Break up wgpu-types/src/lib.rs into more files. (#8607)

This commit is contained in:
Kevin Reid 2025-12-01 11:27:45 -08:00 committed by GitHub
parent 5895de82b5
commit 2ca7ed99ba
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
20 changed files with 8533 additions and 8391 deletions

219
wgpu-types/src/adapter.rs Normal file
View File

@ -0,0 +1,219 @@
use alloc::string::String;
use core::{fmt, mem};
use crate::{link_to_wgpu_docs, Backend, Backends};
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
#[cfg(doc)]
use crate::{Features, TextureUsages};
/// Options for requesting adapter.
///
/// Corresponds to [WebGPU `GPURequestAdapterOptions`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpurequestadapteroptions).
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct RequestAdapterOptions<S> {
/// Power preference for the adapter.
pub power_preference: PowerPreference,
/// Indicates that only a fallback adapter can be returned. This is generally a "software"
/// implementation on the system.
pub force_fallback_adapter: bool,
/// Surface that is required to be presentable with the requested adapter. This does not
/// create the surface, only guarantees that the adapter can present to said surface.
/// For WebGL, this is strictly required, as an adapter can not be created without a surface.
pub compatible_surface: Option<S>,
}
impl<S> Default for RequestAdapterOptions<S> {
fn default() -> Self {
Self {
power_preference: PowerPreference::default(),
force_fallback_adapter: false,
compatible_surface: None,
}
}
}
/// Power Preference when choosing a physical adapter.
///
/// Corresponds to [WebGPU `GPUPowerPreference`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpupowerpreference).
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum PowerPreference {
#[default]
/// Power usage is not considered when choosing an adapter.
None = 0,
/// Adapter that uses the least possible power. This is often an integrated GPU.
LowPower = 1,
/// Adapter that has the highest performance. This is often a discrete GPU.
HighPerformance = 2,
}
impl PowerPreference {
/// Get a power preference from the environment variable `WGPU_POWER_PREF`.
pub fn from_env() -> Option<Self> {
let env = crate::env::var("WGPU_POWER_PREF")?;
match env.to_lowercase().as_str() {
"low" => Some(Self::LowPower),
"high" => Some(Self::HighPerformance),
"none" => Some(Self::None),
_ => None,
}
}
}
/// Supported physical device types.
#[repr(u8)]
#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum DeviceType {
/// Other or Unknown.
Other,
/// Integrated GPU with shared CPU/GPU memory.
IntegratedGpu,
/// Discrete GPU with separate CPU/GPU memory.
DiscreteGpu,
/// Virtual / Hosted.
VirtualGpu,
/// Cpu / Software Rendering.
Cpu,
}
//TODO: convert `vendor` and `device` to `u32`
/// Information about an adapter.
#[derive(Clone, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct AdapterInfo {
/// Adapter name
pub name: String,
/// [`Backend`]-specific vendor ID of the adapter
///
/// This generally is a 16-bit PCI vendor ID in the least significant bytes of this field.
/// However, more significant bytes may be non-zero if the backend uses a different
/// representation.
///
/// * For [`Backend::Vulkan`], the [`VkPhysicalDeviceProperties::vendorID`] is used, which is
/// a superset of PCI IDs.
///
/// [`VkPhysicalDeviceProperties::vendorID`]: https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkPhysicalDeviceProperties.html
pub vendor: u32,
/// [`Backend`]-specific device ID of the adapter
///
///
/// This generally is a 16-bit PCI device ID in the least significant bytes of this field.
/// However, more significant bytes may be non-zero if the backend uses a different
/// representation.
///
/// * For [`Backend::Vulkan`], the [`VkPhysicalDeviceProperties::deviceID`] is used, which is
/// a superset of PCI IDs.
///
/// [`VkPhysicalDeviceProperties::deviceID`]: https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkPhysicalDeviceProperties.html
pub device: u32,
/// Type of device
pub device_type: DeviceType,
/// [`Backend`]-specific PCI bus ID of the adapter.
