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//! # Features
//!
//! Types identifying optional features of WebGPU and wgpu. Availability varies
//! by hardware and can be checked when requesting an adapter and device.
//!
//! The `wgpu` Rust API always uses the `Features` bit flag type to represent a
//! set of features. However, the WebGPU-defined JavaScript API uses
//! `kebab-case` feature name strings, so some utilities are provided for
//! working with those names. See [`Features::as_str`] and [`<Features as
//! FromStr>::from_str`].
//!
//! The [`bitflags`] crate names flags by stringifying the
//! `SCREAMING_SNAKE_CASE` identifier. These names are returned by
//! [`Features::iter_names`] and parsed by [`Features::from_name`].
//! [`bitflags`] does not currently support customized flag naming.
//! See <https://github.com/bitflags/bitflags/issues/470>.
use crate::{link_to_wgpu_docs, link_to_wgpu_item, VertexFormat};
#[cfg(feature = "serde")]
use alloc::fmt;
use alloc::vec::Vec;
#[cfg(feature = "serde")]
use bitflags::parser::{ParseError, ParseHex, WriteHex};
#[cfg(feature = "serde")]
use bitflags::Bits;
use bitflags::Flags;
#[cfg(feature = "serde")]
use core::mem::size_of;
use core::str::FromStr;
#[cfg(feature = "serde")]
use serde::{Deserialize, Serialize};
pub use webgpu_impl::*;
mod webgpu_impl {
//! Constant values for [`super::FeaturesWebGPU`], separated so they can be picked up by
//! `cbindgen` in `mozilla-central` (where Firefox is developed).
#![allow(missing_docs)]
#[doc(hidden)]
pub const WEBGPU_FEATURE_DEPTH_CLIP_CONTROL: u64 = 1 << 0;
#[doc(hidden)]
pub const WEBGPU_FEATURE_DEPTH32FLOAT_STENCIL8: u64 = 1 << 1;
#[doc(hidden)]
pub const WEBGPU_FEATURE_TEXTURE_COMPRESSION_BC: u64 = 1 << 2;
#[doc(hidden)]
pub const WEBGPU_FEATURE_TEXTURE_COMPRESSION_BC_SLICED_3D: u64 = 1 << 3;
#[doc(hidden)]
pub const WEBGPU_FEATURE_TEXTURE_COMPRESSION_ETC2: u64 = 1 << 4;
#[doc(hidden)]
pub const WEBGPU_FEATURE_TEXTURE_COMPRESSION_ASTC: u64 = 1 << 5;
#[doc(hidden)]
pub const WEBGPU_FEATURE_TEXTURE_COMPRESSION_ASTC_SLICED_3D: u64 = 1 << 6;
#[doc(hidden)]
pub const WEBGPU_FEATURE_TIMESTAMP_QUERY: u64 = 1 << 7;
#[doc(hidden)]
pub const WEBGPU_FEATURE_INDIRECT_FIRST_INSTANCE: u64 = 1 << 8;
#[doc(hidden)]
pub const WEBGPU_FEATURE_SHADER_F16: u64 = 1 << 9;
#[doc(hidden)]
pub const WEBGPU_FEATURE_RG11B10UFLOAT_RENDERABLE: u64 = 1 << 10;
#[doc(hidden)]
pub const WEBGPU_FEATURE_BGRA8UNORM_STORAGE: u64 = 1 << 11;
#[doc(hidden)]
pub const WEBGPU_FEATURE_FLOAT32_FILTERABLE: u64 = 1 << 12;
#[doc(hidden)]
pub const WEBGPU_FEATURE_FLOAT32_BLENDABLE: u64 = 1 << 13;
#[doc(hidden)]
pub const WEBGPU_FEATURE_DUAL_SOURCE_BLENDING: u64 = 1 << 14;
#[doc(hidden)]
pub const WEBGPU_FEATURE_CLIP_DISTANCES: u64 = 1 << 15;
#[doc(hidden)]
pub const WEBGPU_FEATURE_IMMEDIATES: u64 = 1 << 16;
#[doc(hidden)]
pub const WEBGPU_FEATURE_PRIMITIVE_INDEX: u64 = 1 << 17;
}
macro_rules! bitflags_array_impl {
($impl_name:ident $inner_name:ident $name:ident $op:tt $($struct_names:ident)*) => (
impl core::ops::$impl_name for $name {
type Output = Self;
#[inline]
fn $inner_name(self, other: Self) -> Self {
Self {
$($struct_names: self.$struct_names $op other.$struct_names,)*
}
}
}
)
}
macro_rules! bitflags_array_impl_assign {
($impl_name:ident $inner_name:ident $name:ident $op:tt $($struct_names:ident)*) => (
impl core::ops::$impl_name for $name {
#[inline]
fn $inner_name(&mut self, other: Self) {
$(self.$struct_names $op other.$struct_names;)*
}
}
)
}
macro_rules! bit_array_impl {
($impl_name:ident $inner_name:ident $name:ident $op:tt) => (
impl core::ops::$impl_name for $name {
type Output = Self;
#[inline]
fn $inner_name(mut self, other: Self) -> Self {
for (inner, other) in self.0.iter_mut().zip(other.0.iter()) {
*inner $op *other;
}
self
}
}
)
}
macro_rules! bitflags_independent_two_arg {
($(#[$meta:meta])* $func_name:ident $($struct_names:ident)*) => (
$(#[$meta])*
pub const fn $func_name(self, other:Self) -> Self {
Self { $($struct_names: self.$struct_names.$func_name(other.$struct_names),)* }
}
)
}
// For the most part this macro should not be modified, most configuration should be possible
// without changing this macro.
/// Macro for creating sets of bitflags, we need this because there are almost more flags than bits
/// in a u64, we can't use a u128 because of FFI, and the number of flags is increasing.
macro_rules! bitflags_array {
(
$(#[$outer:meta])*
pub struct $name:ident: [$T:ty; $Len:expr];
$(
$(#[$bit_outer:meta])*
$vis:vis struct $inner_name:ident $lower_inner_name:ident {
$(
$(#[doc $($args:tt)*])*
#[name($str_name:literal $(, $alias:literal)*)]
const $Flag:tt = $value:expr;
)*
}
)*
) => {
$(
bitflags::bitflags! {
$(#[$bit_outer])*
$vis struct $inner_name: $T {
$(
$(#[doc $($args)*])*
const $Flag = $value;
)*
}
}
)*
$(#[$outer])*
pub struct $name {
$(
#[allow(missing_docs)]
$vis $lower_inner_name: $inner_name,
)*
}
/// Bits from `Features` in array form
#[derive(Default, Copy, Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct FeatureBits(pub [$T; $Len]);
bitflags_array_impl! { BitOr bitor $name | $($lower_inner_name)* }
bitflags_array_impl! { BitAnd bitand $name & $($lower_inner_name)* }
bitflags_array_impl! { BitXor bitxor $name ^ $($lower_inner_name)* }
impl core::ops::Not for $name {
type Output = Self;
#[inline]
fn not(self) -> Self {
Self {
$($lower_inner_name: !self.$lower_inner_name,)*
}
}
}
bitflags_array_impl! { Sub sub $name - $($lower_inner_name)* }
#[cfg(feature = "serde")]
impl Serialize for $name {
fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
where
S: serde::Serializer,
{
bitflags::serde::serialize(self, serializer)
}
}
#[cfg(feature = "serde")]
impl<'de> Deserialize<'de> for $name {
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
where
D: serde::Deserializer<'de>,
{
bitflags::serde::deserialize(deserializer)
}
}
impl core::fmt::Display for $name {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
let mut iter = self.iter_names();
// simple look ahead
let mut next = iter.next();
while let Some((name, _)) = next {
f.write_str(name)?;
next = iter.next();
if next.is_some() {
f.write_str(" | ")?;
}
}
Ok(())
}
}
bitflags_array_impl_assign! { BitOrAssign bitor_assign $name |= $($lower_inner_name)* }
bitflags_array_impl_assign! { BitAndAssign bitand_assign $name &= $($lower_inner_name)* }
bitflags_array_impl_assign! { BitXorAssign bitxor_assign $name ^= $($lower_inner_name)* }
bit_array_impl! { BitOr bitor FeatureBits |= }
bit_array_impl! { BitAnd bitand FeatureBits &= }
bit_array_impl! { BitXor bitxor FeatureBits ^= }
impl core::ops::Not for FeatureBits {
type Output = Self;
#[inline]
fn not(self) -> Self {
let [$($lower_inner_name,)*] = self.0;
Self([$(!$lower_inner_name,)*])
}
}
#[cfg(feature = "serde")]
impl WriteHex for FeatureBits {
fn write_hex<W: fmt::Write>(&self, mut writer: W) -> fmt::Result {
let [$($lower_inner_name,)*] = self.0;
let mut wrote = false;
let mut stager = alloc::string::String::with_capacity(size_of::<$T>() * 2);
// we don't want to write it if it's just zero as there may be multiple zeros
// resulting in something like "00" being written out. We do want to write it if
// there has already been something written though.
$(if ($lower_inner_name != 0) || wrote {
// First we write to a staging string, then we add any zeros (e.g if #1
// is f and a u8 and #2 is a then the two combined would be f0a which requires
// a 0 inserted)
$lower_inner_name.write_hex(&mut stager)?;
if (stager.len() != size_of::<$T>() * 2) && wrote {
let zeros_to_write = (size_of::<$T>() * 2) - stager.len();
for _ in 0..zeros_to_write {
writer.write_char('0')?
