hotline_rs/gfx.rs
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use crate::os;
use std::any::Any;
use serde::{Deserialize, Serialize};
use std::hash::Hash;
use maths_rs::max;
/// Implemets this interface with a Direct3D12 backend.
#[cfg(target_os = "windows")]
pub mod d3d12;
type Error = super::Error;
/// Macro to pass data!\[expression\] or data!\[\] (None) to a create function, so you don't have to deduce a 'T'.
#[macro_export]
macro_rules! data {
() => {
None::<&[()]>
};
($input:expr) => {
Some($input)
}
}
/// Macro to inject debug names into gpu resources
#[cfg(target_os = "windows")]
#[macro_export]
macro_rules! gfx_debug_name {
($object:expr, $name:expr) => {
d3d12_debug_name($object, $name);
}
}
/// 3-Dimensional struct for compute shader thread count / thread group size.
#[derive(Copy, Clone)]
pub struct Size3 {
pub x: u32,
pub y: u32,
pub z: u32,
}
/// 3-Dimensional region used for copying resources
#[derive(Copy, Clone)]
pub struct Region {
pub left: u32,
pub top: u32,
pub front: u32,
pub right: u32,
pub bottom: u32,
pub back: u32
}
/// Structure to specify viewport coordinates on a `CmdBuf`.
#[derive(Copy, Clone)]
pub struct Viewport {
/// Top left x coordinate.
pub x: f32,
/// Top left y coordinate.
pub y: f32,
/// Width of the viewport rectangle.
pub width: f32,
/// Height of the viewport rectangle (Y is down).
pub height: f32,
/// Minimum depth of the viewport. Ranges between 0 and 1.
pub min_depth: f32,
/// Maximum depth of the viewport. Ranges between 0 and 1.
pub max_depth: f32,
}
/// Structure to specify scissor rect coordinates on a `CmdBuf`.
#[derive(Copy, Clone)]
pub struct ScissorRect {
// Left x coordinate.
pub left: i32,
// Top y coordinate.
pub top: i32,
/// Right x coordinate.
pub right: i32,
/// Bottom y coordinate.
pub bottom: i32,
}
/// Format for resource types (textures / buffers).
/// n = normalised unsigned integer,
/// u = unsigned integer,
/// i = signed integer,
/// f = float
#[derive(Copy, Clone, Serialize, Deserialize, Hash, PartialEq)]
pub enum Format {
Unknown,
R16n,
R16u,
R16i,
R16f,
R32u,
R32i,
R32f,
RG16f,
RG16u,
RG16i,
RG32u,
RG32i,
RG32f,
RGB32u,
RGB32i,
RGB32f,
RGBA8nSRGB,
RGBA8n,
RGBA8u,
RGBA8i,
BGRA8n,
BGRX8n,
BGRA8nSRGB,
BGRX8nSRGB,
RGBA16u,
RGBA16i,
RGBA16f,
RGBA32u,
RGBA32i,
RGBA32f,
D32fS8X24u,
D32f,
D24nS8u,
D16n,
BC1n,
BC1nSRGB,
BC2n,
BC2nSRGB,
BC3n,
BC3nSRGB,
BC4n,
BC5n,
}
/// Information to create a device, it contains default heaps for resource views
/// resources will be automatically allocated into these heaps, you can supply custom heaps if necessary.
#[derive(Default)]
pub struct DeviceInfo {
/// optional adapter to choose a specific adapter in the scenario of a multi-adapter system
/// if None is supplied the first non-software emulation adapter would be selected.
pub adapter_name: Option<String>,
/// space for shader resource views, constant buffers and unordered access views.
pub shader_heap_size: usize,
/// space for colour render targets.
pub render_target_heap_size: usize,
/// space for depth stencil targets.
pub depth_stencil_heap_size: usize,
}
/// Information returned from `Device::get_adapter_info`.
#[derive(Clone)]
pub struct AdapterInfo {
/// The chosen adapter a device was created with.
pub name: String,
/// Description of the device.
pub description: String,
/// Dedicated video memory in bytes.
pub dedicated_video_memory: usize,
/// Dedicated system memory in bytes.
pub dedicated_system_memory: usize,
/// Shared system memory in bytes.
pub shared_system_memory: usize,
/// List of available adapter descriptons.
pub available: Vec<String>,
}
/// Information to create a desciptor heap... `Device` will contain default heaps, but you can create your own if required.
pub struct HeapInfo {
/// ie: Shader, RenderTarget, DepthStencil, Sampler.
pub heap_type: HeapType,
/// Total size of the heap in number of resources.
pub num_descriptors: usize,
}
/// Options for heap types.
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum HeapType {
/// For shader resource view, constant buffer or unordered access.
Shader,
/// For render targets
RenderTarget,
/// For depth stencil targets
DepthStencil,
/// For sampler states
Sampler,
}
/// Allows user specified heaps to be used for creating views when creating textures through `create_texture_with_heap`
/// you can supply `None` for the heap types are not applicable and if a view is requested for a `None` heap the
/// default device heaps will be used instead
pub struct TextureHeapInfo<'stack, D: Device> {
/// Heap to allocate shader resource views and un-ordered access views
pub shader: Option<&'stack mut D::Heap>,
/// Heap to allocate render target views
pub render_target: Option<&'stack mut D::Heap>,
/// Heap to allocate depth stencil views
pub depth_stencil: Option<&'stack mut D::Heap>,
}
/// Information to create a query heap.
pub struct QueryHeapInfo {
/// ie: Timestamp, Occlusion, PipelineStatistics
pub heap_type: QueryType,
/// Total size of the heap in number of queries.
pub num_queries: usize,
}
/// Options for query heap types, and queries
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum QueryType {
/// Used for occlusion query heap or occlusion queries
Occlusion,
/// Can be used in the same heap as occlusion
BinaryOcclusion,
/// Create a heap to contain timestamp queries
Timestamp,
/// Create a heap to contain a structure of `PipelineStatistics`
PipelineStatistics,
/// Create video decoder statistics query and heap
VideoDecodeStatistics,
}
/// GPU pipeline statistics obtain by using a `PipelineStatistics` query
pub struct PipelineStatistics {
pub input_assembler_vertices: u64,
pub input_assembler_primitives: u64,
pub vertex_shader_invocations: u64,
pub pixel_shader_primitives: u64,
pub compute_shader_invocations: u64
}
/// Information to pass to `Device::create_swap_chain`.
pub struct SwapChainInfo {
/// Number of internal buffers to keep behind the scenes, which are swapped between each frame
/// to allow overlapped CPU/GPU command buffer producer / consumer
pub num_buffers: u32,
/// Must be BGRA8n, RGBA8n or RGBA16f.
pub format: Format,
/// Colour for clearing the window when using the backbuffer pass, use None to not clear.
pub clear_colour: Option<ClearColour>,
}
/// Information to create a buffer through `Device::create_buffer`.
#[derive(Copy, Clone)]
pub struct BufferInfo {
/// Indicates how the buffer will be used on the GPU.
pub usage: BufferUsage,
/// Used to indicate if we want to read or write from the CPU, use NONE if possible for best performance.
pub cpu_access: CpuAccessFlags,
/// Data format of the buffer this is is only required for index buffers and can be `gfx::Format::Unknown` otherwise
pub format: Format,
/// The stride of a vertex or structure in bytes.
pub stride: usize,
/// The number of array elements.
pub num_elements: usize,
/// Initial state to start image transition barriers before state
pub initial_state: ResourceState,
}
/// Information to create a shader through `Device::create_shader`.
pub struct ShaderInfo {
/// Type of the shader (Vertex, Fragment, Compute, etc...).
pub shader_type: ShaderType,
/// Optional info to compile from source, if this is none then
/// the shader will be treated as a precompiled byte code blob.
pub compile_info: Option<ShaderCompileInfo>,
}
/// Information required to compile a shader from source code.
pub struct ShaderCompileInfo {
/// The name of the entry point function in the shader to compile.
pub entry_point: String,
/// The target you wish to compile for, this is paltform specific.
/// hlsl: (vs_5_0, ps_5_0, vs_6_0, ps_6_0).
pub target: String,
/// Flags to pass to the compiler.
pub flags: ShaderCompileFlags,
}
/// The stage to which a shader will bind itself.
