euv_engine/renderer/struct.rs
1use super::*;
2
3/// A 2D camera that defines the viewport into the game world.
4#[derive(Clone, Copy, Data, Debug, New, PartialEq, PartialOrd)]
5pub struct Camera2D {
6 /// The world-space position of the camera center.
7 #[get(type(copy))]
8 pub(crate) position: Vector2D,
9 /// The zoom factor (1.0 = no zoom, 2.0 = 2x magnification).
10 #[get(type(copy))]
11 pub(crate) zoom: f64,
12 /// The rotation angle in radians.
13 #[get(type(copy))]
14 pub(crate) rotation: f64,
15 /// The viewport width in screen pixels.
16 #[get(type(copy))]
17 pub(crate) viewport_width: f64,
18 /// The viewport height in screen pixels.
19 #[get(type(copy))]
20 pub(crate) viewport_height: f64,
21}
22
23/// A 3D camera that defines the viewport into a 3D world using perspective
24/// or orthographic projection.
25#[derive(Clone, Copy, Data, Debug, New, PartialEq, PartialOrd)]
26pub struct Camera3D {
27 /// The world-space position of the camera (eye).
28 #[get(type(copy))]
29 pub(crate) position: Vector3D,
30 /// The point the camera is looking at (target).
31 #[get(type(copy))]
32 pub(crate) target: Vector3D,
33 /// The up direction for the camera.
34 #[get(type(copy))]
35 #[new(skip)]
36 pub(crate) up: Vector3D,
37 /// The vertical field of view in radians.
38 #[get(type(copy))]
39 #[new(skip)]
40 pub(crate) fov: f64,
41 /// The near clipping plane distance.
42 #[get(type(copy))]
43 #[new(skip)]
44 pub(crate) near: f64,
45 /// The far clipping plane distance.
46 #[get(type(copy))]
47 #[new(skip)]
48 pub(crate) far: f64,
49 /// The viewport width in pixels.
50 #[get(type(copy))]
51 pub(crate) viewport_width: f64,
52 /// The viewport height in pixels.
53 #[get(type(copy))]
54 pub(crate) viewport_height: f64,
55}
56
57/// A wrapper around `CanvasRenderingContext2d` providing convenience
58/// drawing methods and camera management for the game engine.
59#[derive(Clone, Data, New)]
60pub struct CanvasRenderer {
61 /// The underlying canvas 2D rendering context.
62 pub(crate) context: CanvasRenderingContext2d,
63 /// The active camera controlling the viewport.
64 #[get(type(copy))]
65 pub(crate) camera: Camera2D,
66 /// The active rendering quality preset.
67 ///
68 /// Controls `imageSmoothingEnabled`, `imageSmoothingQuality`, and
69 /// `textRendering` on the underlying context. Defaults to `Medium`.
70 #[get(type(copy))]
71 pub(crate) quality: RenderQuality,
72}
73
74/// A linear gradient defined by two endpoints and a list of color stops.
75///
76/// Used to create smooth color transitions along a straight line
77/// for fill or stroke operations on the canvas.
78#[derive(Clone, Data, Debug, New, PartialEq)]
79pub struct LinearGradient {
80 /// The starting point of the gradient in world space.
81 #[get(type(copy))]
82 pub(crate) start: Vector2D,
83 /// The ending point of the gradient in world space.
84 #[get(type(copy))]
85 pub(crate) end: Vector2D,
86 /// The ordered list of color stops, each containing a position (0.0 to 1.0) and a CSS color string.
87 pub(crate) stops: Vec<(f64, String)>,
88}
89
90/// A radial gradient defined by inner and outer circles and a list of color stops.
91///
92/// Used to create smooth color transitions radiating outward from a center point
93/// for fill or stroke operations on the canvas.
94#[derive(Clone, Data, Debug, New, PartialEq)]
95pub struct RadialGradient {
96 /// The center of the inner circle of the gradient.
97 #[get(type(copy))]
98 pub(crate) inner_center: Vector2D,
99 /// The radius of the inner circle.
100 #[get(type(copy))]
101 pub(crate) inner_radius: f64,
102 /// The center of the outer circle of the gradient.
103 #[get(type(copy))]
104 pub(crate) outer_center: Vector2D,
105 /// The radius of the outer circle.
106 #[get(type(copy))]
107 pub(crate) outer_radius: f64,
108 /// The ordered list of color stops, each containing a position (0.0 to 1.0) and a CSS color string.
109 pub(crate) stops: Vec<(f64, String)>,
110}
111
112/// Shadow rendering configuration for drop shadow effects on canvas primitives.
113///
114/// When applied, all subsequent fill, stroke, and draw operations will cast
115/// a shadow with the specified color, blur radius, and offset.