}
}
writer.write_str(&stager)?;
stager.clear();
wrote = true;
})*
if !wrote {
writer.write_str("0")?;
}
Ok(())
}
}
#[cfg(feature = "serde")]
impl ParseHex for FeatureBits {
fn parse_hex(input: &str) -> Result<Self, ParseError> {
let mut unset = Self::EMPTY;
let mut end = input.len();
if end == 0 {
return Err(ParseError::empty_flag())
}
// we iterate starting at the least significant places and going up
for (idx, _) in [$(stringify!($lower_inner_name),)*].iter().enumerate().rev() {
// A byte is two hex places - u8 (1 byte) = 0x00 (2 hex places).
let checked_start = end.checked_sub(size_of::<$T>() * 2);
let start = checked_start.unwrap_or(0);
let cur_input = &input[start..end];
unset.0[idx] = <$T>::from_str_radix(cur_input, 16)
.map_err(|_|ParseError::invalid_hex_flag(cur_input))?;
end = start;
if let None = checked_start {
break;
}
}
Ok(unset)
}
}
impl bitflags::Bits for FeatureBits {
const EMPTY: Self = $name::empty().bits();
const ALL: Self = $name::all().bits();
}
impl Flags for $name {
const FLAGS: &'static [bitflags::Flag<Self>] = $name::FLAGS;
type Bits = FeatureBits;
fn bits(&self) -> FeatureBits {
FeatureBits([
$(self.$lower_inner_name.bits(),)*
])
}
fn from_bits_retain(bits: FeatureBits) -> Self {
let [$($lower_inner_name,)*] = bits.0;
Self {
$($lower_inner_name: $inner_name::from_bits_retain($lower_inner_name),)*
}
}
fn empty() -> Self {
Self::empty()
}
fn all() -> Self {
Self::all()
}
}
impl $name {
pub(crate) const FLAGS: &'static [bitflags::Flag<Self>] = &[
$(
$(
bitflags::Flag::new(stringify!($Flag), $name::$Flag),
)*
)*
];
/// Gets the set flags as a container holding an array of bits.
pub const fn bits(&self) -> FeatureBits {
FeatureBits([
$(self.$lower_inner_name.bits(),)*
])
}
/// Returns self with no flags set.
pub const fn empty() -> Self {
Self {
$($lower_inner_name: $inner_name::empty(),)*
}
}
/// Returns self with all flags set.
pub const fn all() -> Self {
Self {
$($lower_inner_name: $inner_name::all(),)*
}
}
/// Whether all the bits set in `other` are all set in `self`
pub const fn contains(self, other:Self) -> bool {
// we need an annoying true to catch the last && >:(
$(self.$lower_inner_name.contains(other.$lower_inner_name) &&)* true
}
/// Returns whether any bit set in `self` matched any bit set in `other`.
pub const fn intersects(self, other:Self) -> bool {
$(self.$lower_inner_name.intersects(other.$lower_inner_name) ||)* false
}
/// Returns whether there is no flag set.
pub const fn is_empty(self) -> bool {
$(self.$lower_inner_name.is_empty() &&)* true
}
/// Returns whether the struct has all flags set.
pub const fn is_all(self) -> bool {
$(self.$lower_inner_name.is_all() &&)* true
}
bitflags_independent_two_arg! {
/// Bitwise or - `self | other`
union $($lower_inner_name)*
}
bitflags_independent_two_arg! {
/// Bitwise and - `self & other`
intersection $($lower_inner_name)*
}
bitflags_independent_two_arg! {
/// Bitwise and of the complement of other - `self & !other`
difference $($lower_inner_name)*
}
bitflags_independent_two_arg! {
/// Bitwise xor - `self ^ other`
symmetric_difference $($lower_inner_name)*
}
/// Bitwise not - `!self`
pub const fn complement(self) -> Self {
Self {
$($lower_inner_name: self.$lower_inner_name.complement(),)*
}
}
/// Calls [`Self::insert`] if `set` is true and otherwise calls [`Self::remove`].
pub fn set(&mut self, other:Self, set: bool) {
$(self.$lower_inner_name.set(other.$lower_inner_name, set);)*
}
/// Inserts specified flag(s) into self
pub fn insert(&mut self, other:Self) {
$(self.$lower_inner_name.insert(other.$lower_inner_name);)*
}
/// Removes specified flag(s) from self
pub fn remove(&mut self, other:Self) {
$(self.$lower_inner_name.remove(other.$lower_inner_name);)*
}
/// Toggles specified flag(s) in self
pub fn toggle(&mut self, other:Self) {
$(self.$lower_inner_name.toggle(other.$lower_inner_name);)*
}
/// Takes in [`FeatureBits`] and returns None if there are invalid bits or otherwise Self with
/// those bits set
pub const fn from_bits(bits:FeatureBits) -> Option<Self> {
let [$($lower_inner_name,)*] = bits.0;
// The ? operator does not work in a const context.
Some(Self {
$(
$lower_inner_name: match $inner_name::from_bits($lower_inner_name) {
Some(some) => some,
None => return None,
},
)*
})
}
/// Takes in [`FeatureBits`] and returns Self with only valid bits (all other bits removed)
pub const fn from_bits_truncate(bits:FeatureBits) -> Self {
let [$($lower_inner_name,)*] = bits.0;
Self { $($lower_inner_name: $inner_name::from_bits_truncate($lower_inner_name),)* }
}
/// Takes in [`FeatureBits`] and returns Self with all bits that were set without removing
/// invalid bits
pub const fn from_bits_retain(bits:FeatureBits) -> Self {
let [$($lower_inner_name,)*] = bits.0;
Self { $($lower_inner_name: $inner_name::from_bits_retain($lower_inner_name),)* }
}
/// Takes in a bitflags flag name (in `SCREAMING_SNAKE_CASE`) and returns Self
/// if it matches or none if the name does not match the name of any of the
/// flags. Name is capitalisation dependent.
///
/// [`impl FromStr`] can be used to recognize kebab-case names, like are used in
/// the WebGPU spec.
pub fn from_name(name: &str) -> Option<Self> {
match name {
$(
$(
stringify!($Flag) => Some(Self::$Flag),
)*
)*
_ => None,
}
}
/// Combines the features from the internal flags into the entire features struct
pub fn from_internal_flags($($lower_inner_name: $inner_name,)*) -> Self {
Self {
$($lower_inner_name,)*
}
}
/// Returns an iterator over the set flags.
pub const fn iter(&self) -> bitflags::iter::Iter<$name> {
bitflags::iter::Iter::__private_const_new($name::FLAGS, *self, *self)
}
/// Returns an iterator over the set flags and their names.
///
/// These are bitflags names in `SCREAMING_SNAKE_CASE`.
pub const fn iter_names(&self) -> bitflags::iter::IterNames<$name> {
bitflags::iter::IterNames::__private_const_new($name::FLAGS, *self, *self)
}
/// If the argument is a single [`Features`] flag, returns the corresponding
/// `kebab-case` feature name, otherwise `None`.
#[must_use]
pub fn as_str(&self) -> Option<&'static str> {
Some(match *self {
$($(Self::$Flag => $str_name,)*)*
_ => return None,
})
}
$(
$(
$(#[doc $($args)*])*
// We need this for structs with only a member.
#[allow(clippy::needless_update)]
pub const $Flag: Self = Self {
$lower_inner_name: $inner_name::from_bits_truncate($value),
..Self::empty()
};
)*
)*
}
// Parses kebab-case feature names (i.e. the names given in the spec, for features
// in FeaturesWebGPU, and otherwise the `wgpu-` prefixed names).
impl FromStr for $name {
type Err = ();
fn from_str(s: &str) -> Result<Self, Self::Err> {
Ok(match s {
$($($str_name $(| $alias)* => Self::$Flag,)*)*
_ => return Err(()),
})
}
}
$(
impl From<$inner_name> for Features {
// We need this for structs with only a member.
#[allow(clippy::needless_update)]
fn from($lower_inner_name: $inner_name) -> Self {
Self {
$lower_inner_name,
..Self::empty()
}
}
}
)*
};
}
impl From<FeatureBits> for Features {
fn from(value: FeatureBits) -> Self {
Self::from_bits_retain(value)
}
}
impl From<Features> for FeatureBits {
fn from(value: Features) -> Self {
value.bits()
}
}
bitflags_array! {
/// Features that are not guaranteed to be supported.
///
/// These are either part of the webgpu standard, or are extension features supported by
/// wgpu when targeting native.
///
/// If you want to use a feature, you need to first verify that the adapter supports
/// the feature. If the adapter does not support the feature, requesting a device with it enabled
/// will panic.
///
/// Corresponds to [WebGPU `GPUFeatureName`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpufeaturename).
#[repr(C)]
#[derive(Default, Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct Features: [u64; 2];
/// Features that are not guaranteed to be supported.
///
/// Most of these are native-only extension features supported by wgpu only when targeting
/// native. A few are intended to align with a proposed WebGPU extension, and one
/// (`EXTERNAL_TEXTURE`) controls WebGPU-specified behavior that is not optional in the
/// standard, but that we don't want to make a [`crate::DownlevelFlags`] until the
/// implementation is more complete. For all features see [`Features`].
///
/// If you want to use a feature, you need to first verify that the adapter supports
/// the feature. If the adapter does not support the feature, requesting a device with it enabled
/// will panic.
///
/// Corresponds to [WebGPU `GPUFeatureName`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpufeaturename).
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Default, Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct FeaturesWGPU features_wgpu {
/// Allows shaders to use f32 atomic load, store, add, sub, and exchange.
///
/// Supported platforms:
/// - Metal (with MSL 3.0+ and Apple7+/Mac2)
/// - Vulkan (with [VK_EXT_shader_atomic_float])
///
/// This is a native only feature.
///
/// [VK_EXT_shader_atomic_float]: https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_EXT_shader_atomic_float.html
#[name("wgpu-shader-float32-atomic")]
const SHADER_FLOAT32_ATOMIC = 1 << 0;
// The features starting with a ? are features that might become part of the spec or
// at the very least we can implement as native features; since they should cover all
// possible formats and capabilities across backends.
