leptos-helios 0.8.1

High-performance Rust visualization library with Canvas2D, WebGPU, and WebAssembly support
Documentation
//! WebGPU device management and real implementations
//!
//! This module provides WebGPU device management, real device implementations,
//! and specialized rendering pipelines for different chart types.

use super::errors::*;

// WebGPU integration
#[cfg(feature = "webgpu")]
// use wgpu::*; // Currently unused

/// Real WebGPU device implementation for testing
#[cfg(feature = "webgpu")]
pub struct RealWebGpuDevice {
    pub device: wgpu::Device,
    pub queue: wgpu::Queue,
    pub adapter: wgpu::Adapter,
    pub capabilities: super::errors::WebGpuCapabilities,
    pub limits: wgpu::Limits,
    pub features: wgpu::Features,
}

#[cfg(feature = "webgpu")]
impl RealWebGpuDevice {
    pub async fn new() -> Result<Self, RenderError> {
        let adapter = wgpu::Instance::new(&wgpu::InstanceDescriptor::default())
            .request_adapter(&wgpu::RequestAdapterOptions {
                power_preference: wgpu::PowerPreference::default(),
                compatible_surface: None,
                force_fallback_adapter: false,
            })
            .await
            .map_err(|e| RenderError::WebGPU(format!("Failed to get WebGPU adapter: {}", e)))?;

        let (device, queue) = adapter
            .request_device(&wgpu::DeviceDescriptor {
                label: None,
                required_features: wgpu::Features::VERTEX_WRITABLE_STORAGE
                    | wgpu::Features::MULTI_DRAW_INDIRECT,
                required_limits: wgpu::Limits::default(),
                memory_hints: wgpu::MemoryHints::default(),
                trace: wgpu::Trace::default(),
            })
            .await
            .map_err(|e| RenderError::WebGPU(format!("Failed to get device: {}", e)))?;

        let limits = device.limits();
        let features = device.features();
        let capabilities = super::errors::WebGpuCapabilities {
            max_texture_size: limits.max_texture_dimension_2d,
            max_buffer_size: limits.max_buffer_size,
            supported_formats: vec!["rgba8unorm".to_string(), "bgra8unorm".to_string()],
            compute_shader_support: true, // Assume compute shaders are supported
        };

        Ok(Self {
            device,
            queue,
            adapter,
            capabilities,
            limits,
            features,
        })
    }

    pub fn is_available() -> bool {
        true // Assume WebGPU is available for testing
    }

    pub fn queue(&self) -> &wgpu::Queue {
        &self.queue
    }

    pub fn adapter(&self) -> &wgpu::Adapter {
        &self.adapter
    }

    pub fn capabilities(&self) -> &super::errors::WebGpuCapabilities {
        &self.capabilities
    }

    pub fn limits(&self) -> &wgpu::Limits {
        &self.limits
    }

    pub fn features(&self) -> &wgpu::Features {
        &self.features
    }

    /// Create a shader module from WGSL source
    pub async fn create_shader_module(
        &self,
        source: &str,
    ) -> Result<wgpu::ShaderModule, RenderError> {
        Ok(self
            .device
            .create_shader_module(wgpu::ShaderModuleDescriptor {
                label: None,
                source: wgpu::ShaderSource::Wgsl(source.into()),
            }))
    }
}

/// Real line chart pipeline implementation
#[cfg(feature = "webgpu")]
pub struct RealLineChartPipeline {
    #[allow(dead_code)]
    device: wgpu::Device,
    #[allow(dead_code)]
    queue: wgpu::Queue,
    #[allow(dead_code)]
    render_pipeline: wgpu::RenderPipeline,
    #[allow(dead_code)]
    vertex_buffer: wgpu::Buffer,
    #[allow(dead_code)]
    uniform_buffer: wgpu::Buffer,
    #[allow(dead_code)]
    bind_group: wgpu::BindGroup,
}

#[cfg(feature = "webgpu")]
impl RealLineChartPipeline {
    pub async fn new(device: &RealWebGpuDevice) -> Result<Self, RenderError> {
        let device_ref = &device.device;
        let queue_ref = &device.queue;

        // Create vertex buffer
        let vertex_data: Vec<f32> = vec![
            // x, y, r, g, b, a
            -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0,
            1.0,
        ];

        let vertex_buffer = device_ref.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Line Chart Vertex Buffer"),
            size: (vertex_data.len() * std::mem::size_of::<f32>()) as u64,
            usage: wgpu::BufferUsages::VERTEX,
            mapped_at_creation: false,
        });