116#[derive(Clone, Data, Debug, New, PartialEq, PartialOrd)]
117pub struct ShadowConfig {
118 /// The CSS color string of the shadow (e.g., `"rgba(0,0,0,0.5)"`).
119 #[get(type(clone))]
120 pub(crate) color: String,
121 /// The blur radius of the shadow in pixels.
122 #[get(type(copy))]
123 pub(crate) blur: f64,
124 /// The horizontal offset of the shadow in pixels.
125 #[get(type(copy))]
126 pub(crate) offset_x: f64,
127 /// The vertical offset of the shadow in pixels.
128 #[get(type(copy))]
129 pub(crate) offset_y: f64,
130}
131
132/// Represents the rendering priority layer for draw call ordering.
133///
134/// Higher z-index values are drawn on top of lower values,
135/// enabling correct visual layering of game objects.
136#[derive(Clone, Copy, Data, Debug, Default, Eq, Hash, New, Ord, PartialEq, PartialOrd)]
137pub struct RenderLayer {
138 /// The z-index determining draw order. Higher values draw later (on top).
139 #[get(type(copy))]
140 pub(crate) z_index: i32,
141 /// Whether objects in this layer should be rendered.
142 #[get(type(copy))]
143 pub(crate) visible: bool,
144}
145
146/// An ordered buffer of deferred draw commands recorded during a frame.
147///
148/// Scenes and components push `DrawCommand`s into the list during `on_render`
149/// instead of drawing immediately. The engine then replays the whole list once
150/// per frame via `CanvasRenderer::replay`, which batches consecutive same-style
151/// shapes into a single path and skips redundant canvas state changes. The
152/// backing `Vec` is reused across frames via `clear()` to avoid reallocation.
153#[derive(Clone, Data, Debug, Default, New)]
154pub struct DrawList {
155 /// The recorded draw commands for the current frame.
156 #[get_mut(pub(crate))]
157 #[set(pub(crate))]
158 pub(crate) commands: Vec<DrawCommand>,
159}
160
161/// A supersampling anti-aliasing (SSAA) canvas wrapper that renders at a higher
162/// resolution on an offscreen canvas and downscales to the display canvas for
163/// smoother polygon edges in software-rendered 3D scenes.
164///
165/// The offscreen context is scaled by `scale_factor` so that all drawing
166/// code can use logical pixel coordinates without modification. After
167/// rendering, call `present()` to draw the high-resolution buffer onto the
168/// visible canvas with high-quality image smoothing.
169#[derive(Clone, Data, New)]
170pub struct SsaaCanvas {
171 /// The display canvas element visible to the user.
172 pub(crate) display_canvas: HtmlCanvasElement,
173 /// The 2D rendering context of the display canvas used for final presentation.
174 pub(crate) display_context: CanvasRenderingContext2d,
175 /// The offscreen canvas used for high-resolution rendering.
176 pub(crate) offscreen_canvas: HtmlCanvasElement,
177 /// The 2D rendering context of the offscreen canvas, pre-scaled by `scale_factor`.
178 pub(crate) offscreen_context: CanvasRenderingContext2d,
179 /// The supersampling scale factor (e.g., 2.0 means 4x SSAA).
180 #[get(type(copy))]
181 pub(crate) scale_factor: f64,
182 /// The rendering quality preset for the downscaling present step.
183 ///
184 /// Controls the smoothing strategy when the offscreen buffer is
185 /// downscaled onto the display canvas. Defaults to `Medium`.
186 #[new(skip)]
187 #[get(type(copy))]
188 pub(crate) quality: RenderQuality,
189 /// The logical display width in CSS pixels.
190 #[get(type(copy))]
191 pub(crate) width: f64,
192 /// The logical display height in CSS pixels.
193 #[get(type(copy))]
194 pub(crate) height: f64,
195}
196
197/// A WebGPU rendering backend wrapping the GPU device, queue, and canvas context
198/// for GPU-accelerated rendering on the web.
199///
200/// Created asynchronously via `WebGpuRenderer::init` because adapter and
201/// device acquisition returns JavaScript Promises that must be awaited.
202/// Once initialized, the renderer provides methods to create GPU resources
203/// (buffers, shader modules, command encoders) and execute render passes.
204///
205/// WebGPU types are stored as `JsValue` to avoid feature-gated import issues
206/// with `web_sys`. Method calls are performed via `Reflect` and `JsCast`.
207#[derive(Clone, Data)]
208pub struct WebGpuRenderer {
209 /// The WebGPU device (`GpuDevice`) used to create GPU resources.
210 pub(crate) device: JsValue,
211 /// The device's command queue (`GpuQueue`) for submitting command buffers.
