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//! A cross-platform graphics and compute library based on [WebGPU](https://gpuweb.github.io/gpuweb/). //! //! To start using the API, create an [`Instance`]. #![doc(html_logo_url = "https://raw.githubusercontent.com/gfx-rs/wgpu-rs/master/logo.png")] #![warn(missing_docs)] mod backend; pub mod util; #[macro_use] mod macros; use std::{ borrow::Cow, error::Error, fmt::{Debug, Display}, future::Future, marker::PhantomData, num::{NonZeroU32, NonZeroU8}, ops::{Bound, Range, RangeBounds}, sync::Arc, thread, }; use futures::FutureExt as _; use parking_lot::Mutex; #[cfg(feature = "replay")] use serde::Deserialize; #[cfg(feature = "trace")] use serde::Serialize; #[cfg(not(target_arch = "wasm32"))] pub use wgc::instance::{AdapterInfo, DeviceType}; pub use wgt::{ AddressMode, Backend, BackendBit, BindGroupLayoutEntry, BindingType, BlendDescriptor, BlendFactor, BlendOperation, BufferAddress, BufferSize, BufferUsage, Color, ColorStateDescriptor, ColorWrite, CommandBufferDescriptor, CompareFunction, CullMode, DepthStencilStateDescriptor, DeviceDescriptor, DynamicOffset, Extent3d, Features, FilterMode, FrontFace, IndexFormat, InputStepMode, Limits, Origin3d, PowerPreference, PresentMode, PrimitiveTopology, PushConstantRange, RasterizationStateDescriptor, ShaderLocation, ShaderStage, StencilOperation, StencilStateDescriptor, StencilStateFaceDescriptor, SwapChainDescriptor, SwapChainStatus, TextureAspect, TextureComponentType, TextureDataLayout, TextureDimension, TextureFormat, TextureUsage, TextureViewDimension, VertexAttributeDescriptor, VertexFormat, BIND_BUFFER_ALIGNMENT, COPY_BUFFER_ALIGNMENT, COPY_BYTES_PER_ROW_ALIGNMENT, PUSH_CONSTANT_ALIGNMENT, }; use backend::Context as C; trait ComputePassInner<Ctx: Context> { fn set_pipeline(&mut self, pipeline: &Ctx::ComputePipelineId); fn set_bind_group( &mut self, index: u32, bind_group: &Ctx::BindGroupId, offsets: &[DynamicOffset], ); fn set_push_constants(&mut self, offset: u32, data: &[u32]); fn dispatch(&mut self, x: u32, y: u32, z: u32); fn dispatch_indirect( &mut self, indirect_buffer: &Ctx::BufferId, indirect_offset: BufferAddress, ); } trait RenderInner<Ctx: Context> { fn set_pipeline(&mut self, pipeline: &Ctx::RenderPipelineId); fn set_bind_group( &mut self, index: u32, bind_group: &Ctx::BindGroupId, offsets: &[DynamicOffset], ); fn set_index_buffer( &mut self, buffer: &Ctx::BufferId, offset: BufferAddress, size: Option<BufferSize>, ); fn set_vertex_buffer( &mut self, slot: u32, buffer: &Ctx::BufferId, offset: BufferAddress, size: Option<BufferSize>, ); fn set_push_constants(&mut self, stages: wgt::ShaderStage, offset: u32, data: &[u32]); fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>); fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>); fn draw_indirect(&mut self, indirect_buffer: &Ctx::BufferId, indirect_offset: BufferAddress); fn draw_indexed_indirect( &mut self, indirect_buffer: &Ctx::BufferId, indirect_offset: BufferAddress, ); fn multi_draw_indirect( &mut self, indirect_buffer: &Ctx::BufferId, indirect_offset: BufferAddress, count: u32, ); fn multi_draw_indexed_indirect( &mut self, indirect_buffer: &Ctx::BufferId, indirect_offset: BufferAddress, count: u32, ); fn multi_draw_indirect_count( &mut self, indirect_buffer: &Ctx::BufferId, indirect_offset: BufferAddress, count_buffer: &Ctx::BufferId, count_buffer_offset: BufferAddress, max_count: u32, ); fn multi_draw_indexed_indirect_count( &mut self, indirect_buffer: &Ctx::BufferId, indirect_offset: BufferAddress, count_buffer: &Ctx::BufferId, count_buffer_offset: BufferAddress, max_count: u32, ); } trait RenderPassInner<Ctx: Context>: RenderInner<Ctx> { fn set_blend_color(&mut self, color: Color); fn set_scissor_rect(&mut self, x: u32, y: u32, width: u32, height: u32); fn set_viewport( &mut self, x: f32, y: f32, width: f32, height: f32, min_depth: f32, max_depth: f32, ); fn set_stencil_reference(&mut self, reference: u32); fn insert_debug_marker(&mut self, label: &str); fn push_debug_group(&mut self, group_label: &str); fn pop_debug_group(&mut self); fn execute_bundles<'a, I: Iterator<Item = &'a Ctx::RenderBundleId>>( &mut self, render_bundles: I, ); } trait Context: Debug + Send + Sized + Sync { type AdapterId: Debug + Send + Sync + 'static; type DeviceId: Debug + Send + Sync + 'static; type QueueId: Debug + Send + Sync + 'static; type ShaderModuleId: Debug + Send + Sync + 'static; type BindGroupLayoutId: Debug + Send + Sync + 'static; type BindGroupId: Debug + Send + Sync + 'static; type TextureViewId: Debug + Send + Sync + 'static; type SamplerId: Debug + Send + Sync + 'static; type BufferId: Debug + Send + Sync + 'static; type TextureId: Debug + Send + Sync + 'static; type PipelineLayoutId: Debug + Send + Sync + 'static; type RenderPipelineId: Debug + Send + Sync + 'static; type ComputePipelineId: Debug + Send + Sync + 'static; type CommandEncoderId: Debug; type ComputePassId: Debug + ComputePassInner<Self>; type RenderPassId: Debug + RenderPassInner<Self>; type CommandBufferId: Debug + Send + Sync; type RenderBundleEncoderId: Debug + RenderInner<Self>; type RenderBundleId: Debug + Send + Sync + 'static; type SurfaceId: Debug + Send + Sync + 'static; type SwapChainId: Debug + Send + Sync + 'static; type SwapChainOutputDetail: Send; type RequestAdapterFuture: Future<Output = Option<Self::AdapterId>> + Send; type RequestDeviceFuture: Future<Output = Result<(Self::DeviceId, Self::QueueId), RequestDeviceError>> + Send; type MapAsyncFuture: Future<Output = Result<(), BufferAsyncError>> + Send; fn init(backends: BackendBit) -> Self; fn instance_create_surface( &self, handle: &impl raw_window_handle::HasRawWindowHandle, ) -> Self::SurfaceId; fn instance_request_adapter( &self, options: &RequestAdapterOptions<'_>, ) -> Self::RequestAdapterFuture; fn adapter_request_device( &self, adapter: &Self::AdapterId, desc: &DeviceDescriptor, trace_dir: Option<&std::path::Path>, ) -> Self::RequestDeviceFuture; fn adapter_features(&self, adapter: &Self::AdapterId) -> Features; fn adapter_limits(&self, adapter: &Self::AdapterId) -> Limits; fn device_features(&self, device: &Self::DeviceId) -> Features; fn device_limits(&self, device: &Self::DeviceId) -> Limits; fn device_create_swap_chain( &self, device: &Self::DeviceId, surface: &Self::SurfaceId, desc: &SwapChainDescriptor, ) -> Self::SwapChainId; fn device_create_shader_module( &self, device: &Self::DeviceId, source: ShaderModuleSource, ) -> Self::ShaderModuleId; fn device_create_bind_group_layout( &self, device: &Self::DeviceId, desc: &BindGroupLayoutDescriptor, ) -> Self::BindGroupLayoutId; fn device_create_bind_group( &self, device: &Self::DeviceId, desc: &BindGroupDescriptor, ) -> Self::BindGroupId; fn device_create_pipeline_layout( &self, device: &Self::DeviceId, desc: &PipelineLayoutDescriptor, ) -> Self::PipelineLayoutId; fn device_create_render_pipeline( &self, device: &Self::DeviceId, desc: &RenderPipelineDescriptor, ) -> Self::RenderPipelineId; fn device_create_compute_pipeline( &self, device: &Self::DeviceId, desc: &ComputePipelineDescriptor, ) -> Self::ComputePipelineId; fn device_create_buffer( &self, device: &Self::DeviceId, desc: &BufferDescriptor, ) -> Self::BufferId; fn device_create_texture( &self, device: &Self::DeviceId, desc: &TextureDescriptor, ) -> Self::TextureId; fn device_create_sampler( &self, device: &Self::DeviceId, desc: &SamplerDescriptor, ) -> Self::SamplerId; fn device_create_command_encoder( &self, device: &Self::DeviceId, desc: &CommandEncoderDescriptor, ) -> Self::CommandEncoderId; fn device_create_render_bundle_encoder( &self, device: &Self::DeviceId, desc: &RenderBundleEncoderDescriptor, ) -> Self::RenderBundleEncoderId; fn device_drop(&self, device: &Self::DeviceId); fn device_poll(&self, device: &Self::DeviceId, maintain: Maintain); fn buffer_map_async( &self, buffer: &Self::BufferId, mode: MapMode, range: Range<BufferAddress>, ) -> Self::MapAsyncFuture; //TODO: we might be able to merge these, depending on how Web backend // turns out to be implemented. fn buffer_get_mapped_range( &self, buffer: &Self::BufferId, sub_range: Range<BufferAddress>, ) -> &[u8]; fn buffer_get_mapped_range_mut( &self, buffer: &Self::BufferId, sub_range: Range<BufferAddress>, ) -> &mut [u8]; fn buffer_unmap(&self, buffer: &Self::BufferId); fn swap_chain_get_current_texture_view( &self, swap_chain: &Self::SwapChainId, ) -> ( Option<Self::TextureViewId>, SwapChainStatus, Self::SwapChainOutputDetail, ); fn swap_chain_present(&self, view: &Self::TextureViewId, detail: &Self::SwapChainOutputDetail); fn texture_create_view( &self, texture: &Self::TextureId, desc: &TextureViewDescriptor, ) -> Self::TextureViewId; fn texture_drop(&self, texture: &Self::TextureId); fn texture_view_drop(&self, texture_view: &Self::TextureViewId); fn sampler_drop(&self, sampler: &Self::SamplerId); fn buffer_drop(&self, buffer: &Self::BufferId); fn bind_group_drop(&self, bind_group: &Self::BindGroupId); fn bind_group_layout_drop(&self, bind_group_layout: &Self::BindGroupLayoutId); fn pipeline_layout_drop(&self, pipeline_layout: &Self::PipelineLayoutId); fn shader_module_drop(&self, shader_module: &Self::ShaderModuleId); fn command_buffer_drop(&self, command_buffer: &Self::CommandBufferId); fn render_bundle_drop(&self, render_bundle: &Self::RenderBundleId); fn compute_pipeline_drop(&self, pipeline: &Self::ComputePipelineId); fn render_pipeline_drop(&self, pipeline: &Self::RenderPipelineId); fn compute_pipeline_get_bind_group_layout( &self, pipeline: &Self::ComputePipelineId, index: u32, ) -> Self::BindGroupLayoutId; fn render_pipeline_get_bind_group_layout( &self, pipeline: &Self::RenderPipelineId, index: u32, ) -> Self::BindGroupLayoutId; fn