///
/// * For [`Backend::Vulkan`], [`VkPhysicalDevicePCIBusInfoPropertiesEXT`] is used,
/// if available, in the form `bus:device.function`, e.g. `0000:01:00.0`.
///
/// [`VkPhysicalDevicePCIBusInfoPropertiesEXT`]: https://registry.khronos.org/vulkan/specs/latest/man/html/VkPhysicalDevicePCIBusInfoPropertiesEXT.html
pub device_pci_bus_id: String,
/// Driver name
pub driver: String,
/// Driver info
pub driver_info: String,
/// Backend used for device
pub backend: Backend,
/// If true, adding [`TextureUsages::TRANSIENT`] to a texture will decrease memory usage.
pub transient_saves_memory: bool,
}
/// Error when [`Instance::request_adapter()`] fails.
///
/// This type is not part of the WebGPU standard, where `requestAdapter()` would simply return null.
///
#[doc = link_to_wgpu_docs!(["`Instance::request_adapter()`"]: "struct.Instance.html#method.request_adapter")]
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[non_exhaustive]
pub enum RequestAdapterError {
/// No adapter available via the instances backends matched the requests adapter criteria.
NotFound {
// These fields must be set by wgpu-core and wgpu, but are not intended to be stable API,
// only data for the production of the error message.
#[doc(hidden)]
active_backends: Backends,
#[doc(hidden)]
requested_backends: Backends,
#[doc(hidden)]
supported_backends: Backends,
#[doc(hidden)]
no_fallback_backends: Backends,
#[doc(hidden)]
no_adapter_backends: Backends,
#[doc(hidden)]
incompatible_surface_backends: Backends,
},
/// Attempted to obtain adapter specified by environment variable, but the environment variable
/// was not set.
EnvNotSet,
}
impl core::error::Error for RequestAdapterError {}
impl fmt::Display for RequestAdapterError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
RequestAdapterError::NotFound {
active_backends,
requested_backends,
supported_backends,
no_fallback_backends,
no_adapter_backends,
incompatible_surface_backends,
} => {
write!(f, "No suitable graphics adapter found; ")?;
let mut first = true;
for backend in Backend::ALL {
let bit = Backends::from(backend);
let comma = if mem::take(&mut first) { "" } else { ", " };
let explanation = if !requested_backends.contains(bit) {
// We prefer reporting this, because it makes the error most stable with
// respect to what is directly controllable by the caller, as opposed to
// compilation options or the run-time environment.
"not requested"
} else if !supported_backends.contains(bit) {
"support not compiled in"
} else if no_adapter_backends.contains(bit) {
"found no adapters"
} else if incompatible_surface_backends.contains(bit) {
"not compatible with provided surface"
} else if no_fallback_backends.contains(bit) {
"had no fallback adapters"
} else if !active_backends.contains(bit) {
// Backend requested but not active in this instance
if backend == Backend::Noop {
"not explicitly enabled"
} else {
"drivers/libraries could not be loaded"
}
} else {
// This path should be unreachable, but don't crash.
"[unknown reason]"
};
write!(f, "{comma}{backend} {explanation}")?;
}
}
RequestAdapterError::EnvNotSet => f.write_str("WGPU_ADAPTER_NAME not set")?,
}
Ok(())
}
}

674
wgpu-types/src/backend.rs Normal file
View File

@ -0,0 +1,674 @@
//! [`Backend`], [`Backends`], and backend-specific options.
use alloc::string::String;
use core::hash::Hash;
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
use crate::link_to_wgpu_docs;
#[cfg(doc)]
use crate::InstanceDescriptor;
/// Backends supported by wgpu.
///
/// See also [`Backends`].
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum Backend {
/// Dummy backend, which may be used for testing.
///
/// It performs no rendering or computation, but allows creation of stub GPU resource types,
/// so that code which manages GPU resources can be tested without an available GPU.