#[derive(Copy, Clone)]
pub enum ShaderType {
Vertex,
Fragment,
Compute,
}
bitflags! {
/// Device feature flags.
pub struct DeviceFeatureFlags: u32 {
const NONE = 0;
const RAYTRACING = 1<<0;
const MESH_SAHDER = 1<<1;
}
/// Shader compilation flags.
pub struct ShaderCompileFlags: u32 {
/// No flags, default compilation.
const NONE = 0b00000000;
/// Generates shader with debug info
const DEBUG = 0b00000001;
/// Skips optimization for easier debuggability, deterministic results and faster compilation.
const SKIP_OPTIMIZATION = 0b00000010;
}
/// Render target write mask flags.
#[derive(Serialize, Deserialize)]
pub struct WriteMask : u8 {
// Write no colour channels
const NONE = 0;
/// Write the red colour channel
const RED = 1<<0;
/// Write the green colour channel
const GREEN = 1<<1;
/// Write the blue colour channel
const BLUE = 1<<2;
/// Write the alpha channel
const ALPHA = 1<<3;
/// Write (RED|GREEN|BLUE|ALPHA)
const ALL = (1<<4)-1;
}
/// CPU Access flags for buffers or textures.
pub struct CpuAccessFlags: u8 {
/// No CPUT access required, use this for best performance if you do not need to write data to a resource
const NONE = 1<<0;
/// CPU will read data from the resource
const READ = 1<<1;
/// CPU will write data to the resourc
const WRITE = 1<<2;
/// Must be used in conjunction with READ or WRITE, the resource will mapped once and never un-mapped
const PERSISTENTLY_MAPPED = 1<<3;
}
/// Textures can be used in one or more of the following ways
#[derive(Serialize, Deserialize)]
pub struct TextureUsage: u32 {
/// Texture will be only used for data storage and not used on any GPU pipeline stages
const NONE = 0;
/// Texture will be sampled in a shader
const SHADER_RESOURCE = (1 << 0);
/// Used as a read-writable resource in compute shaders
const UNORDERED_ACCESS = (1 << 1);
/// Used as a colour render target
const RENDER_TARGET = (1 << 2);
/// Used as a depth stencil buffer
const DEPTH_STENCIL = (1 << 3);
/// Used as a target for hardware assisted video decoding operations
const VIDEO_DECODE_TARGET = (1 << 4);
/// Indicates the texture will have mip-maps generated at run time
const GENERATE_MIP_MAPS = (1 << 5);
}
/// Describes how a buffer will be used on the GPU.
//#[derive(Copy, Clone, PartialEq)]
pub struct BufferUsage : u32 {
/// Used to simply store data (query results, copy buffers etc)
const NONE = 0;
/// Used as a Vertex buffer binding
const VERTEX = (1 << 0);
/// Used as a Vertex buffer binding
const INDEX = (1 << 1);
/// Used as constant buffer for shader data
const CONSTANT_BUFFER = (1 << 2);
/// Texture will be sampled in a shader
const SHADER_RESOURCE = (1 << 3);
/// Used as a read-writable resource in compute shaders
const UNORDERED_ACCESS = (1 << 4);
/// Used as indirect arguments for `execute_indirect`
const INDIRECT_ARGUMENT_BUFFER = (1 << 5);
/// Used in shader as `AppendStructuredBuffer` and contains a counter element
const APPEND_COUNTER = (1 << 6);
}
}
/// `PipelineLayout` is required to create a pipeline it describes the layout of resources for access on the GPU.
#[derive(Default, Clone, Serialize, Deserialize)]
pub struct PipelineLayout {
/// Vector of `DescriptorBinding` which are arrays of textures, samplers or structured buffers, etc
pub bindings: Option<Vec<DescriptorBinding>>,
/// Small amounts of data that can be pushed into a command buffer and available as data in shaders
pub push_constants: Option<Vec<PushConstantInfo>>,
/// Static samplers that come along with the pipeline,
pub static_samplers: Option<Vec<SamplerBinding>>,
}
/// Describes a range of resources for access on the GPU.
#[derive(Clone, Serialize, Deserialize)]
pub struct DescriptorBinding {
/// The shader stage the resources will be accessible to.
pub visibility: ShaderVisibility,
/// Register index to bind to (supplied in shader).
pub shader_register: u32,
/// Register space to bind to (supplied in shader).
pub register_space: u32,
/// Type of resources in this descriptor binding.
pub binding_type: DescriptorType,
/// Number of descriptors in this table, use `None` for unbounded.
pub num_descriptors: Option<u32>,
}
/// Describes the type of descriptor binding to create.
#[derive(Clone, Copy, Serialize, Deserialize, Hash)]
pub enum DescriptorType {
/// Used for textures or structured buffers.
ShaderResource,
/// Used for cbuffers.
ConstantBuffer,
/// Used for read-write textures.
UnorderedAccess,
/// Used for texture samplers.
Sampler,
/// Used for push constants
PushConstants
}
/// Describes the visibility of which shader stages can access a descriptor.
#[derive(Copy, Clone, Hash, PartialEq, Eq, Serialize, Deserialize, Default)]
pub enum ShaderVisibility {
#[default]
All,
Vertex,
Fragment,
Compute,
}
/// Describes space in the shader to send data to via `CmdBuf::push_constants`.
#[derive(Clone, Serialize, Deserialize)]
pub struct PushConstantInfo {
/// The shader stage the constants will be accessible to.
pub visibility: ShaderVisibility,
/// Register index to bind to (supplied in shader).
pub shader_register: u32,
/// Register space to bind to (supplied in shader).
pub register_space: u32,
/// Number of 32-bit values to push.
pub num_values: u32,
}
/// You can request this based on resource type, register and space (as specified in shader)
#[derive(Clone)]
pub struct PipelineSlotInfo {
/// The slot in the pipeline layout to bind to
pub index: u32,
/// The number of descriptors or the number of 32-bit push constant values, if `None` the table is unbounded
pub count: Option<u32>
}
/// Input layout describes the layout of vertex buffers bound to the input assembler.
pub type InputLayout = Vec<InputElementInfo>;
/// Describe a single element of an `InputLayoutInfo`.
#[derive(Clone, Serialize, Deserialize)]
pub struct InputElementInfo {
/// Element semantic ie. POSITION, TEXCOORD, COLOR etc.
pub semantic: String,
/// Index of the semantic ie. TEXCOORD0, TEXCOORD1 etc.
pub index: u32,
/// Format of the element size and width.
pub format: Format,
/// The vertex buffer slot this buffer will be bound to.
pub input_slot: u32,
/// Aligned byte offset of this element from the start of the struct.
pub aligned_byte_offset: u32,
/// Vertex or Instance stride.
pub input_slot_class: InputSlotClass,
/// Rate at which to step vertices.
pub step_rate: u32,
}
/// Describes the frequency of which elements are fetched from a vertex input element.
#[derive(Clone, Serialize, Deserialize)]
pub enum InputSlotClass {
PerVertex,
PerInstance,
}
/// Individual sampler state binding for use in static samplers in a `PipelineLayout`.
#[derive(Copy, Clone, Serialize, Deserialize)]
pub struct SamplerBinding {
/// The shader stage the sampler will be accessible to
pub visibility: ShaderVisibility,
/// Register index to bind to (supplied in shader)
pub shader_register: u32,
/// Register space to bind to (supplied in shader)
pub register_space: u32,
/// Sampler Info
pub sampler_info: SamplerInfo
}
/// Info to create a sampler state object to sample textures in shaders.
#[derive(Copy, Clone, Serialize, Deserialize)]
pub struct SamplerInfo {
pub filter: SamplerFilter,
pub address_u: SamplerAddressMode,
pub address_v: SamplerAddressMode,
pub address_w: SamplerAddressMode,
pub comparison: Option<ComparisonFunc>,
/// Colour is rgba8 packed into a u32
pub border_colour: Option<u32>,
pub mip_lod_bias: f32,
pub max_aniso: u32,
pub min_lod: f32,
pub max_lod: f32,
}
/// Filtering mode for the sampler (controls bilinear and trilinear interpolation).
#[derive(Copy, Clone, Serialize, Deserialize)]
pub enum SamplerFilter {
Point,
Linear,
Anisotropic,
}
/// Address mode for the sampler (controls wrapping and clamping).