command_encoder_copy_buffer_to_buffer( &self, encoder: &Self::CommandEncoderId, source: &Self::BufferId, source_offset: BufferAddress, destination: &Self::BufferId, destination_offset: BufferAddress, copy_size: BufferAddress, ); fn command_encoder_copy_buffer_to_texture( &self, encoder: &Self::CommandEncoderId, source: BufferCopyView, destination: TextureCopyView, copy_size: Extent3d, ); fn command_encoder_copy_texture_to_buffer( &self, encoder: &Self::CommandEncoderId, source: TextureCopyView, destination: BufferCopyView, copy_size: Extent3d, ); fn command_encoder_copy_texture_to_texture( &self, encoder: &Self::CommandEncoderId, source: TextureCopyView, destination: TextureCopyView, copy_size: Extent3d, ); fn command_encoder_begin_compute_pass( &self, encoder: &Self::CommandEncoderId, ) -> Self::ComputePassId; fn command_encoder_end_compute_pass( &self, encoder: &Self::CommandEncoderId, pass: &mut Self::ComputePassId, ); fn command_encoder_begin_render_pass<'a>( &self, encoder: &Self::CommandEncoderId, desc: &RenderPassDescriptor<'a, '_>, ) -> Self::RenderPassId; fn command_encoder_end_render_pass( &self, encoder: &Self::CommandEncoderId, pass: &mut Self::RenderPassId, ); fn command_encoder_finish(&self, encoder: &Self::CommandEncoderId) -> Self::CommandBufferId; fn render_bundle_encoder_finish( &self, encoder: Self::RenderBundleEncoderId, desc: &RenderBundleDescriptor, ) -> Self::RenderBundleId; fn queue_write_buffer( &self, queue: &Self::QueueId, buffer: &Self::BufferId, offset: BufferAddress, data: &[u8], ); fn queue_write_texture( &self, queue: &Self::QueueId, texture: TextureCopyView, data: &[u8], data_layout: TextureDataLayout, size: Extent3d, ); fn queue_submit<I: Iterator<Item = Self::CommandBufferId>>( &self, queue: &Self::QueueId, command_buffers: I, ); } /// Context for all other wgpu objects. Instance of wgpu. /// /// This is the first thing you create when using wgpu. /// Its primary use is to create [`Adapter`]s and [`Surface`]s. /// /// Does not have to be kept alive. #[derive(Debug)] pub struct Instance { context: Arc<C>, } /// Handle to a physical graphics and/or compute device. /// /// Adapters can be used to open a connection to the corresponding [`Device`] /// on the host system by using [`Adapter::request_device`]. /// /// Does not have to be kept alive. #[derive(Debug)] pub struct Adapter { context: Arc<C>, id: <C as Context>::AdapterId, } /// Open connection to a graphics and/or compute device. /// /// Responsible for the creation of most rendering and compute resources. /// These are then used in commands, which are submitted to a [`Queue`]. /// /// A device may be requested from an adapter with [`Adapter::request_device`]. #[derive(Debug)] pub struct Device { context: Arc<C>, id: <C as Context>::DeviceId, } /// Passed to [`Device::poll`] to control if it should block or not. This has no effect on /// the web. #[derive(Debug, Copy, Clone, PartialEq, Eq)] pub enum Maintain { /// Block Wait, /// Don't block Poll, } /// The main purpose of this struct is to resolve mapped ranges /// (convert sizes to end points), and to ensure that the sub-ranges /// don't intersect. #[derive(Debug)] struct MapContext { total_size: BufferAddress, initial_range: Range<BufferAddress>, sub_ranges: Vec<Range<BufferAddress>>, } impl MapContext { fn new(total_size: BufferAddress) -> Self { MapContext { total_size, initial_range: 0..0, sub_ranges: Vec::new(), } } fn reset(&mut self) { self.initial_range = 0..0; assert!( self.sub_ranges.is_empty(), "You cannot unmap a buffer that still has accessible mapped views" ); } fn add(&mut self, offset: BufferAddress, size: Option<BufferSize>) -> BufferAddress { let end = match size { Some(s) => offset + s.get(), None => self.initial_range.end, }; assert!(self.initial_range.start <= offset && end <= self.initial_range.end); for sub in self.sub_ranges.iter() { assert!( end <= sub.start || offset >= sub.end, "Intersecting map range with {:?}", sub ); } self.sub_ranges.push(offset..end); end } fn remove(&mut self, offset: BufferAddress, size: Option<BufferSize>) { let end = match size { Some(s) => offset + s.get(), None => self.initial_range.end, }; // Switch this out with `Vec::remove_item` once that stabilizes. let index = self .sub_ranges .iter() .position(|r| *r == (offset..end)) .expect("unable to remove range from map context"); self.sub_ranges.swap_remove(index); } } /// Handle to a GPU-accessible buffer. /// /// Created with [`Device::create_buffer`] or [`Device::create_buffer_init`] #[derive(Debug)] pub struct Buffer { context: Arc<C>, id: <C as Context>::BufferId, map_context: Mutex<MapContext>, usage: BufferUsage, } /// Slice into a [`Buffer`]. /// /// Created by calling [`Buffer::slice`]. To use the whole buffer, call with unbounded slice: /// /// `buffer.slice(..)` #[derive(Copy, Clone, Debug)] pub struct BufferSlice<'a> { buffer: &'a Buffer, offset: BufferAddress, size: Option<BufferSize>, } /// Handle to a texture on the GPU. /// /// Created by calling [`Device::create_texture`] #[derive(Debug)] pub struct Texture { context: Arc<C>, id: <C as Context>::TextureId, owned: bool, } /// Handle to a texture view. /// /// A `TextureView` object describes a texture and associated metadata needed by a /// [`RenderPipeline`] or [`BindGroup`]. #[derive(Debug)] pub struct TextureView { context: Arc<C>, id: <C as Context>::TextureViewId, owned: bool, } /// Handle to a sampler. /// /// A `Sampler` object defines how a pipeline will sample from a [`TextureView`]. Samplers define /// image filters (including anisotropy) and address (wrapping) modes, among other things. See /// the documentation for [`SamplerDescriptor`] for more information. #[derive(Debug)] pub struct Sampler { context: Arc<C>, id: <C as Context>::SamplerId, } impl Drop for Sampler { fn drop(&mut self) { if !thread::panicking() { self.context.sampler_drop(&self.id); } } } /// Handle to a presentable surface. /// /// A `Surface` represents a platform-specific surface (e.g. a window) onto which rendered images may /// be presented. A `Surface` may be created with the unsafe function [`Instance::create_surface`]. #[derive(Debug)] pub struct Surface { id: <C as Context>::SurfaceId, } /// Handle to a swap chain. /// /// A `SwapChain` represents the image or series of images that will be presented to a [`Surface`]. /// A `SwapChain` may be created with [`Device::create_swap_chain`]. #[derive(Debug)] pub struct SwapChain { context: Arc<C>, id: <C as Context>::SwapChainId, } /// Handle to a binding group layout. /// /// A `BindGroupLayout` is a handle to the GPU-side layout of a binding group. It can be used to /// create a [`BindGroupDescriptor`] object, which in turn can be used to create a [`BindGroup`] /// object with [`Device::create_bind_group`]. A series of `BindGroupLayout`s can also be used to /// create a [`PipelineLayoutDescriptor`], which can be used to create a [`PipelineLayout`]. #[derive(Debug)] pub struct BindGroupLayout { context: Arc<C>, id: <C as Context>::BindGroupLayoutId, } impl Drop for BindGroupLayout { fn drop(&mut self) { if !thread::panicking() { self.context.bind_group_layout_drop(&self.id); } } } /// Handle to a binding group. /// /// A `BindGroup` represents the set of resources bound to the bindings described by a /// [`BindGroupLayout`]. It can be created with [`Device::create_bind_group`]. A `BindGroup` can /// be bound to a particular [`RenderPass`] with [`RenderPass::set_bind_group`], or to a /// [`ComputePass`] with [`ComputePass::set_bind_group`]. #[derive(Debug)] pub struct BindGroup { context: Arc<C>, id: <C as Context>::BindGroupId, } impl Drop for BindGroup { fn drop(&mut self) { if !thread::panicking() { self.context.bind_group_drop(&self.id); } } } /// Handle to a compiled shader module. /// /// A `ShaderModule` represents a compiled shader module on the GPU. It can be created by passing /// valid SPIR-V source code to [`Device::create_shader_module`]. Shader modules are used to define /// programmable stages of a pipeline. #[derive(Debug)] pub struct ShaderModule { context: Arc<C>, id: <C as Context>::ShaderModuleId, } impl Drop for ShaderModule { fn drop(&mut self) { if !thread::panicking() { self.context.shader_module_drop(&self.id); } } } /// Source of a shader module. pub enum ShaderModuleSource<'a> { /// SPIR-V module represented as a slice of words. /// /// wgpu will attempt to parse and validate it, but the original binary /// is passed to `gfx-rs` and `spirv_cross` for translation. SpirV(Cow<'a, [u32]>), /// WGSL module as a string slice. /// /// wgpu-rs will parse it and use for validation. It will attempt /// to build a SPIR-V module internally and panic otherwise. /// /// Note: WGSL is not yet supported on the Web. Wgsl(Cow<'a, str>), } /// Handle to a pipeline layout. /// /// A `PipelineLayout` object describes the available binding groups of a pipeline. #[derive(Debug)] pub struct PipelineLayout { context: Arc<C>, id: <C as Context>::PipelineLayoutId, } impl Drop for PipelineLayout { fn drop(&mut self) { if !thread::panicking() { self.context.pipeline_layout_drop(&self.id); } } } /// Handle to a rendering (graphics) pipeline. /// /// A `RenderPipeline` object represents a graphics pipeline and its stages, bindings, vertex /// buffers and targets. A `RenderPipeline` may be created with [`Device::create_render_pipeline`]. #[derive(Debug)] pub struct RenderPipeline { context: Arc<C>, id: <C as Context>::RenderPipelineId, } impl Drop for RenderPipeline { fn drop(&mut self) { if !thread::panicking() { self.context.render_pipeline_drop(&self.id); } } } impl RenderPipeline { /// Get an object representing the bind group layout at a given index. pub fn get_bind_group_layout(&self, index: u32) -> BindGroupLayout { let context = Arc::clone(&self.context); BindGroupLayout { context, id: self .context .render_pipeline_get_bind_group_layout(&self.id, index), } } } /// Handle to a compute pipeline. /// /// A `ComputePipeline` object represents a compute pipeline and its single shader stage. /// A `ComputePipeline` may be created with [`Device::create_compute_pipeline`]. #[derive(Debug)] pub struct ComputePipeline { context: Arc<C>, id: <C as Context>::ComputePipelineId, } impl Drop for ComputePipeline { fn drop(&mut self) { if !thread::panicking() { self.context.compute_pipeline_drop(&self.id); } } } impl ComputePipeline { /// Get an object representing the bind group layout at a given index. pub fn get_bind_group_layout(&self, index: u32) -> BindGroupLayout { let context = Arc::clone(&self.context); BindGroupLayout { context, id: self .context .compute_pipeline_get_bind_group_layout(&self.id, index), } } } /// Handle to a command buffer on the GPU. /// /// A `CommandBuffer` represents a complete sequence of commands that may be submitted to a command /// queue with [`Queue::submit`]. A `CommandBuffer` is obtained by recording a series of commands to /// a [`CommandEncoder`] and then calling [`CommandEncoder::finish`]. #[derive(Debug)] pub struct CommandBuffer { context: Arc<C>, id: Option<<C as Context>::CommandBufferId>, } impl Drop for CommandBuffer { fn drop(&mut self) { if !thread::panicking() { if let Some(ref id) = self.id { self.context.command_buffer_drop(id); } } } } /// Encodes a series of GPU operations. /// /// A command encoder can record [`RenderPass`]es, [`ComputePass`]es, /// and transfer operations between driver-managed resources like [`Buffer`]s and [`Texture`]s. /// /// When finished recording, call [`CommandEncoder::finish`] to obtain a [`CommandBuffer`] which may /// be submitted for execution. #[derive(Debug)] pub struct CommandEncoder { context: Arc<C>, id: <C as Context>::CommandEncoderId, /// This type should be !Send !Sync, because it represents an allocation on this thread's /// command buffer. _p: PhantomData<*const u8>, } /// In-progress recording of a render pass. #[derive(Debug)] pub struct RenderPass<'a> { id: <C as Context>::RenderPassId, parent: &'a mut CommandEncoder, } /// In-progress recording of a compute pass. #[derive(Debug)] pub struct ComputePass<'a> { id: <C as Context>::ComputePassId, parent: &'a mut CommandEncoder, } /// Encodes a series of GPU operations into a reusable "render bundle". /// /// It only supports a handful of render commands, but it makes them reusable. [`RenderBundle`]s /// can be executed onto a [`CommandEncoder`] using [`RenderPass::execute_bundles`]. /// /// Executing a [`RenderBundle`] is often more efficient then issuing the underlying commands manually. #[derive(Debug)] pub struct RenderBundleEncoder<'a> { context: Arc<C>, id: <C as Context>::RenderBundleEncoderId, _parent: &'a Device, /// This type should be !Send !Sync, because it represents an allocation on this thread's /// command buffer. _p: PhantomData<*const u8>, } /// Pre-prepared reusable bundle of GPU operations. /// /// It only supports a handful of render commands, but it makes them reusable. [`RenderBundle`]s /// can be executed onto a [`CommandEncoder`] using [`RenderPass::execute_bundles`]. /// /// Executing a [`RenderBundle`] is often more efficient then issuing the underlying commands manually. #[derive(Debug)] pub struct RenderBundle { context: Arc<C>, id: <C as Context>::RenderBundleId, } impl Drop for RenderBundle { fn drop(&mut self) { if !thread::panicking() { self.context.render_bundle_drop(&self.id); } } } /// Handle to a command queue on a device. /// /// A `Queue` executes recorded [`CommandBuffer`] objects and provides convenience methods /// for writing to [buffers](Queue::write_buffer) and [textures](Queue::write_texture). #[derive(Debug)] pub struct Queue { context: Arc<C>, id: <C as Context>::QueueId, } /// Resource that can be bound to a pipeline. #[non_exhaustive] #[derive(Clone, Debug)] pub enum BindingResource<'a> { /// Binding is backed by a buffer. /// /// Corresponds to [`BindingType::UniformBuffer`] and [`BindingType::StorageBuffer`] /// with [`BindGroupLayoutEntry::count`] set to None. Buffer(BufferSlice<'a>), /// Binding is a sampler. /// /// Corresponds to [`BindingType::Sampler`] with [`BindGroupLayoutEntry::count`] set to None. Sampler(&'a Sampler), /// Binding is backed by a texture. /// /// Corresponds to [`BindingType::SampledTexture`] and [`BindingType::StorageTexture`] with /// [`BindGroupLayoutEntry::count`] set to None. TextureView(&'a TextureView), /// Binding is backed by an array of textures. /// /// [`Features::SAMPLED_TEXTURE_BINDING_ARRAY`] must be supported to use this feature. /// /// Corresponds to [`BindingType::SampledTexture`] and [`BindingType::StorageTexture`] with /// [`BindGroupLayoutEntry::count`] set to Some. TextureViewArray(&'a [TextureView]), } /// Operation to perform to the output attachment at the start of a renderpass. #[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum LoadOp<V> { /// Clear with a specified value. Clear(V), /// Load from memory. Load, } impl<V: Default> Default for LoadOp<V> { fn default() -> Self { Self::Clear(Default::default()) } } /// Pair of load and store operations for an attachment aspect. #[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct Operations<V> { /// How data should be read through this attachment. pub load: LoadOp<V>, /// Whether data will be written to through this attachment. pub store: bool, } impl<V: Default> Default for Operations<V> { fn default() -> Self { Self { load: Default::default(), store: true, } } } /// Describes a color attachment to a [`RenderPass`]. #[derive(Clone, Debug)] pub struct RenderPassColorAttachmentDescriptor<'a> { /// The view to use as an attachment. pub attachment: &'a TextureView, /// The view that will receive the resolved output if multisampling is used. pub resolve_target: Option<&'a TextureView>, /// What operations will be performed on this color attachment. pub ops: Operations<Color>, } /// Describes a depth/stencil attachment to a [`RenderPass`]. #[derive(Clone, Debug)] pub struct RenderPassDepthStencilAttachmentDescriptor<'a> { /// The view to use as an attachment. pub attachment: &'a TextureView, /// What operations will be performed on the depth part of the attachment. pub depth_ops: Option<Operations<f32>>, /// What operations will be performed on the stencil part of the attachment. pub stencil_ops: Option<Operations<u32>>, } // The underlying types are also exported so that documentation shows up for them pub use wgt::RequestAdapterOptions as RequestAdapterOptionsBase; /// Additional information required when requesting an adapter. pub type RequestAdapterOptions<'a> = RequestAdapterOptionsBase<&'a Surface>; /// Describes a [`Buffer`]. #[derive(Clone, Debug, PartialEq, Eq, Hash)] pub struct BufferDescriptor<'a> { /// Debug label of a buffer. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, /// Size of a buffer. pub size: BufferAddress, /// Usages of a buffer. If the buffer is used in any way that isn't specified here, the operation /// will panic. pub usage: BufferUsage, /// Allows a buffer to be mapped immediately after they are made. It does not have to be [`BufferUsage::MAP_READ`] or /// [`BufferUsage::MAP_WRITE`], all buffers are allowed to be mapped at creation. pub mapped_at_creation: bool, } /// Describes a [`CommandEncoder`]. #[derive(Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct CommandEncoderDescriptor<'a> { /// Debug label for the command encoder. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, } /// Describes a [`RenderBundle`]. #[derive(Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct RenderBundleDescriptor<'a> { /// Debug label of the render bundle encoder. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, } /// Describes a [`Texture`]. #[derive(Clone, Debug, PartialEq, Eq, Hash)] pub struct TextureDescriptor<'a> { /// Debug label of the texture. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, /// Size of the texture. For a regular 1D/2D texture, the unused sizes will be 1. For 2DArray textures, Z is the /// number of 2D textures in that array. pub size: Extent3d, /// Mip count of texture. For a texture with no extra mips, this must be 1. pub mip_level_count: u32, /// Sample count of texture. If this is not 1, texture must have [`BindingType::SampledTexture::multisampled`] set to true. pub sample_count: u32, /// Dimensions of the texture. pub dimension: TextureDimension, /// Format of the texture. pub format: TextureFormat, /// Allowed usages of the texture. If used in other ways, the operation will panic. pub usage: TextureUsage, } /// Describes a [`TextureView`]. #[derive(Clone, Debug, Default, PartialEq)] pub struct TextureViewDescriptor<'a> { /// Debug label of the texture view. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, /// Format of the texture view. At this time, it must be the same as the underlying format of the texture. pub format: Option<TextureFormat>, /// The dimension of the texture view. For 1D textures, this must be `1D`. For 2D textures it must be one of /// `D2`, `D2Array`, `Cube`, and `CubeArray`. For 3D textures it must be `3D` pub dimension: Option<TextureViewDimension>, /// Aspect of the texture. Color textures must be [`TextureAspect::All`]. pub aspect: TextureAspect, /// Base mip level. pub base_mip_level: u32, /// Mip level count. /// If `Some(count)`, `base_mip_level + count` must be less or equal to underlying texture mip count. /// If `None`, considered to include the rest of the mipmap levels, but at least 1 in total. pub level_count: Option<NonZeroU32>, /// Base array layer. pub base_array_layer: u32, /// Layer count. /// If `Some(count)`, `base_array_layer + count` must be less or equal to the underlying array count. /// If `None`, considered to include the rest of the array layers, but at least 1 in total. pub array_layer_count: Option<NonZeroU32>, } /// Describes a pipeline layout. /// /// A `PipelineLayoutDescriptor` can be used to create a pipeline layout. #[derive(Clone, Debug)] pub struct PipelineLayoutDescriptor<'a> { /// Debug label of the pipeline layout. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, /// Bind groups that this pipeline uses. The first entry will provide all the bindings for /// "set = 0", second entry will provide all the bindings for "set = 1" etc. pub bind_group_layouts: &'a [&'a BindGroupLayout], /// Set of push constant ranges this pipeline uses. Each shader stage that uses push constants /// must define the range in push constant memory that corresponds to its single `layout(push_constant)` /// uniform block. /// /// If this array is non-empty, the [`Features::PUSH_CONSTANTS`] must be enabled. pub push_constant_ranges: &'a [PushConstantRange], } /// Describes a [`Sampler`] #[derive(Clone, Debug, PartialEq)] pub struct SamplerDescriptor<'a> { /// Debug label of the sampler. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, /// How to deal with out of bounds accesses in the u (i.e. x) direction pub address_mode_u: AddressMode, /// How to deal with out of bounds accesses in the v (i.e. y) direction pub address_mode_v: AddressMode, /// How to deal with out of bounds accesses in the w (i.e. z) direction pub address_mode_w: AddressMode, /// How to filter the texture when it needs to be magnified (made larger) pub mag_filter: FilterMode, /// How to filter the texture when it needs to be minified (made smaller) pub min_filter: FilterMode, /// How to filter between mip map levels pub mipmap_filter: FilterMode, /// Minimum level of detail (i.e. mip level) to use pub lod_min_clamp: f32, /// Maximum level of detail (i.e. mip level) to use pub lod_max_clamp: f32, /// If this is enabled, this is a comparison sampler using the given comparison function. pub compare: Option<CompareFunction>, /// Valid values: 1, 2, 4, 8, and 16. pub anisotropy_clamp: Option<NonZeroU8>, } impl Default for SamplerDescriptor<'_> { fn default() -> Self { Self { label: None, address_mode_u: Default::default(), address_mode_v: Default::default(), address_mode_w: Default::default(), mag_filter: Default::default(), min_filter: Default::default(), mipmap_filter: Default::default(), lod_min_clamp: 0.0, lod_max_clamp: std::f32::MAX, compare: None, anisotropy_clamp: None, } } } /// Bindable resource and the slot to bind it to. #[derive(Clone, Debug)] pub struct BindGroupEntry<'a> { /// Slot for which binding provides resource. Corresponds to an entry of the same /// binding index in the [`BindGroupLayoutDescriptor`]. pub binding: u32, /// Resource to attach to the binding pub resource: BindingResource<'a>, } /// Describes a group of bindings and the resources to be bound. #[derive(Clone, Debug)] pub struct BindGroupDescriptor<'a> { /// Debug label of the bind group. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, /// The [`BindGroupLayout`] that corresponds to this bind group. pub layout: &'a BindGroupLayout, /// The resources to bind to this bind group. pub entries: &'a [BindGroupEntry<'a>], } /// Describes a programmable pipeline stage. #[derive(Clone, Debug)] pub struct ProgrammableStageDescriptor<'a> { /// The compiled shader module for this stage. pub module: &'a ShaderModule, /// The name of the entry point in the compiled shader. There must be a function that returns /// void with this name in the shader. pub entry_point: &'a str, } /// Describes the attachments of a render pass. #[derive(Clone, Debug, Default)] pub struct RenderPassDescriptor<'a, 'b> { /// The color attachments of the render pass. pub color_attachments: &'b [RenderPassColorAttachmentDescriptor<'a>], /// The depth and stencil attachment of the render pass, if any. pub depth_stencil_attachment: Option<RenderPassDepthStencilAttachmentDescriptor<'a>>, } /// Describes a render (graphics) pipeline. #[derive(Clone, Debug)] pub struct RenderPipelineDescriptor<'a> { /// Debug label of the pipeline. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, /// The layout of bind groups for this pipeline. pub layout: Option<&'a PipelineLayout>, /// The compiled vertex stage and its entry point. pub vertex_stage: ProgrammableStageDescriptor<'a>, /// The compiled fragment stage and its entry point, if any. pub fragment_stage: Option<ProgrammableStageDescriptor<'a>>, /// The rasterization process for this pipeline. pub rasterization_state: Option<RasterizationStateDescriptor>, /// The primitive topology used to interpret vertices. pub primitive_topology: PrimitiveTopology, /// The effect of draw calls on the color aspect of the output target. pub color_states: &'a [ColorStateDescriptor], /// The effect of draw calls on the depth and stencil aspects of the output target, if any. pub depth_stencil_state: Option<DepthStencilStateDescriptor>, /// The vertex input state for this pipeline. pub vertex_state: VertexStateDescriptor<'a>, /// The number of samples calculated per pixel (for MSAA). For non-multisampled textures, /// this should be `1` pub sample_count: u32, /// Bitmask that restricts the samples of a pixel modified by this pipeline. All samples /// can be enabled using the value `!0` pub sample_mask: u32, /// When enabled, produces another sample mask per pixel based on the alpha output value, that /// is ANDed with the sample_mask and the primitive coverage to restrict the set of samples /// affected by a primitive. /// /// The implicit mask produced for alpha of zero is guaranteed to be zero, and for alpha of one /// is guaranteed to be all 1-s. pub alpha_to_coverage_enabled: bool, } /// Describes a compute pipeline. #[derive(Clone, Debug)] pub struct ComputePipelineDescriptor<'a> { /// Debug label of the pipeline. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, /// The layout of bind groups for this pipeline. pub layout: Option<&'a PipelineLayout>, /// The compiled compute stage and its entry point. pub compute_stage: ProgrammableStageDescriptor<'a>, } pub use wgt::BufferCopyView as BufferCopyViewBase; /// View of a buffer which can be used to copy to/from a texture. pub type BufferCopyView<'a> = BufferCopyViewBase<&'a Buffer>; pub use wgt::TextureCopyView as TextureCopyViewBase; /// View of a texture which can be used to copy to/from a buffer/texture. pub type TextureCopyView<'a> = TextureCopyViewBase<&'a Texture>; /// Describes a [`BindGroupLayout`]. #[derive(Clone, Debug)] pub struct BindGroupLayoutDescriptor<'a> { /// Debug label of the bind group layout. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, /// Array of entries in this BindGroupLayout pub entries: &'a [BindGroupLayoutEntry], } /// Describes how the vertex buffer is interpreted. #[derive(Clone, Debug, Hash, Eq, PartialEq)] pub struct VertexBufferDescriptor<'a> { /// The stride, in bytes, between elements of this buffer. pub stride: BufferAddress, /// How often this vertex buffer is "stepped" forward. pub step_mode: InputStepMode, /// The list of attributes which comprise a single vertex. pub attributes: &'a [VertexAttributeDescriptor], } /// Describes vertex input state for a render pipeline. #[derive(Clone, Debug, Hash, Eq, PartialEq)] pub struct VertexStateDescriptor<'a> { /// The format of any index buffers used with this pipeline. pub index_format: IndexFormat, /// The format of any vertex buffers used with this pipeline. pub vertex_buffers: &'a [VertexBufferDescriptor<'a>], } /// Describes a [`RenderBundleEncoder`]. #[derive(Clone, Debug, Default, PartialEq, Eq, Hash)] pub struct RenderBundleEncoderDescriptor<'a> { /// Debug label of the render bundle encoder. This will show up in graphics debuggers for easy identification. pub label: Option<&'a str>, /// The formats of the color attachments that this render bundle is capable to rendering to. This /// must match the formats of the color attachments in the renderpass this render bundle is executed in. pub color_formats: &'a [TextureFormat], /// The formats of the depth attachment that this render bundle is capable to rendering to. This /// must match the formats of the depth attachments in the renderpass this render bundle is executed in. pub depth_stencil_format: Option<TextureFormat>, /// Sample count this render bundle is capable of rendering to. This must match the pipelines and /// the renderpasses it is used in. pub sample_count: u32, } /// Swap chain image that can be rendered to. #[derive(Debug)] pub struct SwapChainTexture { /// Accessible view of the frame. pub view: TextureView, detail: <C as Context>::SwapChainOutputDetail, } /// Result of a successful call to [`SwapChain::get_current_frame`]. #[derive(Debug)] pub struct SwapChainFrame { /// The texture into which the next frame should be rendered. pub output: SwapChainTexture, /// `true` if the acquired buffer can still be used for rendering, /// but should be recreated for maximum performance. pub suboptimal: bool, } /// Result of an unsuccessful call to [`SwapChain::get_current_frame`]. #[derive(Clone, PartialEq, Eq, Debug)] pub enum SwapChainError { /// A timeout was encountered while trying to acquire the next frame. Timeout, /// The underlying surface has changed, and therefore the swap chain must be updated. Outdated, /// The swap chain has been lost and needs to be recreated. Lost, /// There is no more memory left to allocate a new frame. OutOfMemory, } impl Display for SwapChainError { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { write!