628 );
3629 let _: Result<bool, JsValue> = Reflect::set(
3630 &info,
3631 &JsValue::from_str(WEBGPU_PROPERTY_DESTINATION),
3632 &destination_layout,
3633 );
3634 let _: Result<bool, JsValue> = Reflect::set(
3635 &info,
3636 &JsValue::from_str(WEBGPU_PROPERTY_COPY_SIZE),
3637 ©_size,
3638 );
3639 let encoder: JsValue = match self.get_command_encoder() {
3640 Some(enc) => enc,
3641 None => return,
3642 };
3643 let cmd_fn: Function = Reflect::get(
3644 &encoder,
3645 &JsValue::from_str(WEBGPU_METHOD_COPY_TEXTURE_TO_BUFFER),
3646 )
3647 .unwrap_or(JsValue::UNDEFINED)
3648 .unchecked_into();
3649 let _: Result<JsValue, JsValue> = cmd_fn.call1(&encoder, &info);
3650 }
3651
3652 /// Creates a standalone offscreen render target (texture + view)
3653 /// with the given size and format.
3654 ///
3655 /// The returned tuple is `(texture, view)`. The texture is
3656 /// allocated with `RENDER_ATTACHMENT | TEXTURE_BINDING |
3657 /// COPY_SRC` usage, which is the right baseline for "render
3658 /// into it, then sample from it in a later pass". Callers that
3659 /// need `STORAGE_BINDING` or `COPY_DST` should use
3660 /// [`WebGpuRenderer::create_texture_2d`] directly.
3661 ///
3662 /// # Arguments
3663 ///
3664 /// - `width`/`height` - The texture dimensions in pixels.
3665 /// - `format` - The WGSL texture format (e.g. `"rgba8unorm"`).
3666 ///
3667 /// # Returns
3668 ///
3669 /// - `(JsValue, JsValue)` - The offscreen texture and its
3670 /// default view. Either may be `UNDEFINED` on failure.
3671 pub fn create_offline_render_target(
3672 &self,
3673 width: u32,
3674 height: u32,
3675 format: &str,
3676 ) -> (JsValue, JsValue) {
3677 let descriptor: Object = Object::new();
3678 let _: Result<bool, JsValue> = Reflect::set(
3679 &descriptor,
3680 &JsValue::from_str(WEBGPU_PROPERTY_SIZE),
3681 &Array::of3(
3682 &JsValue::from_f64(f64::from(width)),
3683 &JsValue::from_f64(f64::from(height)),
3684 &JsValue::from_f64(1.0),
3685 ),
3686 );
3687 let _: Result<bool, JsValue> = Reflect::set(
3688 &descriptor,
3689 &JsValue::from_str(WEBGPU_PROPERTY_FORMAT),
3690 &JsValue::from_str(format),
3691 );
3692 let _: Result<bool, JsValue> = Reflect::set(
3693 &descriptor,
3694 &JsValue::from_str(WEBGPU_PROPERTY_USAGE),
3695 &JsValue::from_str("RENDER_ATTACHMENT | TEXTURE_BINDING | COPY_SRC"),
3696 );
3697 let create_fn: Function = Reflect::get(
3698 self.get_device(),
3699 &JsValue::from_str(WEBGPU_METHOD_CREATE_TEXTURE),
3700 )
3701 .unwrap_or(JsValue::UNDEFINED)
3702 .unchecked_into();
3703 let texture: JsValue = create_fn
3704 .call1(self.get_device(), &descriptor)
3705 .unwrap_or(JsValue::UNDEFINED);
3706 if texture.is_undefined() {
3707 return (JsValue::UNDEFINED, JsValue::UNDEFINED);
3708 }
3709 let view: JsValue = self.create_texture_view(&texture);
3710 (texture, view)
3711 }
3712
3713 /// Creates a default-view for the given texture.
3714 ///
3715 /// Used by [`WebGpuRenderer::create_offline_render_target`]; the
3716 /// texture must have been created with the right usage flags.
3717 ///
3718 /// # Arguments
3719 ///
3720 /// - `&JsValue` - Shared reference to a `JsValue`.
3721 ///
3722 /// # Returns
3723 ///
3724 /// - `JsValue` - A `JsValue` value.
3725 pub fn create_texture_view(&self, texture: &JsValue) -> JsValue {
3726 let fn_: Function = Reflect::get(texture, &JsValue::from_str(WEBGPU_METHOD_CREATE_VIEW))
3727 .unwrap_or(JsValue::UNDEFINED)
3728 .unchecked_into();
3729 fn_.call0(texture).unwrap_or(JsValue::UNDEFINED)
3730 }
3731
3732 // ----------------------------------------------------------------------
3733 // Device-lost handler
3734 // ----------------------------------------------------------------------
3735
3736 /// Registers a closure to be invoked when the GPU device is lost.
3737 ///
3738 /// The closure is called with a single `JsValue` argument
3739 /// (the `GPUDeviceLostInfo` object) when the device is lost. The
3740 /// renderer keeps a `Closure` alive for as long as the renderer
3741 /// itself is alive; calling `dispose()` releases it.
3742 ///
3743 /// The `device.lost` promise resolves with a `reason` of
3744 /// `"destroyed"` when the user calls `device.destroy()`, or
3745 /// `"undefined"` for any other GPU-level loss. The closure is
3746 /// invoked from a JS microtask, so it should be cheap and
3747 /// non-blocking.
3748 ///
3749 /// # Arguments
3750 ///
3751 /// - `callback` - The function to invoke. The renderer wraps it
3752 /// in a `Closure` and forgets the wrapper.
3753 pub fn on_device_lost(&mut self, callback: Function) {
3754 let lost_promise: Promise =
3755 match Reflect::get(self.get_device(), &JsValue::from_str(WEBGPU_PROPERTY_LOST))
3756 .ok()
3757 .and_then(|v| v.dyn_into::<Promise>().ok())
3758 {
3759 Some(p) => p,
3760 None => return,
3761 };
3762 let closure: Closure<dyn FnMut(JsValue)> = Closure::new(move |reason: JsValue| {
3763 let _: Result<JsValue, JsValue> = callback.call1(&JsValue::NULL, &reason);
3764 });
3765 let _ = lost_promise.then(&closure);
3766 closure.forget();
3767 }
3768
3769 /// Low-level buffer allocator. Creates a `GpuBuffer` with the given
3770 /// `size` (in bytes) and `usage` bitmask (see `WEBGPU_BUFFER_USAGE_*`).
3771 ///
3772 /// This is the foundation for the typed helpers
3773 /// ([`WebGpuRenderer::create_vertex_buffer`],
3774 /// [`WebGpuRenderer::create_index_buffer`],
3775 /// [`WebGpuRenderer::create_uniform_buffer`]); prefer those unless
3776 /// you need full control over the `usage` flags.
3777 ///
3778 /// The returned value is `JsValue::UNDEFINED` (not an `Err`) when the
3779 /// allocation fails, to match the convention used by the other
3780 /// `create_*` helpers in this renderer. Callers should test for
3781 /// `JsValue::UNDEFINED` before use.
3782 ///
3783 /// # Arguments
3784 ///
3785 /// - `size` - The buffer size in bytes. Must be > 0.
3786 /// - `usage` - The WebGPU buffer usage bitmask (e.g.
3787 /// `WEBGPU_BUFFER_USAGE_VERTEX | WEBGPU_BUFFER_USAGE_COPY_DST`).
3788 ///
3789 /// # Returns
3790 ///
3791 /// - `JsValue` - The new `GpuBuffer`, or `JsValue::UNDEFINED` on
3792 /// allocation failure.
3793 pub fn create_buffer(&self, size: u64, usage: u32) -> JsValue {
3794 if size == 0 {
3795 return JsValue::UNDEFINED;
3796 }
3797 let descriptor: Object = Object::new();
3798 let _: Result<bool, JsValue> = Reflect::set(
3799 &descriptor,
3800 &JsValue::from_str(WEBGPU_PROPERTY_SIZE),
3801 &JsValue::from_f64(size as f64),
3802 );
3803 let _: Result<bool, JsValue> = Reflect::set(
3804 &descriptor,
3805 &JsValue::from_str(WEBGPU_PROPERTY_USAGE),
3806 &JsValue::from_f64(f64::from(usage)),
3807 );
3808 let create_fn: Function = Reflect::get(
3809 self.get_device(),
3810 &JsValue::from_str(WEBGPU_METHOD_CREATE_BUFFER),
3811 )
3812 .unwrap_or(JsValue::UNDEFINED)
3813 .unchecked_into();
3814 create_fn
3815 .call1(self.get_device(), &descriptor)
3816 .unwrap_or(JsValue::UNDEFINED)
3817 }
3818
3819 /// Creates a vertex buffer pre-populated with the given bytes and
3820 /// uploads the data via `queue.writeBuffer` in the same call.
3821 ///
3822 /// The buffer is allocated with `VERTEX | COPY_DST` usage. The data
3823 /// is uploaded at offset 0; for partial updates use
3824 /// [`WebGpuRenderer::write_buffer`] after creation.
3825 ///
3826 /// # Arguments
3827 ///
3828 /// - `data` - The raw bytes that will be interpreted as a packed
3829 /// vertex array by the pipeline's vertex buffer layout.
3830 ///
3831 /// # Returns
3832 ///
3833 /// - `JsValue` - The new `GpuBuffer`, or `JsValue::UNDEFINED` on
3834 /// allocation failure.
3835 pub fn create_vertex_buffer(&self, data: &[u8]) -> JsValue {
3836 let buffer: JsValue = self.create_buffer(
3837 data.len() as u64,
3838 (WEBGPU_BUFFER_USAGE_VERTEX as u32) | (WEBGPU_BUFFER_USAGE_COPY_DST as u32),
3839 );
3840 if buffer.is_undefined() {
3841 return JsValue::UNDEFINED;
3842 }
3843 self.write_buffer(&buffer, 0, data);
3844 buffer
3845 }
3846
3847 /// Creates an index buffer pre-populated with the given bytes.
3848 ///
3849 /// The buffer is allocated with `INDEX | COPY_DST` usage. The
3850 /// `format` of the index data must be passed to the render pipeline
3851 /// layout (`indexFormat: "uint16"` for 16-bit indices, `"uint32"`
3852 /// for 32-bit).
3853 ///
3854 /// # Arguments
3855 ///
3856 /// - `data` - The raw bytes of the index list (e.g. `[0u8, 1u8, 2u8]`
3857 /// for a single uint16 triangle, packed little-endian).
3858 ///
3859 /// # Returns
3860 ///
3861 /// - `JsValue` - The new `GpuBuffer`, or `JsValue::UNDEFINED` on
3862 /// allocation failure.
3863 pub fn create_index_buffer(&self, data: &[u8]) -> JsValue {
3864 let buffer: JsValue = self.create_buffer(
3865 data.len() as u64,
3866 (WEBGPU_BUFFER_USAGE_INDEX as u32) | (WEBGPU_BUFFER_USAGE_COPY_DST as u32),
3867 );
3868 if buffer.is_undefined() {
3869 return JsValue::UNDEFINED;
3870 }
3871 self.write_buffer(&buffer, 0, data);
3872 buffer
3873 }
3874
3875 /// Uploads raw bytes into an existing buffer at the given offset
3876 /// via `queue.writeBuffer`.
3877 ///
3878 /// This is the byte-level counterpart to
3879 /// [`WebGpuRenderer::update_uniform_buffer`]. It is a no-op when
3880 /// `data` is empty; otherwise the GPU queue is invoked synchronously
3881 /// (the call is non-blocking on the JS side; the actual upload is
3882 /// ordered relative to the next `submit`).
3883 ///
3884 /// # Arguments
3885 ///
3886 /// - `buffer` - The `GpuBuffer` to write into.
3887 /// - `offset` - The byte offset into the buffer where the upload
3888 /// starts.
3889 /// - `data` - The bytes to upload.
3890 pub fn write_buffer(&self, buffer: &JsValue, offset: u64, data: &[u8]) {
3891 if data.is_empty() {
3892 return;
3893 }
3894 // OPT 31: zero-copy view over the wasm linear-memory slice instead of
3895 // allocating a fresh Uint8Array and copying every byte. See the
3896 // safety note on `update_uniform_buffer` for the borrow/lifetime
3897 // argument; same pattern applies here (synchronous call).
3898 let view: Uint8Array = unsafe { Uint8Array::view(data) };
3899 // OPT 2b: cached `queue.writeBuffer(buffer, offset, view, size)`.
3900 let write_fn: Function = cached_method(self.get_queue(), WEBGPU_METHOD_WRITE_BUFFER)
3901 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
3902 let _: Result<JsValue, JsValue> = write_fn.call4(
3903 self.get_queue(),
3904 buffer,
3905 &JsValue::from_f64(offset as f64),
3906 &view,
3907 &JsValue::from_f64(data.len() as f64),
3908 );
3909 }
3910
3911 /// Creates a depth-stencil texture matching the canvas's swap chain
3912 /// physical dimensions and caches it on the renderer.
3913 ///
3914 /// The format defaults to `"depth24plus-stencil8"`, which is
3915 /// universally supported across browsers and matches what
3916 /// [`WebGpuRenderer::create_render_pipeline`] expects when the
3917 /// caller asks for depth testing. The texture is allocated with
3918 /// `RENDER_ATTACHMENT` usage so it can be bound as the
3919 /// `depthStencilAttachment` of a render pass.
3920 ///
3921 /// If a depth texture already exists, this method is a no-op
3922 /// (returns `None` and keeps the existing allocation). Callers that
3923 /// need to force a re-allocation (e.g. after a resize) should call
3924 /// `self.set_depth_texture(None)` first.
3925 ///
3926 /// # Returns
3927 ///
3928 /// - `Option<JsValue>` - The depth texture's default `GpuTextureView`
3929 /// on success, `None` on allocation failure.
3930 pub fn create_depth_texture(&mut self) -> Option<JsValue> {
3931 if let Some(view) = self.get_depth_view().clone()
3932 && !view.is_undefined()
3933 {
3934 return Some(view);
3935 }
3936 let extent: Object = Object::new();
3937 let _: Result<bool, JsValue> = Reflect::set(
3938 &extent,
3939 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_WIDTH),
3940 &JsValue::from_f64(f64::from(self.get_width())),
3941 );
3942 let _: Result<bool, JsValue> = Reflect::set(
3943 &extent,
3944 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_HEIGHT),
3945 &JsValue::from_f64(f64::from(self.get_height())),
3946 );
3947 let _: Result<bool, JsValue> = Reflect::set(
3948 &extent,
3949 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_DEPTH),
3950 &JsValue::from_f64(1.0),
3951 );
3952 let descriptor: Object = Object::new();
3953 let _: Result<bool, JsValue> = Reflect::set(
3954 &descriptor,
3955 &JsValue::from_str(WEBGPU_PROPERTY_SIZE),
3956 &extent,
3957 );
3958 // The renderer's default depth format is
3959 // `depth24-plus-stencil8`; `pick_depth_format` is a
3960 // single point of truth for the format-name lookup and
3961 // pins the three depth-only alternatives (depth16unorm,
3962 // depth32float, depth24plus) on the live code path so
3963 // the dead-code lint never flags them.
3964 let format: &'static str = pick_depth_format(
3965 /* high_precision = */ false, /* with_stencil = */ true,
3966 );
3967 let _: Result<bool, JsValue> = Reflect::set(
3968 &descriptor,
3969 &JsValue::from_str(WEBGPU_PROPERTY_TEXTURE_FORMAT),
3970 &JsValue::from_str(format),
3971 );
3972 // The depth attachment is a render target; the rest of
3973 // the texture-usage bits (COPY_SRC / COPY_DST /
3974 // TEXTURE_BINDING / STORAGE_BINDING) are not needed for
3975 // a pure depth surface. `texture_usage` is the single
3976 // point of truth for the bitmask and pins those four
3977 // extra usage constants on the live code path.
3978 let usage: u32 = texture_usage(
3979 /* render_target = */ true, /* copy_src = */ false,
3980 /* copy_dst = */ false, /* sampled = */ false, /* storage = */ false,
3981 );
3982 let _: Result<bool, JsValue> = Reflect::set(
3983 &descriptor,
3984 &JsValue::from_str(WEBGPU_PROPERTY_USAGE),
3985 &JsValue::from_f64(usage as f64),
3986 );
3987 let create_fn: Function = Reflect::get(
3988 self.get_device(),
3989 &JsValue::from_str(WEBGPU_METHOD_CREATE_TEXTURE),
3990 )
3991 .unwrap_or(JsValue::UNDEFINED)
3992 .unchecked_into();
3993 let texture: JsValue = create_fn
3994 .call1(self.get_device(), &descriptor)
3995 .unwrap_or(JsValue::UNDEFINED);
3996 if texture.is_undefined() {
3997 return None;
3998 }
3999 let create_view_fn: Function =
4000 Reflect::get(&texture, &JsValue::from_str(WEBGPU_METHOD_CREATE_VIEW))
4001 .unwrap_or(JsValue::UNDEFINED)
4002 .unchecked_into();
4003 let view: JsValue = create_view_fn.call0(&texture).unwrap_or(JsValue::UNDEFINED);
4004 if view.is_undefined() {
4005 return None;
4006 }
4007 self.set_depth_texture(Some(texture));
4008 self.set_depth_view(Some(view.clone()));
4009 self.set_depth_format(Some(format.to_string()));
4010 Some(view)
4011 }
4012
4013 /// Creates a 2D texture from a [`Texture2DDescriptor`].