//
// ? const FORMATS_TIER_1 = 1 << ??; (https://github.com/gpuweb/gpuweb/issues/3837)
// ? const RW_STORAGE_TEXTURE_TIER_1 = 1 << ??; (https://github.com/gpuweb/gpuweb/issues/3838)
// ? const NORM16_FILTERABLE = 1 << ??; (https://github.com/gpuweb/gpuweb/issues/3839)
// ? const NORM16_RESOLVE = 1 << ??; (https://github.com/gpuweb/gpuweb/issues/3839)
// ? const 32BIT_FORMAT_MULTISAMPLE = 1 << ??; (https://github.com/gpuweb/gpuweb/issues/3844)
// ? const 32BIT_FORMAT_RESOLVE = 1 << ??; (https://github.com/gpuweb/gpuweb/issues/3844)
// ? const TEXTURE_COMPRESSION_ASTC_HDR = 1 << ??; (https://github.com/gpuweb/gpuweb/issues/3856)
// TEXTURE_FORMAT_16BIT_NORM & TEXTURE_COMPRESSION_ASTC_HDR will most likely become web features as well
// TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES might not be necessary if we have all the texture features implemented
// Texture Formats:
/// Enables normalized `16-bit` texture formats.
///
/// Supported platforms:
/// - Vulkan
/// - DX12
/// - Metal
///
/// This is a native only feature.
#[name("wgpu-texture-format-16-bit-norm", "texture-format-16-bit-norm")]
const TEXTURE_FORMAT_16BIT_NORM = 1 << 1;
/// Enables ASTC HDR family of compressed textures.
///
/// Compressed textures sacrifice some quality in exchange for significantly reduced
/// bandwidth usage.
///
/// Support for this feature guarantees availability of [`TextureUsages::COPY_SRC | TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING`] for ASTC formats with the HDR channel type.
/// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] may enable additional usages.
///
/// Supported Platforms:
/// - Metal
/// - Vulkan
/// - OpenGL
///
/// This is a native only feature.
#[name("wgpu-texture-compression-astc-hdr", "texture-compression-astc-hdr")]
const TEXTURE_COMPRESSION_ASTC_HDR = 1 << 2;
/// Enables device specific texture format features.
///
/// See `TextureFormatFeatures` for a listing of the features in question.
///
/// By default only texture format properties as defined by the WebGPU specification are allowed.
/// Enabling this feature flag extends the features of each format to the ones supported by the current device.
/// Note that without this flag, read/write storage access is not allowed at all.
///
/// This extension does not enable additional formats.
///
/// This is a native only feature.
#[name("wgpu-texture-adapter-specific-format-features", "texture-adapter-specific-format-features")]
const TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES = 1 << 3;
// API:
/// Enables use of Pipeline Statistics Queries. These queries tell the count of various operations
/// performed between the start and stop call. Call [`RenderPass::begin_pipeline_statistics_query`] to start
/// a query, then call [`RenderPass::end_pipeline_statistics_query`] to stop one.
///
/// They must be resolved using [`CommandEncoder::resolve_query_set`] into a buffer.
/// The rules on how these resolve into buffers are detailed in the documentation for [`PipelineStatisticsTypes`].
///
/// Supported Platforms:
/// - Vulkan
/// - DX12
///
/// This is a native only feature with a [proposal](https://github.com/gpuweb/gpuweb/blob/0008bd30da2366af88180b511a5d0d0c1dffbc36/proposals/pipeline-statistics-query.md) for the web.
///
#[doc = link_to_wgpu_docs!(["`RenderPass::begin_pipeline_statistics_query`"]: "struct.RenderPass.html#method.begin_pipeline_statistics_query")]
#[doc = link_to_wgpu_docs!(["`RenderPass::end_pipeline_statistics_query`"]: "struct.RenderPass.html#method.end_pipeline_statistics_query")]
#[doc = link_to_wgpu_docs!(["`CommandEncoder::resolve_query_set`"]: "struct.CommandEncoder.html#method.resolve_query_set")]
/// [`PipelineStatisticsTypes`]: super::PipelineStatisticsTypes
#[name("wgpu-pipeline-statistics-query", "pipeline-statistics-query")]
const PIPELINE_STATISTICS_QUERY = 1 << 4;
/// Allows for timestamp queries directly on command encoders.
///
/// Implies [`Features::TIMESTAMP_QUERY`] is supported.
///
/// Additionally allows for timestamp writes on command encoders
/// using [`CommandEncoder::write_timestamp`].
///
/// Supported platforms:
/// - Vulkan
/// - DX12
/// - Metal
/// - OpenGL (with GL_ARB_timer_query)
///
/// This is a native only feature.
///
#[doc = link_to_wgpu_docs!(["`CommandEncoder::write_timestamp`"]: "struct.CommandEncoder.html#method.write_timestamp")]
#[name("wgpu-timestamp-query-inside-encoders")]
const TIMESTAMP_QUERY_INSIDE_ENCODERS = 1 << 5;
/// Allows for timestamp queries directly on command encoders.
///
/// Implies [`Features::TIMESTAMP_QUERY`] & [`Features::TIMESTAMP_QUERY_INSIDE_ENCODERS`] is supported.
///
/// Additionally allows for timestamp queries to be used inside render & compute passes using:
/// - [`RenderPass::write_timestamp`]
/// - [`ComputePass::write_timestamp`]
///
/// Supported platforms:
/// - Vulkan
/// - DX12
/// - Metal (AMD & Intel, not Apple GPUs)
/// - OpenGL (with GL_ARB_timer_query)
///
/// This is generally not available on tile-based rasterization GPUs.
///
/// This is a native only feature with a [proposal](https://github.com/gpuweb/gpuweb/blob/0008bd30da2366af88180b511a5d0d0c1dffbc36/proposals/timestamp-query-inside-passes.md) for the web.
///
#[doc = link_to_wgpu_docs!(["`RenderPass::write_timestamp`"]: "struct.RenderPass.html#method.write_timestamp")]
#[doc = link_to_wgpu_docs!(["`ComputePass::write_timestamp`"]: "struct.ComputePass.html#method.write_timestamp")]
#[name("wgpu-timestamp-query-inside-passes", "timestamp-query-inside-passes")]
const TIMESTAMP_QUERY_INSIDE_PASSES = 1 << 6;
/// Webgpu only allows the MAP_READ and MAP_WRITE buffer usage to be matched with
/// COPY_DST and COPY_SRC respectively. This removes this requirement.
///
/// This is only beneficial on systems that share memory between CPU and GPU. If enabled
/// on a system that doesn't, this can severely hinder performance. Only use if you understand
/// the consequences.
///
/// Supported platforms:
/// - Vulkan
/// - DX12
/// - Metal
///
/// This is a native only feature.
#[name("wgpu-mappable-primary-buffers", "mappable-primary-buffers")]
const MAPPABLE_PRIMARY_BUFFERS = 1 << 7;
/// Allows the user to create uniform arrays of textures in shaders:
///
/// ex.
/// - `var textures: binding_array<texture_2d<f32>, 10>` (WGSL)
/// - `uniform texture2D textures[10]` (GLSL)
///
/// If [`Features::STORAGE_RESOURCE_BINDING_ARRAY`] is supported as well as this, the user
/// may also create uniform arrays of storage textures.
///
/// ex.
/// - `var textures: array<texture_storage_2d<r32float, write>, 10>` (WGSL)
/// - `uniform image2D textures[10]` (GLSL)
///
/// This capability allows them to exist and to be indexed by dynamically uniform
/// values.
///
/// Supported platforms:
/// - DX12
/// - Metal (with MSL 2.0+ on macOS 10.13+)
/// - Vulkan
///
/// This is a native only feature.
#[name("wgpu-texture-binding-array", "texture-binding-array")]
const TEXTURE_BINDING_ARRAY = 1 << 8;
/// Allows the user to create arrays of buffers in shaders:
///
/// ex.
/// - `var<uniform> buffer_array: array<MyBuffer, 10>` (WGSL)
/// - `uniform myBuffer { ... } buffer_array[10]` (GLSL)
///
/// This capability allows them to exist and to be indexed by dynamically uniform
/// values.
///
/// If [`Features::STORAGE_RESOURCE_BINDING_ARRAY`] is supported as well as this, the user
/// may also create arrays of storage buffers.
///
/// ex.
/// - `var<storage> buffer_array: array<MyBuffer, 10>` (WGSL)
/// - `buffer myBuffer { ... } buffer_array[10]` (GLSL)
///
/// Supported platforms:
/// - Vulkan
///
/// This is a native only feature.
#[name("wgpu-buffer-binding-array", "buffer-binding-array")]
const BUFFER_BINDING_ARRAY = 1 << 9;
/// Allows the user to create uniform arrays of storage buffers or textures in shaders,
/// if resp. [`Features::BUFFER_BINDING_ARRAY`] or [`Features::TEXTURE_BINDING_ARRAY`]
/// is supported.
///
/// This capability allows them to exist and to be indexed by dynamically uniform
/// values.
///
/// Supported platforms:
/// - Metal (with MSL 2.2+ on macOS 10.13+)
/// - Vulkan
///
/// This is a native only feature.
#[name("wgpu-storage-resource-binding-array", "storage-resource-binding-array")]
const STORAGE_RESOURCE_BINDING_ARRAY = 1 << 10;
/// Allows shaders to index sampled texture and storage buffer resource arrays with dynamically non-uniform values:
///
/// ex. `texture_array[vertex_data]`
///
/// In order to use this capability, the corresponding GLSL extension must be enabled like so:
///
/// `#extension GL_EXT_nonuniform_qualifier : require`
///
/// and then used either as `nonuniformEXT` qualifier in variable declaration:
///
/// ex. `layout(location = 0) nonuniformEXT flat in int vertex_data;`
///
/// or as `nonuniformEXT` constructor:
///
/// ex. `texture_array[nonuniformEXT(vertex_data)]`
///
/// WGSL and HLSL do not need any extension.