/// Specifically, the following operations are implemented:
///
/// * Enumerating adapters will always return one noop adapter, which can be used to create
/// devices.
/// * Buffers may be created, written, mapped, and copied to other buffers.
/// * Command encoders may be created, but only buffer operations are useful.
///
/// Other resources can be created but are nonfunctional; notably,
///
/// * Render passes and compute passes are not executed.
/// * Textures may be created, but do not store any texels.
/// * There are no compatible surfaces.
///
/// An adapter using the noop backend can only be obtained if [`NoopBackendOptions`]
/// enables it, in addition to the ordinary requirement of [`Backends::NOOP`] being set.
/// This ensures that applications not desiring a non-functional backend will not receive it.
Noop = 0,
/// Vulkan API (Windows, Linux, Android, MacOS via `vulkan-portability`/MoltenVK)
Vulkan = 1,
/// Metal API (Apple platforms)
Metal = 2,
/// Direct3D-12 (Windows)
Dx12 = 3,
/// OpenGL 3.3+ (Windows), OpenGL ES 3.0+ (Linux, Android, MacOS via Angle), and WebGL2
Gl = 4,
/// WebGPU in the browser
BrowserWebGpu = 5,
}
impl Backend {
/// Array of all [`Backend`] values, corresponding to [`Backends::all()`].
pub const ALL: [Backend; Backends::all().bits().count_ones() as usize] = [
Self::Noop,
Self::Vulkan,
Self::Metal,
Self::Dx12,
Self::Gl,
Self::BrowserWebGpu,
];
/// Returns the string name of the backend.
#[must_use]
pub const fn to_str(self) -> &'static str {
match self {
Backend::Noop => "noop",
Backend::Vulkan => "vulkan",
Backend::Metal => "metal",
Backend::Dx12 => "dx12",
Backend::Gl => "gl",
Backend::BrowserWebGpu => "webgpu",
}
}
}
impl core::fmt::Display for Backend {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
f.write_str(self.to_str())
}
}
bitflags::bitflags! {
/// Represents the backends that wgpu will use.
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct Backends: u32 {
/// [`Backend::Noop`].
const NOOP = 1 << Backend::Noop as u32;
/// [`Backend::Vulkan`].
/// Supported on Windows, Linux/Android, and macOS/iOS via Vulkan Portability (with the Vulkan feature enabled)
const VULKAN = 1 << Backend::Vulkan as u32;
/// [`Backend::Gl`].
/// Supported on Linux/Android, the web through webassembly via WebGL, and Windows and
/// macOS/iOS via ANGLE
const GL = 1 << Backend::Gl as u32;
/// [`Backend::Metal`].
/// Supported on macOS and iOS.
const METAL = 1 << Backend::Metal as u32;
/// [`Backend::Dx12`].
/// Supported on Windows 10 and later
const DX12 = 1 << Backend::Dx12 as u32;
/// [`Backend::BrowserWebGpu`].
/// Supported when targeting the web through WebAssembly with the `webgpu` feature enabled.
///
/// The WebGPU backend is special in several ways:
/// It is not not implemented by `wgpu_core` and instead by the higher level `wgpu` crate.
/// Whether WebGPU is targeted is decided upon the creation of the `wgpu::Instance`,
/// *not* upon adapter creation. See `wgpu::Instance::new`.
const BROWSER_WEBGPU = 1 << Backend::BrowserWebGpu as u32;
/// All the apis that wgpu offers first tier of support for.
///
/// * [`Backends::VULKAN`]
/// * [`Backends::METAL`]
/// * [`Backends::DX12`]
/// * [`Backends::BROWSER_WEBGPU`]
const PRIMARY = Self::VULKAN.bits()
| Self::METAL.bits()
| Self::DX12.bits()
| Self::BROWSER_WEBGPU.bits();
/// All the apis that wgpu offers second tier of support for. These may
/// be unsupported/still experimental.