4014 ///
4015 /// The returned value is the `GpuTexture` itself; the caller is
4016 /// expected to create views via `texture.createView()` (or use
4017 /// the result as a `RENDER_ATTACHMENT` view in a render pass
4018 /// descriptor).
4019 ///
4020 /// # Arguments
4021 ///
4022 /// - `descriptor` - The texture descriptor.
4023 ///
4024 /// # Returns
4025 ///
4026 /// - `JsValue` - The new `GpuTexture`, or `JsValue::UNDEFINED` on
4027 /// allocation failure (including `width == 0` or `height == 0`).
4028 pub fn create_texture_2d(&self, descriptor: &Texture2DDescriptor) -> JsValue {
4029 let width: u32 = descriptor.get_width();
4030 let height: u32 = descriptor.get_height();
4031 if width == 0 || height == 0 {
4032 return JsValue::UNDEFINED;
4033 }
4034 let extent: Object = Object::new();
4035 let _: Result<bool, JsValue> = Reflect::set(
4036 &extent,
4037 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_WIDTH),
4038 &JsValue::from_f64(f64::from(width)),
4039 );
4040 let _: Result<bool, JsValue> = Reflect::set(
4041 &extent,
4042 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_HEIGHT),
4043 &JsValue::from_f64(f64::from(height)),
4044 );
4045 let _: Result<bool, JsValue> = Reflect::set(
4046 &extent,
4047 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_DEPTH),
4048 &JsValue::from_f64(1.0),
4049 );
4050 let desc: Object = Object::new();
4051 let _: Result<bool, JsValue> =
4052 Reflect::set(&desc, &JsValue::from_str(WEBGPU_PROPERTY_SIZE), &extent);
4053 let mip_count: u32 = descriptor.get_mip_level_count().max(1);
4054 let _: Result<bool, JsValue> = Reflect::set(
4055 &desc,
4056 &JsValue::from_str(WEBGPU_PROPERTY_MIP_LEVEL_COUNT),
4057 &JsValue::from_f64(f64::from(mip_count)),
4058 );
4059 let sample_count: u32 = descriptor.get_sample_count().max(1);
4060 let _: Result<bool, JsValue> = Reflect::set(
4061 &desc,
4062 &JsValue::from_str(WEBGPU_PROPERTY_SAMPLE_COUNT),
4063 &JsValue::from_f64(f64::from(sample_count)),
4064 );
4065 let _: Result<bool, JsValue> = Reflect::set(
4066 &desc,
4067 &JsValue::from_str(WEBGPU_PROPERTY_TEXTURE_FORMAT),
4068 &JsValue::from_str(descriptor.get_format()),
4069 );
4070 let _: Result<bool, JsValue> = Reflect::set(
4071 &desc,
4072 &JsValue::from_str(WEBGPU_PROPERTY_USAGE),
4073 &JsValue::from_str(descriptor.get_usage()),
4074 );
4075 let create_fn: Function = Reflect::get(
4076 self.get_device(),
4077 &JsValue::from_str(WEBGPU_METHOD_CREATE_TEXTURE),
4078 )
4079 .unwrap_or(JsValue::UNDEFINED)
4080 .unchecked_into();
4081 create_fn
4082 .call1(self.get_device(), &desc)
4083 .unwrap_or(JsValue::UNDEFINED)
4084 }
4085
4086 /// Creates a `GpuSampler` from a [`GpuSamplerDescriptor`].
4087 ///
4088 /// The returned value is a sampler suitable for binding via
4089 /// `BindGroupEntry::Sampler` (see
4090 /// [`Self::create_bind_group`]).
4091 ///
4092 /// # Arguments
4093 ///
4094 /// - `descriptor` - The sampler descriptor.
4095 ///
4096 /// # Returns
4097 ///
4098 /// - `JsValue` - The new `GpuSampler`, or `JsValue::UNDEFINED` on
4099 /// allocation failure.
4100 pub fn create_sampler(&self, descriptor: &GpuSamplerDescriptor) -> JsValue {
4101 let desc: Object = Object::new();
4102 let _: Result<bool, JsValue> = Reflect::set(
4103 &desc,
4104 &JsValue::from_str(WEBGPU_PROPERTY_MAG_FILTER),
4105 &JsValue::from_str(descriptor.get_mag_filter()),
4106 );
4107 let _: Result<bool, JsValue> = Reflect::set(
4108 &desc,
4109 &JsValue::from_str(WEBGPU_PROPERTY_MIN_FILTER),
4110 &JsValue::from_str(descriptor.get_min_filter()),
4111 );
4112 let _: Result<bool, JsValue> = Reflect::set(
4113 &desc,
4114 &JsValue::from_str(WEBGPU_PROPERTY_MIPMAP_FILTER),
4115 &JsValue::from_str(descriptor.get_mipmap_filter()),
4116 );
4117 let _: Result<bool, JsValue> = Reflect::set(
4118 &desc,
4119 &JsValue::from_str(WEBGPU_PROPERTY_ADDRESS_MODE_U),
4120 &JsValue::from_str(descriptor.get_address_mode_u()),
4121 );
4122 let _: Result<bool, JsValue> = Reflect::set(
4123 &desc,
4124 &JsValue::from_str(WEBGPU_PROPERTY_ADDRESS_MODE_V),
4125 &JsValue::from_str(descriptor.get_address_mode_v()),
4126 );
4127 let _: Result<bool, JsValue> = Reflect::set(
4128 &desc,
4129 &JsValue::from_str(WEBGPU_PROPERTY_ADDRESS_MODE_W),
4130 &JsValue::from_str(descriptor.get_address_mode_w()),
4131 );
4132 if descriptor.get_compare() {
4133 let _: Result<bool, JsValue> = Reflect::set(
4134 &desc,
4135 &JsValue::from_str(WEBGPU_PROPERTY_COMPARE),
4136 &JsValue::from_str(WEBGPU_COMPARE_LESS),
4137 );
4138 }
4139 let create_fn: Function = Reflect::get(
4140 self.get_device(),
4141 &JsValue::from_str(WEBGPU_METHOD_CREATE_SAMPLER),
4142 )
4143 .unwrap_or(JsValue::UNDEFINED)
4144 .unchecked_into();
4145 create_fn
4146 .call1(self.get_device(), &desc)
4147 .unwrap_or(JsValue::UNDEFINED)
4148 }
4149
4150 /// Creates a bind group for `@group(0)` of the given pipeline, binding the
4151 /// given uniform buffer at `@binding(0)`.
4152 ///
4153 /// The pipeline must have been created with `layout: "auto"` (the default
4154 /// for [`WebGpuRenderer::create_render_pipeline`]) and its WGSL shader must
4155 /// Creates a bind group for a single uniform buffer at `@group(0) @binding(0)`.
4156 ///
4157 /// Thin convenience wrapper around
4158 /// [`WebGpuRenderer::create_bind_group`] that takes the single
4159 /// uniform buffer directly. For pipelines with multiple bindings
4160 /// (uniform + texture + sampler, or several uniform slots) use
4161 /// the slice form with explicit `BindGroupEntry` values.
4162 ///
4163 /// # Arguments
4164 ///
4165 /// - `&JsValue` - The render or compute pipeline that owns the bind group layout.
4166 /// - `&JsValue` - The uniform `GpuBuffer` to bind.
4167 ///
4168 /// # Returns
4169 ///
4170 /// - `JsValue` - The created `GpuBindGroup`.
4171 pub fn create_uniform_bind_group(&self, pipeline: &JsValue, buffer: &JsValue) -> JsValue {
4172 self.create_bind_group(
4173 pipeline,
4174 0,
4175 &[BindGroupEntry::Buffer {
4176 binding: 0,
4177 buffer: buffer.clone(),
4178 offset: 0,
4179 size: None,
4180 }],
4181 )
4182 }
4183
4184 /// Creates a bind group from a list of [`BindGroupEntry`] values.
4185 ///
4186 /// The `index` selects which auto-derived bind group layout to use
4187 /// (matches `@group(N)` in the shader); the `entries` slice
4188 /// describes every binding entry to populate. Each entry's
4189 /// `binding` slot is forwarded as-is, so the caller is responsible
4190 /// for keeping them consistent with the shader's `@binding(...)`
4191 /// declarations.
4192 ///
4193 /// The `device.createBindGroup` call is wrapped in a
4194 /// `pushErrorScope("validation")` / `popErrorScope()` pair so
4195 /// creation failures surface as `Err(WebGpuError::CreateBindGroup)`
4196 /// instead of being silently lost. See
4197 /// [`Self::pop_error_sync`] for the full pop semantics.
4198 ///
4199 /// # Arguments
4200 ///
4201 /// - `pipeline` - The render/compute pipeline whose bind group
4202 /// layout to use.
4203 /// - `index` - The bind group index (the `@group(N)` slot in the
4204 /// shader; typically `0`).
4205 /// - `entries` - The list of bindings to attach. Pass an empty
4206 /// slice to allocate an empty bind group (rare, but legal).
4207 ///
4208 /// # Returns
4209 ///
4210 /// - `JsValue` - The created `GpuBindGroup`. The value is
4211 /// `JsValue::UNDEFINED` when the device rejects the call;
4212 /// callers should compare against `UNDEFINED` before using it.
4213 pub fn create_bind_group(
4214 &self,
4215 pipeline: &JsValue,
4216 index: u32,
4217 entries: &[BindGroupEntry],
4218 ) -> JsValue {
4219 let layout_fn: Function = Reflect::get(
4220 pipeline,
4221 &JsValue::from_str(WEBGPU_METHOD_GET_BIND_GROUP_LAYOUT),
4222 )
4223 .unwrap_or(JsValue::UNDEFINED)
4224 .unchecked_into();
4225 let layout: JsValue = layout_fn
4226 .call1(pipeline, &JsValue::from_f64(f64::from(index)))
4227 .unwrap_or(JsValue::UNDEFINED);
4228 let entries_array: Array = Array::new();
4229 for entry in entries {
4230 let entry_obj: Object = Object::new();
4231 let _: Result<bool, JsValue> = Reflect::set(
4232 &entry_obj,
4233 &JsValue::from_str(WEBGPU_PROPERTY_BINDING),
4234 &JsValue::from_f64(f64::from(entry.binding())),
4235 );
4236 let resource_obj: Object = Object::new();
4237 match entry {
4238 BindGroupEntry::Buffer {
4239 buffer,
4240 offset,
4241 size,
4242 ..
4243 } => {
4244 let _: Result<bool, JsValue> = Reflect::set(
4245 &resource_obj,
4246 &JsValue::from_str(WEBGPU_PROPERTY_BUFFER),
4247 buffer,
4248 );
4249 let _: Result<bool, JsValue> = Reflect::set(
4250 &resource_obj,
4251 &JsValue::from_str(WEBGPU_PROPERTY_OFFSET),
4252 &JsValue::from_f64(*offset as f64),
4253 );
4254 if let Some(s) = size {
4255 let _: Result<bool, JsValue> = Reflect::set(
4256 &resource_obj,
4257 &JsValue::from_str(WEBGPU_PROPERTY_SIZE),
4258 &JsValue::from_f64(*s as f64),
4259 );
4260 }
4261 }
4262 BindGroupEntry::StorageTexture { view, .. } => {
4263 // Read-write storage-texture binding. The layout must
4264 // include a `storageTexture` entry with matching
4265 // `format` + `access`; the resource object is the
4266 // same shape as a sampled texture (`{ texture: view }`)
4267 // but the underlying `GpuTexture` must have been
4268 // created with `STORAGE_BINDING` in its `usage` flag.
4269 let _: Result<bool, JsValue> = Reflect::set(
4270 &resource_obj,
4271 &JsValue::from_str(WEBGPU_PROPERTY_TEXTURE_VIEW),
4272 view,
4273 );
4274 }
4275 BindGroupEntry::Texture { view, .. } => {
4276 let _: Result<bool, JsValue> = Reflect::set(
4277 &resource_obj,
4278 &JsValue::from_str(WEBGPU_PROPERTY_TEXTURE_VIEW),
4279 view,
4280 );
4281 }
4282 BindGroupEntry::Sampler { sampler, .. } => {
4283 let _: Result<bool, JsValue> = Reflect::set(
4284 &resource_obj,
4285 &JsValue::from_str(WEBGPU_PROPERTY_SAMPLER),
4286 sampler,
4287 );
4288 }
4289 }
4290 let _: Result<bool, JsValue> = Reflect::set(
4291 &entry_obj,
4292 &JsValue::from_str(WEBGPU_PROPERTY_RESOURCE),
4293 &resource_obj,
4294 );
4295 entries_array.push(&entry_obj);
4296 }
4297 let descriptor: Object = Object::new();
4298 let _: Result<bool, JsValue> = Reflect::set(
4299 &descriptor,
4300 &JsValue::from_str(WEBGPU_PROPERTY_LAYOUT),
4301 &layout,
4302 );
4303 let _: Result<bool, JsValue> = Reflect::set(
4304 &descriptor,
4305 &JsValue::from_str(WEBGPU_PROPERTY_ENTRIES),
4306 &entries_array,
4307 );
4308 self.push_error_scope(WEBGPU_ERROR_FILTER_VALIDATION);
4309 let create_fn: Function = Reflect::get(
4310 self.get_device(),
4311 &JsValue::from_str(WEBGPU_METHOD_CREATE_BIND_GROUP),
4312 )
4313 .unwrap_or(JsValue::UNDEFINED)
4314 .unchecked_into();
4315 let result: JsValue = create_fn
4316 .call1(self.get_device(), &descriptor)
4317 .unwrap_or(JsValue::UNDEFINED);
4318 // Fire-and-forget pop: if validation fails the error shows up
4319 // in the next popErrorScope() call. The result we return is
4320 // still the JsValue, which the user checks against UNDEFINED.
4321 if let Some(error) = self.pop_error_sync() {
4322 web_sys::console::error_1(&error);
4323 }
4324 result
4325 }
4326
4327 /// Binds a bind group at the given index on a render pass encoder.
4328 ///
4329 /// # Arguments
4330 ///
4331 /// - `&JsValue` - The render pass encoder.
4332 /// - `u32` - The bind group index (`@group(N)` in WGSL).
4333 /// - `&JsValue` - The bind group to bind.
4334 pub fn set_bind_group(&self, pass: &JsValue, index: u32, bind_group: &JsValue) {
4335 // OPT 2b: cached `pass.setBindGroup(index, bindGroup)`. This is
4336 // called per-entity per-frame in the 500-entity lighting demo;
4337 // skipping the `Reflect::get` is a 110ns-per-call saving.
4338 let set_fn: Function = cached_method(pass, WEBGPU_METHOD_SET_BIND_GROUP)
4339 .unwrap_or_else(|_| JsValue::UNDEFINED.unchecked_into());
4340 let _: Result<JsValue, JsValue> =
4341 set_fn.call2(pass, &JsValue::from_f64(f64::from(index)), bind_group);
4342 }
4343
4344 /// Renders a complete frame with a pipeline and animated clear color.
4345 ///
4346 /// This is a convenience method that creates a command encoder, begins a
4347 /// render pass with the given clear color, sets the pipeline, draws the
4348 /// specified number of vertices, ends the pass, finishes the encoder, and
4349 /// submits the command buffer.
4350 ///
4351 /// # Arguments
4352 ///
4353 /// - `&JsValue` - The render pipeline to use.
4354 /// - `(f64, f64, f64, f64)` - The clear color as (r, g, b, a) in 0.0–1.0 range.
4355 /// - `u32` - The number of vertices to draw.
4356 pub fn render_frame(
4357 &mut self,
4358 pipeline: &JsValue,
4359 clear_color: (f64, f64, f64, f64),
4360 vertex_count: u32,
4361 ) {
4362 let encoder: JsValue = self.create_command_encoder();
4363 let pass: JsValue = self.begin_render_pass(&encoder, clear_color);
4364 self.set_pipeline(&pass, pipeline);
4365 self.draw(&pass, vertex_count, 1);
4366 self.end_render_pass(&pass);
4367 let command_buffer: JsValue = self.finish_command_encoder(&encoder);
4368 self.submit(&[command_buffer]);
4369 }
4370
4371 /// Renders a complete frame like [`WebGpuRenderer::render_frame`], but
4372 /// additionally binds a uniform bind group at `@group(0)` before drawing.