///
/// Supported platforms:
/// - DX12
/// - Metal (with MSL 2.0+ on macOS 10.13+)
/// - Vulkan 1.2+ (or VK_EXT_descriptor_indexing)'s shaderSampledImageArrayNonUniformIndexing & shaderStorageBufferArrayNonUniformIndexing feature)
///
/// This is a native only feature.
#[name("wgpu-sampled-texture-and-storage-buffer-array-non-uniform-indexing", "sampled-texture-and-storage-buffer-array-non-uniform-indexing")]
const SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING = 1 << 11;
/// Allows shaders to index storage texture resource arrays with dynamically non-uniform values:
///
/// ex. `texture_array[vertex_data]`
///
/// Supported platforms:
/// - DX12
/// - Metal (with MSL 2.0+ on macOS 10.13+)
/// - Vulkan 1.2+ (or VK_EXT_descriptor_indexing)'s shaderStorageTextureArrayNonUniformIndexing feature)
///
/// This is a native only feature.
#[name("wgpu-storage-texture-array-non-uniform-indexing", "storage-texture-array-non-uniform-indexing")]
const STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING = 1 << 12;
/// Allows the user to create bind groups containing arrays with less bindings than the BindGroupLayout.
///
/// Supported platforms:
/// - Vulkan
/// - DX12
///
/// This is a native only feature.
#[name("wgpu-partially-bound-binding-array", "partially-bound-binding-array")]
const PARTIALLY_BOUND_BINDING_ARRAY = 1 << 13;
/// Allows the user to call [`RenderPass::multi_draw_indirect_count`] and [`RenderPass::multi_draw_indexed_indirect_count`].
///
/// This allows the use of a buffer containing the actual number of draw calls. This feature being present also implies
/// that all calls to [`RenderPass::multi_draw_indirect`] and [`RenderPass::multi_draw_indexed_indirect`] are not being emulated
/// with a series of `draw_indirect` calls.
///
/// Supported platforms:
/// - DX12
/// - Vulkan 1.2+ (or VK_KHR_draw_indirect_count)
///
/// This is a native only feature.
///
#[doc = link_to_wgpu_docs!(["`RenderPass::multi_draw_indirect`"]: "struct.RenderPass.html#method.multi_draw_indirect")]
#[doc = link_to_wgpu_docs!(["`RenderPass::multi_draw_indexed_indirect`"]: "struct.RenderPass.html#method.multi_draw_indexed_indirect")]
#[doc = link_to_wgpu_docs!(["`RenderPass::multi_draw_indirect_count`"]: "struct.RenderPass.html#method.multi_draw_indirect_count")]
#[doc = link_to_wgpu_docs!(["`RenderPass::multi_draw_indexed_indirect_count`"]: "struct.RenderPass.html#method.multi_draw_indexed_indirect_count")]
#[name("wgpu-multi-draw-indirect-count", "multi-draw-indirect-count")]
const MULTI_DRAW_INDIRECT_COUNT = 1 << 15;
/// Allows the use of [`AddressMode::ClampToBorder`] with a border color
/// of [`SamplerBorderColor::Zero`].
///
/// Supported platforms:
/// - DX12
/// - Vulkan
/// - Metal
/// - OpenGL
///
/// This is a native only feature.
///
/// [`AddressMode::ClampToBorder`]: super::AddressMode::ClampToBorder
/// [`SamplerBorderColor::Zero`]: super::SamplerBorderColor::Zero
#[name("wgpu-address-mode-clamp-to-zero", "address-mode-clamp-to-zero")]
const ADDRESS_MODE_CLAMP_TO_ZERO = 1 << 17;
/// Allows the use of [`AddressMode::ClampToBorder`] with a border color
/// other than [`SamplerBorderColor::Zero`].
///
/// Supported platforms:
/// - DX12
/// - Vulkan
/// - Metal (macOS 10.12+ only)
/// - OpenGL
///
/// This is a native only feature.
///
/// [`AddressMode::ClampToBorder`]: super::AddressMode::ClampToBorder
/// [`SamplerBorderColor::Zero`]: super::SamplerBorderColor::Zero
#[name("wgpu-address-mode-clamp-to-border", "address-mode-clamp-to-border")]
const ADDRESS_MODE_CLAMP_TO_BORDER = 1 << 18;
/// Allows the user to set [`PolygonMode::Line`] in [`PrimitiveState::polygon_mode`]
///
/// This allows drawing polygons/triangles as lines (wireframe) instead of filled
///
/// Supported platforms:
/// - DX12
/// - Vulkan
/// - Metal
///
/// This is a native only feature.
///
/// [`PrimitiveState::polygon_mode`]: super::PrimitiveState
/// [`PolygonMode::Line`]: super::PolygonMode::Line
#[name("wgpu-polygon-mode-line", "polygon-mode-line")]
const POLYGON_MODE_LINE = 1 << 19;
/// Allows the user to set [`PolygonMode::Point`] in [`PrimitiveState::polygon_mode`]
///
/// This allows only drawing the vertices of polygons/triangles instead of filled
///
/// Supported platforms:
/// - Vulkan
///
/// This is a native only feature.
///
/// [`PrimitiveState::polygon_mode`]: super::PrimitiveState
/// [`PolygonMode::Point`]: super::PolygonMode::Point
#[name("wgpu-polygon-mode-point", "polygon-mode-point")]
const POLYGON_MODE_POINT = 1 << 20;
/// Allows the user to set a overestimation-conservative-rasterization in [`PrimitiveState::conservative`]
///
/// Processing of degenerate triangles/lines is hardware specific.
/// Only triangles are supported.
///
/// Supported platforms:
/// - Vulkan
///
/// This is a native only feature.
///
/// [`PrimitiveState::conservative`]: super::PrimitiveState::conservative
#[name("wgpu-conservative-rasterization", "conservative-rasterization")]
const CONSERVATIVE_RASTERIZATION = 1 << 21;
/// Enables bindings of writable storage buffers and textures visible to vertex shaders.
///
/// Note: some (tiled-based) platforms do not support vertex shaders with any side-effects.
///
/// Supported Platforms:
/// - All
///
/// This is a native only feature.
#[name("wgpu-vertex-writable-storage", "vertex-writable-storage")]
const VERTEX_WRITABLE_STORAGE = 1 << 22;
/// Enables clear to zero for textures.
///
/// Supported platforms:
/// - All
///
/// This is a native only feature.
#[name("wgpu-clear-texture", "clear-texture")]
const CLEAR_TEXTURE = 1 << 23;
/// Enables multiview render passes and `builtin(view_index)` in vertex/mesh shaders.
///
/// Supported platforms:
/// - Vulkan
/// - Metal
/// - DX12
/// - OpenGL (web only)
///
/// This is a native only feature.
#[name("wgpu-multiview", "multiview")]
const MULTIVIEW = 1 << 26;
/// Enables using 64-bit types for vertex attributes.
///
/// Requires SHADER_FLOAT64.
///
/// Supported Platforms: N/A
///
/// This is a native only feature.
#[name("wgpu-vertex-attribute-64-bit", "vertex-attribute-64-bit")]
const VERTEX_ATTRIBUTE_64BIT = 1 << 27;
/// Enables image atomic fetch add, and, xor, or, min, and max for R32Uint and R32Sint textures.
///
/// Supported platforms:
/// - Vulkan
/// - DX12
/// - Metal (with MSL 3.1+)
///
/// This is a native only feature.
#[name("wgpu-texture-atomic")]
const TEXTURE_ATOMIC = 1 << 28;
/// Allows for creation of textures of format [`TextureFormat::NV12`]
///
/// Supported platforms:
/// - DX12
/// - Vulkan
///
/// This is a native only feature.
///
/// [`TextureFormat::NV12`]: super::TextureFormat::NV12
#[name("wgpu-texture-format-nv12")]
const TEXTURE_FORMAT_NV12 = 1 << 29;
/// Allows for creation of textures of format [`TextureFormat::P010`]
///
/// Supported platforms:
/// - DX12
/// - Vulkan
///
/// This is a native only feature.
///
/// [`TextureFormat::P010`]: super::TextureFormat::P010
#[name("wgpu-texture-format-p010")]
const TEXTURE_FORMAT_P010 = 1 << 30;
/// Allows for the creation and usage of `ExternalTexture`s, and bind
/// group layouts containing external texture `BindingType`s.
///
/// Conceptually this should really be a [`crate::DownlevelFlags`] as
/// it corresponds to WebGPU's [`GPUExternalTexture`](
/// https://www.w3.org/TR/webgpu/#gpuexternaltexture).
/// However, the implementation is currently in-progress, and until it
/// is complete we do not want applications to ignore adapters due to
/// a missing downlevel flag, when they may not require this feature at
/// all.
///
/// Supported platforms:
/// - DX12
/// - Metal
#[name("wgpu-external-texture", "external-texture")]
const EXTERNAL_TEXTURE = 1 << 31;
// Shader:
/// ***THIS IS EXPERIMENTAL:*** Features enabled by this may have
/// major bugs in it and are expected to be subject to breaking changes, suggestions
/// for the API exposed by this should be posted on [the ray-tracing issue](https://github.com/gfx-rs/wgpu/issues/1040)
///
/// Allows for the creation of ray-tracing queries within shaders.
///
/// Supported platforms:
/// - Vulkan
///
/// This is a native-only feature.