///
/// * [`Backends::GL`]
const SECONDARY = Self::GL.bits();
}
}
impl Default for Backends {
fn default() -> Self {
Self::all()
}
}
impl From<Backend> for Backends {
fn from(backend: Backend) -> Self {
Self::from_bits(1 << backend as u32).unwrap()
}
}
impl Backends {
/// Gets a set of backends from the environment variable `WGPU_BACKEND`.
///
/// See [`Self::from_comma_list()`] for the format of the string.
pub fn from_env() -> Option<Self> {
let env = crate::env::var("WGPU_BACKEND")?;
Some(Self::from_comma_list(&env))
}
/// Takes the given options, modifies them based on the `WGPU_BACKEND` environment variable, and returns the result.
pub fn with_env(&self) -> Self {
if let Some(env) = Self::from_env() {
env
} else {
*self
}
}
/// Generates a set of backends from a comma separated list of case-insensitive backend names.
///
/// Whitespace is stripped, so both 'gl, dx12' and 'gl,dx12' are valid.
///
/// Always returns WEBGPU on wasm over webgpu.
///
/// Names:
/// - vulkan = "vulkan" or "vk"
/// - dx12 = "dx12" or "d3d12"
/// - metal = "metal" or "mtl"
/// - gles = "opengl" or "gles" or "gl"
/// - webgpu = "webgpu"
pub fn from_comma_list(string: &str) -> Self {
let mut backends = Self::empty();
for backend in string.to_lowercase().split(',') {
backends |= match backend.trim() {
"vulkan" | "vk" => Self::VULKAN,
"dx12" | "d3d12" => Self::DX12,
"metal" | "mtl" => Self::METAL,
"opengl" | "gles" | "gl" => Self::GL,
"webgpu" => Self::BROWSER_WEBGPU,
"noop" => Self::NOOP,
b => {
log::warn!("unknown backend string '{b}'");
continue;
}
}
}
if backends.is_empty() {
log::warn!("no valid backend strings found!");
}
backends
}
}
/// Options that are passed to a given backend.
///
/// Part of [`InstanceDescriptor`].
#[derive(Clone, Debug, Default)]
pub struct BackendOptions {
/// Options for the OpenGL/OpenGLES backend, [`Backend::Gl`].
pub gl: GlBackendOptions,
/// Options for the DX12 backend, [`Backend::Dx12`].
pub dx12: Dx12BackendOptions,
/// Options for the noop backend, [`Backend::Noop`].
pub noop: NoopBackendOptions,
}
impl BackendOptions {
/// Choose backend options by calling `from_env` on every field.
///
/// See those methods for more information.
#[must_use]
pub fn from_env_or_default() -> Self {
Self {
gl: GlBackendOptions::from_env_or_default(),
dx12: Dx12BackendOptions::from_env_or_default(),
noop: NoopBackendOptions::from_env_or_default(),
}
}
/// Takes the given options, modifies them based on the environment variables, and returns the result.
///
/// This is equivalent to calling `with_env` on every field.
#[must_use]
pub fn with_env(self) -> Self {
Self {
gl: self.gl.with_env(),
dx12: self.dx12.with_env(),
noop: self.noop.with_env(),
}
}
}
/// Configuration for the OpenGL/OpenGLES backend.
///
/// Part of [`BackendOptions`].
#[derive(Clone, Debug, Default)]
pub struct GlBackendOptions {
/// Which OpenGL ES 3 minor version to request, if using OpenGL ES.
pub gles_minor_version: Gles3MinorVersion,
/// Behavior of OpenGL fences. Affects how `on_completed_work_done` and `device.poll` behave.
pub fence_behavior: GlFenceBehavior,
}
impl GlBackendOptions {
/// Choose OpenGL backend options by calling `from_env` on every field.
///
/// See those methods for more information.