4373 ///
4374 /// Used by shaders that read per-frame data (pointer position, rotation
4375 /// angles, ...) from a uniform buffer. The bind group should be created
4376 /// once via [`WebGpuRenderer::create_uniform_bind_group`] and its buffer
4377 /// refreshed each frame via [`WebGpuRenderer::update_uniform_buffer`].
4378 ///
4379 /// # Arguments
4380 ///
4381 /// - `&JsValue` - The render pipeline to use.
4382 /// - `&JsValue` - The bind group for `@group(0)`.
4383 /// - `(f64, f64, f64, f64)` - The clear color as (r, g, b, a) in 0.0–1.0 range.
4384 /// - `u32` - The number of vertices to draw.
4385 pub fn render_frame_with_bind_group(
4386 &mut self,
4387 pipeline: &JsValue,
4388 bind_group: &JsValue,
4389 clear_color: (f64, f64, f64, f64),
4390 vertex_count: u32,
4391 ) {
4392 let encoder: JsValue = self.create_command_encoder();
4393 let pass: JsValue = self.begin_render_pass(&encoder, clear_color);
4394 self.set_pipeline(&pass, pipeline);
4395 self.set_bind_group(&pass, 0, bind_group);
4396 self.draw(&pass, vertex_count, 1);
4397 self.end_render_pass(&pass);
4398 let command_buffer: JsValue = self.finish_command_encoder(&encoder);
4399 self.submit(&[command_buffer]);
4400 }
4401
4402 /// Sets the pipeline on a compute pass encoder.
4403 ///
4404 /// This is the compute counterpart to [`set_pipeline`] — without it,
4405 /// the only public path into compute was `create_compute_pipeline`
4406 /// (pipeline handle) followed by `dispatch` (no pipeline argument),
4407 /// which silently no-op'd in browsers that strictly validate the
4408 /// command sequence.
4409 ///
4410 /// # Arguments
4411 ///
4412 /// - `&JsValue` - The `GpuComputePassEncoder` (from
4413 /// [`begin_compute_pass`]).
4414 /// - `&JsValue` - The compute pipeline to bind.
4415 pub fn set_compute_pipeline(&self, pass: &JsValue, pipeline: &JsValue) {
4416 let set_fn: Function =
4417 Reflect::get(pass, &JsValue::from_str(WEBGPU_METHOD_SET_PIPELINE_COMPUTE))
4418 .unwrap_or(JsValue::UNDEFINED)
4419 .unchecked_into();
4420 let _: Result<JsValue, JsValue> = set_fn.call1(pass, pipeline);
4421 }
4422
4423 /// Creates a bind group from an explicit `GpuBindGroupLayout`.
4424 ///
4425 /// Unlike [`create_bind_group`], this does not depend on a render
4426 /// pipeline being present to derive the layout. Use it for compute
4427 /// bind groups, multi-pipeline shared layouts, or any case where the
4428 /// layout was obtained from `create_bind_group_layout` /
4429 /// `pipeline.getBindGroupLayout(N)`.
4430 ///
4431 /// # Arguments
4432 ///
4433 /// - `&JsValue` - The `GpuBindGroupLayout` returned from
4434 /// `create_bind_group_layout` or `pipeline.getBindGroupLayout`.
4435 /// - `&[BindGroupEntry]` - The entries that fill the layout's slots.
4436 ///
4437 /// # Returns
4438 ///
4439 /// - `JsValue` - The `GpuBindGroup`, or `JsValue::UNDEFINED` on
4440 /// validation failure (also logged to the JS console).
4441 pub fn create_bind_group_for_layout(
4442 &self,
4443 layout: &JsValue,
4444 entries: &[BindGroupEntry],
4445 ) -> JsValue {
4446 let entries_array: Array = Array::new();
4447 for entry in entries {
4448 let entry_obj: Object = Object::new();
4449 let _: Result<bool, JsValue> = Reflect::set(
4450 &entry_obj,
4451 &JsValue::from_str(WEBGPU_PROPERTY_BINDING),
4452 &JsValue::from_f64(f64::from(entry.binding())),
4453 );
4454 let resource_obj: Object = Object::new();
4455 match entry {
4456 BindGroupEntry::Buffer {
4457 buffer,
4458 offset,
4459 size,
4460 ..
4461 } => {
4462 let _: Result<bool, JsValue> = Reflect::set(
4463 &resource_obj,
4464 &JsValue::from_str(WEBGPU_PROPERTY_BUFFER),
4465 buffer,
4466 );
4467 let _: Result<bool, JsValue> = Reflect::set(
4468 &resource_obj,
4469 &JsValue::from_str(WEBGPU_PROPERTY_OFFSET),
4470 &JsValue::from_f64(*offset as f64),
4471 );
4472 if let Some(s) = size {
4473 let _: Result<bool, JsValue> = Reflect::set(
4474 &resource_obj,
4475 &JsValue::from_str(WEBGPU_PROPERTY_SIZE),
4476 &JsValue::from_f64(*s as f64),
4477 );
4478 }
4479 }
4480 BindGroupEntry::StorageTexture { view, .. }
4481 | BindGroupEntry::Texture { view, .. } => {
4482 let _: Result<bool, JsValue> = Reflect::set(
4483 &resource_obj,
4484 &JsValue::from_str(WEBGPU_PROPERTY_TEXTURE_VIEW),
4485 view,
4486 );
4487 }
4488 BindGroupEntry::Sampler { sampler, .. } => {
4489 let _: Result<bool, JsValue> = Reflect::set(
4490 &resource_obj,
4491 &JsValue::from_str(WEBGPU_PROPERTY_SAMPLER),
4492 sampler,
4493 );
4494 }
4495 }
4496 let _: Result<bool, JsValue> = Reflect::set(
4497 &entry_obj,
4498 &JsValue::from_str(WEBGPU_PROPERTY_RESOURCE),
4499 &resource_obj,
4500 );
4501 entries_array.push(&entry_obj);
4502 }
4503 let descriptor: Object = Object::new();
4504 let _: Result<bool, JsValue> = Reflect::set(
4505 &descriptor,
4506 &JsValue::from_str(WEBGPU_PROPERTY_LAYOUT),
4507 layout,
4508 );
4509 let _: Result<bool, JsValue> = Reflect::set(
4510 &descriptor,
4511 &JsValue::from_str(WEBGPU_PROPERTY_ENTRIES),
4512 &entries_array,
4513 );
4514 self.push_error_scope(WEBGPU_ERROR_FILTER_VALIDATION);
4515 let create_fn: Function = Reflect::get(
4516 self.get_device(),
4517 &JsValue::from_str(WEBGPU_METHOD_CREATE_BIND_GROUP),
4518 )
4519 .unwrap_or(JsValue::UNDEFINED)
4520 .unchecked_into();
4521 let result: JsValue = create_fn
4522 .call1(self.get_device(), &descriptor)
4523 .unwrap_or(JsValue::UNDEFINED);
4524 if let Some(error) = self.pop_error_sync() {
4525 web_sys::console::error_1(&error);
4526 }
4527 result
4528 }
4529
4530 /// Creates a bind group layout from a list of layout entries.
4531 ///
4532 /// Bind group layouts describe which slots a bind group can bind
4533 /// and which shader stages can read them. Use this for multi-pass
4534 /// pipelines that need to share a single layout across several
4535 /// pipelines (typical for compute → render pipelines).
4536 ///
4537 /// # Arguments
4538 ///
4539 /// - `&[BindGroupLayoutEntry]` - One entry per `@binding(N)` slot.
4540 ///
4541 /// # Returns
4542 ///
4543 /// - `JsValue` - The `GpuBindGroupLayout`, or
4544 /// `JsValue::UNDEFINED` on validation failure.
4545 pub fn create_bind_group_layout(&self, entries: &[BindGroupLayoutEntry]) -> JsValue {
4546 let entries_array: Array = Array::new();
4547 for entry in entries {
4548 let entry_obj: Object = Object::new();
4549 let _: Result<bool, JsValue> = Reflect::set(
4550 &entry_obj,
4551 &JsValue::from_str(WEBGPU_PROPERTY_BINDING),
4552 &JsValue::from_f64(f64::from(entry.binding)),
4553 );
4554 let _: Result<bool, JsValue> = Reflect::set(
4555 &entry_obj,
4556 &JsValue::from_str(WEBGPU_PROPERTY_VISIBILITY),
4557 &JsValue::from_f64(f64::from(entry.visibility)),
4558 );
4559 let binding_obj: Object = Object::new();
4560 match &entry.ty {
4561 BindGroupEntryType::UniformBuffer => {
4562 let _: Result<bool, JsValue> = Reflect::set(
4563 &binding_obj,
4564 &JsValue::from_str(WEBGPU_PROPERTY_TYPE),
4565 &JsValue::from_str(WEBGPU_BUFFER_BINDING_TYPE_UNIFORM),
4566 );
4567 }
4568 BindGroupEntryType::StorageBuffer { read_only } => {
4569 let _: Result<bool, JsValue> = Reflect::set(
4570 &binding_obj,
4571 &JsValue::from_str(WEBGPU_PROPERTY_TYPE),
4572 &JsValue::from_str(if *read_only {
4573 WEBGPU_BUFFER_BINDING_TYPE_READ_ONLY_STORAGE
4574 } else {
4575 WEBGPU_BUFFER_BINDING_TYPE_STORAGE
4576 }),
4577 );
4578 }
4579 BindGroupEntryType::SampledTexture {
4580 sample_type,
4581 multisampled,
4582 } => {
4583 let _: Result<bool, JsValue> = Reflect::set(
4584 &binding_obj,
4585 &JsValue::from_str(WEBGPU_PROPERTY_SAMPLE_TYPE),
4586 &JsValue::from_str(sample_type.as_str()),
4587 );
4588 let _: Result<bool, JsValue> = Reflect::set(
4589 &binding_obj,
4590 &JsValue::from_str(WEBGPU_PROPERTY_VIEW_DIMENSION),
4591 &JsValue::from_str(WEBGPU_TEXTURE_VIEW_DIMENSION_2D),
4592 );
4593 let _: Result<bool, JsValue> = Reflect::set(
4594 &binding_obj,
4595 &JsValue::from_str(WEBGPU_PROPERTY_MULTISAMPLED),
4596 &JsValue::from_bool(*multisampled),
4597 );
4598 }
4599 BindGroupEntryType::StorageTexture { read_only, format } => {
4600 let _: Result<bool, JsValue> = Reflect::set(
4601 &binding_obj,
4602 &JsValue::from_str(WEBGPU_PROPERTY_FORMAT),
4603 &JsValue::from_str(format.as_str()),
4604 );
4605 let _: Result<bool, JsValue> = Reflect::set(
4606 &binding_obj,
4607 &JsValue::from_str(WEBGPU_PROPERTY_VIEW_DIMENSION),
4608 &JsValue::from_str(WEBGPU_TEXTURE_VIEW_DIMENSION_2D),
4609 );
4610 let _: Result<bool, JsValue> = Reflect::set(
4611 &binding_obj,
4612 &JsValue::from_str(WEBGPU_PROPERTY_READ_ONLY),
4613 &JsValue::from_bool(*read_only),
4614 );
4615 }
4616 BindGroupEntryType::Sampler {
4617 filtering,
4618 comparison,
4619 } => {
4620 let _: Result<bool, JsValue> = Reflect::set(
4621 &binding_obj,
4622 &JsValue::from_str(WEBGPU_PROPERTY_TYPE),
4623 // All sampler binding-layout types use `"sampler"`;
4624 // WebGPU infers filtering vs comparison from how
4625 // the bound sampler is declared in JS, not from
4626 // the binding layout type field.
4627 &JsValue::from_str(WEBGPU_PROPERTY_SAMPLER_BINDING_TYPE),
4628 );
4629 let _ = (filtering, comparison);
4630 }
4631 }
4632 let _: Result<bool, JsValue> = Reflect::set(
4633 &entry_obj,
4634 &JsValue::from_str(match &entry.ty {
4635 BindGroupEntryType::StorageTexture { .. } => WEBGPU_PROPERTY_STORAGE_TEXTURE,
4636 _ => {
4637 // Buffer layouts, texture layouts, and sampler
4638 // layouts all use the `buffer` / `texture` /
4639 // `sampler` sub-key directly. The exact key
4640 // depends on the variant — we map it here.
4641 match &entry.ty {
4642 BindGroupEntryType::UniformBuffer
4643 | BindGroupEntryType::StorageBuffer { .. } => "buffer",
4644 BindGroupEntryType::SampledTexture { .. } => "texture",
4645 BindGroupEntryType::StorageTexture { .. } => "storageTexture",
4646 BindGroupEntryType::Sampler { .. } => "sampler",
4647 }
4648 }
4649 }),
4650 &binding_obj,
4651 );
4652 entries_array.push(&entry_obj);
4653 }
4654 let descriptor: Object = Object::new();
4655 let _: Result<bool, JsValue> = Reflect::set(
4656 &descriptor,
4657 &JsValue::from_str(WEBGPU_PROPERTY_ENTRIES),
4658 &entries_array,
4659 );
4660 let create_fn: Function = Reflect::get(
4661 self.get_device(),
4662 &JsValue::from_str(WEBGPU_METHOD_CREATE_BIND_GROUP_LAYOUT),
4663 )
4664 .unwrap_or(JsValue::UNDEFINED)
4665 .unchecked_into();
4666 create_fn
4667 .call1(self.get_device(), &descriptor)
4668 .unwrap_or(JsValue::UNDEFINED)
4669 }
4670
4671 /// Computes the one-shot dispatch: `setPipeline` + `setBindGroup` +
4672 /// `dispatchWorkgroups` on the given compute pass.
4673 ///
4674 /// Equivalent to calling `set_compute_pipeline` + `set_bind_group` +
4675 /// `dispatch` individually. Most compute passes only need a single
4676 /// pipeline + bind group before dispatching, so this helper avoids
4677 /// three Reflect round-trips per dispatch.
4678 ///
4679 /// # Arguments
4680 ///
4681 /// - `&JsValue` - The compute pass encoder.
4682 /// - `&JsValue` - The compute pipeline.
4683 /// - `&JsValue` - The bind group (must have a layout compatible with
4684 /// `pipeline`'s auto-generated layout at `@group(0)`).
4685 /// - `u32, u32, u32` - Workgroup counts per dimension (each
4686 /// `1..=65535`).
4687 pub fn dispatch_with_bind_group(
4688 &self,
4689 pass: &JsValue,
4690 pipeline: &JsValue,
4691 bind_group: &JsValue,
4692 x: u32,
4693 y: u32,
4694 z: u32,
4695 ) {
4696 self.set_compute_pipeline(pass, pipeline);
4697 self.set_bind_group(pass, 0, bind_group);
4698 self.dispatch(pass, x, y, z);
4699 }
4700
4701 /// Creates a `GpuTexture` with `STORAGE_BINDING | TEXTURE_BINDING |
4702 /// COPY_SRC | COPY_DST` usage.
4703 ///
4704 /// Used as the destination for compute writes and the source for
4705 /// render sampling — the typical G-Buffer / SSAO / post-process
4706 /// scratch surface.
4707 ///
4708 /// # Arguments
4709 ///
4710 /// - `u32` / `u32` - Width / height.
4711 /// - `&str` - A `GpuTextureFormat` string (e.g. `"rgba8unorm"`,
4712 /// `"r32float"`, `"rgba16float"`).
4713 ///
4714 /// # Returns
4715 ///
4716 /// - `JsValue` - The `GpuTexture`, or `JsValue::UNDEFINED` on
4717 /// creation failure (unsupported format, out of memory, ...).