#[name("wgpu-ray-query")]
const EXPERIMENTAL_RAY_QUERY = 1 << 32;
/// Enables 64-bit floating point types in SPIR-V shaders.
///
/// Note: even when supported by GPU hardware, 64-bit floating point operations are
/// frequently between 16 and 64 _times_ slower than equivalent operations on 32-bit floats.
///
/// Supported Platforms:
/// - Vulkan
///
/// This is a native only feature.
#[name("wgpu-shader-f64", "shader-f64")]
const SHADER_F64 = 1 << 33;
/// Allows shaders to use i16. Not currently supported in `naga`, only available through `spirv-passthrough`.
///
/// Supported platforms:
/// - Vulkan
///
/// This is a native only feature.
#[name("wgpu-shader-i16", "shader-i16")]
const SHADER_I16 = 1 << 34;
// Bit 35 (formerly SHADER_PRIMITIVE_INDEX) is available.
/// Allows shaders to use the `early_depth_test` attribute.
///
/// The attribute is applied to the fragment shader entry point. It can be used in two
/// ways:
///
/// 1. Force early depth/stencil tests:
///
/// - `@early_depth_test(force)` (WGSL)
///
/// - `layout(early_fragment_tests) in;` (GLSL)
///
/// 2. Provide a conservative depth specifier that allows an additional early
/// depth test under certain conditions:
///
/// - `@early_depth_test(greater_equal/less_equal/unchanged)` (WGSL)
///
/// - `layout(depth_<greater/less/unchanged>) out float gl_FragDepth;` (GLSL)
///
/// See [`EarlyDepthTest`] for more details.
///
/// Supported platforms:
/// - Vulkan
/// - GLES 3.1+
///
/// This is a native only feature.
///
/// [`EarlyDepthTest`]: https://docs.rs/naga/latest/naga/ir/enum.EarlyDepthTest.html
#[name("wgpu-shader-early-depth-test", "shader-early-depth-test")]
const SHADER_EARLY_DEPTH_TEST = 1 << 36;
/// Allows shaders to use i64 and u64.
///
/// Supported platforms:
/// - Vulkan
/// - DX12 (DXC only)
/// - Metal (with MSL 2.3+)
///
/// This is a native only feature.
#[name("wgpu-shader-int64")]
const SHADER_INT64 = 1 << 37;
/// Allows compute and fragment shaders to use the subgroup operation
/// built-ins and perform subgroup operations (except barriers).
///
/// Supported Platforms:
/// - Vulkan
/// - DX12
/// - Metal
///
/// The `subgroups` feature has been added to WebGPU, but there may be
/// differences between the standard and the `wgpu` implementation,
/// so it remains a native-only feature in wgpu for now.
/// See <https://github.com/gfx-rs/wgpu/issues/5555>.
///
/// Because it is expected to move to the WebGPU feature set in the
/// not-too-distant future, the name omits the `wgpu-` prefix.
#[name("subgroups")]
const SUBGROUP = 1 << 38;
/// Allows vertex shaders to use the subgroup operation built-ins and
/// perform subgroup operations (except barriers).
///
/// Supported Platforms:
/// - Vulkan
///
/// This is a native only feature.
#[name("wgpu-subgroup-vertex")]
const SUBGROUP_VERTEX = 1 << 39;
/// Allows compute shaders to use the subgroup barrier.
///
/// Requires [`Features::SUBGROUP`]. Without it, enables nothing.
///
/// Supported Platforms:
/// - Vulkan
/// - Metal
///
/// This is a native only feature.
#[name("wgpu-subgroup-barrier")]
const SUBGROUP_BARRIER = 1 << 40;
/// Allows the use of pipeline cache objects
///
/// Supported platforms:
/// - Vulkan
///
/// Unimplemented Platforms:
/// - DX12
/// - Metal
#[name("wgpu-pipeline-cache")]
const PIPELINE_CACHE = 1 << 41;
/// Allows shaders to use i64 and u64 atomic min and max.
///
/// Supported platforms:
/// - Vulkan (with VK_KHR_shader_atomic_int64)
/// - DX12 (with SM 6.6+)
/// - Metal (with MSL 2.4+)
///
/// This is a native only feature.
#[name("wgpu-shader-int64-atomic-min-max")]
const SHADER_INT64_ATOMIC_MIN_MAX = 1 << 42;
/// Allows shaders to use all i64 and u64 atomic operations.
///
/// Supported platforms:
/// - Vulkan (with VK_KHR_shader_atomic_int64)
/// - DX12 (with SM 6.6+)
///
/// This is a native only feature.
#[name("wgpu-shader-int64-atomic-all-ops")]
const SHADER_INT64_ATOMIC_ALL_OPS = 1 << 43;
/// Allows using the [VK_GOOGLE_display_timing] Vulkan extension.
///
/// This is used for frame pacing to reduce latency, and is generally only available on Android.
///
/// This feature does not have a `wgpu`-level API, and so users of wgpu wishing
/// to use this functionality must access it using various `as_hal` functions,
/// primarily [`Surface::as_hal()`], to then use.
///
/// Supported platforms:
/// - Vulkan (with [VK_GOOGLE_display_timing])
///
/// This is a native only feature.
///
/// [VK_GOOGLE_display_timing]: https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_GOOGLE_display_timing.html
#[doc = link_to_wgpu_docs!(["`Surface::as_hal()`"]: "struct.Surface.html#method.as_hal")]
#[name("wgpu-vulkan-google-display-timing")]
const VULKAN_GOOGLE_DISPLAY_TIMING = 1 << 44;
/// Allows using the [VK_KHR_external_memory_win32] Vulkan extension.
///
/// Supported platforms:
/// - Vulkan (with [VK_KHR_external_memory_win32])
///
/// This is a native only feature.
///
/// [VK_KHR_external_memory_win32]: https://registry.khronos.org/vulkan/specs/latest/man/html/VK_KHR_external_memory_win32.html
#[name("wgpu-vulkan-external-memory-win32")]
const VULKAN_EXTERNAL_MEMORY_WIN32 = 1 << 45;
/// Enables R64Uint image atomic min and max.
///
/// Supported platforms:
/// - Vulkan (with VK_EXT_shader_image_atomic_int64)
/// - DX12 (with SM 6.6+)
/// - Metal (with MSL 3.1+)
///
/// This is a native only feature.
#[name("wgpu-texture-int64-atomic")]
const TEXTURE_INT64_ATOMIC = 1 << 46;
/// Allows uniform buffers to be bound as binding arrays.
///
/// This allows:
/// - Shaders to contain `var<uniform> buffer: binding_array<UniformBuffer>;`
/// - The `count` field of `BindGroupLayoutEntry`s with `Uniform` buffers, to be set to `Some`.
///
/// Supported platforms:
/// - None (<https://github.com/gfx-rs/wgpu/issues/7149>)
///
/// Potential Platforms:
/// - DX12
/// - Metal
/// - Vulkan 1.2+ (or VK_EXT_descriptor_indexing)'s `shaderUniformBufferArrayNonUniformIndexing` feature)
///
/// This is a native only feature.
#[name("wgpu-uniform-buffer-binding-arrays", "uniform-buffer-binding-arrays")]
const UNIFORM_BUFFER_BINDING_ARRAYS = 1 << 47;
/// Enables mesh shaders and task shaders in mesh shader pipelines. This extension does NOT imply support for
/// compiling mesh shaders at runtime.
///
/// Supported platforms:
/// - Vulkan (with [VK_EXT_mesh_shader](https://registry.khronos.org/vulkan/specs/latest/man/html/VK_EXT_mesh_shader.html))
/// - DX12
/// - Metal
///
/// Naga is only supported on vulkan. On other platforms you will have to use passthrough shaders.
///
/// It is recommended to use [`Device::create_shader_module_trusted`] with [`ShaderRuntimeChecks::unchecked()`]
/// to avoid workgroup memory zero initialization, which can be expensive due to zero initialization being
/// single-threaded currently.
///
/// Some Mesa drivers including LLVMPIPE but not RADV fail to run the naga generated code.
/// [This may be our bug and will be investigated.](https://github.com/gfx-rs/wgpu/issues/8727)
/// However, due to the nature of the failure, the fact that it is unique, and the random changes
/// that make it go away, this is believed to be a Mesa bug. See
/// [this Mesa issue.](https://gitlab.freedesktop.org/mesa/mesa/-/issues/14376)
///
/// This is a native only feature.
///
/// [`Device::create_shader_module_trusted`]: https://docs.rs/wgpu/latest/wgpu/struct.Device.html#method.create_shader_module_trusted
/// [`ShaderRuntimeChecks::unchecked()`]: crate::ShaderRuntimeChecks::unchecked
#[name("wgpu-mesh-shader")]
const EXPERIMENTAL_MESH_SHADER = 1 << 48;
/// ***THIS IS EXPERIMENTAL:*** Features enabled by this may have
/// major bugs in them and are expected to be subject to breaking changes, suggestions
/// for the API exposed by this should be posted on [the ray-tracing issue](https://github.com/gfx-rs/wgpu/issues/6762)
///
/// Allows for returning of the hit triangle's vertex position when tracing with an
/// acceleration structure marked with [`AccelerationStructureFlags::ALLOW_RAY_HIT_VERTEX_RETURN`].
///
/// Supported platforms:
/// - Vulkan
///
/// This is a native only feature
///
/// [`AccelerationStructureFlags::ALLOW_RAY_HIT_VERTEX_RETURN`]: super::AccelerationStructureFlags::ALLOW_RAY_HIT_VERTEX_RETURN
#[name("wgpu-ray-hit-vertex-return")]
const EXPERIMENTAL_RAY_HIT_VERTEX_RETURN = 1 << 49;
/// Enables multiview in mesh shader pipelines
///
/// Supported platforms:
/// - Vulkan (with [VK_EXT_mesh_shader](https://registry.khronos.org/vulkan/specs/latest/man/html/VK_EXT_mesh_shader.html))
///
/// Potential Platforms:
/// - DX12
/// - Metal
///
/// This is a native only feature.