212 pub(crate) queue: JsValue,
213 /// The WebGPU canvas rendering context (`GpuCanvasContext`).
214 pub(crate) context: JsValue,
215 /// The HTML canvas element backing the WebGPU context.
216 pub(crate) canvas: HtmlCanvasElement,
217 /// The texture format string used by the canvas's swap chain (e.g., `"bgra8unorm"`).
218 #[get(type(clone))]
219 pub(crate) format: String,
220 /// The physical pixel width of the canvas backing store.
221 #[get(type(copy))]
222 pub(crate) width: u32,
223 /// The physical pixel height of the canvas backing store.
224 #[get(type(copy))]
225 pub(crate) height: u32,
226 /// Whether MSAA anti-aliasing is enabled for render pipelines.
227 ///
228 /// When `true`, the renderer allocates a multisampled intermediate texture
229 /// (`sampleCount: 4`) and resolves into the swap chain each frame; when
230 /// `false`, render passes attach directly to the swap chain view at
231 /// `sampleCount: 1`.
232 #[get(type(copy))]
233 pub(crate) antialias: bool,
234 /// The multisampled color texture used when `antialias` is `true`.
235 ///
236 /// `None` when MSAA is disabled. Rebuilt on every resize because the
237 /// `width`/`height` are immutable for a given `GpuTexture`.
238 #[get(type(clone))]
239 pub(crate) multisample_texture: Option<JsValue>,
240 /// The default `GpuTextureView` into `multisample_texture`.
241 ///
242 /// Cached at texture-create time so `begin_render_pass` does not have to
243 /// recreate the view each frame. `None` when MSAA is disabled.
244 #[get(type(clone))]
245 pub(crate) multisample_view: Option<JsValue>,
246 /// The depth-stencil texture used for depth-tested passes.
247 ///
248 /// Created lazily on the first call to [`WebGpuRenderer::begin_render_pass`]
249 /// that includes a `depthStencil` attachment. Rebuilt on every resize
250 /// because the dimensions are immutable for a given `GpuTexture`. The
251 /// matching default view is cached in `depth_view`.
252 ///
253 /// `None` until the first depth-tested render pass is opened.
254 #[get(type(clone))]
255 pub(crate) depth_texture: Option<JsValue>,
256 /// The default `GpuTextureView` into `depth_texture`.
257 ///
258 /// `None` when no depth texture has been allocated.
259 #[get(type(clone))]
260 pub(crate) depth_view: Option<JsValue>,
261 /// The depth-stencil format used for `depth_texture`.
262 ///
263 /// Stored so subsequent render-pass openers can pass the same format
264 /// to the pipeline layout without having to remember it externally.
265 /// `None` until the first depth texture is allocated.
266 #[get(type(clone))]
267 pub(crate) depth_format: Option<String>,
268 /// User-supplied closure fired when the underlying `GpuDevice` enters
269 /// the `lost` state (browser-initiated context loss, OS driver crash,
270 /// `device.destroy()`, ...).
271 ///
272 /// `None` until the caller calls [`WebGpuRenderer::on_device_lost`].
273 /// The renderer also stores a separate `device_lost_handle` that
274 /// forwards the `GPUDeviceLostInfo` JS value into this callback.
275 #[get(type(clone))]
276 pub(crate) device_lost_callback: Option<js_sys::Function>,
277 /// Whether the device is currently in the `lost` state.
278 ///
279 /// Once flipped to `true`, every GPU operation returns
280 /// `Err(WebGpuError::RendererDisposed)` until the caller destroys the
281 /// renderer and creates a new one (WebGPU has no "recover from lost
282 /// device" API).
283 #[get(type(copy))]
284 pub(crate) device_lost: bool,
285 /// Shared slot for the most recent popped error-scope value.
286 ///
287 /// `device.popErrorScope()` returns a `Promise<GPUError?>`; we
288 /// cannot `.await` it from a sync call site. Instead, every
289 /// `push_error_scope` + `pop_error_scope` pair registers a
290 /// microtask via `wasm_bindgen_futures::spawn_local` that stores
291 /// the resolved value here. Callers that want the error
292 /// synchronously call [`WebGpuRenderer::take_last_error`] to
293 /// drain the slot.
294 ///
295 /// Holding a `Rc<PendingErrorCell>` lets the spawn_local future
296 /// own its own handle independently of `&self`, so the
297 /// renderer's borrow checker stays happy. The slot is empty
298 /// (`None`) by default and after each successful take.