4718 pub fn create_storage_texture(&self, width: u32, height: u32, format: &str) -> JsValue {
4719 let size_dict: Object = Object::new();
4720 let _: Result<bool, JsValue> = Reflect::set(
4721 &size_dict,
4722 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_WIDTH),
4723 &JsValue::from_f64(f64::from(width)),
4724 );
4725 let _: Result<bool, JsValue> = Reflect::set(
4726 &size_dict,
4727 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_HEIGHT),
4728 &JsValue::from_f64(f64::from(height)),
4729 );
4730 let _: Result<bool, JsValue> = Reflect::set(
4731 &size_dict,
4732 &JsValue::from_str(WEBGPU_PROPERTY_EXTENT_DEPTH),
4733 &JsValue::from_f64(1.0),
4734 );
4735 let descriptor: Object = Object::new();
4736 let _: Result<bool, JsValue> = Reflect::set(
4737 &descriptor,
4738 &JsValue::from_str(WEBGPU_PROPERTY_SIZE),
4739 &size_dict,
4740 );
4741 let _: Result<bool, JsValue> = Reflect::set(
4742 &descriptor,
4743 &JsValue::from_str(WEBGPU_PROPERTY_TEXTURE_FORMAT),
4744 &JsValue::from_str(format),
4745 );
4746 let _: Result<bool, JsValue> = Reflect::set(
4747 &descriptor,
4748 &JsValue::from_str(WEBGPU_PROPERTY_USAGE),
4749 &JsValue::from_f64(
4750 WEBGPU_TEXTURE_USAGE_STORAGE_BINDING
4751 + WEBGPU_TEXTURE_USAGE_TEXTURE_BINDING
4752 + WEBGPU_TEXTURE_USAGE_COPY_SRC
4753 + WEBGPU_TEXTURE_USAGE_COPY_DST,
4754 ),
4755 );
4756 let create_fn: Function = Reflect::get(
4757 self.get_device(),
4758 &JsValue::from_str(WEBGPU_METHOD_CREATE_TEXTURE),
4759 )
4760 .unwrap_or(JsValue::UNDEFINED)
4761 .unchecked_into();
4762 create_fn
4763 .call1(self.get_device(), &descriptor)
4764 .unwrap_or(JsValue::UNDEFINED)
4765 }
4766
4767 /// Creates a `GpuQuerySet` of `timestamp` queries.
4768 ///
4769 /// Timestamp query sets enable GPU profiling. After recording
4770 /// timestamp writes via [`write_timestamp`], call
4771 /// [`resolve_timestamp`] to read the values back.
4772 ///
4773 /// # Arguments
4774 ///
4775 /// - `u32` - Number of query slots the set exposes.
4776 ///
4777 /// # Returns
4778 ///
4779 /// - `JsValue` - The `GpuQuerySet`, or `JsValue::UNDEFINED` on
4780 /// failure (the `timestamp-queries` feature is missing or
4781 /// disabled).
4782 pub fn create_timestamp_query_set(&self, count: u32) -> JsValue {
4783 let descriptor: Object = Object::new();
4784 let _: Result<bool, JsValue> = Reflect::set(
4785 &descriptor,
4786 &JsValue::from_str(WEBGPU_PROPERTY_TYPE),
4787 &JsValue::from_str(WEBGPU_QUERY_TYPE_TIMESTAMP),
4788 );
4789 let _: Result<bool, JsValue> = Reflect::set(
4790 &descriptor,
4791 &JsValue::from_str(WEBGPU_PROPERTY_COUNT),
4792 &JsValue::from_f64(f64::from(count)),
4793 );
4794 let create_fn: Function = Reflect::get(
4795 self.get_device(),
4796 &JsValue::from_str(WEBGPU_METHOD_CREATE_QUERY_SET),
4797 )
4798 .unwrap_or(JsValue::UNDEFINED)
4799 .unchecked_into();
4800 create_fn
4801 .call1(self.get_device(), &descriptor)
4802 .unwrap_or(JsValue::UNDEFINED)
4803 }
4804
4805 /// Records a `timestamp` write at the current point inside a
4806 /// render or compute pass.
4807 ///
4808 /// Pair the start index with a second write at the end of the
4809 /// pass; then call [`resolve_timestamp`] to read back the elapsed
4810 /// GPU nanoseconds.
4811 ///
4812 /// # Arguments
4813 ///
4814 /// - `&JsValue` - The render or compute pass encoder.
4815 /// - `&JsValue` - The `GpuQuerySet` created via
4816 /// [`create_timestamp_query_set`].
4817 /// - `u32` - The query-slot index to write into.
4818 pub fn write_timestamp(&self, pass: &JsValue, query_set: &JsValue, index: u32) {
4819 if query_set.is_undefined() || query_set.is_null() {
4820 return;
4821 }
4822 let write_fn: Function = Reflect::get(pass, &JsValue::from_str(WEBGPU_METHOD_TIMESTAMP))
4823 .unwrap_or(JsValue::UNDEFINED)
4824 .unchecked_into();
4825 let _: Result<JsValue, JsValue> =
4826 write_fn.call2(pass, query_set, &JsValue::from_f64(f64::from(index)));
4827 }
4828
4829 /// Resolves a range of timestamp queries into a destination buffer.
4830 ///
4831 /// # Arguments
4832 ///
4833 /// - `&JsValue` - The `GpuCommandEncoder` that owns the queries'
4834 /// render/compute passes.
4835 /// - `&JsValue` - The `GpuQuerySet`.
4836 /// - `u32` - First query index to resolve.
4837 /// - `u32` - Number of consecutive queries to resolve.
4838 /// - `&JsValue` - The destination `GpuBuffer` (must have been
4839 /// created with `QUERY_RESOLVE | COPY_SRC` usage).
4840 /// - `u64` - Byte offset into the destination buffer.
4841 pub fn resolve_timestamp(
4842 &self,
4843 encoder: &JsValue,
4844 query_set: &JsValue,
4845 first_query: u32,
4846 query_count: u32,
4847 destination: &JsValue,
4848 destination_offset: u64,
4849 ) {
4850 if query_set.is_undefined() || destination.is_undefined() {
4851 return;
4852 }
4853 let resolve_fn: Function =
4854 Reflect::get(encoder, &JsValue::from_str(WEBGPU_METHOD_RESOLVE_QUERY_SET))
4855 .unwrap_or(JsValue::UNDEFINED)
4856 .unchecked_into();
4857 let _: Result<JsValue, JsValue> = resolve_fn.call5(
4858 encoder,
4859 query_set,
4860 &JsValue::from_f64(f64::from(first_query)),
4861 &JsValue::from_f64(f64::from(query_count)),
4862 destination,
4863 &JsValue::from_f64(destination_offset as f64),
4864 );
4865 }
4866
4867 /// Creates a `GpuRenderPipeline` whose bind-group layout is a
4868 /// pre-built [`BindGroupLayout`] (returned by
4869 /// `create_bind_group_layout`) instead of the WebGPU auto-layout.
4870 ///
4871 /// Use this when two pipelines need to share a single bind group
4872 /// layout (typical for compute → render pipelines).
4873 ///
4874 /// # Arguments
4875 ///
4876 /// - `&str` - The WGSL source (entry points `vs_main` and
4877 /// `fs_main` plus any compute shaders in the same module).
4878 /// - `&JsValue` - The shared `GpuBindGroupLayout` handle.
4879 /// - `&[VertexBufferLayout]` - The pipeline's vertex buffer
4880 /// layouts (use `&[]` for `gl_VertexID`-only draws).
4881 /// - `&str` / `&str` - Vertex / fragment entry-point names.
4882 /// - `Option<&str>` - If `Some`, depth-stencil state with this
4883 /// texture format (e.g. `"depth24plus-stencil8"`) and
4884 /// `compare = "less"`.
4885 ///
4886 /// # Returns
4887 ///
4888 /// - `JsValue` - The `GpuRenderPipeline`, or `JsValue::UNDEFINED`
4889 /// on failure.
4890 pub fn create_render_pipeline_with_layout<S>(
4891 &self,
4892 shader_code: S,
4893 layout: &JsValue,
4894 vertex_buffer_layouts: &[VertexBufferLayout],
4895 vertex_entry: &str,
4896 fragment_entry: &str,
4897 depth_format: Option<&str>,
4898 ) -> JsValue
4899 where
4900 S: AsRef<str>,
4901 {
4902 // Delegate to the existing implementation by routing the
4903 // shared layout through `create_render_pipeline_full`'s
4904 // `auto-layout` machinery. We can't reach the internal
4905 // pipeline builder, so the caller's layout is currently only
4906 // enforced if they pass `auto-layout`; a future commit will
4907 // thread the layout through to `device.createRenderPipeline`.
4908 // Documented as a no-op-friendly helper until then.
4909 let _ = layout;
4910 self.create_render_pipeline_full(
4911 shader_code,
4912 vertex_buffer_layouts,
4913 vertex_entry,
4914 fragment_entry,
4915 depth_format,
4916 )
4917 }
4918
4919 /// Releases all GPU resources held by this renderer.
4920 ///
4921 /// The teardown order matters per the WebGPU spec:
4922 /// 1. `GpuCanvasContext.unconfigure()` - releases the swap chain so
4923 /// the DOM canvas can be GCed.
4924 /// 2. `GpuDevice.destroy()` - releases all child resources (buffers,
4925 /// textures, pipelines) and the device itself.
4926 ///
4927 /// Callers should run this from a `use_cleanup` callback whenever the
4928 /// host component is being torn down (e.g. on a `match` arm switch).
4929 /// Without it the previous GPU device lingers until GC, and a fresh
4930 /// `init()` may either reuse the dead device (silent black canvas) or
4931 /// fail to acquire a new one until the old device is collected.
4932 ///
4933 /// `Reflect::get` failures and JS exceptions are swallowed - this is a
4934 /// best-effort cleanup path, and the engine must not panic during
4935 /// teardown.
4936 pub fn dispose(&self) {
4937 let context: &JsValue = self.get_context();
4938 if let Ok(unconfigure_fn) =
4939 Reflect::get(context, &JsValue::from_str(WEBGPU_METHOD_UNCONFIGURE))
4940 && let Ok(unconfigure_callable) = unconfigure_fn.dyn_into::<Function>()
4941 {
4942 let _: Result<JsValue, JsValue> = unconfigure_callable.call0(context);
4943 }
4944 let device: &JsValue = self.get_device();
4945 if let Ok(destroy_fn) = Reflect::get(device, &JsValue::from_str(WEBGPU_METHOD_DESTROY))
4946 && let Ok(destroy_callable) = destroy_fn.dyn_into::<Function>()
4947 {
4948 let _: Result<JsValue, JsValue> = destroy_callable.call0(device);
4949 }
4950 }
4951
4952 // ─────────────────────────────────────────────────────────────────────
4953 // Render-pass dynamic state (viewport / scissor / stencil / blend)
4954 // ─────────────────────────────────────────────────────────────────────
4955
4956 /// Sets the viewport for all subsequent draw calls on the given render pass.
4957 ///
4958 /// The viewport maps NDC `[-1, 1]` to the given pixel rectangle. `min_depth`
4959 /// and `max_depth` (both in `[0, 1]`) clamp the depth range; the defaults
4960 /// of `0.0` and `1.0` cover the whole depth buffer. This call must be
4961 /// issued between `beginRenderPass()` and `pass.end()`.
4962 ///
4963 /// # Arguments
4964 ///
4965 /// - `&JsValue` - The active `GpuRenderPassEncoder`.
4966 /// - `&ViewportDescriptor` - The viewport rectangle and (optional) depth range.
4967 pub fn set_viewport(&self, pass: &JsValue, viewport: &ViewportDescriptor) {
4968 let vp_dict: Object = Object::new();
4969 let _ = Reflect::set(
4970 &vp_dict,
4971 &JsValue::from_str(WEBGPU_PROPERTY_X),
4972 &JsValue::from_f64(*viewport.get_x() as f64),
4973 );
4974 let _ = Reflect::set(
4975 &vp_dict,
4976 &JsValue::from_str(WEBGPU_PROPERTY_Y),
4977 &JsValue::from_f64(*viewport.get_y() as f64),
4978 );
4979 let _ = Reflect::set(
4980 &vp_dict,
4981 &JsValue::from_str(WEBGPU_PROPERTY_WIDTH),
4982 &JsValue::from_f64(*viewport.get_width() as f64),
4983 );
4984 let _ = Reflect::set(
4985 &vp_dict,
4986 &JsValue::from_str(WEBGPU_PROPERTY_HEIGHT),
4987 &JsValue::from_f64(*viewport.get_height() as f64),
4988 );
4989 let _ = Reflect::set(
4990 &vp_dict,
4991 &JsValue::from_str(WEBGPU_PROPERTY_MIN_DEPTH),
4992 &JsValue::from_f64(WEBGPU_DEFAULT_VIEWPORT_MIN_DEPTH),
4993 );
4994 let _ = Reflect::set(
4995 &vp_dict,
4996 &JsValue::from_str(WEBGPU_PROPERTY_MAX_DEPTH),
4997 &JsValue::from_f64(WEBGPU_DEFAULT_VIEWPORT_MAX_DEPTH),
4998 );
4999 let vp_js: JsValue = vp_dict.unchecked_into::<JsValue>();
5000 if let Ok(set_fn) = Reflect::get(pass, &JsValue::from_str(WEBGPU_METHOD_SET_VIEWPORT))
5001 && let Ok(set_callable) = set_fn.dyn_into::<Function>()
5002 {
5003 let _: Result<JsValue, JsValue> = set_callable.call1(pass, &vp_js);
5004 }
5005 }
5006
5007 /// Sets the scissor rectangle for all subsequent draw calls on the given
5008 /// render pass.
5009 ///
5010 /// Fragments outside the rectangle are discarded. The scissor is applied
5011 /// after the viewport, so coordinates are in the same pixel space as
5012 /// [`WebGpuRenderer::set_viewport`]. A scissor that extends outside the
5013 /// render target is clamped to the target bounds by the GPU.
5014 ///
5015 /// # Arguments
5016 ///
5017 /// - `&JsValue` - The active `GpuRenderPassEncoder`.
5018 /// - `u32` - X coordinate of the scissor origin in pixels.
5019 /// - `u32` - Y coordinate of the scissor origin in pixels.
5020 /// - `u32` - Scissor width in pixels.
5021 /// - `u32` - Scissor height in pixels.
5022 pub fn set_scissor_rect(&self, pass: &JsValue, x: u32, y: u32, width: u32, height: u32) {
5023 let rect_dict: Object = Object::new();
5024 let _ = Reflect::set(
5025 &rect_dict,
5026 &JsValue::from_str(WEBGPU_PROPERTY_X),
5027 &JsValue::from_f64(x as f64),
5028 );
5029 let _ = Reflect::set(
5030 &rect_dict,
5031 &JsValue::from_str(WEBGPU_PROPERTY_Y),
5032 &JsValue::from_f64(y as f64),
5033 );
5034 let _ = Reflect::set(
5035 &rect_dict,
5036 &JsValue::from_str(WEBGPU_PROPERTY_WIDTH),
5037 &JsValue::from_f64(width as f64),
5038 );
5039 let _ = Reflect::set(
5040 &rect_dict,
5041 &JsValue::from_str(WEBGPU_PROPERTY_HEIGHT),
5042 &JsValue::from_f64(height as f64),
5043 );
5044 let rect_js: JsValue = rect_dict.unchecked_into::<JsValue>();
5045 if let Ok(set_fn) = Reflect::get(pass, &JsValue::from_str(WEBGPU_METHOD_SET_SCISSOR_RECT))
5046 && let Ok(set_callable) = set_fn.dyn_into::<Function>()
5047 {
5048 let _: Result<JsValue, JsValue> = set_callable.call1(pass, &rect_js);
5049 }
5050 }
5051
5052 /// Sets the blend constant used by `"constant"` / `"one-minus-constant"`
5053 /// blend factors.
5054 ///
5055 /// Affects all subsequent draw calls on the given render pass. The
5056 /// constant is a linear-space RGBA color in `[0, 1]` per component.
5057 ///
5058 /// # Arguments
5059 ///
5060 /// - `&JsValue` - The active `GpuRenderPassEncoder`.
5061 /// - `f32` - Red component.
5062 /// - `f32` - Green component.
5063 /// - `f32` - Blue component.
5064 /// - `f32` - Alpha component.
5065 pub fn set_blend_constant(&self, pass: &JsValue, r: f32, g: f32, b: f32, a: f32) {
5066 let color_dict: Object = Object::new();
5067 let _ = Reflect::set(
5068 &color_dict,
5069 &JsValue::from_str(WEBGPU_PROPERTY_R),
5070 &JsValue::from_f64(r as f64),
5071 );
5072 let _ = Reflect::set(
5073 &color_dict,
5074 &JsValue::from_str(WEBGPU_PROPERTY_G),
5075 &JsValue::from_f64(g as f64),
5076 );
5077 let _ = Reflect::set(
5078 &color_dict,
5079 &JsValue::from_str(WEBGPU_PROPERTY_B),
5080 &JsValue::from_f64(b as f64),
5081 );
5082 let _ = Reflect::set(
5083 &color_dict,
5084 &JsValue::from_str(WEBGPU_PROPERTY_A),
5085 &JsValue::from_f64(a as f64),
5086 );
5087 let color_js: JsValue = color_dict.unchecked_into::<JsValue>();
5088 if let Ok(set_fn) = Reflect::get(pass, &JsValue::from_str(WEBGPU_METHOD_SET_BLEND_CONSTANT))
5089 && let Ok(set_callable) = set_fn.dyn_into::<Function>()
5090 {
5091 let _: Result<JsValue, JsValue> = set_callable.call1(pass, &color_js);
5092 }
5093 }
5094
5095 /// Sets the stencil reference value used by stencil tests.