#[name("wgpu-mesh-shader-multiview")]
const EXPERIMENTAL_MESH_SHADER_MULTIVIEW = 1 << 50;
/// Allows usage of additional vertex formats in [BlasTriangleGeometrySizeDescriptor::vertex_format]
///
/// Supported platforms
/// - Vulkan
/// - DX12
///
/// [BlasTriangleGeometrySizeDescriptor::vertex_format]: super::BlasTriangleGeometrySizeDescriptor
#[name("wgpu-extended-acceleration-structure-vertex-formats")]
const EXTENDED_ACCELERATION_STRUCTURE_VERTEX_FORMATS = 1 << 51;
/// Enables creating shaders from passthrough with reflection info (unsafe)
///
/// Allows using [`Device::create_shader_module_passthrough`].
/// Shader code isn't parsed or interpreted in any way. It is the user's
/// responsibility to ensure the code and reflection (if passed) are correct.
///
/// Supported platforms
/// - Vulkan
/// - DX12
/// - Metal
/// - WebGPU
///
/// Ideally, in the future, all platforms will be supported. For more info, see
/// [this comment](https://github.com/gfx-rs/wgpu/issues/3103#issuecomment-2833058367).
///
#[doc = link_to_wgpu_docs!(["`Device::create_shader_module_passthrough`"]: "struct.Device.html#method.create_shader_module_passthrough")]
#[name("wgpu-passthrough-shaders", "passthrough-shaders")]
const PASSTHROUGH_SHADERS = 1 << 52;
/// Enables shader barycentric coordinates.
///
/// Supported platforms:
/// - Vulkan (with VK_KHR_fragment_shader_barycentric)
/// - DX12 (with SM 6.1+)
/// - Metal (with MSL 2.2+)
///
/// This is a native only feature.
#[name("wgpu-shader-barycentrics")]
const SHADER_BARYCENTRICS = 1 << 53;
/// Enables using multiview where not all texture array layers are rendered to in a single render pass/render pipeline. Making
/// use of this feature also requires enabling `Features::MULTIVIEW`.
///
/// Supported platforms
/// - Vulkan
/// - DX12
///
///
/// While metal supports this in theory, the behavior of `view_index` differs from vulkan and dx12 so the feature isn't exposed.
#[name("wgpu-selective-multiview")]
const SELECTIVE_MULTIVIEW = 1 << 54;
/// Enables the use of point-primitive outputs from mesh shaders. Making use of this feature also requires enabling
/// `Features::EXPERIMENTAL_MESH_SHADER`.
///
/// Supported platforms
/// - Vulkan
/// - Metal
///
/// This is a native only feature.
#[name("wgpu-mesh-shader-points")]
const EXPERIMENTAL_MESH_SHADER_POINTS = 1 << 55;
/// Enables creating texture arrays that are also multisampled.
///
/// Without this feature, you cannot create a texture that has both a `sample_count` higher
/// than 1, and a `depth_or_array_layers` higher than 1.
///
/// Supported platforms:
/// - Vulkan (except VK_KHR_portability_subset if multisampleArrayImage is not available)
#[name("wgpu-multisample-array")]
const MULTISAMPLE_ARRAY = 1 << 56;
/// Enables cooperative matrix operations (also known as tensor cores on NVIDIA GPUs
/// or simdgroup matrix operations on Apple GPUs).
///
/// Cooperative matrices allow a workgroup to collectively load, store, and perform
/// matrix multiply-accumulate operations on small tiles of data, enabling
/// hardware-accelerated matrix math.
///
/// **Current limitations:** The implementation currently only supports 8x8 f32 matrices.
/// On Vulkan, support is determined by querying `vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR`
/// for configurations matching 8x8x8 f32. Most Vulkan implementations (NVIDIA, AMD) primarily
/// support f16 inputs at larger sizes (e.g., 16x16), so Vulkan support may be limited.
///
/// Supported platforms:
/// - Metal (with MSL 2.3+ and Apple7+/Mac2+, using simdgroup matrix operations)
/// - Vulkan (with [VK_KHR_cooperative_matrix](https://registry.khronos.org/vulkan/specs/latest/man/html/VK_KHR_cooperative_matrix.html), if 8x8 f32 is supported)
///
/// This is a native only feature.
#[name("wgpu-cooperative-matrix")]
const EXPERIMENTAL_COOPERATIVE_MATRIX = 1 << 57;
/// Enables shader per-vertex attributes.
///
/// Supported platforms:
/// - Vulkan (with VK_KHR_fragment_shader_barycentric)
///
/// This is a native only feature.
#[name("wgpu-shader-per-vertex")]
const SHADER_PER_VERTEX = 1 << 58;
/// Enables shader `draw_index` builtin.
///
/// Supported platforms:
/// - GLES
/// - Vulkan
///
/// Potential platforms:
/// - DX12
/// - Metal
///
/// This is a native only feature.
#[name("wgpu-shader-draw-index")]
const SHADER_DRAW_INDEX = 1 << 59;
/// Allows the user to create arrays of acceleration structures in shaders:
///
/// ex.
/// - `var tlas: binding_array<acceleration_structure, 10>` (WGSL)
///
/// This capability allows them to exist and to be indexed by dynamically uniform values.
///
/// Supported platforms:
/// - DX12
/// - Vulkan
///
/// This is a native only feature.
#[name("wgpu-acceleration-structure-binding-array")]
const ACCELERATION_STRUCTURE_BINDING_ARRAY = 1 << 60;
/// Enables the `@coherent` memory decoration on storage buffer variables.
///
/// Backend mapping:
/// - Vulkan
/// - DX12
/// - Metal (3.2+)
/// - GLES (ES 3.1+ / GL 4.3+)
///
/// This is a native only feature.
#[name("wgpu-memory-decoration-coherent")]
const MEMORY_DECORATION_COHERENT = 1 << 61;
/// Enables the `@volatile` memory decoration on storage buffer variables.
///
/// Backend mapping:
/// - Vulkan
/// - GLES (ES 3.1+ / GL 4.3+)
///
/// This is a native only feature.
#[name("wgpu-memory-decoration-volatile")]
const MEMORY_DECORATION_VOLATILE = 1 << 62;
// Adding a new feature? Bit 35 (formerly SHADER_PRIMITIVE_INDEX) is available.
}
/// Features that are not guaranteed to be supported.
///
/// These are part of the WebGPU standard. For all features, see [`Features`].
///
/// If you want to use a feature, you need to first verify that the adapter supports
/// the feature. If the adapter does not support the feature, requesting a device with it enabled
/// will panic.
///
/// Corresponds to [WebGPU `GPUFeatureName`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpufeaturename).
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Default, Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct FeaturesWebGPU features_webgpu {
// API:
/// By default, polygon depth is clipped to 0-1 range before/during rasterization.
/// Anything outside of that range is rejected, and respective fragments are not touched.
///
/// With this extension, we can disabling clipping. That allows
/// shadow map occluders to be rendered into a tighter depth range.
///
/// Supported platforms:
/// - desktops
/// - some mobile chips
/// - WebGPU
///
/// This is a web and native feature.
#[name("depth-clip-control")]
const DEPTH_CLIP_CONTROL = WEBGPU_FEATURE_DEPTH_CLIP_CONTROL;
/// Allows for explicit creation of textures of format [`TextureFormat::Depth32FloatStencil8`]
///
/// Supported platforms:
/// - Vulkan (mostly)
/// - DX12
/// - Metal
/// - OpenGL
/// - WebGPU
///
/// This is a web and native feature.
///
/// [`TextureFormat::Depth32FloatStencil8`]: super::TextureFormat::Depth32FloatStencil8
#[name("depth32float-stencil8")]
const DEPTH32FLOAT_STENCIL8 = WEBGPU_FEATURE_DEPTH32FLOAT_STENCIL8;
/// Enables BCn family of compressed textures. All BCn textures use 4x4 pixel blocks
/// with 8 or 16 bytes per block.
///
/// Compressed textures sacrifice some quality in exchange for significantly reduced
/// bandwidth usage.
///
/// Support for this feature guarantees availability of [`TextureUsages::COPY_SRC | TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING`] for BCn formats.
/// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] may enable additional usages.
///
/// This feature guarantees availability of sliced-3d textures for BC formats when combined with TEXTURE_COMPRESSION_BC_SLICED_3D.
///
/// Supported Platforms:
/// - desktops
/// - Mobile (All Apple9 and some Apple7 and Apple8 devices)
/// - WebGPU
///
/// This is a web and native feature.
#[name("texture-compression-bc")]
const TEXTURE_COMPRESSION_BC = WEBGPU_FEATURE_TEXTURE_COMPRESSION_BC;
/// Allows the 3d dimension for textures with BC compressed formats.
///
/// This feature must be used in combination with TEXTURE_COMPRESSION_BC to enable 3D textures with BC compression.
/// It does not enable the BC formats by itself.
///
/// Supported Platforms:
/// - desktops
/// - Mobile (All Apple9 and some Apple7 and Apple8 devices)
/// - WebGPU
///
/// This is a web and native feature.
#[name("texture-compression-bc-sliced-3d")]
const TEXTURE_COMPRESSION_BC_SLICED_3D = WEBGPU_FEATURE_TEXTURE_COMPRESSION_BC_SLICED_3D;
/// Enables ETC family of compressed textures. All ETC textures use 4x4 pixel blocks.