299 ///
300 /// The cell is intentionally `PendingErrorCell` (a `Sync`
301 /// `UnsafeCell` newtype, see [`crate::renderer::static`]) rather
302 /// than `Rc<RefCell<...>>` - the WASM single-threaded scheduler
303 /// makes the runtime borrow check `RefCell` provides unreachable
304 /// in practice, so we trade it for a raw `UnsafeCell` deref
305 /// confined to two call sites. This mirrors how euv-core
306 /// implements its global registries
307 /// (`core/src/renderer/registry/struct.rs:62`).
308 pub(crate) pending_error: Rc<PendingErrorCell>,
309 /// The currently-open `GpuCommandEncoder`, if any.
310 ///
311 /// WebGPU expects the application to encode all work for a
312 /// frame (clear, render passes, compute passes, copy ops) into
313 /// a single command encoder, then call `encoder.finish()` to
314 /// produce a `GpuCommandBuffer` and submit it to the queue.
315 /// The encoder is `None` after `submit()` finishes and must
316 /// be re-acquired via `device.createCommandEncoder()` before
317 /// the next frame.
318 #[get(type(clone))]
319 pub(crate) command_encoder: Option<JsValue>,
320 /// OPT 34: cached render-pass descriptor, allocated lazily on the
321 /// first call to [`WebGpuRenderer::begin_render_pass_full`].
322 ///
323 /// The pre-WebGPU-audit path allocated a fresh `Object` +
324 /// `Array` + 8-15 `Reflect::set` calls every frame. We keep the
325 /// descriptor Object alive for the renderer's lifetime, refreshing
326 /// the per-frame fields (`view`, `resolveTarget`, `clearValue`) in
327 /// place on every call. The cache invalidates itself automatically
328 /// when `load_op` / `store_op`, the depth-stencil shape, or the
329 /// resolve-target shape changes.
330 ///
331 /// `None` until the first `begin_render_pass_full` call; `Some(_)`
332 /// afterwards and persists for the lifetime of the renderer.
333 #[get(type(clone))]
334 pub(crate) render_pass_descriptor_cache: Option<RenderPassDescriptorCache>,
335}
336
337/// OPT 34: persistent render-pass descriptor and its inner
338/// attachments, reused across `begin_render_pass_full` calls.
339///
340/// # Why
341///
342/// `begin_render_pass_full` historically allocated a fresh descriptor
343/// `Object`, a `colorAttachments` `Array`, and one inner
344/// `color_attachment` `Object` (plus an optional `clearValue` `Object`)
345/// on every frame, then ran 8-15 `Reflect::set` calls to populate
346/// them. WebGPU re-validates the descriptor each call, but the JS-side
347/// `Object` / `Array` allocations and the per-property `Reflect::set`
348/// crossings are pure overhead — only the `clearValue` and (rarely)
349/// `view` / `loadOp` / `storeOp` fields change between frames.
350///
351/// # What we cache
352///
353/// - The top-level descriptor `Object` (the one passed to
354/// `beginRenderPass`).
355/// - The `colorAttachments` `Array` (always exactly one element —
356/// we keep the same `Array` reference and mutate its slot 0 in
357/// place).
358/// - The inner color attachment `Object` (slot 0 of
359/// `colorAttachments`).
360/// - The `clearValue` `Object` (the `{r, g, b, a}` dictionary that
361/// is the actual per-frame mutating field).
362/// - Last-applied `loadOp` / `storeOp` string slices, to detect when
363/// the caller switched ops and the cached descriptor must be
364/// rebuilt (rare; WebGPU does not hot-swap ops every frame).
365/// - Last-applied depth-stencil shape (present / absent), to detect
366/// when the depth-stencil shape changes.
367///
368/// # Invalidation
369///
370/// The cache is invalidated (rebuilt from scratch) when any of:
371/// - `load_op` changes between calls,
372/// - `store_op` changes between calls,
373/// - the depth-stencil shape changes (None → Some / Some → None),
374/// - the resolve-target shape changes (MSAA on/off).
375///
376/// `view` / `resolveTarget` / `clearValue` are refreshed on every call
377/// (the swap-chain view expires after each presented frame, so caching
378/// it across frames silently invalidates every subsequent render pass).
379///
380/// These are all `&'static str` (they come from `WEBGPU_*_OP_*`
381/// constants), so invalidation is a pointer-compare.
382///
383/// `Clone` is derived so the parent `WebGpuRenderer`'s `Data` derive
384/// (which adds a `Clone` bound on every field) keeps compiling;
385/// `js_sys::Object` and `js_sys::Array` both derive `Clone`, so the
386/// derived `Clone` impl just clones the inner JS-side references
387/// (cheap, no JS allocation).
388#[derive(Clone, Debug)]
389pub struct RenderPassDescriptorCache {
390 /// The cached top-level `GpuRenderPassDescriptor` Object.
391 /// Pass directly to `encoder.beginRenderPass(descriptor)`.