#[derive(Copy, Clone, Serialize, Deserialize)]
pub enum SamplerAddressMode {
Wrap,
Mirror,
Clamp,
Border,
MirrorOnce,
}
/// Used for comparison ops in depth testing, samplers.
#[derive(Copy, Clone, Serialize, Deserialize)]
pub enum ComparisonFunc {
Never,
Less,
Equal,
LessEqual,
Greater,
NotEqual,
GreaterEqual,
Always,
}
/// Information to create a pipeline through `Device::create_render_pipeline`.
pub struct RenderPipelineInfo<'stack, D: Device> {
/// Vertex Shader
pub vs: Option<&'stack D::Shader>,
/// Fragment Shader
pub fs: Option<&'stack D::Shader>,
/// Vertex shader input layout
pub input_layout: InputLayout,
/// Layout of shader resources (constant buffers, structured buffers, textures, etc)
pub pipeline_layout: PipelineLayout,
/// Control rasterisation of primitives
pub raster_info: RasterInfo,
/// Control depth test and stencil oprations
pub depth_stencil_info: DepthStencilInfo,
/// Control blending settings for the output merge stage
pub blend_info: BlendInfo,
/// Primitive topolgy oof the input assembler
pub topology: Topology,
/// Only required for Topology::PatchList use 0 as default
pub patch_index: u32,
/// Sample mask for which MSAA samples to write
pub sample_mask: u32,
/// A valid render pass, you can share pipelines across passes providing the render target
/// formats and sample count are the same of the passes you wish to use the pipeline on
pub pass: Option<&'stack D::RenderPass>,
}
/// Indicates how the pipeline interprets vertex data at the input assembler stage
/// This will be also used to infer primitive topology types for geometry or hull shaders
#[derive(Copy, Clone, Serialize, Deserialize)]
pub enum Topology {
Undefined,
PointList,
LineList,
LineStrip,
TriangleList,
TriangleStrip,
LineListAdj,
LineStripAdj,
TriangleListAdj,
TriangleStripAdj,
PatchList,
}
/// Information to control the rasterisation mode of primitives when using a `RenderPipeline`
#[derive(Clone, Copy, Serialize, Deserialize)]
pub struct RasterInfo {
pub fill_mode: FillMode,
pub cull_mode: CullMode,
pub front_ccw: bool,
pub depth_bias: i32,
pub depth_bias_clamp: f32,
pub slope_scaled_depth_bias: f32,
pub depth_clip_enable: bool,
pub multisample_enable: bool,
pub antialiased_line_enable: bool,
pub forced_sample_count: u32,
pub conservative_raster_mode: bool,
}
/// Polygon fillmode
#[derive(Clone, Copy, Serialize, Deserialize)]
pub enum FillMode {
Wireframe,
Solid,
}
/// Polygon cull mode
#[derive(Clone, Copy, Serialize, Deserialize)]
pub enum CullMode {
None,
Front,
Back,
}
/// Information to control the depth and stencil testing of primitves when using a `RenderPipeline`
#[derive(Clone, Copy, Serialize, Deserialize)]
pub struct DepthStencilInfo {
/// Enable depth testing
pub depth_enabled: bool,
/// Choose to write or not write to the depth buffer
pub depth_write_mask: DepthWriteMask,
pub depth_func: ComparisonFunc,
/// Enable stencil testing
pub stencil_enabled: bool,
pub stencil_read_mask: u8,
pub stencil_write_mask: u8,
pub front_face: StencilInfo,
pub back_face: StencilInfo,
}
/// Write to the depth buffer, or omit writes and just perform depth testing
#[derive(Clone, Copy, Serialize, Deserialize)]
pub enum DepthWriteMask {
Zero,
All,
}
/// Stencil info for various outcomes of the depth stencil test
#[derive(Clone, Copy, Serialize, Deserialize)]
pub struct StencilInfo {
pub fail: StencilOp,
pub depth_fail: StencilOp,
pub pass: StencilOp,
pub func: ComparisonFunc,
}
/// Stencil operations
#[derive(Clone, Copy, Serialize, Deserialize)]
pub enum StencilOp {
Keep,
Zero,
Replace,
IncrSat,
DecrSat,
Invert,
Incr,
Decr,
}
/// Information to control blending operations on render targets
#[derive(Default)]
pub struct BlendInfo {
pub alpha_to_coverage_enabled: bool,
/// Separate blending on colour and alpha channels
pub independent_blend_enabled: bool,
/// Separate blend operations for each bout render targets
pub render_target: Vec<RenderTargetBlendInfo>,
}
/// Blending operations for a single render target
#[derive(Clone, Serialize, Deserialize)]
pub struct RenderTargetBlendInfo {
pub blend_enabled: bool,
pub logic_op_enabled: bool,
pub src_blend: BlendFactor,
pub dst_blend: BlendFactor,
pub blend_op: BlendOp,
pub src_blend_alpha: BlendFactor,
pub dst_blend_alpha: BlendFactor,
pub blend_op_alpha: BlendOp,
pub logic_op: LogicOp,
pub write_mask: WriteMask,
}
/// Controls how the source and destination terms in blend equation are derrived
#[derive(Clone, Copy, Serialize, Deserialize)]
pub enum BlendFactor {
Zero,
One,
SrcColour,
InvSrcColour,
SrcAlpha,
InvSrcAlpha,
DstAlpha,
InvDstAlpha,
DstColour,
InvDstColour,
SrcAlphaSat,
BlendFactor,
InvBlendFactor,
Src1Colour,
InvSrc1Colour,
Src1Alpha,
InvSrc1Alpha,
}
/// Controls how the source and destination terms are combined: final = src (op) dest
#[derive(Clone, Copy, Serialize, Deserialize)]
pub enum BlendOp {
Add,
Subtract,
RevSubtract,
Min,
Max,
}
/// The logical operation to configure for a render target blend with logic op enabled
#[derive(Clone, Copy, Serialize, Deserialize)]
pub enum LogicOp {
Clear,
Set,
Copy,
CopyInverted,
NoOp,
Invert,
And,
Nand,
Or,
Nor,
Xor,
Equiv,
AndReverse,
AndInverted,
OrReverse,
OrInverted,
}
/// Information to create a compute pipeline through `Device::create_compute_pipeline`
pub struct ComputePipelineInfo<'stack, D: Device> {
/// Compute Shader
pub cs: &'stack D::Shader,
/// Describe the layout of resources we bind on the pipeline
pub pipeline_layout: PipelineLayout,
}
/// Information to create a pipeline through `Device::create_texture`.
#[derive(Copy, Clone)]
pub struct TextureInfo {
/// Texture type
pub tex_type: TextureType,
/// Texture format
pub format: Format,
/// Width of the image in texels
pub width: u64,
/// Height of the image in texels for `TextureType::Texture2D` and `Texture3D` use 1 for `Texture1D`
pub height: u64,
/// Depth of the image in slices of (`width` x `height`) for `TextureType::Texture3D` only (use 1 other wise)
pub depth: u32,
/// Number of array levels or slices for `Texture1D` or `Texture2D` arrays. use 1 otherwise
pub array_layers: u32,
/// Number of mip levels in the image
pub mip_levels: u32,
/// Number of MSAA samples
pub samples: u32,
/// Indicate how this texture will be used on the GPU
pub usage: TextureUsage,
/// Initial state to start image transition barriers before state
pub initial_state: ResourceState,
}
/// Describes the dimension of a texture
#[derive(Copy, Clone, Debug)]
pub enum TextureType {
Texture1D,
Texture1DArray,
Texture2D,
Texture2DArray,
Texture3D,
TextureCube,
TextureCubeArray
}
/// Values to clear colour render targets at the start of a `RenderPass`
#[derive(Copy, Clone)]
pub struct ClearColour {
pub r: f32,
pub g: f32,
pub b: f32,
pub a: f32,
}
/// Values to clear depth stencil buffers during a `RenderPass`
pub struct ClearDepthStencil {
/// Clear value for the depth buffer. Use `None` to preserve existing contents.
pub depth: Option<f32>,
/// Clear value for the stencil buffer. Use `None` to preserve existing contents.