(f, "{}", match self { Self::Timeout => "A timeout was encountered while trying to acquire the next frame", Self::Outdated => "The underlying surface has changed, and therefore the swap chain must be updated", Self::Lost => "The swap chain has been lost and needs to be recreated", Self::OutOfMemory => "There is no more memory left to allocate a new frame", }) } } impl Error for SwapChainError {} impl Instance { /// Create an new instance of wgpu. /// /// # Arguments /// /// - `backends` - Controls from which [backends][BackendBit] wgpu will choose /// during instantiation. pub fn new(backends: BackendBit) -> Self { Instance { context: Arc::new(C::init(backends)), } } /// Retrieves all available [`Adapter`]s that match the given [`BackendBit`]. /// /// # Arguments /// /// - `backends` - Backends from which to enumerate adapters. #[cfg(not(target_arch = "wasm32"))] pub fn enumerate_adapters(&self, backends: BackendBit) -> impl Iterator<Item = Adapter> { let context = Arc::clone(&self.context); self.context .enumerate_adapters(backends) .into_iter() .map(move |id| crate::Adapter { id, context: Arc::clone(&context), }) } /// Retrieves an [`Adapter`] which matches the given [`RequestAdapterOptions`]. /// /// Some options are "soft", so treated as non-mandatory. Others are "hard". /// /// If no adapters are found that suffice all the "hard" options, `None` is returned. pub fn request_adapter( &self, options: &RequestAdapterOptions, ) -> impl Future<Output = Option<Adapter>> + Send { let context = Arc::clone(&self.context); self.context .instance_request_adapter(options) .map(|option| option.map(|id| Adapter { context, id })) } /// Creates a surface from a raw window handle. /// /// # Safety /// /// - Raw Window Handle must be a valid object to create a surface upon. pub unsafe fn create_surface<W: raw_window_handle::HasRawWindowHandle>( &self, window: &W, ) -> Surface { Surface { id: Context::instance_create_surface(&*self.context, window), } } /// Creates a surface from `CoreAnimationLayer`. /// /// # Safety /// /// - layer must be a valid object to create a surface upon. #[cfg(any(target_os = "ios", target_os = "macos"))] pub unsafe fn create_surface_from_core_animation_layer( &self, layer: *mut std::ffi::c_void, ) -> Surface { self.context.create_surface_from_core_animation_layer(layer) } } impl Adapter { /// Requests a connection to a physical device, creating a logical device. /// /// Returns the [`Device`] together with a [`Queue`] that executes command buffers. /// /// # Arguments /// /// - `desc` - Description of the features and limits requested from the given device. /// - `trace_path` - Can be used for API call tracing, if that feature is /// enabled in `wgpu-core`. /// /// # Panics /// /// - Features specified by `desc` are not supported by this adapter. /// - Unsafe features were requested but not enabled when requesting the adapter. /// - Limits requested exceed the values provided by the adapter. /// - Adapter does not support all features wgpu requires to safely operate. pub fn request_device( &self, desc: &DeviceDescriptor, trace_path: Option<&std::path::Path>, ) -> impl Future<Output = Result<(Device, Queue), RequestDeviceError>> + Send { let context = Arc::clone(&self.context); Context::adapter_request_device(&*self.context, &self.id, desc, trace_path).map(|result| { result.map(|(device_id, queue_id)| { ( Device { context: Arc::clone(&context), id: device_id, }, Queue { context, id: queue_id, }, ) }) }) } /// List all features that are supported with this adapter. /// /// Features must be explicitly requested in [`Adapter::request_device`] in order /// to use them. pub fn features(&self) -> Features { Context::adapter_features(&*self.context, &self.id) } /// List the "best" limits that are supported by this adapter. /// /// Limits must be explicitly requested in [`Adapter::request_device`] to set /// the values that you are allowed to use. pub fn limits(&self) -> Limits { Context::adapter_limits(&*self.context, &self.id) } /// Get info about the adapter itself. #[cfg(not(target_arch = "wasm32"))] pub fn get_info(&self) -> AdapterInfo { self.context.adapter_get_info(self.id) } } impl Device { /// Check for resource cleanups and mapping callbacks. /// /// no-op on the web, device is automatically polled. pub fn poll(&self, maintain: Maintain) { Context::device_poll(&*self.context, &self.id, maintain); } /// List all features that may be used with this device. /// /// Functions may panic if you use unsupported features. pub fn features(&self) -> Features { Context::device_features(&*self.context, &self.id) } /// List all limits that were requested of this device. /// /// If any of these limits are exceeded, functions may panic. pub fn limits(&self) -> Limits { Context::device_limits(&*self.context, &self.id) } /// Creates a shader module from either SPIR-V or WGSL source code. pub fn create_shader_module(&self, source: ShaderModuleSource) -> ShaderModule { ShaderModule { context: Arc::clone(&self.context), id: Context::device_create_shader_module(&*self.context, &self.id, source), } } /// Creates an empty [`CommandEncoder`]. pub fn create_command_encoder(&self, desc: &CommandEncoderDescriptor) -> CommandEncoder { CommandEncoder { context: Arc::clone(&self.context), id: Context::device_create_command_encoder(&*self.context, &self.id, desc), _p: Default::default(), } } /// Creates an empty [`RenderBundleEncoder`]. pub fn create_render_bundle_encoder( &self, desc: &RenderBundleEncoderDescriptor, ) -> RenderBundleEncoder { RenderBundleEncoder { context: Arc::clone(&self.context), id: Context::device_create_render_bundle_encoder(&*self.context, &self.id, desc), _parent: self, _p: Default::default(), } } /// Creates a new [`BindGroup`]. pub fn create_bind_group(&self, desc: &BindGroupDescriptor) -> BindGroup { BindGroup { context: Arc::clone(&self.context), id: Context::device_create_bind_group(&*self.context, &self.id, desc), } } /// Creates a [`BindGroupLayout`]. pub fn create_bind_group_layout(&self, desc: &BindGroupLayoutDescriptor) -> BindGroupLayout { BindGroupLayout { context: Arc::clone(&self.context), id: Context::device_create_bind_group_layout(&*self.context, &self.id, desc), } } /// Creates a [`PipelineLayout`]. pub fn create_pipeline_layout(&self, desc: &PipelineLayoutDescriptor) -> PipelineLayout { PipelineLayout { context: Arc::clone(&self.context), id: Context::device_create_pipeline_layout(&*self.context, &self.id, desc), } } /// Creates a [`RenderPipeline`]. pub fn create_render_pipeline(&self, desc: &RenderPipelineDescriptor) -> RenderPipeline { RenderPipeline { context: Arc::clone(&self.context), id: Context::device_create_render_pipeline(&*self.context, &self.id, desc), } } /// Creates a [`ComputePipeline`]. pub fn create_compute_pipeline(&self, desc: &ComputePipelineDescriptor) -> ComputePipeline { ComputePipeline { context: Arc::clone(&self.context), id: Context::device_create_compute_pipeline(&*self.context, &self.id, desc), } } /// Creates a [`Buffer`]. pub fn create_buffer(&self, desc: &BufferDescriptor) -> Buffer { let mut map_context = MapContext::new(desc.size); if desc.mapped_at_creation { map_context.initial_range = 0..desc.size; } Buffer { context: Arc::clone(&self.context), id: Context::device_create_buffer(&*self.context, &self.id, desc), map_context: Mutex::new(map_context), usage: desc.usage, } } /// Creates a new [`Texture`]. /// /// `desc` specifies the general format of the texture. pub fn create_texture(&self, desc: &TextureDescriptor) -> Texture { Texture { context: Arc::clone(&self.context), id: Context::device_create_texture(&*self.context, &self.id, desc), owned: true, } } /// Creates a new [`Sampler`]. /// /// `desc` specifies the behavior of the sampler. pub fn create_sampler(&self, desc: &SamplerDescriptor) -> Sampler { Sampler { context: Arc::clone(&self.context), id: Context::device_create_sampler(&*self.context, &self.id, desc), } } /// Create a new [`SwapChain`] which targets `surface`. /// /// # Panics /// /// - A old [`SwapChainFrame`] is still alive referencing an old swapchain. /// - Texture format requested is unsupported on the swap chain. pub fn create_swap_chain(&self, surface: &Surface, desc: &SwapChainDescriptor) -> SwapChain { SwapChain { context: Arc::clone(&self.context), id: Context::device_create_swap_chain(&*self.context, &self.id, &surface.id, desc), } } } impl Drop for Device { fn drop(&mut self) { if !thread::panicking() { self.context.device_drop(&self.id); } } } /// Requesting a device failed. #[derive(Clone, PartialEq, Eq, Debug)] pub struct RequestDeviceError; impl Display for RequestDeviceError { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { write!(f, "Requesting a device failed") } } impl Error for RequestDeviceError {} /// Error occurred when trying to async map a buffer. #[derive(Clone, PartialEq, Eq, Debug)] pub struct BufferAsyncError; impl Display for BufferAsyncError { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { write!(f, "Error occurred when trying to async map a buffer") } } impl Error for BufferAsyncError {} /// Type of buffer mapping. #[derive(Debug, Clone, Copy, PartialEq)] pub enum MapMode { /// Map only for reading Read, /// Map only for writing Write, } fn range_to_offset_size<S: RangeBounds<BufferAddress>>( bounds: S, ) -> (BufferAddress, Option<BufferSize>) { let offset = match bounds.start_bound() { Bound::Included(&bound) => bound, Bound::Excluded(&bound) => bound + 1, Bound::Unbounded => 0, }; let size = match bounds.end_bound() { Bound::Included(&bound) => BufferSize::new(bound + 1 - offset), Bound::Excluded(&bound) => BufferSize::new(bound - offset), Bound::Unbounded => None, }; (offset, size) } /// Read only view into a mapped buffer. #[derive(Debug)] pub struct BufferView<'a> { slice: BufferSlice<'a>, data: &'a [u8], } /// Write only view into mapped buffer. #[derive(Debug)] pub struct BufferViewMut<'a> { slice: BufferSlice<'a>, data: &'a mut [u8], readable: bool, } impl std::ops::Deref for BufferView<'_> { type Target = [u8]; fn deref(&self) -> &[u8] { self.data } } impl std::ops::Deref for BufferViewMut<'_> { type Target = [u8]; fn deref(&self) -> &[u8] { assert!