392 pub(crate) descriptor: Object,
393 /// The cached inner color attachment Object.
394 /// `descriptor.colorAttachments[0]` in JS terms.
395 pub(crate) attachment: Object,
396 /// The cached `clearValue` Object (the `{r, g, b, a}` dictionary
397 /// under `attachment.clearValue`). The hot-path field — only
398 /// this is mutated on most frames.
399 pub(crate) clear_value: Object,
400 /// Last applied `loadOp` (as a `&'static str`). Used to detect
401 /// op changes that invalidate the descriptor.
402 pub(crate) last_load_op: Option<&'static str>,
403 /// Last applied `storeOp` (as a `&'static str`). Used to detect
404 /// op changes that invalidate the descriptor.
405 pub(crate) last_store_op: Option<&'static str>,
406 /// Whether the last applied descriptor had a depth-stencil
407 /// attachment (`true`) or not (`false`). Used to detect shape
408 /// changes that invalidate the descriptor.
409 pub(crate) last_has_depth: bool,
410 /// Whether the last applied descriptor had a `resolveTarget`
411 /// (`true`, MSAA path) or not (`false`). Used to detect shape
412 /// changes that invalidate the descriptor, so a stale
413 /// `resolveTarget` never survives an MSAA -> non-MSAA switch.
414 pub(crate) last_has_resolve: bool,
415}
416
417/// Describes a 2D viewport rectangle plus optional depth range, in the same
418/// pixel space as the destination render target.
419///
420/// Used by [`WebGpuRenderer::set_viewport`] (and any future caller that needs
421/// to push a `GpuViewport`-shaped JS object through `Reflect::set`). The
422/// depth-range fields are omitted from the `::new` constructor via
423/// `#[new(skip)]`; they default to zero-initialised `f32` and are typically
424/// overwritten by [`WebGpuRenderer::set_viewport`] to the WebGPU spec
425/// defaults of `0.0` / `1.0`.
426#[derive(Clone, Copy, Data, Debug, New, PartialEq)]
427pub struct ViewportDescriptor {
428 /// X coordinate of the viewport's top-left in pixels.
429 pub(crate) x: f32,
430 /// Y coordinate of the viewport's top-left in pixels.
431 pub(crate) y: f32,
432 /// Viewport width in pixels.
433 pub(crate) width: f32,
434 /// Viewport height in pixels.
435 pub(crate) height: f32,
436 /// Minimum depth, clamped to `[0, 1]`. Set to `0.0` to disable.
437 #[new(skip)]
438 pub(crate) min_depth: f32,
439 /// Maximum depth, clamped to `[0, 1]`. Set to `1.0` to disable.
440 #[new(skip)]
441 pub(crate) max_depth: f32,
442}
443
444/// A WebGL 2 rendering backend wrapping the `WebGl2RenderingContext`.
445///
446/// Unlike `WebGpuRenderer`, which stores all GPU handles as opaque `JsValue`s,
447/// WebGL exposes concrete `web_sys` types, so the context and canvas are kept
448/// as strongly typed values. Shader programs created via
449/// [`WebGlRenderer::create_program`] are managed by the caller.
450///
451/// Construct via [`WebGlRenderer::init`], which resolves the canvas from the
452/// [`RenderConfig`], applies device-pixel-ratio scaling to the backing store,
453/// and acquires the `webgl2` context.
454#[derive(Clone, Data)]
455pub struct WebGlRenderer {
456 /// The WebGL 2 rendering context used for all GL calls.
457 pub(crate) context: WebGl2RenderingContext,
458 /// The HTML canvas element backing the WebGL context.
459 pub(crate) canvas: HtmlCanvasElement,
460 /// The physical pixel width of the canvas backing store.
461 #[get(type(copy))]
462 pub(crate) width: u32,
463 /// The physical pixel height of the canvas backing store.
464 #[get(type(copy))]
465 pub(crate) height: u32,
466}
467
468// =====================================================================
469// WebGPU: descriptor & data structs (consumed by the WebGpuRenderer API)
470// =====================================================================
471
472/// A single vertex attribute within a vertex buffer layout.
473///
474/// Mirrors the fields of `GPUVertexAttribute` exactly. The shader location
475/// is the `@location(N)` qualifier in the WGSL source. The offset is in
476/// bytes from the start of the vertex, and `format` is one of the
477/// WGSL vertex format strings (e.g. `"float32x4"`, `"unorm8x4"`).
478#[derive(Clone, Copy, Debug, Eq, Getter, Hash, New, PartialEq)]
479pub struct VertexAttribute {
480 /// The shader location the attribute maps to.
481 #[get(type(copy))]
482 pub(crate) shader_location: u32,
483 /// The byte offset from the start of the vertex.