/// ETC2 RGB and RGBA1 are 8 bytes per block. RTC2 RGBA8 and EAC are 16 bytes per block.
///
/// Compressed textures sacrifice some quality in exchange for significantly reduced
/// bandwidth usage.
///
/// Support for this feature guarantees availability of [`TextureUsages::COPY_SRC | TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING`] for ETC2 formats.
/// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] may enable additional usages.
///
/// Supported Platforms:
/// - Vulkan on Intel
/// - Mobile (some)
/// - WebGPU
///
/// This is a web and native feature.
#[name("texture-compression-etc2")]
const TEXTURE_COMPRESSION_ETC2 = WEBGPU_FEATURE_TEXTURE_COMPRESSION_ETC2;
/// Enables ASTC family of compressed textures. ASTC textures use pixel blocks varying from 4x4 to 12x12.
/// Blocks are always 16 bytes.
///
/// Compressed textures sacrifice some quality in exchange for significantly reduced
/// bandwidth usage.
///
/// Support for this feature guarantees availability of [`TextureUsages::COPY_SRC | TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING`] for ASTC formats with Unorm/UnormSrgb channel type.
/// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] may enable additional usages.
///
/// This feature does not guarantee availability of sliced 3d textures for ASTC formats.
/// If available, 3d support can be enabled by TEXTURE_COMPRESSION_ASTC_SLICED_3D feature.
///
/// Supported Platforms:
/// - Vulkan on Intel
/// - Mobile (some)
/// - WebGPU
///
/// This is a web and native feature.
#[name("texture-compression-astc")]
const TEXTURE_COMPRESSION_ASTC = WEBGPU_FEATURE_TEXTURE_COMPRESSION_ASTC;
/// Allows the 3d dimension for textures with ASTC compressed formats.
///
/// This feature must be used in combination with TEXTURE_COMPRESSION_ASTC to enable 3D textures with ASTC compression.
/// It does not enable the ASTC formats by itself.
///
/// Supported Platforms:
/// - Vulkan (some)
/// - Metal on Apple3+
/// - OpenGL/WebGL (some)
/// - WebGPU
///
/// Not Supported:
/// - DX12
///
/// This is a web and native feature.
#[name("texture-compression-astc-sliced-3d")]
const TEXTURE_COMPRESSION_ASTC_SLICED_3D = WEBGPU_FEATURE_TEXTURE_COMPRESSION_ASTC_SLICED_3D;
/// Enables use of Timestamp Queries. These queries tell the current gpu timestamp when
/// all work before the query is finished.
///
/// This feature allows the use of
/// - [`RenderPassDescriptor::timestamp_writes`]
/// - [`ComputePassDescriptor::timestamp_writes`]
/// to write out timestamps.
///
/// For arbitrary timestamp write commands on encoders refer to [`Features::TIMESTAMP_QUERY_INSIDE_ENCODERS`].
/// For arbitrary timestamp write commands on passes refer to [`Features::TIMESTAMP_QUERY_INSIDE_PASSES`].
///
/// They must be resolved using [`CommandEncoder::resolve_query_set`] into a buffer,
/// then the result must be multiplied by the timestamp period [`Queue::get_timestamp_period`]
/// to get the timestamp in nanoseconds. Multiple timestamps can then be diffed to get the
/// time for operations between them to finish.
///
/// Supported Platforms:
/// - Vulkan
/// - DX12
/// - Metal
/// - OpenGL (with GL_ARB_timer_query)
/// - WebGPU
///
/// This is a web and native feature.
///
#[doc = link_to_wgpu_docs!(["`RenderPassDescriptor::timestamp_writes`"]: "struct.RenderPassDescriptor.html#structfield.timestamp_writes")]
#[doc = link_to_wgpu_docs!(["`ComputePassDescriptor::timestamp_writes`"]: "struct.ComputePassDescriptor.html#structfield.timestamp_writes")]
#[doc = link_to_wgpu_docs!(["`CommandEncoder::resolve_query_set`"]: "struct.CommandEncoder.html#method.resolve_query_set")]
#[doc = link_to_wgpu_docs!(["`Queue::get_timestamp_period`"]: "struct.Queue.html#method.get_timestamp_period")]
#[name("timestamp-query")]
const TIMESTAMP_QUERY = WEBGPU_FEATURE_TIMESTAMP_QUERY;
/// Allows non-zero value for the `first_instance` member in indirect draw calls.
///
/// If this feature is not enabled, and the `first_instance` member is non-zero, the behavior may be:
/// - The draw call is ignored.
/// - The draw call is executed as if the `first_instance` is zero.
/// - The draw call is executed with the correct `first_instance` value.
///
/// Supported Platforms:
/// - Vulkan (mostly)
/// - DX12
/// - Metal on Apple3+ or Mac1+
/// - OpenGL (Desktop 4.2+ with ARB_shader_draw_parameters only)
/// - WebGPU
///
/// Not Supported:
/// - OpenGL ES / WebGL
///
/// This is a web and native feature.
#[name("indirect-first-instance")]
const INDIRECT_FIRST_INSTANCE = WEBGPU_FEATURE_INDIRECT_FIRST_INSTANCE;
/// Allows shaders to use 16-bit floating point types. You may use them uniform buffers,
/// storage buffers, and local variables. You may not use them in immediates.
///
/// In order to use this in WGSL shaders, you must add `enable f16;` to the top of your shader,
/// before any global items.
///
/// Supported Platforms:
/// - Vulkan
/// - Metal
/// - DX12
/// - WebGPU
///
/// This is a web and native feature.
#[name("shader-f16")]
const SHADER_F16 = WEBGPU_FEATURE_SHADER_F16;
/// Allows for usage of textures of format [`TextureFormat::Rg11b10Ufloat`] as a render target
///
/// Supported platforms:
/// - Vulkan
/// - DX12
/// - Metal
/// - WebGPU
///
/// This is a web and native feature.
///
/// [`TextureFormat::Rg11b10Ufloat`]: super::TextureFormat::Rg11b10Ufloat
#[name("rg11b10ufloat-renderable")]
const RG11B10UFLOAT_RENDERABLE = WEBGPU_FEATURE_RG11B10UFLOAT_RENDERABLE;
/// Allows the [`TextureUsages::STORAGE_BINDING`] usage on textures with format [`TextureFormat::Bgra8Unorm`]
///
/// Supported Platforms:
/// - Vulkan
/// - DX12
/// - Metal
/// - WebGPU
///
/// This is a web and native feature.
///
/// [`TextureFormat::Bgra8Unorm`]: super::TextureFormat::Bgra8Unorm
/// [`TextureUsages::STORAGE_BINDING`]: super::TextureUsages::STORAGE_BINDING
#[name("bgra8unorm-storage")]
const BGRA8UNORM_STORAGE = WEBGPU_FEATURE_BGRA8UNORM_STORAGE;
/// Allows textures with formats "r32float", "rg32float", and "rgba32float" to be filterable.
///
/// Supported Platforms:
/// - Vulkan (mainly on Desktop GPUs)
/// - DX12
/// - Metal on macOS or Apple9+ GPUs, optional on iOS/iPadOS with Apple7/8 GPUs
/// - GL with one of `GL_ARB_color_buffer_float`/`GL_EXT_color_buffer_float`/`OES_texture_float_linear`
/// - WebGPU
///
/// This is a web and native feature.
#[name("float32-filterable")]
const FLOAT32_FILTERABLE = WEBGPU_FEATURE_FLOAT32_FILTERABLE;
/// Allows textures with formats "r32float", "rg32float", and "rgba32float" to be blendable.
///
/// Supported Platforms:
/// - Vulkan
/// - WebGPU
#[name("float32-blendable")]
const FLOAT32_BLENDABLE = WEBGPU_FEATURE_FLOAT32_BLENDABLE;
/// Allows two outputs from a shader to be used for blending.
/// Note that dual-source blending doesn't support multiple render targets.
///
/// For more info see the OpenGL ES extension GL_EXT_blend_func_extended.
///
/// Supported platforms:
/// - OpenGL ES (with GL_EXT_blend_func_extended)
/// - Metal (with MSL 1.2+)
/// - Vulkan (with dualSrcBlend)
/// - DX12
/// - WebGPU
///
/// This is a web and native feature.
#[name("dual-source-blending")]
const DUAL_SOURCE_BLENDING = WEBGPU_FEATURE_DUAL_SOURCE_BLENDING;
/// Allows the use of `@builtin(clip_distances)` in WGSL.
///
/// Supported platforms:
/// - Vulkan (mainly on Desktop GPUs)
/// - Metal
/// - GL (Desktop or `GL_EXT_clip_cull_distance`)
/// - WebGPU
///
/// This is a web and native feature.
#[name("clip-distances")]
const CLIP_DISTANCES = WEBGPU_FEATURE_CLIP_DISTANCES;
/// Allows the use of immediate data: small, fast bits of memory that can be updated
/// inside a [`RenderPass`].
///
/// Allows the user to call [`RenderPass::set_immediates`], provide a non-zero immediate data size
/// to [`PipelineLayoutDescriptor`], and provide a non-zero limit to [`Limits::max_immediate_size`].
///
/// A block of immediate data can be declared in WGSL with `var<immediate>`:
///
/// ```rust,ignore
/// struct Immediates { example: f32, }
/// var<immediate> c: Immediates;
/// ```
///
/// In GLSL, this corresponds to `layout(immediates) uniform Name {..}`.
///
/// Supported platforms:
/// - DX12
/// - Vulkan
/// - Metal
/// - OpenGL (emulated with uniforms)
/// - WebGPU
///
/// WebGPU support is currently a proposal and will be available in browsers in the future.
///
/// This is a web and native feature.