( self.readable, "Attempting to read a write-only mapping for buffer {:?}", self.slice.buffer.id ); self.data } } impl std::ops::DerefMut for BufferViewMut<'_> { fn deref_mut(&mut self) -> &mut Self::Target { self.data } } impl Drop for BufferView<'_> { fn drop(&mut self) { self.slice .buffer .map_context .lock() .remove(self.slice.offset, self.slice.size); } } impl Drop for BufferViewMut<'_> { fn drop(&mut self) { self.slice .buffer .map_context .lock() .remove(self.slice.offset, self.slice.size); } } impl Buffer { /// Use only a portion of this Buffer for a given operation. Choosing a range with no end /// will use the rest of the buffer. Using a totally unbounded range will use the entire buffer. pub fn slice<S: RangeBounds<BufferAddress>>(&self, bounds: S) -> BufferSlice { let (offset, size) = range_to_offset_size(bounds); BufferSlice { buffer: self, offset, size, } } /// Flushes any pending write operations and unmaps the buffer from host memory. pub fn unmap(&self) { self.map_context.lock().reset(); Context::buffer_unmap(&*self.context, &self.id); } } impl<'a> BufferSlice<'a> { //TODO: fn slice(&self) -> Self /// Map the buffer. Buffer is ready to map once the future is resolved. /// /// For the future to complete, `device.poll(...)` must be called elsewhere in the runtime, possibly integrated /// into an event loop, run on a separate thread, or continually polled in the same task runtime that this /// future will be run on. /// /// It's expected that wgpu will eventually supply its own event loop infrastructure that will be easy to integrate /// into other event loops, like winit's. pub fn map_async( &self, mode: MapMode, ) -> impl Future<Output = Result<(), BufferAsyncError>> + Send { let end = { let mut mc = self.buffer.map_context.lock(); assert_eq!( mc.initial_range, 0..0, "Buffer {:?} is already mapped", self.buffer.id ); let end = match self.size { Some(s) => self.offset + s.get(), None => mc.total_size, }; mc.initial_range = self.offset..end; end }; Context::buffer_map_async( &*self.buffer.context, &self.buffer.id, mode, self.offset..end, ) } /// Synchronously and immediately map a buffer for reading. If the buffer is not immediately mappable /// through [`BufferDescriptor::mapped_at_creation`] or [`BufferSlice::map_async`], will panic. pub fn get_mapped_range(&self) -> BufferView<'a> { let end = self.buffer.map_context.lock().add(self.offset, self.size); let data = Context::buffer_get_mapped_range( &*self.buffer.context, &self.buffer.id, self.offset..end, ); BufferView { slice: *self, data } } /// Synchronously and immediately map a buffer for writing. If the buffer is not immediately mappable /// through [`BufferDescriptor::mapped_at_creation`] or [`BufferSlice::map_async`], will panic. pub fn get_mapped_range_mut(&self) -> BufferViewMut<'a> { let end = self.buffer.map_context.lock().add(self.offset, self.size); let data = Context::buffer_get_mapped_range_mut( &*self.buffer.context, &self.buffer.id, self.offset..end, ); BufferViewMut { slice: *self, data, readable: self.buffer.usage.contains(BufferUsage::MAP_READ), } } } impl Drop for Buffer { fn drop(&mut self) { if !thread::panicking() { self.context.buffer_drop(&self.id); } } } impl Texture { /// Creates a view of this texture. pub fn create_view(&self, desc: &TextureViewDescriptor) -> TextureView { TextureView { context: Arc::clone(&self.context), id: Context::texture_create_view(&*self.context, &self.id, desc), owned: true, } } } impl Drop for Texture { fn drop(&mut self) { if self.owned && !thread::panicking() { self.context.texture_drop(&self.id); } } } impl Drop for TextureView { fn drop(&mut self) { if self.owned && !thread::panicking() { self.context.texture_view_drop(&self.id); } } } impl CommandEncoder { /// Finishes recording and returns a [`CommandBuffer`] that can be submitted for execution. pub fn finish(self) -> CommandBuffer { CommandBuffer { context: Arc::clone(&self.context), id: Some(Context::command_encoder_finish(&*self.context, &self.id)), } } /// Begins recording of a render pass. /// /// This function returns a [`RenderPass`] object which records a single render pass. pub fn begin_render_pass<'a>( &'a mut self, desc: &RenderPassDescriptor<'a, '_>, ) -> RenderPass<'a> { RenderPass { id: Context::command_encoder_begin_render_pass(&*self.context, &self.id, desc), parent: self, } } /// Begins recording of a compute pass. /// /// This function returns a [`ComputePass`] object which records a single compute pass. pub fn begin_compute_pass(&mut self) -> ComputePass { ComputePass { id: Context::command_encoder_begin_compute_pass(&*self.context, &self.id), parent: self, } } /// Copy data from one buffer to another. /// /// # Panics /// /// - Buffer offsets or copy size not a multiple of [`COPY_BUFFER_ALIGNMENT`]. /// - Copy would overrun buffer. pub fn copy_buffer_to_buffer( &mut self, source: &Buffer, source_offset: BufferAddress, destination: &Buffer, destination_offset: BufferAddress, copy_size: BufferAddress, ) { Context::command_encoder_copy_buffer_to_buffer( &*self.context, &self.id, &source.id, source_offset, &destination.id, destination_offset, copy_size, ); } /// Copy data from a buffer to a texture. /// /// # Panics /// /// - Copy would overrun buffer. /// - Copy would overrun texture. /// - `source.layout.bytes_per_row` isn't divisible by [`COPY_BYTES_PER_ROW_ALIGNMENT`]. pub fn copy_buffer_to_texture( &mut self, source: BufferCopyView, destination: TextureCopyView, copy_size: Extent3d, ) { Context::command_encoder_copy_buffer_to_texture( &*self.context, &self.id, source, destination, copy_size, ); } /// Copy data from a texture to a buffer. /// /// # Panics /// /// - Copy would overrun buffer. /// - Copy would overrun texture. /// - `source.layout.bytes_per_row` isn't divisible by [`COPY_BYTES_PER_ROW_ALIGNMENT`]. pub fn copy_texture_to_buffer( &mut self, source: TextureCopyView, destination: BufferCopyView, copy_size: Extent3d, ) { Context::command_encoder_copy_texture_to_buffer( &*self.context, &self.id, source, destination, copy_size, ); } /// Copy data from one texture to another. /// /// # Panics /// /// - Textures are not the same type /// - If a depth texture, or a multisampled texture, the entire texture must be copied /// - Copy would overrun either texture pub fn copy_texture_to_texture( &mut self, source: TextureCopyView, destination: TextureCopyView, copy_size: Extent3d, ) { Context::command_encoder_copy_texture_to_texture( &*self.context, &self.id, source, destination, copy_size, ); } } impl<'a> RenderPass<'a> { /// Sets the active bind group for a given bind group index. The bind group layout /// in the active pipeline when any `draw()` function is called must match the layout of this bind group. /// /// If the bind group have dynamic offsets, provide them in order of their declaration. pub fn set_bind_group( &mut self, index: u32, bind_group: &'a BindGroup, offsets: &[DynamicOffset], ) { RenderInner::set_bind_group(&mut self.id, index, &bind_group.id, offsets) } /// Sets the active render pipeline. /// /// Subsequent draw calls will exhibit the behavior defined by `pipeline`. pub fn set_pipeline(&mut self, pipeline: &'a RenderPipeline) { RenderInner::set_pipeline(&mut self.id, &pipeline.id) } /// Sets the blend color as used by some of the blending modes. /// /// Subsequent blending tests will test against this value. pub fn set_blend_color(&mut self, color: Color) { self.id.set_blend_color(color) } /// Sets the active index buffer. /// /// Subsequent calls to [`draw_indexed`](RenderPass::draw_indexed) on this [`RenderPass`] will /// use `buffer` as the source index buffer. pub fn set_index_buffer(&mut self, buffer_slice: BufferSlice<'a>) { RenderInner::set_index_buffer( &mut self.id, &buffer_slice.buffer.id, buffer_slice.offset, buffer_slice.size, ) } /// Assign a vertex buffer to a slot. /// /// Subsequent calls to [`draw`] and [`draw_indexed`] on this /// [`RenderPass`] will use `buffer` as one of the source vertex buffers. /// /// The `slot` refers to the index of the matching descriptor in /// [`VertexStateDescriptor::vertex_buffers`]. /// /// [`draw`]: RenderPass::draw /// [`draw_indexed`]: RenderPass::draw_indexed pub fn set_vertex_buffer(&mut self, slot: u32, buffer_slice: BufferSlice<'a>) { RenderInner::set_vertex_buffer( &mut self.id, slot, &buffer_slice.buffer.id, buffer_slice.offset, buffer_slice.size, ) } /// Sets the scissor region. /// /// Subsequent draw calls will discard any fragments that fall outside this region. pub fn set_scissor_rect(&mut self, x: u32, y: u32, width: u32, height: u32) { self.id.set_scissor_rect(x, y, width, height); } /// Sets the viewport region. /// /// Subsequent draw calls will draw any fragments in this region. pub fn set_viewport(&mut self, x: f32, y: f32, w: f32, h: f32, min_depth: f32, max_depth: f32) { self.id.set_viewport(x, y, w, h, min_depth, max_depth); } /// Sets the stencil reference. /// /// Subsequent stencil tests will test against this value. pub fn set_stencil_reference(&mut self, reference: u32) { self.id.set_stencil_reference(reference); } /// Draws primitives from the active vertex buffer(s). /// /// The active vertex buffers can be set with [`RenderPass::set_vertex_buffer`]. pub fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>) { RenderInner::draw(&mut