484 #[get(type(copy))]
485 pub(crate) offset: u64,
486 /// The WGSL vertex format (e.g. `"float32x4"`).
487 #[get(type(clone))]
488 pub(crate) format: &'static str,
489}
490
491/// The layout of a single vertex buffer, expressed as an array stride plus
492/// a list of attributes.
493///
494/// Mirrors `GPUVertexBufferLayout` from the WebGPU spec. The renderer
495/// passes the assembled descriptor straight to `createRenderPipeline` via
496/// `Reflect`.
497#[derive(Clone, Debug, Getter, New)]
498pub struct VertexBufferLayout {
499 /// The byte stride of one vertex in the buffer.
500 #[get(type(copy))]
501 pub(crate) array_stride: u64,
502 /// Whether the buffer should be advanced per-instance (`true`) or
503 /// per-vertex (`false`).
504 #[get(type(copy))]
505 pub(crate) step_mode: VertexStepMode,
506 /// The attributes that describe how to interpret the bytes of one
507 /// vertex.
508 pub(crate) attributes: Vec<VertexAttribute>,
509}
510
511/// A 2D texture descriptor for `create_texture_2d`.
512///
513/// Defaults produce a 1x1 RGBA8 texture with `TEXTURE_BINDING | COPY_DST
514/// | COPY_SRC` usage, which is the right baseline for a sampled color
515/// texture that is uploaded to via `queue.writeTexture`. Override fields
516/// after constructing to set `mip_level_count`, `sample_count`, or
517/// different `usage` flags.
518#[derive(Clone, Debug, Getter, New)]
519pub struct Texture2DDescriptor {
520 /// The texture width in pixels. Must be > 0.
521 #[get(type(copy))]
522 pub(crate) width: u32,
523 /// The texture height in pixels. Must be > 0.
524 #[get(type(copy))]
525 pub(crate) height: u32,
526 /// The WGSL texture format (e.g. `"rgba8unorm"`, `"bgra8unorm"`,
527 /// `"rgba16float"`, `"depth24plus-stencil8"`).
528 #[get(type(clone))]
529 pub(crate) format: &'static str,
530 /// The number of mip levels. `0` is treated as `1`.
531 #[get(type(copy))]
532 #[new(skip)]
533 pub(crate) mip_level_count: u32,
534 /// The number of samples per texel (`1` for non-MSAA, `4` for MSAA).
535 #[get(type(copy))]
536 #[new(skip)]
537 pub(crate) sample_count: u32,
538 /// The WGSL usage flags (e.g. `"RENDER_ATTACHMENT | TEXTURE_BINDING |
539 /// COPY_DST | COPY_SRC"`).
540 #[get(type(clone))]
541 #[new(skip)]
542 pub(crate) usage: &'static str,
543}
544
545/// A sampler descriptor for `create_sampler`.
546///
547/// Defaults produce a non-filtering clamp-to-edge sampler. Override
548/// fields after constructing to enable linear filtering, repeat
549/// addressing, or depth comparison.
550#[derive(Clone, Debug, Getter, New)]
551pub struct GpuSamplerDescriptor {
552 /// Minification filter.
553 #[get(type(clone))]
554 #[new(skip)]
555 pub(crate) mag_filter: &'static str,
556 /// Magnification filter.
557 #[get(type(clone))]
558 #[new(skip)]
559 pub(crate) min_filter: &'static str,
560 /// Mipmap filter.
561 #[get(type(clone))]
562 #[new(skip)]
563 pub(crate) mipmap_filter: &'static str,
564 /// U address mode.
565 #[get(type(clone))]
566 #[new(skip)]
567 pub(crate) address_mode_u: &'static str,
568 /// V address mode.
569 #[get(type(clone))]
570 #[new(skip)]
571 pub(crate) address_mode_v: &'static str,
572 /// W address mode.
573 #[get(type(clone))]
574 #[new(skip)]
575 pub(crate) address_mode_w: &'static str,
576 /// Whether the sampler is a comparison sampler.
577 #[get(type(copy))]
578 #[new(skip)]
579 pub(crate) compare: bool,
580}
581
582/// The descriptor for a single (color or depth-stencil) render pass
583/// attachment, used as input to `begin_render_pass` / `begin_render_pass_to_texture`.
584#[derive(Clone, Debug, Getter)]
585pub struct RenderPassColorAttachment {
586 /// The texture view to draw into.
587 ///
588 /// When `None`, the renderer uses the swap-chain view (or the MSAA
589 /// intermediate view if `antialias == true`).
590 pub view: Option<JsValue>,
591 /// An optional resolve target for MSAA.