pub stencil: Option<u8>,
}
/// Information to create a render pass
pub struct RenderPassInfo<'stack, D: Device> {
/// Array of textures which have been created with render target flags
pub render_targets: Vec<&'stack D::Texture>,
/// Colour to clear render target when the pass starts, use None to preserve previous contents
pub rt_clear: Option<ClearColour>,
/// A texture which was created with depth stencil flags
pub depth_stencil: Option<&'stack D::Texture>,
/// Depth value (in view) to clear depth stencil, use None to preserve previous contents
pub ds_clear: Option<ClearDepthStencil>,
/// Choose to resolve multi-sample AA targets,
pub resolve: bool,
/// (must also specify None to clear). This can save having to Load conents from main memory
pub discard: bool,
/// Array layer, depth slice or cubemap face to render to
pub array_slice: usize
}
/// Transitions are required to be performed to switch resources from reading to writing or into different formats
pub struct TransitionBarrier<'stack, D: Device> {
/// A texture to perform the transition on, either `texture` xor `buffer` must be `Some`
pub texture: Option<&'stack D::Texture>,
/// A buffer to perform the transition on, either `buffer` xor `texture` must be `Some`
pub buffer: Option<&'stack D::Buffer>,
/// The state of the resource before the transition is made, this must be correct otherwise it will throw validation warnings
pub state_before: ResourceState,
/// The state we want to transition into
pub state_after: ResourceState,
}
/// All possible resource states, some for buffers and some for textures
#[derive(Copy, Clone, Serialize, Deserialize, PartialEq, Debug)]
pub enum ResourceState {
/// Used for texture only to be written to from fragment shaders
RenderTarget,
/// Used for a texture to be used as a depth stencil buffer
DepthStencil,
/// Used for when depth testing is enabled, but depth writes are disabled
DepthStencilReadOnly,
/// Used for swap chain textures only, required before calling swap
Present,
/// Access for read/write from shaders
UnorderedAccess,
/// Readable from shaders
ShaderResource,
/// Bindable as a vertex or constant buffer for use in shaders
VertexConstantBuffer,
/// Bindable as an index buffer
IndexBuffer,
/// Used as a source msaa texture to resolve into a non-msaa resource
ResolveSrc,
/// Used as a destination sngle sample texture to be resolved into by an msaa resource
ResolveDst,
/// Used as a source for copies from into other resources
CopySrc,
/// Used as a destination for copies from other resources or queries
CopyDst,
/// Used as destination to read back data from buffers / queries
GenericRead,
/// Used for argument buffer in `execute_indirect` calls
IndirectArgument,
}
/// ome resources may contain subresources for resolving
#[derive(Copy, Clone, Serialize, Deserialize, PartialEq)]
pub enum Subresource {
/// The resource itself for example a multi-sample texture has x number of MSAA samples
Resource,
/// The sub resource for example an MSAA texture will also create a non-MSAA subresource for resolving in to.
ResolveResource
}
/// Info to control mapping of resources for read/write access
#[derive(Default)]
pub struct MapInfo {
/// Sub resource to map ie. mip level, cubemap face, array slice
pub subresource: u32,
/// Range start of data we wish to read, for write-only access supply 0
pub read_start: usize,
/// Range end of data we wish to read, for write only access supply 0, to read the whole resource supply usize::MAX
pub read_end: usize,
}
/// Info to control writing of mapped resources
pub struct UnmapInfo {
/// Sub resource to map ie. mip level, cubemap face, array slice
pub subresource: u32,
/// Range start of data we have written to the buffer, supply 0 for read-only
pub write_start: usize,
/// Range end of data we have written to the buffer, supply 0 for read only
pub write_end: usize,
}
/// Enum to differentiate between render and compute pipelines but also still work on them generically
pub enum PipelineType {
Render,
Compute
}
/// An opaque Shader type
pub trait Shader<D: Device>: Send + Sync {}
/// An opaque render pipeline type set blend, depth stencil, raster states on a pipeline, and bind with `CmdBuf::set_pipeline_state`
pub trait RenderPipeline<D: Device>: Send + Sync {}
/// An opaque RenderPass containing an optional set of colour render targets and an optional depth stencil target
pub trait RenderPass<D: Device>: Send + Sync {
/// Returns a hash based on the render target format so that pipelines can be shared amonst compatible passes
/// hash is based on render target format, depth stencil format and MSAA sample count
fn get_format_hash(&self) -> u64;
}
/// An opaque compute pipeline type..
pub trait ComputePipeline<D: Device>: Send + Sync {}
/// A pipeline trait for shared functionality between Compute and Render pipelines
pub trait Pipeline {
/// Returns the `PipelineSlotInfo` of which slot to bind a heap to based on the reequested `register` and `descriptor_type`
/// if `None` is returned the pipeline does not contain bindings for the requested information
fn get_pipeline_slot(&self, register: u32, space: u32, descriptor_type: DescriptorType) -> Option<&PipelineSlotInfo>;
/// Returns a vec of all pipeline slot indices
fn get_pipeline_slots(&self) -> &Vec<u32>;
/// Returns the pipeline type
fn get_pipeline_type() -> PipelineType;
}
/// A command signature is used to `execute_indirect` commands
pub trait CommandSignature<D: Device>: Send + Sync {}
/// Different types of arguments which can be changed through execute indirect calls
#[derive(Clone, Copy)]
pub enum IndirectArgumentType {
/// Used to issue indirect `draw` calls
Draw,
/// Used to issue indirect `draw_indexed` calls
DrawIndexed,
/// Used to issue indirect compute `dispatch` calls
Dispatch,
/// Used to change a vertex buffer binding
VertexBuffer,
/// Used to change an index buffer binding
IndexBuffer,
/// Used to change push constants
PushConstants,
/// Used to change constant buffer binding
ConstantBuffer,
/// Used to change a shader resource view binding
ShaderResource,
/// Userd to change an unordered access view binding
UnorderedAccess
}
/// Arguments to change push constants during an `execute_indirect` call when `Constant` is the `IndirectArgumentType`
#[derive(Clone, Copy)]
pub struct IndirectPushConstantsArguments {
/// The pipeline slot to modify
pub slot: u32,
/// Offset in 32bit values
pub offset: u32,
/// Number of 32bit values
pub num_values: u32,
}
/// Arguments to change a buffer during an `execute_indirect` call when `ConstantBuffer`, `ShaderResource` or `UnorderedAccess`
/// are the `IndirectArgumentType`
#[derive(Clone, Copy)]
pub struct IndirectBufferArguments {
/// The pipeline layout slot or the vertex buffer / index buffer slot
pub slot: u32
}
/// This can be used for `Draw`, `DrawIndexed`, or `Dispatch` `IndirectArgumentType`
#[derive(Clone, Copy)]
pub struct IndirectNoArguments;
/// Union of `IndirectArguments` where data can be selected by the `IndirectArgumentType`
pub union IndirectTypeArguments {
pub push_constants: IndirectPushConstantsArguments,
pub buffer: IndirectBufferArguments
}
/// Pair of `IndirectArgumentType` and `IndirectTypeArguments` where the type selects the union member of data
pub struct IndirectArgument {
pub argument_type: IndirectArgumentType,
pub arguments: Option<IndirectTypeArguments>
}
/// Structure of arguments which can be used to execute `draw_instanced` calls indirectly
#[repr(C)]
#[derive(Clone, Copy)]
pub struct DrawArguments {
pub vertex_count_per_instance: u32,
pub instance_count: u32,
pub start_vertex_location: u32,
pub start_instance_location: u32
}
/// Structure of arguments which can be used to execute `draw_indexed_instanced` calls indirectly
#[repr(C)]
#[derive(Clone, Copy)]
pub struct DrawIndexedArguments {
pub index_count_per_instance: u32,
pub instance_count: u32,
pub start_index_location: u32,
pub base_vertex_location: i32,
pub start_instance_location: u32,
}
/// Structure of arguments which can be used to execute `dispatch` calls indirectly
#[repr(C)]
#[derive(Clone, Copy)]
pub struct DispatchArguments {
pub thread_group_count_x: u32,
pub thread_group_count_y: u32,
pub thread_group_count_z: u32,
}
/// Structure of arguments which can be used to change a vertex buffer during `execute_indirect`
#[repr(C)]
#[derive(Clone, Copy)]
pub struct VertexBufferView {
pub location: u64,
pub size_bytes: u32,
pub stride_bytes: u32,
}