///
#[doc = link_to_wgpu_item!(struct RenderPass)]
#[doc = link_to_wgpu_item!(struct PipelineLayoutDescriptor)]
#[doc = link_to_wgpu_docs!(["`RenderPass::set_immediates`"]: "struct.RenderPass.html#method.set_immediates")]
/// [`Limits::max_immediate_size`]: super::Limits
#[name("immediates")]
const IMMEDIATES = WEBGPU_FEATURE_IMMEDIATES;
/// Enables `builtin(primitive_index)` in fragment shaders.
///
/// Note: enables geometry processing for pipelines using the builtin.
/// This may come with a significant performance impact on some hardware.
/// Other pipelines are not affected.
///
/// Supported platforms:
/// - Vulkan (with geometryShader)
/// - DX12
/// - Metal (some)
/// - OpenGL (some)
///
/// This is a web and native feature. `primitive-index` is its
/// WebGPU-defined name, and `shader-primitive-index` is accepted to
/// remain compatible with previous wgpu behavior.
#[name("primitive-index", "shader-primitive-index")]
const PRIMITIVE_INDEX = WEBGPU_FEATURE_PRIMITIVE_INDEX;
}
}
impl Features {
/// Mask of all features which are part of the upstream WebGPU standard.
#[must_use]
pub const fn all_webgpu_mask() -> Self {
Self::from_bits_truncate(FeatureBits([
FeaturesWGPU::empty().bits(),
FeaturesWebGPU::all().bits(),
]))
}
/// Mask of all features that are only available when targeting native (not web).
#[must_use]
pub const fn all_native_mask() -> Self {
Self::from_bits_truncate(FeatureBits([
FeaturesWGPU::all().bits(),
FeaturesWebGPU::empty().bits(),
]))
}
/// Mask of all features which are experimental.
#[must_use]
pub const fn all_experimental_mask() -> Self {
Self::from_bits_truncate(FeatureBits([
FeaturesWGPU::EXPERIMENTAL_MESH_SHADER.bits()
| FeaturesWGPU::EXPERIMENTAL_MESH_SHADER_MULTIVIEW.bits()
| FeaturesWGPU::EXPERIMENTAL_MESH_SHADER_POINTS.bits()
| FeaturesWGPU::EXPERIMENTAL_RAY_QUERY.bits()
| FeaturesWGPU::EXPERIMENTAL_RAY_HIT_VERTEX_RETURN.bits()
| FeaturesWGPU::EXPERIMENTAL_COOPERATIVE_MATRIX.bits(),
FeaturesWebGPU::empty().bits(),
]))
}
/// Vertex formats allowed for creating and building BLASes
#[must_use]
pub fn allowed_vertex_formats_for_blas(&self) -> Vec<VertexFormat> {
let mut formats = Vec::new();
if self.intersects(Self::EXPERIMENTAL_RAY_QUERY) {
formats.push(VertexFormat::Float32x3);
}
if self.contains(Self::EXTENDED_ACCELERATION_STRUCTURE_VERTEX_FORMATS) {
formats.push(VertexFormat::Float32x2);
formats.push(VertexFormat::Float16x2);
formats.push(VertexFormat::Float16x4);
formats.push(VertexFormat::Snorm16x2);
formats.push(VertexFormat::Snorm16x4);
}
formats
}
}
#[cfg(test)]
mod tests {
use crate::{Features, FeaturesWGPU, FeaturesWebGPU};
use bitflags::{Flag, Flags};
#[cfg(feature = "serde")]
#[test]
fn check_hex() {
use crate::FeatureBits;
use bitflags::{
parser::{ParseHex as _, WriteHex as _},
Bits as _,
};
let mut hex = alloc::string::String::new();
FeatureBits::ALL.write_hex(&mut hex).unwrap();
assert_eq!(
FeatureBits::parse_hex(hex.as_str()).unwrap(),
FeatureBits::ALL
);
hex.clear();
FeatureBits::EMPTY.write_hex(&mut hex).unwrap();
assert_eq!(
FeatureBits::parse_hex(hex.as_str()).unwrap(),
FeatureBits::EMPTY
);
for feature in Features::FLAGS {
hex.clear();
feature.value().bits().write_hex(&mut hex).unwrap();
assert_eq!(
FeatureBits::parse_hex(hex.as_str()).unwrap(),
feature.value().bits(),
"{hex}"
);
}
}
#[test]
fn check_features_display() {
use alloc::format;
let feature = Features::CLEAR_TEXTURE;
assert_eq!(format!("{feature}"), "CLEAR_TEXTURE");
let feature = Features::CLEAR_TEXTURE | Features::BGRA8UNORM_STORAGE;
assert_eq!(format!("{feature}"), "CLEAR_TEXTURE | BGRA8UNORM_STORAGE");
}
#[test]
fn check_features_bits() {
let bits = Features::all().bits();
assert_eq!(Features::from_bits_retain(bits), Features::all());
let bits = Features::empty().bits();
assert_eq!(Features::from_bits_retain(bits), Features::empty());
for feature in Features::FLAGS {
let bits = feature.value().bits();
assert_eq!(Features::from_bits_retain(bits), *feature.value());
}
let bits = FeaturesWebGPU::all().bits();
assert_eq!(
FeaturesWebGPU::from_bits_truncate(bits),
FeaturesWebGPU::all()
);
let bits = FeaturesWebGPU::empty().bits();
assert_eq!(
FeaturesWebGPU::from_bits_truncate(bits),
FeaturesWebGPU::empty()
);
for feature in FeaturesWebGPU::FLAGS {
let bits = feature.value().bits();
assert_eq!(FeaturesWebGPU::from_bits_truncate(bits), *feature.value());
}
let bits = FeaturesWGPU::all().bits();
assert_eq!(FeaturesWGPU::from_bits(bits).unwrap(), FeaturesWGPU::all());
let bits = FeaturesWGPU::empty().bits();
assert_eq!(
FeaturesWGPU::from_bits(bits).unwrap(),
FeaturesWGPU::empty()
);
for feature in FeaturesWGPU::FLAGS {
let bits = feature.value().bits();
assert_eq!(FeaturesWGPU::from_bits(bits).unwrap(), *feature.value());
}
}
#[test]
fn features_names() {
for feature in Features::FLAGS.iter().map(Flag::value).copied() {
let Some(name) = feature.as_str() else {
panic!("`.as_str()` for {feature:?} returned `None`");
};
assert_eq!(name.parse(), Ok(feature));
// Native-only features that are accepted without `wgpu-` prefix for backwards compatibility
let prefix_backcompat_features = [
Features::TEXTURE_FORMAT_16BIT_NORM,
Features::TEXTURE_COMPRESSION_ASTC_HDR,
Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES,
Features::PIPELINE_STATISTICS_QUERY,
Features::TIMESTAMP_QUERY_INSIDE_PASSES,
Features::MAPPABLE_PRIMARY_BUFFERS,
Features::TEXTURE_BINDING_ARRAY,
Features::BUFFER_BINDING_ARRAY,
Features::STORAGE_RESOURCE_BINDING_ARRAY,
Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
Features::STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING,
Features::UNIFORM_BUFFER_BINDING_ARRAYS,
Features::PARTIALLY_BOUND_BINDING_ARRAY,
Features::MULTI_DRAW_INDIRECT_COUNT,
Features::ADDRESS_MODE_CLAMP_TO_ZERO,
Features::ADDRESS_MODE_CLAMP_TO_BORDER,
Features::POLYGON_MODE_LINE,
Features::POLYGON_MODE_POINT,
Features::CONSERVATIVE_RASTERIZATION,
Features::VERTEX_WRITABLE_STORAGE,
Features::CLEAR_TEXTURE,
Features::MULTIVIEW,
Features::VERTEX_ATTRIBUTE_64BIT,
Features::EXTERNAL_TEXTURE,
Features::SHADER_F64,
Features::SHADER_I16,
Features::SHADER_EARLY_DEPTH_TEST,
Features::PASSTHROUGH_SHADERS,
];
if feature == Features::SUBGROUP {
// Standard-track feature that does not have `wgpu-` prefix
assert_eq!(name.parse(), Ok(feature));
} else if feature & Features::all_native_mask() != Features::empty() {
let stripped_name = name.strip_prefix("wgpu-").unwrap_or_else(|| {
panic!("Native feature `{name}` should have `wgpu-` prefix")
});
let expected = if prefix_backcompat_features.contains(&feature) {
Ok(feature)
} else {
Err(())
};
assert_eq!(stripped_name.parse(), expected);
}
// Special backcompat case
if feature == Features::PRIMITIVE_INDEX {
assert_eq!("shader-primitive-index".parse(), Ok(feature));
}
}
}
#[test]
fn create_features_from_parts() {
let features: Features = FeaturesWGPU::TEXTURE_ATOMIC.into();
assert_eq!(features, Features::TEXTURE_ATOMIC);
let features: Features = FeaturesWebGPU::TIMESTAMP_QUERY.into();
assert_eq!(features, Features::TIMESTAMP_QUERY);
let features: Features = Features::from(FeaturesWGPU::TEXTURE_ATOMIC)
| Features::from(FeaturesWebGPU::TIMESTAMP_QUERY);
assert_eq!(
features,
Features::TEXTURE_ATOMIC | Features::TIMESTAMP_QUERY
);
assert_eq!(
features,
Features::from_internal_flags(
FeaturesWGPU::TEXTURE_ATOMIC,
FeaturesWebGPU::TIMESTAMP_QUERY
)
);
}
#[test]
fn experimental_features_part_of_experimental_mask() {
for (name, feature) in Features::all().iter_names() {
let prefixed_with_experimental = name.starts_with("EXPERIMENTAL_");
let in_experimental_mask = Features::all_experimental_mask().contains(feature);
assert_eq!(in_experimental_mask, prefixed_with_experimental);
}
}
}