592 ///
593 /// `None` when MSAA is disabled. The renderer fills in the default
594 /// resolve target (the swap-chain view) when MSAA is enabled and the
595 /// caller leaves this as `None`.
596 pub resolve_target: Option<JsValue>,
597 /// The clear color as `(r, g, b, a)` in `0.0..=1.0`. `None` means
598 /// `"load"` (keep the previous contents).
599 pub clear_value: Option<(f64, f64, f64, f64)>,
600 /// The load operation. `None` → `"clear"` when `clear_value` is
601 /// `Some`, otherwise `"load"`.
602 pub load_op: Option<&'static str>,
603 /// The store operation. `None` → `"store"`.
604 pub store_op: Option<&'static str>,
605}
606
607/// The depth-stencil portion of a `RenderPassDescriptor`, used as input to
608/// `begin_render_pass` / `begin_render_pass_to_texture`.
609#[derive(Clone, Debug, Getter)]
610pub struct RenderPassDepthStencilAttachment {
611 /// The depth-stencil texture view to use.
612 ///
613 /// When `None`, the renderer uses the default view into its
614 /// `depth_texture` field, allocating the depth texture lazily if
615 /// needed.
616 pub view: Option<JsValue>,
617 /// The depth clear value in `0.0..=1.0`. `None` means
618 /// `"load"` (keep previous depth).
619 pub depth_clear_value: Option<f32>,
620 /// The depth load op. `None` → `"clear"` when
621 /// `depth_clear_value` is `Some`, otherwise `"load"`.
622 pub depth_load_op: Option<&'static str>,
623 /// The depth store op. `None` → `"store"`.
624 pub depth_store_op: Option<&'static str>,
625 /// Whether depth reads should be enabled. `None` → `false`.
626 pub depth_read_only: Option<bool>,
627}
628
629/// Descriptor for `GpuTexture.createView(descriptor)`.
630///
631/// Sub-selects a single cube face / mip / array slice / depth-aspect of a
632/// texture. When you need the full texture as a 2D view (the common case),
633/// just call `create_view` without a descriptor; the new method accepts an
634/// `Option<&TextureViewDescriptor>` for callers that need the full
635/// flexibility of the WebGPU spec.
636#[derive(Clone, Debug, Getter, New)]
637pub struct TextureViewDescriptor {
638 /// View format override, or `None` to use the texture's own format.
639 #[get(type(clone))]
640 #[new(value = "None")]
641 pub(crate) format: Option<&'static str>,
642 /// View dimension (`"2d"`, `"2d-array"`, `"cube"`, `"cube-array"`, ...).
643 /// `None` means the dimension is inferred from the texture.
644 #[get(type(clone))]
645 #[new(value = "None")]
646 pub(crate) dimension: Option<&'static str>,
647 /// Most significant mip level (inclusive). `None` → `0`.
648 #[get(type(copy))]
649 #[new(value = "0")]
650 pub(crate) base_mip_level: u32,
651 /// Number of mip levels in the view. `0` → all the way to the top.
652 #[get(type(copy))]
653 #[new(value = "0")]
654 pub(crate) mip_level_count: u32,
655 /// First array layer (inclusive). `None` → `0`. Only meaningful for
656 /// `2d-array` / `cube` / `cube-array` views.
657 #[get(type(copy))]
658 #[new(value = "0")]
659 pub(crate) base_array_layer: u32,
660 /// Number of array layers. `0` → all remaining layers.
661 #[get(type(copy))]
662 #[new(value = "0")]
663 pub(crate) array_layer_count: u32,
664 /// Which aspect of the texture to expose. One of:
665 /// `"all"`, `"depth-only"`, `"stencil-only"`. `None` → `"all"`.
666 #[get(type(clone))]
667 #[new(value = "None")]
668 pub(crate) aspect: Option<&'static str>,
669}
670
671/// Descriptor for `queue.writeTexture(destination, data, dataLayout, size)`.
672///
673/// WebGPU's `writeTexture` lets you upload CPU-side pixel data directly to a
674/// texture without staging through a buffer. Use it for: ImGui font atlases,
675/// procedural noise textures, sprite sheets, `ImageBitmap` pixels, etc.
676#[derive(Clone, Debug, Getter, New)]
677pub struct TextureWriteDescriptor {
678 /// The pixel data to upload. Bytes are laid out according to
679 /// `bytes_per_row` / `rows_per_image`.
680 #[get(type(clone))]
681 pub(crate) data: Vec<u8>,
682 /// Bytes per row of the source data. Must be a multiple of 256.
683 #[get(type(copy))]
684 pub(crate) bytes_per_row: u32,
685 /// Number of rows per image. `0` for 2D textures without mip chains.
686 #[get(type(copy))]
687 pub(crate) rows_per_image: u32,
688 /// Destination mip level to write into.