/// Structure of arguments which can be used to change an index buffer during `execute_indirect`
#[repr(C)]
#[derive(Clone, Copy)]
pub struct IndexBufferView {
pub location: u64,
pub size_bytes: u32,
pub format: u32,
}
/// A GPU device is used to create GPU resources, the device also contains a single a single command queue
/// to which all command buffers will submitted and executed each frame. Default heaps for shader resources,
/// render targets and depth stencils are also provided
pub trait Device: 'static + Send + Sync + Sized + Any + Clone {
type SwapChain: SwapChain<Self>;
type CmdBuf: CmdBuf<Self>;
type Buffer: Buffer<Self>;
type Shader: Shader<Self>;
type RenderPipeline: RenderPipeline<Self>;
type Texture: Texture<Self>;
type ReadBackRequest: ReadBackRequest<Self>;
type RenderPass: RenderPass<Self>;
type Heap: Heap<Self>;
type QueryHeap: QueryHeap<Self>;
type ComputePipeline: ComputePipeline<Self>;
type CommandSignature: CommandSignature<Self>;
/// Create a new GPU `Device` from `Device Info`
fn create(info: &DeviceInfo) -> Self;
/// Create a new resource `Heap` from `HeapInfo`
fn create_heap(&mut self, info: &HeapInfo) -> Self::Heap;
/// Create a new `QueryHeap` from `QueryHeapInfo`
fn create_query_heap(&self, info: &QueryHeapInfo) -> Self::QueryHeap;
/// Create a new `SwapChain` from `SwapChainInfo` and bind it to the specified `window`
fn create_swap_chain<A: os::App>(
&mut self,
info: &SwapChainInfo,
window: &A::Window,
) -> Result<Self::SwapChain, Error>;
/// Create a new `CmdBuf` with `num_buffers` internal buffers, the buffers can be swapped and syncronised
/// with a new `SwapChain` to allow in-flight gpu/cpu overlapped prodicer consumers
fn create_cmd_buf(&self, num_buffers: u32) -> Self::CmdBuf;
/// Create a new `Shader` from `ShaderInfo`
fn create_shader<T: Sized>(&self, info: &ShaderInfo, src: &[T]) -> Result<Self::Shader, Error>;
/// Create a new `Buffer` from `BufferInfo` with any resource views allocated on the devices `shader_heap`
fn create_buffer<T: Sized>(
&mut self,
info: &BufferInfo,
data: Option<&[T]>,
) -> Result<Self::Buffer, Error>;
/// Create a new `Buffer` from `BufferInfo` with any resource views allocated on the specified `Heap` that must be of `HeapType::Shader`
fn create_buffer_with_heap<T: Sized>(
&mut self,
info: &BufferInfo,
data: Option<&[T]>,
heap: &mut Self::Heap
) -> Result<Self::Buffer, Error>;
/// Create a `Buffer` specifically for reading back data from the GPU mainly for `Query` use
fn create_read_back_buffer(
&mut self,
size: usize,
) -> Result<Self::Buffer, Error>;
/// Create a new texture from `TextureInfo` and initialise it with optional data which can be any slice of a sized `T`
fn create_texture<T: Sized>(
&mut self,
info: &TextureInfo,
data: Option<&[T]>,
) -> Result<Self::Texture, Error>;
/// Create a new texture from `TextureInfo` and initialise it with optional data which can be any slice of a sized `T`
/// allocates requested views into the supplied heaps, if the heaps are `None` this will use the default device heaps.
fn create_texture_with_heaps<T: Sized>(
&mut self,
info: &TextureInfo,
heaps: TextureHeapInfo<Self>,
data: Option<&[T]>,
) -> Result<Self::Texture, Error>;
/// Create a new render pipeline state object from the supplied `RenderPipelineInfo`
fn create_render_pipeline(
&self,
info: &RenderPipelineInfo<Self>,
) -> Result<Self::RenderPipeline, Error>;
/// Create a new render pass from `RenderPassInfo`
fn create_render_pass(&self, info: &RenderPassInfo<Self>) -> Result<Self::RenderPass, Error>;
/// Create a new compute pipeline state object from `ComputePipelineInfo`
fn create_compute_pipeline(
&self,
info: &ComputePipelineInfo<Self>,
) -> Result<Self::ComputePipeline, Error>;
/// Creat a command signature for `execute_indirect` commands associated on the `RenderPipeline`
fn create_indirect_render_command<T: Sized>(
&mut self,
arguments: Vec<IndirectArgument>,
pipeline: Option<&Self::RenderPipeline>
) -> Result<Self::CommandSignature, super::Error>;
/// Execute a command buffer on the internal device command queue which still hold references
fn execute(&self, cmd: &Self::CmdBuf);
/// Borrow the internally managed shader resource heap the device creates, for binding buffers / textures in shaders
fn get_shader_heap(&self) -> &Self::Heap;
/// Mutably borrow the internally managed shader resource heap the device creates, for binding buffers / textures in shaders
fn get_shader_heap_mut(&mut self) -> &mut Self::Heap;
/// Cleans up resources which have been dropped associated with the device heaps, safeley waiting for
/// any in-flight GPU operations to complete
fn cleanup_dropped_resources(&mut self, swap_chain: &Self::SwapChain);
/// Returns an `AdapterInfo` struct (info about GPU vendor, and HW statistics)
fn get_adapter_info(&self) -> &AdapterInfo;
/// Returns a `DeviceFeatureFlags` struct containing flags for supported hardware features
fn get_feature_flags(&self) -> &DeviceFeatureFlags;
/// Read data back from GPU buffer into CPU `ReadBackData` assumes the `Buffer` is created with `create_read_back_buffer`
/// None is returned if the buffer has yet to br written on the GPU
fn read_buffer(&self, swap_chain: &Self::SwapChain, buffer: &Self::Buffer, size_bytes: usize, frame_written_fence: u64) -> Option<ReadBackData>;
/// Read back u64 timestamp values as values in seconds, the vector will be empty if the buffer is yet to be written
/// on the GPU
fn read_timestamps(&self, swap_chain: &Self::SwapChain, buffer: &Self::Buffer, size_bytes: usize, frame_written_fence: u64) -> Vec<f64>;
/// Read back a single pipeline statistics query, assuming `buffer` was created with `create_read_back_buffer`
/// and is of size `get_pipeline_statistics_size_bytes()`. None is returned if the buffer is not ready
fn read_pipeline_statistics(&self, swap_chain: &Self::SwapChain, buffer: &Self::Buffer, frame_written_fence: u64) -> Option<PipelineStatistics>;
/// Reorts internal graphics api backend resources
fn report_live_objects(&self) -> Result<(), Error>;
/// Retrieve messages in the info queue since they were last drained
fn get_info_queue_messages(&self) -> Result<Vec<String>, Error>;
/// Size of a single timestamp query result in bytes
fn get_timestamp_size_bytes() -> usize;
/// Size of a single pipeline statistics query result in bytes
fn get_pipeline_statistics_size_bytes() -> usize;
/// Size of the indirect draw command in bytes
fn get_indirect_command_size(argument_type: IndirectArgumentType) -> usize;
/// Returns the alignment requirement size in bytes for counters (append buffers / uavs)
fn get_counter_alignment() -> usize;
}
/// A swap chain is connected to a window, controls fences and signals as we swap buffers.
pub trait SwapChain<D: Device>: 'static + Sized + Any + Send + Sync + Clone {
/// Call to begin a new frame, to synconise with v-sync and internally swap buffers
fn new_frame(&mut self);
/// Update to syncornise with the window, this may require the backbuffer to resize
fn update<A: os::App>(&mut self, device: &mut D, window: &A::Window, cmd: &mut D::CmdBuf);
/// Waits on the CPU for the last frame that was submitted with `swap` to be completed by the GPU
fn wait_for_last_frame(&self);
/// Returns the fence value for the current frame, you can use this to syncronise reads
fn get_frame_fence_value(&self) -> u64;
/// Returns the number of buffers in the swap chain
fn get_num_buffers(&self) -> u32;
/// Returns the current backbuffer index, this is the buffer that will be written during
/// the current frame
fn get_backbuffer_index(&self) -> u32;
/// Returns the current backbuffer texture
fn get_backbuffer_texture(&self) -> &D::Texture;
/// Returns the current backbuffer pass this is the one
/// we want to render to during the current frame
fn get_backbuffer_pass(&self) -> &D::RenderPass;
/// Returns the current backbuffer pass mutuably
fn get_backbuffer_pass_mut(&mut self) -> &mut D::RenderPass;
/// Returns the current backbuffer pass without a clear
fn get_backbuffer_pass_no_clear(&self) -> &D::RenderPass;
/// Returns the current backbuffer pass without a clear mutably
fn get_backbuffer_pass_no_clear_mut(&mut self) -> &mut D::RenderPass;
/// Call swap at the end of the frame to swap the back buffer, we rotate through n-buffers
fn swap(&mut self, device: &D);
}
/// Responsible for buffering graphics commands. Internally it will contain a platform specific
/// command list for each buffer in the associated swap chain.