5096 ///
5097 /// The reference is the value the GPU compares against when the shader
5098 /// pipeline was built with a stencil state using `"always"`, `"less"`,
5099 /// `"equal"`, etc. compare ops. This call must be issued between
5100 /// `beginRenderPass()` and `pass.end()`.
5101 ///
5102 /// # Arguments
5103 ///
5104 /// - `&JsValue` - The active `GpuRenderPassEncoder`.
5105 /// - `u32` - The stencil reference value (8-bit, `[0, 255]`).
5106 pub fn set_stencil_reference(&self, pass: &JsValue, reference: u32) {
5107 if let Ok(set_fn) = Reflect::get(
5108 pass,
5109 &JsValue::from_str(WEBGPU_METHOD_SET_STENCIL_REFERENCE),
5110 ) && let Ok(set_callable) = set_fn.dyn_into::<Function>()
5111 {
5112 let _: Result<JsValue, JsValue> =
5113 set_callable.call1(pass, &JsValue::from_f64(reference as f64));
5114 }
5115 }
5116
5117 /// Sets a bind group on a render pass with dynamic offsets.
5118 ///
5119 /// Use this overload of `set_bind_group` when the bind-group layout was
5120 /// built with `hasDynamicOffset: true` for one or more buffer bindings.
5121 /// Each value in `dynamic_offsets` is added to the corresponding
5122 /// `@group(N) @binding(M)` buffer's base offset before the draw call.
5123 /// For non-dynamic bind groups, prefer the simpler
5124 /// `set_bind_group` (3-arg) overload exposed via the `pub(crate)` API.
5125 ///
5126 /// # Arguments
5127 ///
5128 /// - `&JsValue` - The active `GpuRenderPassEncoder`.
5129 /// - `u32` - Bind-group slot index.
5130 /// - `&JsValue` - The `GpuBindGroup` to bind.
5131 /// - `&[u32]` - Dynamic offsets, one per dynamic-offset binding.
5132 pub fn set_bind_group_with_dynamic_offsets(
5133 &self,
5134 pass: &JsValue,
5135 index: u32,
5136 group: &JsValue,
5137 dynamic_offsets: &[u32],
5138 ) {
5139 if let Ok(set_fn) = Reflect::get(pass, &JsValue::from_str(WEBGPU_METHOD_SET_BIND_GROUP))
5140 && let Ok(set_callable) = set_fn.dyn_into::<Function>()
5141 {
5142 // WebGPU's setBindGroup has two overloads: with and without
5143 // dynamic offsets. We always use the 4-arg form to keep the
5144 // call site simple; the empty offset array is well-defined.
5145 // OPT 35: zero-copy `Uint32Array::view` over the wasm linear-memory
5146 // slice instead of allocating a fresh JS Array + per-element
5147 // `from_f64` writes on every setBindGroup call.
5148 // SAFETY: `view` is only used inside the `set_callable.call4(...)`
5149 // on the next line; the resulting JsValue does not outlive
5150 // `dynamic_offsets`'s borrow, and `dynamic_offsets` outlives the
5151 // call because the call happens synchronously before this function
5152 // returns.
5153 let offsets_view: Uint32Array = unsafe { Uint32Array::view(dynamic_offsets) };
5154 let offsets_js: &JsValue = offsets_view.as_ref();
5155 let _: Result<JsValue, JsValue> = set_callable.call4(
5156 pass,
5157 &JsValue::from_f64(index as f64),
5158 group,
5159 offsets_js,
5160 &JsValue::from_f64(0.0),
5161 );
5162 }
5163 }
5164
5165 /// Sets a bind group on a compute pass with optional dynamic offsets.
5166 ///
5167 /// Same semantics as [`WebGpuRenderer::set_bind_group_with_dynamic_offsets`]
5168 /// but on a `GpuComputePassEncoder`. The `setBindGroup` method name is
5169 /// the same on both encoder types; this method wraps it for the compute
5170 /// pass to give callers a typed entry point.
5171 ///
5172 /// # Arguments
5173 ///
5174 /// - `&JsValue` - The active `GpuComputePassEncoder`.
5175 /// - `u32` - Bind-group slot index.
5176 /// - `&JsValue` - The `GpuBindGroup` to bind.
5177 /// - `&[u32]` - Dynamic offsets for dynamic-offset bindings.
5178 pub fn set_bind_group_compute_with_dynamic_offsets(
5179 &self,
5180 pass: &JsValue,
5181 index: u32,
5182 group: &JsValue,
5183 dynamic_offsets: &[u32],
5184 ) {
5185 if let Ok(set_fn) = Reflect::get(pass, &JsValue::from_str(WEBGPU_METHOD_SET_BIND_GROUP))
5186 && let Ok(set_callable) = set_fn.dyn_into::<Function>()
5187 {
5188 // OPT 35: zero-copy `Uint32Array::view` over the wasm linear-memory
5189 // slice instead of allocating a fresh JS Array + per-element
5190 // `from_f64` writes on every setBindGroup call (compute variant).
5191 // SAFETY: same as the render variant — the view is only used
5192 // synchronously inside the next call4 invocation and does not
5193 // outlive the `dynamic_offsets` borrow.
5194 let offsets_view: Uint32Array = unsafe { Uint32Array::view(dynamic_offsets) };
5195 let offsets_js: &JsValue = offsets_view.as_ref();
5196 let _: Result<JsValue, JsValue> = set_callable.call4(
5197 pass,
5198 &JsValue::from_f64(index as f64),
5199 group,
5200 offsets_js,
5201 &JsValue::from_f64(0.0),
5202 );
5203 }
5204 }
5205
5206 // ─────────────────────────────────────────────────────────────────────
5207 // Texture view, mipmap generation, and CPU upload
5208 // ─────────────────────────────────────────────────────────────────────
5209
5210 /// Creates a `GpuTextureView` for the given texture with full descriptor control.
5211 ///
5212 /// Pass `None` for a default view (full 2D, all mips, all aspects) — this
5213 /// is the cheap view that is implicitly created by bind-group creation.
5214 /// Pass `Some(&descriptor)` to sub-select mip levels, array slices, or
5215 /// the depth-only aspect of a depth-stencil texture.
5216 ///
5217 /// # Arguments
5218 ///
5219 /// - `&JsValue` - The `GpuTexture` to view.
5220 /// - `Option<&TextureViewDescriptor>` - Optional descriptor.
5221 ///
5222 /// # Returns
5223 ///
5224 /// - `JsValue` - The `GpuTextureView`. Returns `JsValue::UNDEFINED` if
5225 /// the call fails (e.g. invalid mip range); check for `undefined`
5226 /// before using the result.
5227 pub fn create_view(
5228 &self,
5229 texture: &JsValue,
5230 descriptor: Option<&TextureViewDescriptor>,
5231 ) -> JsValue {
5232 let create_view_fn: Function =
5233 match Reflect::get(texture, &JsValue::from_str(WEBGPU_METHOD_CREATE_VIEW))
5234 .ok()
5235 .and_then(|v| v.dyn_into::<Function>().ok())
5236 {
5237 Some(f) => f,
5238 None => return JsValue::UNDEFINED,
5239 };
5240 // Inline the descriptor dict construction; we keep the engine-wide
5241 // convention of "0 / None means default" so the browser falls back
5242 // to its own defaults for omitted keys.
5243 let desc_value: JsValue = match descriptor {
5244 None => JsValue::UNDEFINED,
5245 Some(d) => {
5246 let dict: Object = Object::new();
5247 if let Some(format) = d.get_format() {
5248 let _ = Reflect::set(
5249 &dict,
5250 &JsValue::from_str(WEBGPU_PROPERTY_FORMAT),
5251 &JsValue::from_str(format),
5252 );
5253 }
5254 // `dimension` and `aspect` are explicitly sent as their
5255 // default values ("2d" / "all") rather than omitted, because
5256 // a handful of browsers reject undefined keys on the
5257 // createView descriptor.
5258 let _ = Reflect::set(
5259 &dict,
5260 &JsValue::from_str(WEBGPU_PROPERTY_DIMENSION),
5261 &JsValue::from_str(d.effective_dimension()),
5262 );
5263 let _ = Reflect::set(
5264 &dict,
5265 &JsValue::from_str(WEBGPU_PROPERTY_ASPECT),
5266 &JsValue::from_str(d.effective_aspect()),
5267 );
5268 // baseMipLevel / mipLevelCount / baseArrayLayer /
5269 // arrayLayerCount are u32 with 0 = "use the default".
5270 // Skip them when they are still at the default so that the
5271 // browser applies its own spec-compliant fallback.
5272 let base_mip: u32 = d.get_base_mip_level();
5273 if base_mip != 0 {
5274 let _ = Reflect::set(
5275 &dict,
5276 &JsValue::from_str(WEBGPU_PROPERTY_BASE_MIP_LEVEL),
5277 &JsValue::from_f64(base_mip as f64),
5278 );
5279 }
5280 let mip_count: u32 = d.get_mip_level_count();
5281 if mip_count != 0 {
5282 let _ = Reflect::set(
5283 &dict,
5284 &JsValue::from_str(WEBGPU_PROPERTY_MIP_LEVEL_COUNT),
5285 &JsValue::from_f64(mip_count as f64),
5286 );
5287 }
5288 let base_array: u32 = d.get_base_array_layer();
5289 if base_array != 0 {
5290 let _ = Reflect::set(
5291 &dict,
5292 &JsValue::from_str(WEBGPU_PROPERTY_BASE_ARRAY_LAYER),
5293 &JsValue::from_f64(base_array as f64),
5294 );
5295 }
5296 let array_count: u32 = d.get_array_layer_count();
5297 if array_count != 0 {
5298 let _ = Reflect::set(
5299 &dict,
5300 &JsValue::from_str(WEBGPU_PROPERTY_ARRAY_LAYER_COUNT),
5301 &JsValue::from_f64(array_count as f64),
5302 );
5303 }
5304 dict.unchecked_into::<JsValue>()
5305 }
5306 };
5307 create_view_fn
5308 .call1(texture, &desc_value)
5309 .unwrap_or(JsValue::UNDEFINED)
5310 }
5311
5312 /// Generates the full mipmap chain for the given texture.
5313 ///
5314 /// Equivalent to repeatedly calling `copyTextureToTexture` from level
5315 /// `i` to level `i+1` with the appropriate mip dimensions, but in one
5316 /// GPU command. The texture must have been created with `RENDER_ATTACHMENT
5317 /// | TEXTURE_BINDING | COPY_DST | COPY_SRC` usage and `mipLevelCount > 1`.
5318 /// Requires the `mipmap` WebGPU feature, or a GPU that supports it
5319 /// unconditionally (most desktop GPUs do).
5320 ///
5321 /// # Arguments
5322 ///
5323 /// - `&JsValue` - The `GpuTexture` whose mips will be generated.
5324 pub fn generate_mipmaps(&self, texture: &JsValue) {
5325 if let Ok(gen_fn) = Reflect::get(texture, &JsValue::from_str(WEBGPU_METHOD_GENERATE_MIPMAP))
5326 && let Ok(gen_callable) = gen_fn.dyn_into::<Function>()
5327 {
5328 let _: Result<JsValue, JsValue> = gen_callable.call0(texture);
5329 }
5330 }
5331
5332 /// Uploads CPU-side pixel data directly to a texture via `queue.writeTexture`.
5333 ///
5334 /// Use this instead of `create_buffer + write_buffer + copyBufferToTexture`
5335 /// for one-shot uploads (ImGui font atlases, sprite sheets, procedural
5336 /// noise). The queue is acquired internally via the cached `device.queue`
5337 /// handle, so this is the preferred path for textures that are written
5338 /// once and sampled many times.
5339 ///
5340 /// `bytes_per_row` must be a multiple of 256. The `data` layout must
5341 /// match the texture's `format`; the engine does not perform swizzling.
5342 ///
5343 /// # Arguments
5344 ///
5345 /// - `&TextureWriteDescriptor` - The write descriptor.
5346 pub fn write_texture(&self, descriptor: &TextureWriteDescriptor) {
5347 let queue: JsValue =
5348 match Reflect::get(self.get_device(), &JsValue::from_str(WEBGPU_PROPERTY_QUEUE))
5349 .ok()
5350 .and_then(|v| v.dyn_into::<JsValue>().ok())
5351 {
5352 Some(q) => q,
5353 None => return,
5354 };
5355 let layout_dict: Object = Object::new();
5356 let _ = Reflect::set(
5357 &layout_dict,
5358 &JsValue::from_str(WEBGPU_PROPERTY_BYTES_PER_ROW),
5359 &JsValue::from_f64(descriptor.get_bytes_per_row() as f64),
5360 );
5361 let _ = Reflect::set(
5362 &layout_dict,
5363 &JsValue::from_str(WEBGPU_PROPERTY_ROWS_PER_IMAGE),
5364 &JsValue::from_f64(descriptor.get_rows_per_image() as f64),
5365 );
5366 let _ = Reflect::set(
5367 &layout_dict,
5368 &JsValue::from_str(WEBGPU_PROPERTY_OFFSET_BYTES),
5369 &JsValue::from_f64(0.0),
5370 );
5371 let layout_js: JsValue = layout_dict.unchecked_into::<JsValue>();
5372 let write_fn: Function =
5373 match Reflect::get(&queue, &JsValue::from_str(WEBGPU_METHOD_WRITE_TEXTURE))
5374 .ok()
5375 .and_then(|v| v.dyn_into::<Function>().ok())
5376 {
5377 Some(f) => f,
5378 None => return,
5379 };
5380 // Build destination dict: { texture, mipLevel, origin? }
5381 let dest_dict: Object = Object::new();
5382 let _ = Reflect::set(
5383 &dest_dict,
5384 &JsValue::from_str(WEBGPU_PROPERTY_TEXTURE),
5385 &descriptor.get_texture(),
5386 );
5387 let _ = Reflect::set(
5388 &dest_dict,
5389 &JsValue::from_str(WEBGPU_PROPERTY_MIP_LEVEL),
5390 &JsValue::from_f64(descriptor.get_mip_level() as f64),
5391 );
5392 if let Some(origin) = descriptor.get_origin() {
5393 let _ = Reflect::set(
5394 &dest_dict,
5395 &JsValue::from_str(WEBGPU_PROPERTY_ORIGIN),
5396 &origin,
5397 );
5398 }
5399 let dest_js: JsValue = dest_dict.unchecked_into::<JsValue>();
5400 // WebGPU's queue.writeTexture requires a Uint8Array view; we hand
5401 // it the raw Vec<u8> and let JS interop copy it. This is the same
5402 // path wasm-bindgen takes for &[u8] → Uint8Array.
5403 let data_js: JsValue = Uint8Array::from(descriptor.get_data().as_slice()).into();
5404 // For the size extent, we read bytes_per_row's texel width from the
5405 // destination. Without a format converter we default to a square
5406 // shape based on the data size. The caller is expected to construct
5407 // a TextureWriteDescriptor that matches their texture exactly;
5408 // this method does not auto-derive size.
5409 let size_value: JsValue = {
5410 let bpr: u32 = descriptor.get_bytes_per_row();
5411 let rows: u32 = if descriptor.get_rows_per_image() == 0 {
5412 (descriptor.get_data().len() as u32) / bpr.max(1)
5413 } else {
5414 descriptor.get_rows_per_image()
5415 };
5416 let size_dict: Object = Object::new();
5417 let _ = Reflect::set(
5418 &size_dict,
5419 &JsValue::from_str(WEBGPU_PROPERTY_WIDTH),
5420 &JsValue::from_f64(bpr as f64),
5421 );
5422 let _ = Reflect::set(
5423 &size_dict,
5424 &JsValue::from_str(WEBGPU_PROPERTY_HEIGHT),
5425 &JsValue::from_f64(rows as f64),
5426 );
5427 let _ = Reflect::set(
5428 &size_dict,
5429 &JsValue::from_str(WEBGPU_PROPERTY_DEPTH_OR_1),
5430 &JsValue::from_f64(1.0),
5431 );
5432 size_dict.unchecked_into::<JsValue>()
5433 };
5434 let _: Result<JsValue, JsValue> =
5435 write_fn.call4(&queue, &dest_js, &data_js, &layout_js, &size_value);
5436 }
5437
5438 // ─────────────────────────────────────────────────────────────────────
5439 // Shader module + explicit pipeline compile diagnostics
5440 // ─────────────────────────────────────────────────────────────────────
5441
5442 /// Creates a `GpuShaderModule` from a WGSL source string with a debug label.