self.id, vertices, instances) } /// Inserts debug marker. pub fn insert_debug_marker(&mut self, label: &str) { self.id.insert_debug_marker(label); } /// Start record commands and group it into debug marker group. pub fn push_debug_group(&mut self, label: &str) { self.id.push_debug_group(label); } /// Stops command recording and creates debug group. pub fn pop_debug_group(&mut self) { self.id.pop_debug_group(); } /// Draws indexed primitives using the active index buffer and the active vertex buffers. /// /// The active index buffer can be set with [`RenderPass::set_index_buffer`], while the active /// vertex buffers can be set with [`RenderPass::set_vertex_buffer`]. pub fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>) { RenderInner::draw_indexed(&mut self.id, indices, base_vertex, instances); } /// Draws primitives from the active vertex buffer(s) based on the contents of the `indirect_buffer`. /// /// The active vertex buffers can be set with [`RenderPass::set_vertex_buffer`]. /// /// The structure expected in `indirect_buffer` is the following: /// /// ```rust /// #[repr(C)] /// struct DrawIndirect { /// vertex_count: u32, // The number of vertices to draw. /// instance_count: u32, // The number of instances to draw. /// base_vertex: u32, // The Index of the first vertex to draw. /// base_instance: u32, // The instance ID of the first instance to draw. /// } /// ``` pub fn draw_indirect(&mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress) { self.id.draw_indirect(&indirect_buffer.id, indirect_offset); } /// Draws indexed primitives using the active index buffer and the active vertex buffers, /// based on the contents of the `indirect_buffer`. /// /// The active index buffer can be set with [`RenderPass::set_index_buffer`], while the active /// vertex buffers can be set with [`RenderPass::set_vertex_buffer`]. /// /// The structure expected in `indirect_buffer` is the following: /// /// ```rust /// #[repr(C)] /// struct DrawIndexedIndirect { /// vertex_count: u32, // The number of vertices to draw. /// instance_count: u32, // The number of instances to draw. /// base_index: u32, // The base index within the index buffer. /// vertex_offset: i32, // The value added to the vertex index before indexing into the vertex buffer. /// base_instance: u32, // The instance ID of the first instance to draw. /// } /// ``` pub fn draw_indexed_indirect( &mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress, ) { self.id .draw_indexed_indirect(&indirect_buffer.id, indirect_offset); } /// Execute a [render bundle][RenderBundle], which is a set of pre-recorded commands /// that can be run together. pub fn execute_bundles<I: Iterator<Item = &'a RenderBundle>>(&mut self, render_bundles: I) { self.id .execute_bundles(render_bundles.into_iter().map(|rb| &rb.id)) } } /// [`Features::MULTI_DRAW_INDIRECT`] must be enabled on the device in order to call these functions. impl<'a> RenderPass<'a> { /// Disptaches multiple draw calls from the active vertex buffer(s) based on the contents of the `indirect_buffer`. /// `count` draw calls are issued. /// /// The active vertex buffers can be set with [`RenderPass::set_vertex_buffer`]. /// /// The structure expected in `indirect_buffer` is the following: /// /// ```rust /// #[repr(C)] /// struct DrawIndirect { /// vertex_count: u32, // The number of vertices to draw. /// instance_count: u32, // The number of instances to draw. /// base_vertex: u32, // The Index of the first vertex to draw. /// base_instance: u32, // The instance ID of the first instance to draw. /// } /// ``` /// /// These draw structures are expected to be tightly packed. pub fn multi_draw_indirect( &mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress, count: u32, ) { self.id .multi_draw_indirect(&indirect_buffer.id, indirect_offset, count); } /// Disptaches multiple draw calls from the active index buffer and the active vertex buffers, /// based on the contents of the `indirect_buffer`. `count` draw calls are issued. /// /// The active index buffer can be set with [`RenderPass::set_index_buffer`], while the active /// vertex buffers can be set with [`RenderPass::set_vertex_buffer`]. /// /// The structure expected in `indirect_buffer` is the following: /// /// ```rust /// #[repr(C)] /// struct DrawIndexedIndirect { /// vertex_count: u32, // The number of vertices to draw. /// instance_count: u32, // The number of instances to draw. /// base_index: u32, // The base index within the index buffer. /// vertex_offset: i32, // The value added to the vertex index before indexing into the vertex buffer. /// base_instance: u32, // The instance ID of the first instance to draw. /// } /// ``` /// /// These draw structures are expected to be tightly packed. pub fn multi_draw_indexed_indirect( &mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress, count: u32, ) { self.id .multi_draw_indexed_indirect(&indirect_buffer.id, indirect_offset, count); } } /// [`Features::MULTI_DRAW_INDIRECT_COUNT`] must be enabled on the device in order to call these functions. impl<'a> RenderPass<'a> { /// Disptaches multiple draw calls from the active vertex buffer(s) based on the contents of the `indirect_buffer`. /// The count buffer is read to determine how many draws to issue. /// /// The indirect buffer must be long enough to account for `max_count` draws, however only `count` will /// draws will be read. If `count` is greater than `max_count`, `max_count` will be used. /// /// The active vertex buffers can be set with [`RenderPass::set_vertex_buffer`]. /// /// The structure expected in `indirect_buffer` is the following: /// /// ```rust /// #[repr(C)] /// struct DrawIndirect { /// vertex_count: u32, // The number of vertices to draw. /// instance_count: u32, // The number of instances to draw. /// base_vertex: u32, // The Index of the first vertex to draw. /// base_instance: u32, // The instance ID of the first instance to draw. /// } /// ``` /// /// These draw structures are expected to be tightly packed. /// /// The structure expected in `count_buffer` is the following: /// /// ```rust /// #[repr(C)] /// struct DrawIndirectCount { /// count: u32, // Number of draw calls to issue. /// } /// ``` pub fn multi_draw_indirect_count( &mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress, count_buffer: &'a Buffer, count_offset: BufferAddress, max_count: u32, ) { self.id.multi_draw_indirect_count( &indirect_buffer.id, indirect_offset, &count_buffer.id, count_offset, max_count, ); } /// Disptaches multiple draw calls from the active index buffer and the active vertex buffers, /// based on the contents of the `indirect_buffer`. The count buffer is read to determine how many draws to issue. /// /// The indirect buffer must be long enough to account for `max_count` draws, however only `count` will /// draws will be read. If `count` is greater than `max_count`, `max_count` will be used. /// /// The active index buffer can be set with [`RenderPass::set_index_buffer`], while the active /// vertex buffers can be set with [`RenderPass::set_vertex_buffer`]. /// /// The structure expected in `indirect_buffer` is the following: /// /// ```rust /// #[repr(C)] /// struct DrawIndexedIndirect { /// vertex_count: u32, // The number of vertices to draw. /// instance_count: u32, // The number of instances to draw. /// base_index: u32, // The base index within the index buffer. /// vertex_offset: i32, // The value added to the vertex index before indexing into the vertex buffer. /// base_instance: u32, // The instance ID of the first instance to draw. /// } /// ``` /// /// These draw structures are expected to be tightly packed. /// /// The structure expected in `count_buffer` is the following: /// /// ```rust /// #[repr(C)] /// struct DrawIndexedIndirectCount { /// count: u32, // Number of draw calls to issue. /// } /// ``` pub fn multi_draw_indexed_indirect_count( &mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress, count_buffer: &'a Buffer, count_offset: BufferAddress, max_count: u32, ) { self.id.multi_draw_indexed_indirect_count( &indirect_buffer.id, indirect_offset, &count_buffer.id, count_offset, max_count, ); } } /// [`Features::PUSH_CONSTANTS`] must be enabled on the device in order to call these functions. impl<'a> RenderPass<'a> { /// Set push constant data. /// /// Offset is measured in bytes, but must be a multiple of [`PUSH_CONSTANT_ALIGNMENT`]. /// /// Data size must be a multiple of 4 and must be aligned to the 4s, so we take an array of u32. /// For example, with an offset of 4 and an array of `[u32; 3]`, that will write to the range /// of 4..16. /// /// For each byte in the range of push constant data written, the union of the stages of all push constant /// ranges that covers that byte must be exactly `stages`. There's no good way of explaining this simply, /// so here are some examples: /// /// ```text /// For the given ranges: /// - 0..4 Vertex /// - 4..8 Fragment /// ``` /// /// You would need to upload this in two set_push_constants calls. First for the `Vertex` range, second for the `Fragment` range. /// /// ```text /// For the given ranges: /// - 0..8 Vertex /// - 4..12 Fragment /// ``` /// /// You would need to upload this in three set_push_constants calls. First for the `Vertex` only range 0..4, second /// for the `Vertex | Fragment` range 4..8, third for the `Fragment` range 8..12. pub fn set_push_constants(&mut self, stages: wgt::ShaderStage, offset: u32, data: &[u32]) { self.id.set_push_constants(stages, offset, data); } } impl<'a> Drop for RenderPass<'a> { fn drop(&mut self) { if !thread::panicking() { self.parent .context .command_encoder_end_render_pass(&self.parent.id, &mut