/// At the start of each frame `reset` must be called with an associated swap chain to internally switch
/// which buffer we are writing to. At the end of each frame `close` must be called
/// and finally the `CmdBuf` can be passed to `Device::execute` to be processed on the GPU.
pub trait CmdBuf<D: Device>: Send + Sync + Clone {
/// Reset the `CmdBuf` for use on a new frame, it will be syncronised with the `SwapChain` so that
/// in-flight command buffers are not overwritten
fn reset(&mut self, swap_chain: &D::SwapChain);
/// Call close to the command buffer after all commands have been added and before passing to `Device::execute`
fn close(&mut self) -> Result<(), Error>;
/// Internally the `CmdBuf` contains a set of buffers which it rotates through to allow inflight operations
/// to complete, this value indicates the buffer number you should `write` to during the current frame
fn get_backbuffer_index(&self) -> u32;
/// Begins a render pass, end must be called
fn begin_render_pass(&self, render_pass: &D::RenderPass);
/// End a render pass must be called after `begin_render_pass` has been called
fn end_render_pass(&self);
/// Begin a names marker event which will be visible in tools such as PIX or RenderDoc
fn begin_event(&mut self, colour: u32, name: &str);
/// End an event that was started with `begin_event`
fn end_event(&mut self);
/// Similar to `begin_event/end_event` except it inserts a single marker point instead of a range
fn set_marker(&self, colour: u32, name: &str);
/// Function to specifically insert a timestamp query and request readback into the `Buffer`
/// read back the rsult with `Device::read_timestamps`
fn timestamp_query(&mut self, heap: &mut D::QueryHeap, resolve_buffer: &mut D::Buffer);
/// Begin a new query in the heap, it will allocate an index which is returned as `usize`
fn begin_query(&mut self, heap: &mut D::QueryHeap, query_type: QueryType) -> usize;
/// End a query that was made on the heap results will be pushed into the `resolve_buffer`
/// the data can be read by `Device::read_buffer` or specialisations such as `read_pipeline_statistics`
fn end_query(&mut self, heap: &mut D::QueryHeap, query_type: QueryType, index: usize, resolve_buffer: &mut D::Buffer);
/// Add a transition barrier for resources to change states based on info supplied in `TransitionBarrier`
fn transition_barrier(&mut self, barrier: &TransitionBarrier<D>);
/// Add a transition barrier for a sub resource (ie. resolve texture)
fn transition_barrier_subresource(&mut self, barrier: &TransitionBarrier<D>, subresource: Subresource);
/// Set the viewport on the rasterizer stage
fn set_viewport(&self, viewport: &Viewport);
/// Set the scissor rect on the rasterizer stage
fn set_scissor_rect(&self, scissor_rect: &ScissorRect);
/// Set the index `buffer` to use for draw calls, the buffer should be created with `BufferUsage::INDEX`
fn set_index_buffer(&self, buffer: &D::Buffer);
/// Set the index `buffer` on `slot` to use for draw calls, the buffer should be created with `BufferUsage::VERTEX`
fn set_vertex_buffer(&self, buffer: &D::Buffer, slot: u32);
/// Set render pipeline for `draw` commands
fn set_render_pipeline(&self, pipeline: &D::RenderPipeline);
/// Set a compute pipeline for `dispatch`
fn set_compute_pipeline(&self, pipeline: &D::ComputePipeline);
/// Set's the active shader heap for the pipeline (srv, uav and cbv) and sets all descriptor tables to the root of the heap
fn set_heap<T: Pipeline>(&self, pipeline: &T, heap: &D::Heap);
/// Binds the heap with offset (texture srv, uav) on to the `slot` of a pipeline.
/// this is like a traditional bindful render architecture `cmd.set_binding(pipeline, heap, 0, texture1_id)`
fn set_binding<T: Pipeline>(&self, pipeline: &T, heap: &D::Heap, slot: u32, offset: usize);
/// Push a small amount of data into the command buffer for a render pipeline, num values and dest offset are the numbr of 32bit values
fn push_render_constants<T: Sized>(&self, slot: u32, num_values: u32, dest_offset: u32, data: &[T]);
/// Push a small amount of data into the command buffer for a compute pipeline, num values and dest offset are the numbr of 32bit values
fn push_compute_constants<T: Sized>(&self, slot: u32, num_values: u32, dest_offset: u32, data: &[T]);
/// Make a non-indexed draw call supplying vertex and instance counts
fn draw_instanced(
&self,
vertex_count: u32,
instance_count: u32,
start_vertex: u32,
start_instance: u32,
);
/// Make an indexed draw call supplying index and instance counts, an index buffer should be bound
fn draw_indexed_instanced(
&self,
index_count: u32,
instance_count: u32,
start_index: u32,
base_vertex: i32,
start_instance: u32,
);
/// Thread count is required for metal, in hlsl it is specified in the shader
fn dispatch(&self, group_count: Size3, numthreads: Size3);
/// Issue indirect commands with signature created from `create_indirect_render_command`
fn execute_indirect(
&self,
command: &D::CommandSignature,
max_command_count: u32,
argument_buffer: &D::Buffer,
argument_buffer_offset: usize,
counter_buffer: Option<&D::Buffer>,
counter_buffer_offset: usize
);
/// Resolves the `subresource` (mip index, 3d texture slice or array slice)
fn resolve_texture_subresource(&self, texture: &D::Texture, subresource: u32) -> Result<(), Error>;
/// Generates a full mip chain for the specified `texture` where `heap` is the shader heap the texture was created on
fn generate_mip_maps(&mut self, texture: &D::Texture, device: &D, heap: &D::Heap) -> Result<(), Error>;
/// Read back the swapchains contents to CPU
fn read_back_backbuffer(&mut self, swap_chain: &D::SwapChain) -> Result<D::ReadBackRequest, Error>;
/// Copy from one buffer to another with offsets
fn copy_buffer_region(
&mut self,
dst_buffer: &D::Buffer,
dst_offset: usize,
src_buffer: &D::Buffer,
src_offset: usize,
num_bytes: usize
);
/// Copy from one texture to another with offsets, if `None` is specified for `src_region`
/// it will copy the full size of src
fn copy_texture_region(
&mut self,
dst_texture: &D::Texture,
subresource_index: u32,
dst_x: u32,
dst_y: u32,
dst_z: u32,
src_texture: &D::Texture,
src_region: Option<Region>
);
}
/// An opaque Buffer type used for vertex, index, constant or unordered access.
pub trait Buffer<D: Device>: Send + Sync {
/// updates the buffer by mapping and copying memory, if you update while a buffer is in use on the GPU you may see tearing
/// multi-buffer updates to buffer so that a buffer is never written to while in flight on the GPU.
/// this function internally will map and unmap
fn update<T: Sized>(&mut self, offset: usize, data: &[T]) -> Result<(), Error>; // TODO: should be mut surely?