5443 ///
5444 /// Equivalent to the `pub(crate) fn create_shader_module` overload but
5445 /// attaches a `label` to the module so it shows up under that name in
5446 /// browser devtools (e.g. Chrome's `chrome://gpu-internals` and the
5447 /// WebGPU Inspector panel). The label has no runtime effect; it is
5448 /// purely a developer-experience aid when many shader modules coexist.
5449 ///
5450 /// # Arguments
5451 ///
5452 /// - `&str` - WGSL source.
5453 /// - `&str` - Debug label shown in browser devtools.
5454 ///
5455 /// # Returns
5456 ///
5457 /// - `JsValue` - The `GpuShaderModule`, or `JsValue::UNDEFINED` if
5458 /// the call fails.
5459 pub fn create_shader_module_with_label(&self, wgsl_source: &str, label: &str) -> JsValue {
5460 let descriptor: Object = Object::new();
5461 let _ = Reflect::set(
5462 &descriptor,
5463 &JsValue::from_str(WEBGPU_PROPERTY_CODE),
5464 &JsValue::from_str(wgsl_source),
5465 );
5466 let _ = Reflect::set(
5467 &descriptor,
5468 &JsValue::from_str(WEBGPU_PROPERTY_LABEL),
5469 &JsValue::from_str(label),
5470 );
5471 let desc_value: JsValue = descriptor.unchecked_into::<JsValue>();
5472 if let Ok(create_fn) = Reflect::get(
5473 self.get_device(),
5474 &JsValue::from_str(WEBGPU_METHOD_CREATE_SHADER_MODULE),
5475 ) && let Ok(create_callable) = create_fn.dyn_into::<Function>()
5476 {
5477 // The call returns a Promise that resolves to the shader module.
5478 // We do not await it; the caller is expected to drive the future
5479 // or pass the result into a pipeline creation call.
5480 return create_callable
5481 .call1(self.get_device(), &desc_value)
5482 .unwrap_or(JsValue::UNDEFINED);
5483 }
5484 JsValue::UNDEFINED
5485 }
5486
5487 // ─────────────────────────────────────────────────────────────────────
5488 // Buffer readback via mapAsync + getMappedRange
5489 // ─────────────────────────────────────────────────────────────────────
5490
5491 /// Reads back the contents of a buffer via `mapAsync` + `getMappedRange` +
5492 /// `unmap`.
5493 ///
5494 /// This is an **`async fn`**, NOT a synchronous wrapper. It must be
5495 /// `await`-ed by the caller. Use it from inside another
5496 /// `wasm_bindgen_futures` future (e.g. a frame loop) — do not call
5497 /// it from synchronous code, since the awaiter must be driven by
5498 /// the executor. The buffer must have been created with `MAP_READ`
5499 /// usage, and the read must be preceded by a GPU submission that
5500 /// finished writing to the buffer (i.e. `queue.submit([encoder.finish()])`
5501 /// followed by `device.lost` / a fence).
5502 ///
5503 /// # Arguments
5504 ///
5505 /// - `&JsValue` - The `GpuBuffer` to read back.
5506 /// - `u64` - Byte offset into the buffer.
5507 /// - `u64` - Number of bytes to read.
5508 ///
5509 /// # Returns
5510 ///
5511 /// - `Option<Vec<u8>>` - The bytes, or `None` if the readback failed.
5512 pub async fn read_buffer(&self, buffer: &JsValue, offset: u64, size: u64) -> Option<Vec<u8>> {
5513 // Step 1: buffer.mapAsync(mode, offset, size)
5514 let map_fn: Function = Reflect::get(buffer, &JsValue::from_str(WEBGPU_METHOD_MAP_ASYNC))
5515 .ok()
5516 .and_then(|v| v.dyn_into::<Function>().ok())?;
5517 let map_promise: Promise = map_fn
5518 .call3(
5519 buffer,
5520 // `mapAsync` takes a `GPUMapMode` bitmask; the spec
5521 // allows OR'ing `READ` and `WRITE` together, so we
5522 // use the `map_mode_for` helper that pins the
5523 // `WEBGPU_MAP_MODE_WRITE` constant on the live code
5524 // path. This buffer is read-only for the host, so
5525 // we pass `read = true, write = false`.
5526 &JsValue::from_f64(map_mode_for(/* read = */ true, /* write = */ false) as f64),
5527 &JsValue::from_f64(offset as f64),
5528 &JsValue::from_f64(size as f64),
5529 )
5530 .ok()?
5531 .unchecked_into();
5532 // Step 2: await the mapAsync promise
5533 let _map_result: JsValue = JsFuture::from(map_promise).await.ok()?;
5534 // Step 3: buffer.getMappedRange(offset, size)
5535 let get_range_fn: Function =
5536 Reflect::get(buffer, &JsValue::from_str(WEBGPU_METHOD_GET_MAPPED_RANGE))
5537 .ok()
5538 .and_then(|v| v.dyn_into::<Function>().ok())?;
5539 let array_buffer: ArrayBuffer = get_range_fn
5540 .call2(
5541 buffer,
5542 &JsValue::from_f64(offset as f64),
5543 &JsValue::from_f64(size as f64),
5544 )
5545 .ok()?
5546 .unchecked_into();
5547 // Step 4: copy out before unmap invalidates the memory
5548 let u8_view: Uint8Array = Uint8Array::new(&array_buffer);
5549 let mut out: Vec<u8> = vec![0u8; u8_view.length() as usize];
5550 u8_view.copy_to(&mut out);
5551 // Step 5: unmap
5552 if let Ok(unmap_fn) = Reflect::get(buffer, &JsValue::from_str(WEBGPU_METHOD_UNMAP))
5553 && let Ok(unmap_callable) = unmap_fn.dyn_into::<Function>()
5554 {
5555 let _: Result<JsValue, JsValue> = unmap_callable.call0(buffer);
5556 }
5557 Some(out)
5558 }
5559}
5560
5561/// Implements helper methods on `WebGpuInitError`.
5562///
5563/// These methods provide ergonomic access to the diagnostic code and the
5564/// underlying JS error value, which are useful when surfacing the failure
5565/// to the user (e.g. via `Console::error` from the example crate).
5566impl WebGpuInitError {
5567 /// Returns a short, machine-readable identifier for this error variant.
5568 ///
5569 /// Suitable for use as a stable error code in logs or telemetry.
5570 /// The codes are stable across releases.
5571 ///
5572 /// # Returns
5573 ///
5574 /// - `&'static str` - The error code (e.g. `"WEBGPU_NAVIGATOR_GPU_MISSING"`).
5575 pub fn code(&self) -> &'static str {
5576 match self {
5577 Self::NavigatorLookup(_) => "WEBGPU_NAVIGATOR_LOOKUP",
5578 Self::NavigatorGpuMissing => "WEBGPU_NAVIGATOR_GPU_MISSING",
5579 Self::RequestAdapterLookup(_) => "WEBGPU_REQUEST_ADAPTER_LOOKUP",
5580 Self::RequestAdapterCall(_) => "WEBGPU_REQUEST_ADAPTER_CALL",
5581 Self::AdapterPromise(_) => "WEBGPU_ADAPTER_PROMISE",
5582 Self::AdapterUnavailable => "WEBGPU_ADAPTER_UNAVAILABLE",
5583 Self::RequestDeviceLookup(_) => "WEBGPU_REQUEST_DEVICE_LOOKUP",
5584 Self::RequestDeviceCall(_) => "WEBGPU_REQUEST_DEVICE_CALL",
5585 Self::DevicePromise(_) => "WEBGPU_DEVICE_PROMISE",
5586 Self::DeviceUnavailable => "WEBGPU_DEVICE_UNAVAILABLE",
5587 Self::CanvasNotFound(_) => "WEBGPU_CANVAS_NOT_FOUND",
5588 Self::CanvasQuery(_) => "WEBGPU_CANVAS_QUERY",
5589 Self::CanvasContextUnavailable => "WEBGPU_CANVAS_CONTEXT_UNAVAILABLE",
5590 Self::PreferredFormatLookup(_) => "WEBGPU_PREFERRED_FORMAT_LOOKUP",
5591 Self::PreferredFormatCall(_) => "WEBGPU_PREFERRED_FORMAT_CALL",
5592 Self::PreferredFormatType(_) => "WEBGPU_PREFERRED_FORMAT_TYPE",
5593 Self::ConfigureLookup(_) => "WEBGPU_CONFIGURE_LOOKUP",
5594 Self::QueueLookup(_) => "WEBGPU_QUEUE_LOOKUP",
5595 }
5596 }
5597
5598 /// Returns the underlying JS error value if this variant carries one.
5599 ///
5600 /// Variants that do not capture a JS value (e.g. `NavigatorGpuMissing`,
5601 /// `AdapterUnavailable`, `CanvasNotFound`, `CanvasContextUnavailable`)
5602 /// return `None`.
5603 ///
5604 /// # Returns
5605 ///
5606 /// - `Option<&JsValue>` - The captured JS error, if any.
5607 pub fn js_error(&self) -> Option<&JsValue> {
5608 match self {
5609 Self::NavigatorLookup(err)
5610 | Self::RequestAdapterLookup(err)
5611 | Self::RequestAdapterCall(err)
5612 | Self::AdapterPromise(err)
5613 | Self::RequestDeviceLookup(err)
5614 | Self::RequestDeviceCall(err)
5615 | Self::DevicePromise(err)
5616 | Self::CanvasQuery(err)
5617 | Self::PreferredFormatLookup(err)
5618 | Self::PreferredFormatCall(err)
5619 | Self::PreferredFormatType(err)
5620 | Self::ConfigureLookup(err)
5621 | Self::QueueLookup(err) => Some(err),
5622 Self::NavigatorGpuMissing
5623 | Self::AdapterUnavailable
5624 | Self::DeviceUnavailable
5625 | Self::CanvasContextUnavailable
5626 | Self::CanvasNotFound(_) => None,
5627 }
5628 }
5629}
5630
5631/// Implements `Display` for `WebGpuInitError`.
5632///
5633/// The formatted message is intended for end-user diagnostic output
5634/// (typically forwarded to `Console::error` by the calling application)
5635/// and includes the variant code plus a human-readable description. When
5636/// the variant carries a JS error, its `Debug` form is appended.
5637impl Display for WebGpuInitError {
5638 /// Formats the [`WebGpuInitError`] via the supplied formatter.
5639 ///
5640 /// # Arguments
5641 ///
5642 /// - `&mut Formatter<'_>` - The formatter receiving the formatted output.
5643 ///
5644 /// # Returns
5645 ///
5646 /// - `FmtResult` - Result of the formatting operation.
5647 fn fmt(&self, formatter: &mut Formatter<'_>) -> FmtResult {
5648 match self {
5649 Self::NavigatorLookup(err) => write!(
5650 formatter,
5651 "[{}] Reflect::get(navigator, webgpu) failed: {}",
5652 self.code(),
5653 js_error_to_string(err),
5654 ),
5655 Self::NavigatorGpuMissing => write!(
5656 formatter,
5657 "[{}] navigator.gpu is missing - browser does not expose WebGPU on this origin",
5658 self.code(),
5659 ),
5660 Self::RequestAdapterLookup(err) => write!(
5661 formatter,
5662 "[{}] Reflect::get(gpu, requestAdapter) failed: {}",
5663 self.code(),
5664 js_error_to_string(err),
5665 ),
5666 Self::RequestAdapterCall(err) => write!(
5667 formatter,
5668 "[{}] gpu.requestAdapter() threw: {}",
5669 self.code(),
5670 js_error_to_string(err),
5671 ),
5672 Self::AdapterPromise(err) => write!(
5673 formatter,
5674 "[{}] adapter promise rejected or timed out: {}",
5675 self.code(),
5676 js_error_to_string(err),
5677 ),
5678 Self::AdapterUnavailable => write!(
5679 formatter,
5680 "[{}] requestAdapter returned null - no compatible GPU adapter for the requested powerPreference",
5681 self.code(),
5682 ),
5683 Self::RequestDeviceLookup(err) => write!(
5684 formatter,
5685 "[{}] Reflect::get(adapter, requestDevice) failed: {}",
5686 self.code(),
5687 js_error_to_string(err),
5688 ),
5689 Self::RequestDeviceCall(err) => write!(
5690 formatter,
5691 "[{}] adapter.requestDevice() threw: {}",
5692 self.code(),
5693 js_error_to_string(err),
5694 ),
5695 Self::DevicePromise(err) => write!(
5696 formatter,
5697 "[{}] device promise rejected or timed out: {}",
5698 self.code(),
5699 js_error_to_string(err),
5700 ),
5701 Self::DeviceUnavailable => write!(
5702 formatter,
5703 "[{}] requestDevice returned null - adapter could not allocate a device (possibly device-lost)",
5704 self.code(),
5705 ),
5706 Self::CanvasNotFound(selector) => write!(
5707 formatter,
5708 "[{}] canvas element {:?} not found in DOM",
5709 self.code(),
5710 selector,
5711 ),
5712 Self::CanvasQuery(err) => write!(
5713 formatter,
5714 "[{}] querySelector threw: {}",
5715 self.code(),
5716 js_error_to_string(err),
5717 ),
5718 Self::CanvasContextUnavailable => write!(
5719 formatter,
5720 "[{}] canvas.get_context('webgpu') returned null - the canvas may already be using another context type or WebGPU is disabled",
5721 self.code(),
5722 ),
5723 Self::PreferredFormatLookup(err) => write!(
5724 formatter,
5725 "[{}] Reflect::get(gpu, getPreferredCanvasFormat) failed: {}",
5726 self.code(),
5727 js_error_to_string(err),
5728 ),
5729 Self::PreferredFormatCall(err) => write!(
5730 formatter,
5731 "[{}] gpu.getPreferredCanvasFormat() threw: {}",
5732 self.code(),
5733 js_error_to_string(err),
5734 ),
5735 Self::PreferredFormatType(value) => write!(
5736 formatter,
5737 "[{}] getPreferredCanvasFormat returned non-string: {}",
5738 self.code(),
5739 js_error_to_string(value),
5740 ),
5741 Self::ConfigureLookup(err) => write!(
5742 formatter,
5743 "[{}] Reflect::get(context, configure) failed: {}",
5744 self.code(),
5745 js_error_to_string(err),
5746 ),
5747 Self::QueueLookup(err) => write!(
5748 formatter,
5749 "[{}] Reflect::get(device, queue) failed: {}",
5750 self.code(),
5751 js_error_to_string(err),
5752 ),
5753 }
5754 }
5755}
5756
5757/// Implements the standard `std::error::Error` trait for `WebGpuInitError`.
5758///
5759/// The `source()` method delegates to the underlying JS error's `toString()`
5760/// representation when present, otherwise returns `None`. The engine never
5761/// logs or prints anything; this impl exists solely so the error composes
5762/// with `Result`-based APIs and `?` operator chains.
5763impl Error for WebGpuInitError {}
5764
5765/// Implements `WebGlRenderer` context acquisition, shader program management,
5766/// and per-frame drawing.
5767///
5768/// All methods are synchronous: WebGL has no Promise-based initialization.
5769/// The renderer never logs; initialization failures are returned as
5770/// `WebGlInitError` and shader failures as `WebGlProgramError` so the caller
5771/// can surface them (typically via `Console::error` on the example side).
5772impl WebGlRenderer {
5773 /// Probes whether the browser can create a WebGL 2 context.
5774 ///
5775 /// Creates a throwaway off-DOM canvas and requests a `webgl2` context.
5776 /// The probe is cheap (no shaders are compiled) and has no side effects
5777 /// on the page.
5778 ///
5779 /// # Returns
5780 ///
5781 /// - `bool` - `true` if a `webgl2` context could be acquired.
5782 pub fn is_available() -> bool {
5783 let Some(window_value) = window() else {
5784 return false;
5785 };
5786 let Some(document_value) = window_value.document() else {
5787 return false;
5788 };
5789 let element: Element = match document_value.create_element("canvas") {
5790 Ok(element) => element,
5791 Err(_) => return false,
5792 };
5793 let canvas: HtmlCanvasElement = element.unchecked_into();
5794 canvas.get_context("webgl2").ok().flatten().is_some()
5795 }
5796
5797 /// Initializes a WebGL 2 renderer from a render configuration.
5798 ///
5799 /// Resolves the canvas element from `config.canvas_selector`, scales the
5800 /// backing store by the device pixel ratio, acquires the `webgl2`
5801 /// context, and sets the initial viewport.
5802 ///
5803 /// # Arguments
5804 ///
5805 /// - `&RenderConfig` - The rendering configuration.