        // Create uniform buffer
        let uniform_data: Vec<f32> = vec![
            1.0, 0.0, 0.0, 0.0, // transform matrix row 1
            0.0, 1.0, 0.0, 0.0, // transform matrix row 2
            0.0, 0.0, 1.0, 0.0, // transform matrix row 3
            0.0, 0.0, 0.0, 1.0, // transform matrix row 4
        ];

        let uniform_buffer = device_ref.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Line Chart Uniform Buffer"),
            size: (uniform_data.len() * std::mem::size_of::<f32>()) as u64,
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        // Create bind group layout
        let bind_group_layout =
            device_ref.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                label: Some("Line Chart Bind Group Layout"),
                entries: &[wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStages::VERTEX,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Uniform,
                        has_dynamic_offset: false,
                        min_binding_size: None,
                    },
                    count: None,
                }],
            });

        // Create bind group
        let bind_group = device_ref.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("Line Chart Bind Group"),
            layout: &bind_group_layout,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: uniform_buffer.as_entire_binding(),
            }],
        });

        // Create shader module
        let shader_source = include_str!("shaders/line.wgsl");
        let shader_module = device_ref.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("Line Chart Shader"),
            source: wgpu::ShaderSource::Wgsl(shader_source.into()),
        });

        // Create render pipeline layout
        let pipeline_layout = device_ref.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("Line Chart Pipeline Layout"),
            bind_group_layouts: &[&bind_group_layout],
            push_constant_ranges: &[],
        });

        // Create render pipeline
        let render_pipeline = device_ref.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Line Chart Render Pipeline"),
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader_module,
                entry_point: Some("vs_main"),
                buffers: &[wgpu::VertexBufferLayout {
                    array_stride: 6 * std::mem::size_of::<f32>() as u64,
                    step_mode: wgpu::VertexStepMode::Vertex,
                    attributes: &[
                        wgpu::VertexAttribute {
                            offset: 0,
                            shader_location: 0,
                            format: wgpu::VertexFormat::Float32x2,
                        },
                        wgpu::VertexAttribute {
                            offset: 2 * std::mem::size_of::<f32>() as u64,
                            shader_location: 1,
                            format: wgpu::VertexFormat::Float32x4,
                        },
                    ],
                }],
                compilation_options: wgpu::PipelineCompilationOptions::default(),
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader_module,
                entry_point: Some("fs_main"),
                targets: &[Some(wgpu::ColorTargetState {
                    format: wgpu::TextureFormat::Bgra8UnormSrgb,
                    blend: Some(wgpu::BlendState::REPLACE),
                    write_mask: wgpu::ColorWrites::ALL,
                })],
                compilation_options: wgpu::PipelineCompilationOptions::default(),
            }),
            primitive: wgpu::PrimitiveState {
                topology: wgpu::PrimitiveTopology::TriangleList,
                strip_index_format: None,
                front_face: wgpu::FrontFace::Ccw,
                cull_mode: Some(wgpu::Face::Back),
                polygon_mode: wgpu::PolygonMode::Fill,
                unclipped_depth: false,
                conservative: false,
            },
            depth_stencil: None,
            multisample: wgpu::MultisampleState {
                count: 1,
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            multiview: None,
            cache: None,
        });

        Ok(Self {
            device: device_ref.clone(),
            queue: queue_ref.clone(),
            render_pipeline,
            vertex_buffer,
            uniform_buffer,
            bind_group,
        })
    }

    pub fn render(&self, encoder: &mut wgpu::CommandEncoder, view: &wgpu::TextureView) {
        let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
            label: Some("Line Chart Render Pass"),
            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                view,
                resolve_target: None,
                ops: wgpu::Operations {
                    load: wgpu::LoadOp::Clear(wgpu::Color {
                        r: 0.0,
                        g: 0.0,
                        b: 0.0,
                        a: 1.0,
                    }),
                    store: wgpu::StoreOp::Store,
                },
            })],
            depth_stencil_attachment: None,
            timestamp_writes: None,
            occlusion_query_set: None,
        });

        render_pass.set_pipeline(&self.render_pipeline);
        render_pass.set_bind_group(0, &self.bind_group, &[]);
        render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
        render_pass.draw(0..3, 0..1);
    }
}