#[must_use]
pub fn from_env_or_default() -> Self {
let gles_minor_version = Gles3MinorVersion::from_env().unwrap_or_default();
Self {
gles_minor_version,
fence_behavior: GlFenceBehavior::Normal,
}
}
/// Takes the given options, modifies them based on the environment variables, and returns the result.
///
/// This is equivalent to calling `with_env` on every field.
#[must_use]
pub fn with_env(self) -> Self {
let gles_minor_version = self.gles_minor_version.with_env();
let short_circuit_fences = self.fence_behavior.with_env();
Self {
gles_minor_version,
fence_behavior: short_circuit_fences,
}
}
}
/// Configuration for the DX12 backend.
///
/// Part of [`BackendOptions`].
#[derive(Clone, Debug, Default)]
pub struct Dx12BackendOptions {
/// Which DX12 shader compiler to use.
pub shader_compiler: Dx12Compiler,
/// Presentation system to use.
pub presentation_system: Dx12SwapchainKind,
/// Whether to wait for the latency waitable object before acquiring the next swapchain image.
pub latency_waitable_object: Dx12UseFrameLatencyWaitableObject,
}
impl Dx12BackendOptions {
/// Choose DX12 backend options by calling `from_env` on every field.
///
/// See those methods for more information.
#[must_use]
pub fn from_env_or_default() -> Self {
let compiler = Dx12Compiler::from_env().unwrap_or_default();
let presentation_system = Dx12SwapchainKind::from_env().unwrap_or_default();
let latency_waitable_object =
Dx12UseFrameLatencyWaitableObject::from_env().unwrap_or_default();
Self {
shader_compiler: compiler,
presentation_system,
latency_waitable_object,
}
}
/// Takes the given options, modifies them based on the environment variables, and returns the result.
///
/// This is equivalent to calling `with_env` on every field.
#[must_use]
pub fn with_env(self) -> Self {
let shader_compiler = self.shader_compiler.with_env();
let presentation_system = self.presentation_system.with_env();
let latency_waitable_object = self.latency_waitable_object.with_env();
Self {
shader_compiler,
presentation_system,
latency_waitable_object,
}
}
}
/// Configuration for the noop backend.
///
/// Part of [`BackendOptions`].
#[derive(Clone, Debug, Default)]
pub struct NoopBackendOptions {
/// Whether to allow the noop backend to be used.
///
/// The noop backend stubs out all operations except for buffer creation and mapping, so
/// it must not be used when not expected. Therefore, it will not be used unless explicitly
/// enabled.
pub enable: bool,
}
impl NoopBackendOptions {
/// Choose whether the noop backend is enabled from the environment.
///
/// It will be enabled if the environment variable `WGPU_NOOP_BACKEND` has the value `1`
/// and not otherwise. Future versions may assign other meanings to other values.
#[must_use]
pub fn from_env_or_default() -> Self {
Self {
enable: Self::enable_from_env().unwrap_or(false),
}
}
/// Takes the given options, modifies them based on the environment variables, and returns the
/// result.
///
/// See [`from_env_or_default()`](Self::from_env_or_default) for the interpretation.
#[must_use]
pub fn with_env(self) -> Self {
Self {
enable: Self::enable_from_env().unwrap_or(self.enable),
}
}
fn enable_from_env() -> Option<bool> {
let value = crate::env::var("WGPU_NOOP_BACKEND")?;
match value.as_str() {
"1" => Some(true),
"0" => Some(false),
_ => None,
}
}
}
#[derive(Clone, Debug, Default, Copy, PartialEq, Eq)]
/// Selects which kind of swapchain to use on DX12.
pub enum Dx12SwapchainKind {
/// Use a DXGI swapchain made directly from the window's HWND.
///
/// This does not support transparency but has better support from developer tooling from RenderDoc.
#[default]
DxgiFromHwnd,
/// Use a DXGI swapchain made from a DirectComposition visual made automatically from the window's HWND.