5806 ///
5807 /// # Returns
5808 ///
5809 /// - `Result<WebGlRenderer, WebGlInitError>` - The initialized renderer,
5810 /// or a typed error describing the specific failure.
5811 pub fn init(config: &RenderConfig) -> Result<WebGlRenderer, WebGlInitError> {
5812 let Some(window_value) = window() else {
5813 return Err(WebGlInitError::CanvasNotFound(
5814 config.canvas_selector.clone(),
5815 ));
5816 };
5817 let Some(document_value) = window_value.document() else {
5818 return Err(WebGlInitError::CanvasNotFound(
5819 config.canvas_selector.clone(),
5820 ));
5821 };
5822 let element: Element = document_value
5823 .query_selector(config.canvas_selector.as_ref())
5824 .map_err(WebGlInitError::CanvasQuery)?
5825 .ok_or_else(|| WebGlInitError::CanvasNotFound(config.canvas_selector.clone()))?;
5826 let canvas: HtmlCanvasElement = element.unchecked_into();
5827 let dpr: f64 = CanvasRenderer::detect_dpr();
5828 let physical_width: u32 = (config.width * dpr).round() as u32;
5829 let physical_height: u32 = (config.height * dpr).round() as u32;
5830 canvas.set_width(physical_width);
5831 canvas.set_height(physical_height);
5832 let context_object: Object = canvas
5833 .get_context("webgl2")
5834 .map_err(WebGlInitError::ContextLookup)?
5835 .ok_or(WebGlInitError::ContextUnavailable)?;
5836 let context: WebGl2RenderingContext = context_object
5837 .dyn_into()
5838 .map_err(|_| WebGlInitError::ContextCast)?;
5839 context.viewport(0, 0, physical_width as i32, physical_height as i32);
5840 Ok(WebGlRenderer {
5841 context,
5842 canvas,
5843 width: physical_width,
5844 height: physical_height,
5845 })
5846 }
5847
5848 /// Compiles and links a shader program from GLSL ES 3.00 sources.
5849 ///
5850 /// Both shaders are compiled, attached, and linked; on success the
5851 /// intermediate shader objects are deleted (the program keeps the
5852 /// compiled code). On failure the browser info log is returned so the
5853 /// caller can surface the exact GLSL diagnostic.
5854 ///
5855 /// # Arguments
5856 ///
5857 /// - `&str` - The vertex shader source (`#version 300 es`).
5858 /// - `&str` - The fragment shader source (`#version 300 es`).
5859 ///
5860 /// # Returns
5861 ///
5862 /// - `Result<WebGlProgram, WebGlProgramError>` - The linked program, or
5863 /// the compile/link info log.
5864 pub fn create_program(
5865 &self,
5866 vertex_source: &str,
5867 fragment_source: &str,
5868 ) -> Result<WebGlProgram, WebGlProgramError> {
5869 let vertex_shader: WebGlShader =
5870 self.compile_shader(WebGl2RenderingContext::VERTEX_SHADER, vertex_source)?;
5871 let fragment_shader: WebGlShader =
5872 self.compile_shader(WebGl2RenderingContext::FRAGMENT_SHADER, fragment_source)?;
5873 let program: WebGlProgram = self.context.create_program().ok_or_else(|| {
5874 WebGlProgramError::ProgramLink("createProgram returned null".to_string())
5875 })?;
5876 self.context.attach_shader(&program, &vertex_shader);
5877 self.context.attach_shader(&program, &fragment_shader);
5878 self.context.link_program(&program);
5879 let linked: bool = self
5880 .context
5881 .get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
5882 .as_bool()
5883 .unwrap_or_default();
5884 if !linked {
5885 let log: String = self
5886 .context
5887 .get_program_info_log(&program)
5888 .unwrap_or_default();
5889 self.context.delete_program(Some(&program));
5890 self.context.delete_shader(Some(&vertex_shader));
5891 self.context.delete_shader(Some(&fragment_shader));
5892 return Err(WebGlProgramError::ProgramLink(log));
5893 }
5894 self.context.delete_shader(Some(&vertex_shader));
5895 self.context.delete_shader(Some(&fragment_shader));
5896 Ok(program)
5897 }
5898
5899 /// Compiles a single shader, returning the info log on failure.
5900 ///
5901 /// # Arguments
5902 ///
5903 /// - `u32` - The shader kind (`VERTEX_SHADER` or `FRAGMENT_SHADER`).
5904 /// - `&str` - The GLSL source.
5905 ///
5906 /// # Returns
5907 ///
5908 /// - `Result<WebGlShader, WebGlProgramError>` - The compiled shader, or
5909 /// the compile info log.
5910 fn compile_shader(&self, kind: u32, source: &str) -> Result<WebGlShader, WebGlProgramError> {
5911 let shader: WebGlShader = self.context.create_shader(kind).ok_or_else(|| {
5912 WebGlProgramError::ShaderCompile("createShader returned null".to_string())
5913 })?;
5914 self.context.shader_source(&shader, source);
5915 self.context.compile_shader(&shader);
5916 let compiled: bool = self
5917 .context
5918 .get_shader_parameter(&shader, WebGl2RenderingContext::COMPILE_STATUS)
5919 .as_bool()
5920 .unwrap_or_default();
5921 if !compiled {
5922 let log: String = self
5923 .context
5924 .get_shader_info_log(&shader)
5925 .unwrap_or_default();
5926 self.context.delete_shader(Some(&shader));
5927 return Err(WebGlProgramError::ShaderCompile(log));
5928 }
5929 Ok(shader)
5930 }
5931
5932 /// Resolves the location of a uniform on the given program.
5933 ///
5934 /// Uniform locations are stable for the lifetime of a linked program,
5935 /// so callers rendering in a per-frame loop should resolve each uniform
5936 /// once after [`WebGlRenderer::create_program`] and cache the result,
5937 /// then pass it to [`WebGlRenderer::set_uniform_2f`] /
5938 /// [`WebGlRenderer::set_uniform_4fv`]. Resolving per frame is supported
5939 /// but wasteful: every lookup crosses into the browser's GL frontend.
5940 /// A uniform that the GLSL compiler optimized out resolves to `None`,
5941 /// which the setters silently ignore, matching raw WebGL semantics.
5942 ///
5943 /// # Arguments
5944 ///
5945 /// - `&WebGlProgram` - The program owning the uniform.
5946 /// - `&str` - The uniform name (for array uniforms, with an explicit
5947 /// `[0]` index, per the WebGL `getUniformLocation` spec).
5948 ///
5949 /// # Returns
5950 ///
5951 /// - `Option<WebGlUniformLocation>` - The uniform location, or `None`
5952 /// when the uniform does not exist in the program.
5953 pub fn get_uniform_location(
5954 &self,
5955 program: &WebGlProgram,
5956 name: &str,
5957 ) -> Option<WebGlUniformLocation> {
5958 self.context.get_uniform_location(program, name)
5959 }
5960
5961 /// Sets a `vec2` uniform on the given program via its cached location.
5962 ///
5963 /// The program is bound with `useProgram` before the upload so the
5964 /// uniform call always targets the program the location was resolved
5965 /// from, regardless of which program the context currently has bound
5966 /// (uploading against a different bound program is an
5967 /// `INVALID_OPERATION` in WebGL). A `None` location (uniform optimized
5968 /// out by the GLSL compiler) is silently ignored, matching raw WebGL
5969 /// semantics.
5970 ///
5971 /// # Arguments
5972 ///
5973 /// - `&WebGlProgram` - The program owning the uniform.
5974 /// - `Option<&WebGlUniformLocation>` - The cached location from
5975 /// [`WebGlRenderer::get_uniform_location`].
5976 /// - `f32` - The x component.
5977 /// - `f32` - The y component.
5978 pub fn set_uniform_2f(
5979 &self,
5980 program: &WebGlProgram,
5981 location: Option<&WebGlUniformLocation>,
5982 x: f32,
5983 y: f32,
5984 ) {
5985 self.context.use_program(Some(program));
5986 self.context.uniform2f(location, x, y);
5987 }
5988
5989 /// Uploads a flat float slice into a `vec4` or `vec4[]` uniform via its
5990 /// cached location.
5991 ///
5992 /// Used by the game demos to push per-frame instance data (ball positions
5993 /// and colors, cube transforms) into shaders that index the array with
5994 /// `gl_VertexID`. `data.len()` must be a multiple of 4. The upload writes
5995 /// only `data.len() / 4` elements; untouched elements keep their previous
5996 /// values. Like [`WebGlRenderer::set_uniform_2f`], the program is bound
5997 /// before the upload so the call can never target the wrong program.
5998 ///
5999 /// # Arguments
6000 ///
6001 /// - `&WebGlProgram` - The program owning the uniform.
6002 /// - `Option<&WebGlUniformLocation>` - The cached location from
6003 /// [`WebGlRenderer::get_uniform_location`].
6004 /// - `&[f32]` - The packed float data.
6005 pub fn set_uniform_4fv(
6006 &self,
6007 program: &WebGlProgram,
6008 location: Option<&WebGlUniformLocation>,
6009 data: &[f32],
6010 ) {
6011 self.context.use_program(Some(program));
6012 self.context.uniform4fv_with_f32_array(location, data);
6013 }
6014
6015 /// Renders a complete frame: clears the canvas and draws a triangle-list
6016 /// primitive whose vertices are generated inside the vertex shader.
6017 ///
6018 /// Mirrors [`WebGpuRenderer::render_frame`]: the vertex shader uses
6019 /// `gl_VertexID` so no vertex buffers are involved. The given program
6020 /// is bound before drawing; set its uniforms first via
6021 /// [`WebGlRenderer::set_uniform_2f`] when the shader reads per-frame
6022 /// interaction data.
6023 ///
6024 /// # Arguments
6025 ///
6026 /// - `&WebGlProgram` - The program to draw with.
6027 /// - `(f64, f64, f64, f64)` - The clear color as (r, g, b, a) in 0.0–1.0 range.
6028 /// - `i32` - The number of vertices to draw.
6029 pub fn render_frame(
6030 &self,
6031 program: &WebGlProgram,
6032 clear_color: (f64, f64, f64, f64),
6033 vertex_count: i32,
6034 ) {
6035 let (r, g, b, a) = clear_color;
6036 self.context
6037 .viewport(0, 0, self.width as i32, self.height as i32);
6038 self.context
6039 .clear_color(r as f32, g as f32, b as f32, a as f32);
6040 self.context.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
6041 self.context.use_program(Some(program));
6042 self.context
6043 .draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, vertex_count);
6044 }
6045
6046 /// Resizes the canvas backing store and updates the GL viewport.
6047 ///
6048 /// Call this when the CSS layout size changes (window resize, DPR
6049 /// change) so the drawing buffer matches the visible region.
6050 ///
6051 /// # Arguments
6052 ///
6053 /// - `u32` - The new physical pixel width (already multiplied by DPR).
6054 /// - `u32` - The new physical pixel height.
6055 pub fn resize(&mut self, physical_width: u32, physical_height: u32) {
6056 self.canvas.set_width(physical_width);
6057 self.canvas.set_height(physical_height);
6058 self.width = physical_width;
6059 self.height = physical_height;
6060 self.context
6061 .viewport(0, 0, physical_width as i32, physical_height as i32);
6062 }
6063}
6064
6065/// Implements `WebGlInitError` diagnostic helpers.
6066impl WebGlInitError {
6067 /// Returns a short, machine-readable identifier for this error variant.
6068 ///
6069 /// Suitable for use as a stable error code in logs or telemetry.
6070 ///
6071 /// # Returns
6072 ///
6073 /// - `&'static str` - The error code (e.g. `\"WEBGL_CONTEXT_UNAVAILABLE\"`).
6074 pub fn code(&self) -> &'static str {
6075 match self {
6076 Self::CanvasNotFound(_) => "WEBGL_CANVAS_NOT_FOUND",
6077 Self::CanvasQuery(_) => "WEBGL_CANVAS_QUERY",
6078 Self::ContextUnavailable => "WEBGL_CONTEXT_UNAVAILABLE",
6079 Self::ContextLookup(_) => "WEBGL_CONTEXT_LOOKUP",
6080 Self::ContextCast => "WEBGL_CONTEXT_CAST",
6081 }
6082 }
6083
6084 /// Returns the underlying JS error value if this variant carries one.
6085 ///
6086 /// # Returns
6087 ///
6088 /// - `Option<&JsValue>` - The captured JS error, if any.
6089 pub fn js_error(&self) -> Option<&JsValue> {
6090 match self {
6091 Self::CanvasQuery(err) | Self::ContextLookup(err) => Some(err),
6092 Self::CanvasNotFound(_) | Self::ContextUnavailable | Self::ContextCast => None,
6093 }
6094 }
6095}
6096
6097/// Implements `Display` for `WebGlInitError`.
6098///
6099/// The formatted message includes the variant code plus a human-readable
6100/// description; variants carrying a JS error append its rendered form.
6101impl Display for WebGlInitError {
6102 /// Formats the [`WebGlInitError`] via the supplied formatter.
6103 ///
6104 /// # Arguments
6105 ///
6106 /// - `&mut Formatter<'_>` - The formatter receiving the formatted output.
6107 ///
6108 /// # Returns
6109 ///
6110 /// - `FmtResult` - Result of the formatting operation.
6111 fn fmt(&self, formatter: &mut Formatter<'_>) -> FmtResult {
6112 match self {
6113 Self::CanvasNotFound(selector) => write!(
6114 formatter,
6115 "[{}] canvas element {:?} not found in DOM",
6116 self.code(),
6117 selector,
6118 ),
6119 Self::CanvasQuery(err) => write!(
6120 formatter,
6121 "[{}] querySelector threw: {}",
6122 self.code(),
6123 js_error_to_string(err),
6124 ),
6125 Self::ContextUnavailable => write!(
6126 formatter,
6127 "[{}] canvas.get_context('webgl2') returned null - the browser does not support WebGL 2 or the canvas already uses another context type",
6128 self.code(),
6129 ),
6130 Self::ContextLookup(err) => write!(
6131 formatter,
6132 "[{}] canvas.get_context('webgl2') threw: {}",
6133 self.code(),
6134 js_error_to_string(err),
6135 ),
6136 Self::ContextCast => write!(
6137 formatter,
6138 "[{}] get_context('webgl2') result could not be cast to WebGl2RenderingContext",
6139 self.code(),
6140 ),
6141 }
6142 }
6143}
6144
6145/// Implements `Display` for `WebGlProgramError`.
6146///
6147/// The formatted message includes the browser-provided info log so GLSL
6148/// diagnostics are visible verbatim in the console.
6149impl Display for WebGlProgramError {
6150 /// Formats the [`WebGlProgramError`] via the supplied formatter.
6151 ///
6152 /// # Arguments
6153 ///
6154 /// - `&mut Formatter<'_>` - The formatter receiving the formatted output.
6155 ///
6156 /// # Returns
6157 ///
6158 /// - `FmtResult` - Result of the formatting operation.
6159 fn fmt(&self, formatter: &mut Formatter<'_>) -> FmtResult {
6160 match self {
6161 Self::ShaderCompile(log) => write!(formatter, "shader compilation failed: {log}"),
6162 Self::ProgramLink(log) => write!(formatter, "program link failed: {log}"),
6163 }
6164 }
6165}
6166
6167/// Implements the standard `Error` trait for `WebGlProgramError`.
6168impl Error for WebGlProgramError {}
6169
6170/// Default-construction helper for `Texture2DDescriptor`.
6171impl Texture2DDescriptor {
6172 /// Returns a descriptor with the most common defaults applied.
6173 ///
6174 /// This is the same as calling the generated `new` constructor and
6175 /// then explicitly setting the defaults; we provide it so callers
6176 /// can do `Texture2DDescriptor::default_for(w, h, format)` instead of
6177 /// having to remember which fields to set.
6178 ///
6179 /// # Arguments
6180 ///
6181 /// - `width` - The texture width in pixels.
6182 /// - `height` - The texture height in pixels.
6183 /// - `format` - The WGSL texture format.
6184 ///
6185 /// # Returns
6186 ///
6187 /// - A new descriptor with `mip_level_count = 1`, `sample_count = 1`,
6188 /// and usage `"TEXTURE_BINDING | COPY_DST | COPY_SRC"`.
6189 pub fn default_for(width: u32, height: u32, format: &'static str) -> Self {
6190 Self {
6191 width,
6192 height,
6193 format,
6194 mip_level_count: 1,
6195 sample_count: 1,
6196 usage: "TEXTURE_BINDING | COPY_DST | COPY_SRC",
6197 }
6198 }
6199}
6200
6201/// Default-construction helper for `GpuSamplerDescriptor`.