689 #[get(type(copy))]
690 pub(crate) mip_level: u32,
691 /// Destination texture to write into.
692 #[get(type(clone))]
693 pub(crate) texture: JsValue,
694 /// Origin within the destination texture. `None` → `(0, 0, 0)`.
695 #[get(type(clone))]
696 #[new(value = "None")]
697 pub(crate) origin: Option<JsValue>,
698 /// Whether to flip the source data vertically before writing.
699 /// `true` is essential when uploading from `<img>` / `<canvas>` whose
700 /// rows are top-to-bottom but WebGPU textures are bottom-to-top.
701 #[get(type(copy))]
702 #[new(value = "false")]
703 pub(crate) flip_y: bool,
704}
705
706/// Interior-mutable slot for the renderer's pending error-scope value.
707///
708/// This is the `euv-engine` analog of euv-core's `HandlerRegistryCell`
709/// (`core/src/renderer/registry/struct.rs:62`): a single-element
710/// `Sync` wrapper that holds an `Option<JsValue>` behind an
711/// `UnsafeCell`.
712///
713/// # Why this type exists
714///
715/// `WebGpuRenderer::pending_error` needs interior mutability
716/// because:
717///
718/// 1. `pop_error_sync` takes `&self` (the WebGPU hot path cannot
719/// be `async`), but the spawned `wasm_bindgen_futures::spawn_local`
720/// future must mutate the slot to store the resolved
721/// `Promise<GPUError?>` value.
722/// 2. `take_last_error` also takes `&self` and drains the slot
723/// on the next render tick.
724///
725/// The first implementation used `Rc<RefCell<Option<JsValue>>>`,
726/// which works but pays for:
727///
728/// - a `RefCell::borrow_mut` runtime borrow check on every
729/// write (the panic path is unreachable in practice — only
730/// the spawn_local future and `take_last_error` ever touch
731/// the slot, and they never overlap because the future is
732/// a microtask drained before the next render tick).
733/// - a heap allocation for the `RefCell`'s borrow state.
734///
735/// The newtype keeps the interior-mutability primitive (`Rc`),
736/// because the spawn_local future needs its own owning handle,
737/// but swaps the inner cell from `RefCell` to `UnsafeCell`:
738///
739/// - zero runtime borrow check (the WASM single-threaded
740/// scheduler makes the borrow impossible to violate).
741/// - zero allocation (the cell is just a `*mut Option<JsValue>`
742/// sitting inside the `Rc`-managed box).
743///
744/// # Sync safety
745///
746/// `PendingErrorCell` is **not** `Sync` by default (`UnsafeCell`
747/// explicitly opts out). We hand-implement `Sync` for it because
748/// the renderer is only ever used in the WASM single-threaded
749/// runtime; the `Rc` ensures the same instance is never shared
750/// across threads (it is not `Send`/`Sync` either), and the
751/// WASM main thread is the only place that ever touches the
752/// slot. This matches euv-core's pattern
753/// (`unsafe impl Sync for HandlerRegistryCell {}`).
754///
755/// If the engine is ever compiled for a multi-threaded target
756/// (native, `wasm-bindgen-rayon`), this `unsafe impl Sync` is
757/// unsound and must be removed.
758pub struct PendingErrorCell(
759 /// Interior-mutable storage for the optional `JsValue`.
760 ///
761 /// Marked `pub(crate)` (not just `pub`) because the field is
762 /// only meant to be touched from inside the renderer module —
763 /// specifically from the `impl PendingErrorCell` block in
764 /// `impl.rs`. The struct itself stays `pub` so external code
765 /// can name the type, but the raw `UnsafeCell` is an
766 /// implementation detail.
767 pub(crate) UnsafeCell<Option<JsValue>>,
768);
769
770/// A single entry inside a `GpuBindGroupLayoutDescriptor`.
771///
772/// Together these describe one slot of the bind group layout used by
773/// a render / compute pipeline. The visibility bitmask controls
774/// which shader stages can read the binding (`VERTEX = 0x1`,
775/// `FRAGMENT = 0x2`, `COMPUTE = 0x4`); `VERTEX | FRAGMENT = 0x3` and
776/// `VERTEX | FRAGMENT | COMPUTE = 0x7` are the most common values.
777#[derive(Clone, Debug)]
778pub struct BindGroupLayoutEntry {
779 /// The binding slot (matches `@binding(N)` in the shader).
780 pub binding: u32,
781 /// Visibility bitmask (`VERTEX = 0x1`, `FRAGMENT = 0x2`, `COMPUTE = 0x4`).
782 pub visibility: u32,
783 /// The resource kind bound at this slot.
784 pub ty: BindGroupEntryType,
785}