///
/// This creates a single [`IDCompositionVisual`] over the entire window that is used by the `Surface`.
/// If a user wants to manage the composition tree themselves, they should create their own device and
/// composition, and pass the relevant visual down via [`SurfaceTargetUnsafe::CompositionVisual`][CV].
///
/// This supports transparent windows, but does not have support from RenderDoc.
///
/// [`IDCompositionVisual`]: https://learn.microsoft.com/en-us/windows/win32/api/dcomp/nn-dcomp-idcompositionvisual
#[doc = link_to_wgpu_docs!(["CV"]: "struct.SurfaceTargetUnsafe.html#variant.CompositionVisual")]
DxgiFromVisual,
}
impl Dx12SwapchainKind {
/// Choose which presentation system to use from the environment variable `WGPU_DX12_PRESENTATION_SYSTEM`.
///
/// Valid values, case insensitive:
/// - `DxgiFromVisual` or `Visual`
/// - `DxgiFromHwnd` or `Hwnd` for [`Self::DxgiFromHwnd`]
#[must_use]
pub fn from_env() -> Option<Self> {
let value = crate::env::var("WGPU_DX12_PRESENTATION_SYSTEM")
.as_deref()?
.to_lowercase();
match value.as_str() {
"dxgifromvisual" | "visual" => Some(Self::DxgiFromVisual),
"dxgifromhwnd" | "hwnd" => Some(Self::DxgiFromHwnd),
_ => None,
}
}
/// Takes the given presentation system, modifies it based on the `WGPU_DX12_PRESENTATION_SYSTEM` environment variable, and returns the result.
///
/// See [`from_env`](Self::from_env) for more information.
#[must_use]
pub fn with_env(self) -> Self {
if let Some(presentation_system) = Self::from_env() {
presentation_system
} else {
self
}
}
}
/// DXC shader model.
#[derive(Clone, Debug)]
#[allow(missing_docs)]
pub enum DxcShaderModel {
V6_0,
V6_1,
V6_2,
V6_3,
V6_4,
V6_5,
V6_6,
V6_7,
}
/// Selects which DX12 shader compiler to use.
#[derive(Clone, Debug, Default)]
pub enum Dx12Compiler {
/// The Fxc compiler (default) is old, slow and unmaintained.
///
/// However, it doesn't require any additional .dlls to be shipped with the application.
#[default]
Fxc,
/// The Dxc compiler is new, fast and maintained.
///
/// However, it requires `dxcompiler.dll` to be shipped with the application.
/// These files can be downloaded from <https://github.com/microsoft/DirectXShaderCompiler/releases>.
///
/// Minimum supported version: [v1.8.2502](https://github.com/microsoft/DirectXShaderCompiler/releases/tag/v1.8.2502)
///
/// It also requires WDDM 2.1 (Windows 10 version 1607).
DynamicDxc {
/// Path to `dxcompiler.dll`.
dxc_path: String,
/// Maximum shader model the given dll supports.
max_shader_model: DxcShaderModel,
},
/// The statically-linked variant of Dxc.
///
/// The `static-dxc` feature is required for this setting to be used successfully on DX12.
/// Not available on `windows-aarch64-pc-*` targets.
StaticDxc,
}
impl Dx12Compiler {
/// Helper function to construct a `DynamicDxc` variant with default paths.
///
/// The dll must support at least shader model 6.8.
pub fn default_dynamic_dxc() -> Self {
Self::DynamicDxc {
dxc_path: String::from("dxcompiler.dll"),
max_shader_model: DxcShaderModel::V6_7, // should be 6.8 but the variant is missing
}
}
/// Choose which DX12 shader compiler to use from the environment variable `WGPU_DX12_COMPILER`.
///
/// Valid values, case insensitive:
/// - `Fxc`
/// - `Dxc` or `DynamicDxc`
/// - `StaticDxc`
#[must_use]
pub fn from_env() -> Option<Self> {
let value = crate::env::var("WGPU_DX12_COMPILER")
.as_deref()?