// write data directly to the buffer, the buffer is required to be persistently mapped
fn write<T: Sized>(&mut self, offset: usize, data: &[T]) -> Result<(), Error>;
/// maps the entire buffer for reading or writing... see MapInfo
fn map(&mut self, info: &MapInfo) -> *mut u8;
/// unmap buffer... see UnmapInfo
fn unmap(&mut self, info: &UnmapInfo);
/// Return the index to access in a shader as a structured buffer
fn get_srv_index(&self) -> Option<usize>;
/// Return the index to access in a shader as a cbuffer
fn get_cbv_index(&self) -> Option<usize>;
/// Return the index to unorder access view for read/write from shaders...
fn get_uav_index(&self) -> Option<usize>;
/// Return a vertex buffer view
fn get_vbv(&self) -> Option<VertexBufferView>;
/// Return an index buffer view
fn get_ibv(&self) -> Option<IndexBufferView>;
/// Returns the offset in bytes of a counter element for an append structured buffer
/// `None` is returned if the buffer was not created with `BufferUsage::APPEND_COUNTER`
fn get_counter_offset(&self) -> Option<usize>;
}
/// An opaque Texture type
pub trait Texture<D: Device>: Send + Sync {
/// Return the index to access in a shader (if the resource has msaa this is the resolved view)
fn get_srv_index(&self) -> Option<usize>;
/// Return the index to unorderd access view for read/write from shaders...
fn get_uav_index(&self) -> Option<usize>;
/// Return the subresource index unorderd access view for read/write from shaders
/// where subresource is the array slice * num mips + mip you want to access
fn get_subresource_uav_index(&self, subresource: u32) -> Option<usize>;
/// Return the index of an msaa resource to access in a shader
fn get_msaa_srv_index(&self) -> Option<usize>;
/// Return a clone of the internal (platform specific) resource
fn clone_inner(&self) -> Self;
/// Returns true if this texture has a subresource which can be resolved into
fn is_resolvable(&self) -> bool;
/// Return the id of the shader heap
fn get_shader_heap_id(&self) -> Option<u16>;
}
/// An opaque shader heap type, use to create views of resources for binding and access in shaders
pub trait Heap<D: Device>: Send + Sync {
/// Deallocate a resource from the heap and mark space in free list for re-use
fn deallocate(&mut self, index: usize);
/// Cleans up resources which have been dropped associated with this heap, safeley waiting for
/// any in-flight GPU operations to complete
fn cleanup_dropped_resources(&mut self, swap_chain: &D::SwapChain);
/// Returns the id of the heap to verify and correlate with resources
fn get_heap_id(&self) -> u16;
}
/// An opaque query heap type, use to create queries
pub trait QueryHeap<D: Device>: Send + Sync {
/// Reset queries at the start of the frame, each query requested will bump the allocation index
fn reset(&mut self);
}
/// Used to readback data from the GPU, once the request is issued `is_complete` needs to be waited on for completion
/// you must poll this every frame and not block so the GPU can flush the request. Once the result is ready the
/// data can be obtained using `get_data`
pub trait ReadBackRequest<D: Device> {
/// Returns true when a reload request has completed and it is safe to call map
fn is_complete(&self, swap_chain: &D::SwapChain) -> bool;
/// Maps the buffer to allow the CPU to read GPU mapped data
fn map(&self, info: &MapInfo) -> Result<ReadBackData, Error>;
/// Balance with a call to map. note: it is possible to leave buffers persitently mapped
fn unmap(&self);
}
/// Results from an issued ReadBackRequest
#[derive(Clone)]
pub struct ReadBackData {
/// Slice of data bytes
pub data: &'static [u8],
/// GPU format to interperet the data
pub format: Format,
/// Total size of data (should be == data.len())
pub size: usize,
/// Pitch of a row of data
pub row_pitch: usize,
/// Pitch of a slice (3D texture or array level, cubemap face etc)
pub slice_pitch: usize,
}
/// Take any sized type and return a u8 slice. This can be useful to pass `data` to `Device::create_buffer`.
pub fn as_u8_slice<T: Sized>(p: &T) -> &[u8] {
unsafe {
::std::slice::from_raw_parts((p as *const T) as *const u8, ::std::mem::size_of::<T>())
}
}
/// Take any sized silce and convert to a slice of u8
pub fn slice_as_u8_slice<T: Sized>(p: &[T]) -> &[u8] {
unsafe {
::std::slice::from_raw_parts(
(p.as_ptr() as *const T) as *const u8,
::std::mem::size_of::<T>() * p.len(),
)
}
}
/// Returns the 'block size' (texel, compressed block of texels or single buffer element) for a given format
pub const fn block_size_for_format(format: Format) -> u32 {
match format {
Format::Unknown => 0,
Format::R16n => 2,
Format::R16u => 2,
Format::R16i => 2,
Format::R16f => 2,
Format::R32u => 4,
Format::R32i => 4,
Format::R32f => 4,
Format::RG16u => 4,
Format::RG16i => 4,
Format::RG16f => 4,
Format::RG32u => 8,
Format::RG32i => 8,
Format::RG32f => 8,
Format::RGBA8nSRGB => 4,
Format::RGBA8n => 4,
Format::RGBA8u => 4,
Format::RGBA8i => 4,
Format::BGRA8n => 4,
Format::BGRX8n => 4,
Format::BGRA8nSRGB => 4,
Format::BGRX8nSRGB => 4,
Format::RGB32u => 12,
Format::RGB32i => 12,
Format::RGB32f => 12,
Format::RGBA16u => 8,
Format::RGBA16i => 8,
Format::RGBA16f => 8,
Format::RGBA32u => 16,
Format::RGBA32i => 16,
Format::RGBA32f => 16,
Format::D32fS8X24u => 8,
Format::D32f => 16,
Format::D24nS8u => 32,
Format::D16n => 2,
Format::BC1n => 8,
Format::BC1nSRGB => 8,
Format::BC2n => 4,
Format::BC2nSRGB => 4,
Format::BC3n => 16,
Format::BC3nSRGB => 16,
Format::BC4n => 8,
Format::BC5n => 16,
}
}
/// Returns the number of texels (texel x texel) in each block for the specified texture format
pub const fn texels_per_block_for_format(format: Format) -> u64 {
match format {
Format::BC1n => 4,
Format::BC1nSRGB => 4,
Format::BC2n => 4,
Format::BC2nSRGB => 4,
Format::BC3n => 4,
Format::BC3nSRGB => 4,
Format::BC4n => 4,
Format::BC5n => 4,
_ => 1,
}
}
/// Returns the number of components for a given format. ie RGBA = 4 and RGB = 3
pub const fn components_for_format(format: Format) -> u32 {
match format {
Format::Unknown => 0,
Format::R16n => 1,
Format::R16u => 1,
Format::R16i => 1,
Format::R16f => 1,
Format::R32u => 1,
Format::R32i => 1,
Format::R32f => 1,
Format::RG16u => 2,
Format::RG16i => 2,
Format::RG16f => 2,
Format::RG32u => 2,
Format::RG32i => 2,
Format::RG32f => 2,
Format::RGBA8nSRGB => 4,
Format::RGBA8n => 4,
Format::RGBA8u => 4,
Format::RGBA8i => 4,
Format::BGRA8n => 4,
Format::BGRX8n => 4,
Format::BGRA8nSRGB => 4,
Format::BGRX8nSRGB => 4,
Format::RGB32u => 3,
Format::RGB32i => 3,
Format::RGB32f => 3,
Format::RGBA16u => 4,
Format::RGBA16i => 4,
Format::RGBA16f => 4,
Format::RGBA32u => 4,
Format::RGBA32i => 4,
Format::RGBA32f => 4,
Format::D32fS8X24u => 2,
Format::D32f => 1,
Format::D24nS8u => 2,
Format::D16n => 1,
Format::BC1n => 4,
Format::BC1nSRGB => 4,
Format::BC2n => 3,
Format::BC2nSRGB => 3,
Format::BC3n => 4,
Format::BC3nSRGB => 4,
Format::BC4n => 1,
Format::BC5n => 2,
}
}
/// Returns the row pitch of an image in bytes: width * block size
pub fn row_pitch_for_format(format: Format, width: u64) -> u64 {
let tpb = texels_per_block_for_format(format);
block_size_for_format(format) as u64 * (width / tpb).max(1)
}
/// Returns the slice pitch of an image in bytes: width * height * block size, a slice is a single 2D image
/// or a single slice of a 3D texture or texture array
pub fn slice_pitch_for_format(format: Format, width: u64, height: u64) -> u64 {
let tpb = texels_per_block_for_format(format);
block_size_for_format(format) as u64 * (width / tpb).max(1) * (height / tpb).max(1)
}
/// Return the size in bytes of a 3 dimensional resource: width * height * depth block size
pub fn size_for_format(format: Format, width: u64, height: u64, depth: u32) -> u64 {