self.id); } } } impl<'a> ComputePass<'a> { /// Sets the active bind group for a given bind group index. The bind group layout /// in the active pipeline when the `dispatch()` function is called must match the layout of this bind group. /// /// If the bind group have dynamic offsets, provide them in order of their declaration. pub fn set_bind_group( &mut self, index: u32, bind_group: &'a BindGroup, offsets: &[DynamicOffset], ) { ComputePassInner::set_bind_group(&mut self.id, index, &bind_group.id, offsets); } /// Sets the active compute pipeline. pub fn set_pipeline(&mut self, pipeline: &'a ComputePipeline) { ComputePassInner::set_pipeline(&mut self.id, &pipeline.id); } /// Dispatches compute work operations. /// /// `x`, `y` and `z` denote the number of work groups to dispatch in each dimension. pub fn dispatch(&mut self, x: u32, y: u32, z: u32) { ComputePassInner::dispatch(&mut self.id, x, y, z); } /// Dispatches compute work operations, based on the contents of the `indirect_buffer`. pub fn dispatch_indirect( &mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress, ) { ComputePassInner::dispatch_indirect(&mut self.id, &indirect_buffer.id, indirect_offset); } } /// [`Features::PUSH_CONSTANTS`] must be enabled on the device in order to call these functions. impl<'a> ComputePass<'a> { /// Set push constant data. /// /// Offset is measured in bytes, but must be a multiple of [`PUSH_CONSTANT_ALIGNMENT`]. /// /// Data size must be a multiple of 4 and must be aligned to the 4s, so we take an array of u32. /// For example, with an offset of 4 and an array of `[u32; 3]`, that will write to the range /// of 4..16. pub fn set_push_constants(&mut self, offset: u32, data: &[u32]) { self.id.set_push_constants(offset, data); } } impl<'a> Drop for ComputePass<'a> { fn drop(&mut self) { if !thread::panicking() { self.parent .context .command_encoder_end_compute_pass(&self.parent.id, &mut self.id); } } } impl<'a> RenderBundleEncoder<'a> { /// Finishes recording and returns a [`RenderBundle`] that can be executed in other render passes. pub fn finish(self, desc: &RenderBundleDescriptor) -> RenderBundle { RenderBundle { context: Arc::clone(&self.context), id: Context::render_bundle_encoder_finish(&*self.context, self.id, desc), } } /// Sets the active bind group for a given bind group index. The bind group layout /// in the active pipeline when any `draw()` function is called must match the layout of this bind group. /// /// If the bind group have dynamic offsets, provide them in order of their declaration. pub fn set_bind_group( &mut self, index: u32, bind_group: &'a BindGroup, offsets: &[DynamicOffset], ) { RenderInner::set_bind_group(&mut self.id, index, &bind_group.id, offsets) } /// Sets the active render pipeline. /// /// Subsequent draw calls will exhibit the behavior defined by `pipeline`. pub fn set_pipeline(&mut self, pipeline: &'a RenderPipeline) { RenderInner::set_pipeline(&mut self.id, &pipeline.id) } /// Sets the active index buffer. /// /// Subsequent calls to [`draw_indexed`](RenderBundleEncoder::draw_indexed) on this [`RenderBundleEncoder`] will /// use `buffer` as the source index buffer. pub fn set_index_buffer(&mut self, buffer_slice: BufferSlice<'a>) { RenderInner::set_index_buffer( &mut self.id, &buffer_slice.buffer.id, buffer_slice.offset, buffer_slice.size, ) } /// Assign a vertex buffer to a slot. /// /// Subsequent calls to [`draw`] and [`draw_indexed`] on this /// [`RenderBundleEncoder`] will use `buffer` as one of the source vertex buffers. /// /// The `slot` refers to the index of the matching descriptor in /// [`VertexStateDescriptor::vertex_buffers`]. /// /// [`draw`]: RenderBundleEncoder::draw /// [`draw_indexed`]: RenderBundleEncoder::draw_indexed pub fn set_vertex_buffer(&mut self, slot: u32, buffer_slice: BufferSlice<'a>) { RenderInner::set_vertex_buffer( &mut self.id, slot, &buffer_slice.buffer.id, buffer_slice.offset, buffer_slice.size, ) } /// Draws primitives from the active vertex buffer(s). /// /// The active vertex buffers can be set with [`RenderBundleEncoder::set_vertex_buffer`]. pub fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>) { RenderInner::draw(&mut self.id, vertices, instances) } /// Draws indexed primitives using the active index buffer and the active vertex buffers. /// /// The active index buffer can be set with [`RenderBundleEncoder::set_index_buffer`], while the active /// vertex buffers can be set with [`RenderBundleEncoder::set_vertex_buffer`]. pub fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>) { RenderInner::draw_indexed(&mut self.id, indices, base_vertex, instances); } /// Draws primitives from the active vertex buffer(s) based on the contents of the `indirect_buffer`. /// /// The active vertex buffers can be set with [`RenderBundleEncoder::set_vertex_buffer`]. /// /// The structure expected in `indirect_buffer` is the following: /// /// ```rust /// #[repr(C)] /// struct DrawIndirect { /// vertex_count: u32, // The number of vertices to draw. /// instance_count: u32, // The number of instances to draw. /// base_vertex: u32, // The Index of the first vertex to draw. /// base_instance: u32, // The instance ID of the first instance to draw. /// } /// ``` pub fn draw_indirect(&mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress) { self.id.draw_indirect(&indirect_buffer.id, indirect_offset); } /// Draws indexed primitives using the active index buffer and the active vertex buffers, /// based on the contents of the `indirect_buffer`. /// /// The active index buffer can be set with [`RenderBundleEncoder::set_index_buffer`], while the active /// vertex buffers can be set with [`RenderBundleEncoder::set_vertex_buffer`]. /// /// The structure expected in `indirect_buffer` is the following: /// /// ```rust /// #[repr(C)] /// struct DrawIndexedIndirect { /// vertex_count: u32, // The number of vertices to draw. /// instance_count: u32, // The number of instances to draw. /// base_index: u32, // The base index within the index buffer. /// vertex_offset: i32, // The value added to the vertex index before indexing into the vertex buffer. /// base_instance: u32, // The instance ID of the first instance to draw. /// } /// ``` pub fn draw_indexed_indirect( &mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress, ) { self.id .draw_indexed_indirect(&indirect_buffer.id, indirect_offset); } } /// [`Features::PUSH_CONSTANTS`] must be enabled on the device in order to call these functions. impl<'a> RenderBundleEncoder<'a> { /// Set push constant data. /// /// Offset is measured in bytes, but must be a multiple of [`PUSH_CONSTANT_ALIGNMENT`]. /// /// Data size must be a multiple of 4 and must be aligned to the 4s, so we take an array of u32. /// For example, with an offset of 4 and an array of `[u32; 3]`, that will write to the range /// of 4..16. /// /// For each byte in the range of push constant data written, the union of the stages of all push constant /// ranges that covers that byte must be exactly `stages`. There's no good way of explaining this simply, /// so here are some examples: /// /// ```text /// For the given ranges: /// - 0..4 Vertex /// - 4..8 Fragment /// ``` /// /// You would need to upload this in two set_push_constants calls. First for the `Vertex` range, second for the `Fragment` range. /// /// ```text /// For the given ranges: /// - 0..8 Vertex /// - 4..12 Fragment /// ``` /// /// You would need to upload this in three set_push_constants calls. First for the `Vertex` only range 0..4, second /// for the `Vertex | Fragment` range 4..8, third for the `Fragment` range 8..12. pub fn set_push_constants(&mut self, stages: wgt::ShaderStage, offset: u32, data: &[u32]) { self.id.set_push_constants(stages, offset, data); } } impl Queue { /// Schedule a data write into `buffer` starting at `offset`. pub fn write_buffer(&self, buffer: &Buffer, offset: BufferAddress, data: &[u8]) { Context::queue_write_buffer(&*self.context, &self.id, &buffer.id, offset, data) } /// Schedule a data write into `texture`. pub fn write_texture( &self, texture: TextureCopyView, data: &[u8], data_layout: TextureDataLayout, size: Extent3d, ) { Context::queue_write_texture(&*self.context, &self.id, texture, data, data_layout, size) } /// Submits a series of finished command buffers for execution. pub fn submit<I: IntoIterator<Item = CommandBuffer>>(&self, command_buffers: I) { Context::queue_submit( &*self.context, &self.id, command_buffers .into_iter() .map(|mut comb| comb.id.take().unwrap()), ); } } impl Drop for SwapChainTexture { fn drop(&mut self) { if !thread::panicking() { Context::swap_chain_present(&*self.view.context, &self.view.id, &self.detail); } } } impl SwapChain { /// Returns the next texture to be presented by the swapchain for drawing. /// /// When the [`SwapChainFrame`] returned by this method is dropped, the swapchain will present /// the texture to the associated [`Surface`]. /// /// If a SwapChainFrame referencing this surface is alive when the swapchain is recreated, /// recreating the swapchain will panic. pub fn get_current_frame(&mut self) -> Result<SwapChainFrame, SwapChainError> { let (view_id, status, detail) = Context::swap_chain_get_current_texture_view(&*self.context, &self.id); let output = view_id.map(|id| SwapChainTexture { view: TextureView { context: Arc::clone(&self.context), id: id, owned: false, }, detail, }); match status { SwapChainStatus::Good => Ok(SwapChainFrame { output: output.unwrap(), suboptimal: false, }), SwapChainStatus::Suboptimal => Ok(SwapChainFrame { output: output.unwrap(), suboptimal: true, }), SwapChainStatus::Timeout => Err(SwapChainError::Timeout), SwapChainStatus::Outdated => Err(SwapChainError::Outdated), SwapChainStatus::Lost => Err(SwapChainError::Lost), } } }