.to_lowercase();
match value.as_str() {
"dxc" | "dynamicdxc" => Some(Self::default_dynamic_dxc()),
"staticdxc" => Some(Self::StaticDxc),
"fxc" => Some(Self::Fxc),
_ => None,
}
}
/// Takes the given compiler, modifies it based on the `WGPU_DX12_COMPILER` environment variable, and returns the result.
///
/// See `from_env` for more information.
#[must_use]
pub fn with_env(self) -> Self {
if let Some(compiler) = Self::from_env() {
compiler
} else {
self
}
}
}
/// Whether and how to use a waitable handle obtained from `GetFrameLatencyWaitableObject`.
#[derive(Clone, Debug, Default)]
pub enum Dx12UseFrameLatencyWaitableObject {
/// Do not obtain a waitable handle and do not wait for it. The swapchain will
/// be created without the `DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT` flag.
None,
/// Obtain a waitable handle and wait for it before acquiring the next swapchain image.
#[default]
Wait,
/// Create the swapchain with the `DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT` flag and
/// obtain a waitable handle, but do not wait for it before acquiring the next swapchain image.
/// This is useful if the application wants to wait for the waitable object itself.
DontWait,
}
impl Dx12UseFrameLatencyWaitableObject {
/// Choose whether to use a frame latency waitable object from the environment variable `WGPU_DX12_USE_FRAME_LATENCY_WAITABLE_OBJECT`.
///
/// Valid values, case insensitive:
/// - `None`
/// - `Wait`
/// - `DontWait`
#[must_use]
pub fn from_env() -> Option<Self> {
let value = crate::env::var("WGPU_DX12_USE_FRAME_LATENCY_WAITABLE_OBJECT")
.as_deref()?
.to_lowercase();
match value.as_str() {
"none" => Some(Self::None),
"wait" => Some(Self::Wait),
"dontwait" => Some(Self::DontWait),
_ => None,
}
}
/// Takes the given setting, modifies it based on the `WGPU_DX12_USE_FRAME_LATENCY_WAITABLE_OBJECT` environment variable, and returns the result.
///
/// See `from_env` for more information.
#[must_use]
pub fn with_env(self) -> Self {
if let Some(compiler) = Self::from_env() {
compiler
} else {
self
}
}
}
/// Selects which OpenGL ES 3 minor version to request.
///
/// When using ANGLE as an OpenGL ES/EGL implementation, explicitly requesting `Version1` can provide a non-conformant ES 3.1 on APIs like D3D11.
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq, Hash)]
pub enum Gles3MinorVersion {
/// No explicit minor version is requested, the driver automatically picks the highest available.
#[default]
Automatic,
/// Request an ES 3.0 context.
Version0,
/// Request an ES 3.1 context.
Version1,
/// Request an ES 3.2 context.
Version2,
}
impl Gles3MinorVersion {
/// Choose which minor OpenGL ES version to use from the environment variable `WGPU_GLES_MINOR_VERSION`.
///
/// Possible values are `0`, `1`, `2` or `automatic`. Case insensitive.
///
/// Use with `unwrap_or_default()` to get the default value if the environment variable is not set.
#[must_use]
pub fn from_env() -> Option<Self> {
let value = crate::env::var("WGPU_GLES_MINOR_VERSION")
.as_deref()?
.to_lowercase();
match value.as_str() {
"automatic" => Some(Self::Automatic),
"0" => Some(Self::Version0),
"1" => Some(Self::Version1),
"2" => Some(Self::Version2),
_ => None,
}
}
/// Takes the given compiler, modifies it based on the `WGPU_GLES_MINOR_VERSION` environment variable, and returns the result.
///
/// See `from_env` for more information.