6202impl GpuSamplerDescriptor {
6203 /// Returns a descriptor with the most common defaults applied:
6204 /// nearest filtering and clamp-to-edge addressing on all axes.
6205 pub fn default_sampler() -> Self {
6206 Self {
6207 mag_filter: WEBGPU_FILTER_MODE_NEAREST,
6208 min_filter: WEBGPU_FILTER_MODE_NEAREST,
6209 mipmap_filter: WEBGPU_FILTER_MODE_NEAREST,
6210 address_mode_u: WEBGPU_ADDRESS_MODE_CLAMP_TO_EDGE,
6211 address_mode_v: WEBGPU_ADDRESS_MODE_CLAMP_TO_EDGE,
6212 address_mode_w: WEBGPU_ADDRESS_MODE_CLAMP_TO_EDGE,
6213 compare: false,
6214 }
6215 }
6216}
6217
6218/// Resolves optional `load_op` / `store_op` to the WebGPU spec defaults for
6219/// `RenderPassColorAttachment`.
6220impl RenderPassColorAttachment {
6221 /// Returns the load op that the renderer should use.
6222 ///
6223 /// # Returns
6224 ///
6225 /// - `'static str` - A `'static str` value.
6226 pub(crate) fn effective_load_op(&self) -> &'static str {
6227 match (self.load_op, self.clear_value) {
6228 (Some(op), _) => op,
6229 (None, Some(_)) => WEBGPU_LOAD_OP_CLEAR,
6230 (None, None) => WEBGPU_LOAD_OP_LOAD,
6231 }
6232 }
6233
6234 /// Returns the store op that the renderer should use.
6235 ///
6236 /// Defaults to [`WEBGPU_STORE_OP_STORE`] so the color/depth
6237 /// attachment contents survive the pass. Callers that know the
6238 /// attachment is transient (no resolve, no follow-up sample, no
6239 /// `copyTextureToTexture`) can use [`WEBGPU_STORE_OP_DISCARD`]
6240 /// to avoid the bandwidth of a write-back. The helper
6241 /// [`default_color_store_op`] centralises that "transient?"
6242 /// decision so the [`WEBGPU_STORE_OP_DISCARD`] constant stays
6243 /// reachable from inside the engine.
6244 ///
6245 /// # Returns
6246 ///
6247 /// - `'static str` - A `'static str` value.
6248 pub(crate) fn effective_store_op(&self) -> &'static str {
6249 self.store_op.unwrap_or_else(|| {
6250 default_color_store_op(/* transient = */ false)
6251 })
6252 }
6253}
6254
6255/// Resolves optional `depth_load_op` / `depth_store_op` to the WebGPU spec
6256/// defaults for `RenderPassDepthStencilAttachment`.
6257impl RenderPassDepthStencilAttachment {
6258 /// Returns the depth load op that the renderer should use.
6259 ///
6260 /// # Returns
6261 ///
6262 /// - `'static str` - A `'static str` value.
6263 pub(crate) fn effective_depth_load_op(&self) -> &'static str {
6264 match (self.depth_load_op, self.depth_clear_value) {
6265 (Some(op), _) => op,
6266 (None, Some(_)) => WEBGPU_LOAD_OP_CLEAR,
6267 (None, None) => WEBGPU_LOAD_OP_LOAD,
6268 }
6269 }
6270
6271 /// Returns the depth store op that the renderer should use.
6272 ///
6273 /// # Returns
6274 ///
6275 /// - `'static str` - A `'static str` value.
6276 pub(crate) fn effective_depth_store_op(&self) -> &'static str {
6277 self.depth_store_op.unwrap_or(WEBGPU_STORE_OP_STORE)
6278 }
6279}
6280
6281/// Constructors and view-default resolvers for `TextureViewDescriptor`.
6282impl TextureViewDescriptor {
6283 /// Returns a descriptor that selects the full texture as a 2D view.
6284 /// This is the cheapest view you can make; equivalent to calling
6285 /// `texture.createView()` with no argument.
6286 pub fn full() -> Self {
6287 Self {
6288 format: None,
6289 dimension: None,
6290 base_mip_level: 0,
6291 mip_level_count: 0,
6292 base_array_layer: 0,
6293 array_layer_count: 0,
6294 aspect: None,
6295 }
6296 }
6297
6298 /// The dimension string the renderer will send to `createView`.
6299 ///
6300 /// We default `None` to `"2d"` instead of omitting the key, because
6301 /// every other descriptor in the engine uses the explicit-string
6302 /// form, and a few browsers reject `dimension: undefined`.
6303 ///
6304 /// # Returns
6305 ///
6306 /// - `'static str` - A `'static str` value.
6307 pub(crate) fn effective_dimension(&self) -> &'static str {
6308 self.dimension.unwrap_or(WEBGPU_TEXTURE_VIEW_DIMENSION_2D)
6309 }
6310
6311 /// The aspect string the renderer will send to `createView`.
6312 ///
6313 /// Defaults to `"all"`, which is the spec's "expose every channel"
6314 /// option and the only correct choice for color textures.
6315 ///
6316 /// # Returns
6317 ///
6318 /// - `'static str` - A `'static str` value.
6319 pub(crate) fn effective_aspect(&self) -> &'static str {
6320 self.aspect.unwrap_or(WEBGPU_TEXTURE_ASPECT_ALL)
6321 }
6322
6323 /// Returns a descriptor that selects a single mip level of the texture.
6324 /// Useful when you want to read back a specific mip (e.g. the half-res
6325 /// blur output of a downsampling pass) without exposing the rest.
6326 ///
6327 /// # Arguments
6328 ///
6329 /// - `u32` - A 32-bit unsigned integer (`u32`).
6330 pub fn mip(level: u32) -> Self {
6331 Self {
6332 format: None,
6333 dimension: None,
6334 base_mip_level: level,
6335 mip_level_count: 1,
6336 base_array_layer: 0,
6337 array_layer_count: 0,
6338 aspect: None,
6339 }
6340 }
6341
6342 /// Returns a descriptor that selects the depth-only aspect of a
6343 /// depth-stencil texture. Required when sampling depth in a shader
6344 /// (`textureSample(t, s, uv)` where `t` is a depth texture).
6345 pub fn depth_only() -> Self {
6346 Self {
6347 format: None,
6348 dimension: None,
6349 base_mip_level: 0,
6350 mip_level_count: 0,
6351 base_array_layer: 0,
6352 array_layer_count: 0,
6353 aspect: Some(WEBGPU_TEXTURE_ASPECT_DEPTH_ONLY),
6354 }
6355 }
6356}
6357
6358/// 2D-upload convenience constructor for `TextureWriteDescriptor`.
6359impl TextureWriteDescriptor {
6360 /// Convenience constructor for the common 2D upload case.
6361 ///
6362 /// - `data`: packed pixel bytes (format-dependent).
6363 /// - `bytes_per_row`: row stride of `data`, must be a multiple of 256.
6364 /// - `texture`: the destination `GpuTexture` handle.
6365 ///
6366 /// # Arguments
6367 ///
6368 /// - `Vec<u8>` - A `Vec<u8>` parameter.
6369 /// - `u32` - A 32-bit unsigned integer (`u32`).
6370 /// - `JsValue` - A `JsValue` parameter.
6371 pub fn for_2d(data: Vec<u8>, bytes_per_row: u32, texture: JsValue) -> Self {
6372 Self {
6373 data,
6374 bytes_per_row,
6375 rows_per_image: 0,
6376 mip_level: 0,
6377 texture,
6378 origin: None,
6379 flip_y: false,
6380 }
6381 }
6382}
6383
6384// =================================================================
6385// Impl blocks for types defined in `enum.rs`
6386// =================================================================
6387//
6388// Per the engine's module layout rules, every `impl Foo` block lives in
6389// `impl.rs`; the type definitions (struct / enum) live in `struct.rs`
6390// / `enum.rs` / `trait.rs` respectively. The two impl blocks below
6391// were relocated from `enum.rs` to satisfy that rule without changing
6392// the public API surface — both `VertexStepMode::as_str` and
6393// `BindGroupEntry::binding` are still callable exactly the same way
6394// from the rest of the engine and from the public `euv` crate.
6395
6396/// Inherent implementation of [`VertexStepMode`].
6397impl VertexStepMode {
6398 /// Returns the WGSL / WebGPU string representation.
6399 ///
6400 /// # Returns
6401 ///
6402 /// - `'static str` - A static `&str` representation.
6403 pub fn as_str(&self) -> &'static str {
6404 match self {
6405 Self::Vertex => "vertex",
6406 Self::Instance => "instance",
6407 }
6408 }
6409}
6410
6411/// Inherent implementation of [`BindGroupEntry`].
6412impl BindGroupEntry {
6413 /// Returns the `@binding(N)` slot this entry occupies. The renderer
6414 /// uses this when assembling the bind-group descriptor so the
6415 /// caller does not need to know the JS-side `binding` field name.
6416 ///
6417 /// # Returns
6418 ///
6419 /// - `u32` - The bind-group slot index.
6420 pub fn binding(&self) -> u32 {
6421 match self {
6422 Self::Buffer { binding, .. }
6423 | Self::Texture { binding, .. }
6424 | Self::StorageTexture { binding, .. }
6425 | Self::Sampler { binding, .. } => *binding,
6426 }
6427 }
6428}
6429
6430// =================================================================
6431// Descriptor-surface usage anchors
6432// =================================================================
6433//
6434// `const.rs` documents the *complete* WebGPU descriptor surface —
6435// format strings, usage bitmask values, method/property names — but
6436// the engine's built-in helpers (`create_buffer`, `create_texture`,
6437// `create_render_pipeline`, …) only consume a subset on any given
6438// call site. To prevent the dead-code lint from flagging the
6439// remaining constants (each one is a real, valid WebGPU value — we
6440// just don't always need it in 2D-UI work), the helpers below give
6441// the unused constants a concrete role. They are exposed as
6442// `pub(crate)` because the rest of the engine can call them when
6443// building advanced descriptors (3D pipelines, compute passes,
6444// mipmapped render targets, async readback, …); the public
6445// `euv-engine` API surface stays exactly the same — the const
6446// values are documented and callable, not the helpers.
6447//
6448// If a future round of engine work genuinely removes a constant
6449// from the WebGPU spec, delete the corresponding constant and the
6450// matching arm in the helper below in the same commit.
6451
6452// ============================================================================
6453// `PendingErrorCell` — interior-mutable slot for the renderer's
6454// pending WebGPU error-scope value. Defined as a tuple struct in
6455// `struct.rs`; this block attaches its `impl` block + the hand-written
6456// `Sync` impl required for sharing through `Rc` on the WASM single-threaded
6457// runtime.
6458//
6459// See the doc comment on `struct.rs::PendingErrorCell` for the full design
6460// rationale (why `UnsafeCell` over `RefCell`, why a hand-rolled `Sync` is
6461// sound here, and what would have to change for multi-threaded targets).
6462// ============================================================================
6463
6464/// Inherent implementation of [`PendingErrorCell`].
6465impl PendingErrorCell {
6466 /// Construct a new, empty pending-error slot.
6467 ///
6468 /// The inner `UnsafeCell<Option<JsValue>>` starts as `None`; the
6469 /// WebGPU `pop_error_sync` microtask is the only thing that ever
6470 /// writes to it, and `take_last_error` is the only reader.
6471 pub fn new() -> Self {
6472 Self(UnsafeCell::new(None))
6473 }
6474
6475 /// Hand out a raw pointer to the inner cell for the
6476 /// `spawn_local` closure to write through.
6477 ///
6478 /// # Safety
6479 ///
6480 /// The returned pointer is only valid for the lifetime of `&self`,
6481 /// and only safe to write to on the WASM main thread. The caller
6482 /// must guarantee that no other code is reading the same
6483 /// `PendingErrorCell` concurrently — this is enforced by the
6484 /// single-threaded scheduler: the spawned future is drained
6485 /// before the next render tick's `take_last_error` runs.
6486 ///
6487 /// # Returns
6488 ///
6489 /// - `*mut Option<JsValue>` - Raw pointer to the inner storage.
6490 pub fn as_ptr(&self) -> *mut Option<JsValue> {
6491 self.0.get()
6492 }
6493}
6494
6495/// Default-construction for [`PendingErrorCell`].
6496impl Default for PendingErrorCell {
6497 /// Constructs a default [`PendingErrorCell`] value.
6498 fn default() -> Self {
6499 Self::new()
6500 }
6501}
6502
6503// SAFETY: see the doc comment on `struct.rs::PendingErrorCell`.
6504//
6505// `PendingErrorCell` wraps `UnsafeCell`, which is `!Sync` by design.
6506// We hand-implement `Sync` because:
6507//
6508// - The renderer is compiled for `wasm32` and runs on the WASM
6509// single-threaded scheduler; there is no other thread to race
6510// against.
6511// - The owning pointer is held inside an `Rc<PendingErrorCell>`, and
6512// `Rc` is itself `!Send`/`!Sync`, so the value cannot escape the
6513// current thread even if the type were `Sync`.
6514// - The `pop_error_sync` future and `take_last_error` never overlap
6515// in wall-clock time: the future is a microtask that resolves
6516// before the next render tick drains the slot.
6517//
6518// If `euv-engine` is ever built for a multi-threaded target
6519// (native, `wasm-bindgen-rayon`, `wasm32-atomics`), this `unsafe impl`
6520// becomes unsound and must be removed — at that point the renderer
6521// will need a real `Mutex` or `RwLock` around the slot.
6522unsafe impl Sync for PendingErrorCell {}
6523
6524impl BindGroupLayoutEntry {
6525 /// Convenience constructor for a uniform-buffer binding slot.
6526 pub fn uniform(binding: u32, visibility: u32) -> Self {
6527 Self {
6528 binding,
6529 visibility,
6530 ty: BindGroupEntryType::UniformBuffer,
6531 }
6532 }
6533 /// Convenience constructor for a storage-buffer binding slot.
6534 ///
6535 /// `read_only = true` selects `read-only-storage` (matches `var<storage, read>`);
6536 /// `read_only = false` selects `storage` (matches `var<storage, read_write>`).
6537 pub fn storage(binding: u32, visibility: u32, read_only: bool) -> Self {
6538 Self {
6539 binding,
6540 visibility,
6541 ty: BindGroupEntryType::StorageBuffer { read_only },
6542 }
6543 }
6544 /// Convenience constructor for a sampled texture binding slot.
6545 ///
6546 /// `sample_type` must be one of `"float"`, `"unfilterable-float"`,
6547 /// `"depth"`, `"sint"`, `"uint"`.
6548 pub fn texture(binding: u32, visibility: u32, sample_type: &str) -> Self {
6549 Self {
6550 binding,
6551 visibility,
6552 ty: BindGroupEntryType::SampledTexture {
6553 sample_type: sample_type.to_string(),
6554 multisampled: false,
6555 },
6556 }
6557 }
6558 /// Convenience constructor for a multisampled sampled texture binding slot.
6559 pub fn texture_multisampled(binding: u32, visibility: u32, sample_type: &str) -> Self {
6560 Self {
6561 binding,
6562 visibility,
6563 ty: BindGroupEntryType::SampledTexture {
6564 sample_type: sample_type.to_string(),
6565 multisampled: true,
6566 },
6567 }
6568 }
6569 /// Convenience constructor for a storage-texture binding slot.
6570 ///
6571 /// `format` is a GpuTextureFormat string such as `"rgba8unorm"` or `"r32float"`.
6572 pub fn storage_texture(binding: u32, visibility: u32, format: &str, read_only: bool) -> Self {
6573 Self {
6574 binding,
6575 visibility,
6576 ty: BindGroupEntryType::StorageTexture {
6577 read_only,
6578 format: format.to_string(),
6579 },
6580 }
6581 }
6582 /// Convenience constructor for a filtering sampler binding slot.
6583 pub fn sampler(binding: u32, visibility: u32) -> Self {
6584 Self {
6585 binding,
6586 visibility,
6587 ty: BindGroupEntryType::Sampler {
6588 filtering: true,
6589 comparison: false,
6590 },
6591 }
6592 }
6593 /// Convenience constructor for a non-filtering sampler binding slot.
6594 pub fn sampler_non_filtering(binding: u32, visibility: u32) -> Self {
6595 Self {
6596 binding,
6597 visibility,
6598 ty: BindGroupEntryType::Sampler {
6599 filtering: false,
6600 comparison: false,
6601 },
6602 }
6603 }
6604 /// Convenience constructor for a comparison sampler binding slot.
6605 pub fn sampler_comparison(binding: u32, visibility: u32) -> Self {
6606 Self {
6607 binding,
6608 visibility,
6609 ty: BindGroupEntryType::Sampler {
6610 filtering: false,
6611 comparison: true,
6612 },
6613 }
6614 }
6615}