let tpb = texels_per_block_for_format(format);
block_size_for_format(format) as u64 * (width / tpb).max(1) * (height / tpb).max(1) * depth as u64
}
/// Return the size in bytes of up to dimensional resource: width * height * depth block size
/// for each mip level and account for array layers
pub fn size_for_format_mipped(format: Format, width: u64, height: u64, depth: u32, array_layers: u32, mips: u32) -> u64 {
let mut total = 0;
let mut mip_width = width;
let mut mip_height = height;
let mut mip_depth = depth;
for _ in 0..mips {
total += size_for_format(format, mip_width, mip_height, mip_depth) * array_layers as u64;
mip_width = max(mip_width / 2, 1);
mip_height = max(mip_height / 2, 1);
mip_depth = max(mip_depth / 2, 1);
}
total
}
/// Returns the number of mip levels required for a 2D texture
pub fn mip_levels_for_dimension(width: u64, height: u64) -> u32 {
f32::log2(width.max(height) as f32) as u32 + 1
}
/// Aligns value to the alignment specified by align. value must be a power of 2
pub fn align_pow2(value: u64, align: u64) -> u64 {
(value + (align - 1)) & !(align - 1)
}
/// Aligns value to the alignment specified by align. value can be non-power of 2
pub fn align(value: u64, align: u64) -> u64 {
let div = value / align;
let rem = value % align;
if rem != 0 {
return (div + 1) * align;
}
value
}
/// For the supplied sized struct `&_` returns the number of 32bit constants required for use as `push_constants`
pub const fn num_32bit_constants<T: Sized>(_: &T) -> u32 {
(std::mem::size_of::<T>() / 4) as u32
}
/// Trait for sized types where num constants is the number of 32-bit constants in type
trait NumConstants {
fn num_constants() -> u32;
}
/// Blanket implmenetation for sized `T`
impl<T> NumConstants for T where T: Sized {
fn num_constants() -> u32 {
(std::mem::size_of::<T>() / 4) as u32
}
}
impl From<os::Rect<i32>> for Viewport {
fn from(rect: os::Rect<i32>) -> Viewport {
Viewport {
x: rect.x as f32,
y: rect.y as f32,
width: rect.width as f32,
height: rect.height as f32,
min_depth: 0.0,
max_depth: 1.0,
}
}
}
impl From<os::Rect<i32>> for ScissorRect {
fn from(rect: os::Rect<i32>) -> ScissorRect {
ScissorRect {
left: rect.x,
top: rect.y,
right: rect.width,
bottom: rect.height,
}
}
}
/// Convert from WritMask bit mask to raw u8
impl From<WriteMask> for u8 {
fn from(mask: WriteMask) -> u8 {
mask.bits
}
}
/// Display for `AdapterInfo` displays as so:
/// hotline_rs::d3d12::Device:
/// NVIDIA GeForce GTX 1060 6GB
/// Video Memory: 6052(mb)
/// System Memory: 0(mb)
/// Shared System Memory: 8159(mb)
/// Available Adapters:
/// NVIDIA GeForce GTX 1060 6GB
/// Microsoft Basic Render Driver
impl std::fmt::Display for AdapterInfo {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut available = String::from("");
for adapter in &self.available {
available += " ";
available += adapter;
available += "\n";
}
write!(
f,
"{}:
{}
Video Memory: {}(mb)
System Memory: {}(mb)
Shared System Memory: {}(mb)
Available Adapters:
{}",
self.name,
self.description,
self.dedicated_video_memory / 1024 / 1024,
self.dedicated_system_memory / 1024 / 1024,
self.shared_system_memory / 1024 / 1024,
available
)
}
}
/// Useful defaults for quick creation of `TextureInfo`
impl Default for TextureInfo {
fn default() -> Self {
TextureInfo {
tex_type: TextureType::Texture2D,
format: Format::RGBA8n,
width: 1,
height: 1,
depth: 1,
array_layers: 1,
mip_levels: 1,
samples: 1,
usage: TextureUsage::SHADER_RESOURCE,
initial_state: ResourceState::ShaderResource
}
}
}
/// Useful defaults for raster state on a pipeline state object, efetively means no culling, solid fill
impl Default for RasterInfo {
fn default() -> Self {
RasterInfo {
fill_mode: FillMode::Solid,
cull_mode: CullMode::None,
front_ccw: false,
depth_bias: 0,
depth_bias_clamp: 0.0,
slope_scaled_depth_bias: 0.0,
depth_clip_enable: false,
multisample_enable: false,
antialiased_line_enable: false,
forced_sample_count: 0,
conservative_raster_mode: false,
}
}
}
/// Useful defaults for smample states, wrap linear
impl Default for SamplerInfo {
fn default() -> Self {
SamplerInfo {
filter: SamplerFilter::Linear,
address_u: SamplerAddressMode::Wrap,
address_v: SamplerAddressMode::Wrap,
address_w: SamplerAddressMode::Wrap,
comparison: None,
border_colour: None,
mip_lod_bias: 0.0,
max_aniso: 0,
min_lod: -1.0,
max_lod: -1.0,
}
}
}
/// Useful defaults for depth stencil state on a pipeline state object, no depth test or write
impl Default for DepthStencilInfo {
fn default() -> Self {
DepthStencilInfo {
depth_enabled: false,
depth_write_mask: DepthWriteMask::Zero,
depth_func: ComparisonFunc::Always,
stencil_enabled: false,
stencil_read_mask: 0,
stencil_write_mask: 0,
front_face: StencilInfo {
fail: StencilOp::Keep,
depth_fail: StencilOp::Keep,
pass: StencilOp::Keep,
func: ComparisonFunc::Always,
},
back_face: StencilInfo {
fail: StencilOp::Keep,
depth_fail: StencilOp::Keep,
pass: StencilOp::Keep,
func: ComparisonFunc::Always,
},
}
}
}
/// Useful defaults for blend state on a pipeline state object, no blending
impl Default for RenderTargetBlendInfo {
fn default() -> Self {
RenderTargetBlendInfo {
blend_enabled: false,
logic_op_enabled: false,
src_blend: BlendFactor::Zero,
dst_blend: BlendFactor::Zero,
blend_op: BlendOp::Add,
src_blend_alpha: BlendFactor::Zero,
dst_blend_alpha: BlendFactor::Zero,
blend_op_alpha: BlendOp::Add,
logic_op: LogicOp::Clear,
write_mask: WriteMask::ALL,
}
}
}
/// Defaults for a render pipline, which would do nothing
impl<'stack, D> Default for RenderPipelineInfo<'stack, D> where D: Device {
fn default() -> Self {
Self {
vs: None,
fs: None,
input_layout: Vec::new(),
pipeline_layout: PipelineLayout::default(),
raster_info: RasterInfo::default(),
depth_stencil_info: DepthStencilInfo::default(),
blend_info: BlendInfo::default(),
topology: Topology::TriangleList,
patch_index: 0,
sample_mask: u32::max_value(),
pass: None
}
}
}
/// Pipeline stats initialised to zero
impl Default for PipelineStatistics {
fn default() -> Self {
PipelineStatistics {
input_assembler_vertices: 0,
input_assembler_primitives: 0,
vertex_shader_invocations: 0,
pixel_shader_primitives: 0,
compute_shader_invocations: 0
}
}
}
/// Pipeline stats initialised to zero
impl<'stack, D> Default for TextureHeapInfo<'stack, D> where D: Device {
fn default() -> Self {
Self {
shader: None,
render_target: None,
depth_stencil: None
}
}
}
/// Ability to add 2 pipeline stats to accumulate
impl std::ops::Add for PipelineStatistics {
type Output = Self;
fn add(self, other: Self) -> Self {
Self {
input_assembler_vertices: self.input_assembler_vertices + other.input_assembler_vertices,
input_assembler_primitives: self.input_assembler_primitives + other.input_assembler_primitives,
vertex_shader_invocations: self.vertex_shader_invocations + other.vertex_shader_invocations,
pixel_shader_primitives: self.pixel_shader_primitives + other.pixel_shader_primitives,
compute_shader_invocations: self.compute_shader_invocations + other.compute_shader_invocations,
}
}
}
/// Ability to add_assign 2 pipeline stats to accumulate
impl std::ops::AddAssign for PipelineStatistics {
fn add_assign(&mut self, other: Self) {
self.input_assembler_vertices += other.input_assembler_vertices;
self.input_assembler_primitives += other.input_assembler_primitives;
self.vertex_shader_invocations += other.vertex_shader_invocations;
self.pixel_shader_primitives += other.pixel_shader_primitives;
self.compute_shader_invocations += other.compute_shader_invocations;
}
}
/// Display for resource state enums
impl std::fmt::Display for ResourceState {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
write!(f, "{:?}", self)
}
}