#[must_use]
pub fn with_env(self) -> Self {
if let Some(compiler) = Self::from_env() {
compiler
} else {
self
}
}
}
/// Dictate the behavior of fences in OpenGL.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum GlFenceBehavior {
/// Fences in OpenGL behave normally. If you don't know what to pick, this is what you want.
#[default]
Normal,
/// Fences in OpenGL are short-circuited to always return `true` immediately.
///
/// This solves a very specific issue that arose due to a bug in wgpu-core that made
/// many WebGL programs work when they "shouldn't" have. If you have code that is trying
/// to call `device.poll(wgpu::PollType::Wait)` on WebGL, you need to enable this option
/// for the "Wait" to behave how you would expect.
///
/// Previously all `poll(Wait)` acted like the OpenGL fences were signalled even if they weren't.
/// See <https://github.com/gfx-rs/wgpu/issues/4589> for more information.
///
/// When this is set `Queue::on_completed_work_done` will always return the next time the device
/// is maintained, not when the work is actually done on the GPU.
AutoFinish,
}
impl GlFenceBehavior {
/// Returns true if the fence behavior is `AutoFinish`.
pub fn is_auto_finish(&self) -> bool {
matches!(self, Self::AutoFinish)
}
/// Returns true if the fence behavior is `Normal`.
pub fn is_normal(&self) -> bool {
matches!(self, Self::Normal)
}
/// Choose which minor OpenGL ES version to use from the environment variable `WGPU_GL_FENCE_BEHAVIOR`.
///
/// Possible values are `Normal` or `AutoFinish`. Case insensitive.
///
/// Use with `unwrap_or_default()` to get the default value if the environment variable is not set.
#[must_use]
pub fn from_env() -> Option<Self> {
let value = crate::env::var("WGPU_GL_FENCE_BEHAVIOR")
.as_deref()?
.to_lowercase();
match value.as_str() {
"normal" => Some(Self::Normal),
"autofinish" => Some(Self::AutoFinish),
_ => None,
}
}
/// Takes the given compiler, modifies it based on the `WGPU_GL_FENCE_BEHAVIOR` environment variable, and returns the result.
///
/// See `from_env` for more information.
#[must_use]
pub fn with_env(self) -> Self {
if let Some(fence) = Self::from_env() {
fence
} else {
self
}
}
}

341
wgpu-types/src/binding.rs Normal file
View File

@ -0,0 +1,341 @@
//! Bind groups and the bindings in them.
use core::num::NonZeroU32;
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
use crate::{link_to_wgpu_docs, link_to_wgpu_item, BufferSize};
#[cfg(doc)]
use crate::Features;
/// Type of a binding in a [bind group layout][`BindGroupLayoutEntry`].
///
/// For each binding in a layout, a [`BindGroup`] must provide a [`BindingResource`] of the
/// corresponding type.
///
/// Corresponds to WebGPU's mutually exclusive fields within [`GPUBindGroupLayoutEntry`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpubindgrouplayoutentry).
///
#[doc = link_to_wgpu_item!(enum BindingResource)]
#[doc = link_to_wgpu_item!(struct BindGroup)]
#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum BindingType {
/// A buffer binding.
///
/// Corresponds to [WebGPU `GPUBufferBindingLayout`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpubufferbindinglayout).
Buffer {
/// Sub-type of the buffer binding.
ty: BufferBindingType,
/// Indicates that the binding has a dynamic offset.
///
/// One offset must be passed to [`RenderPass::set_bind_group`][RPsbg]
/// for each dynamic binding in increasing order of binding number.
///
#[doc = link_to_wgpu_docs!(["RPsbg"]: "struct.RenderPass.html#method.set_bind_group")]
#[cfg_attr(feature = "serde", serde(default))]
has_dynamic_offset: bool,
/// The minimum size for a [`BufferBinding`] matching this entry, in bytes.
///
/// If this is `Some(size)`:
///
/// - When calling [`create_bind_group`], the resource at this bind point
/// must be a [`BindingResource::Buffer`] whose effective size is at
/// least `size`.
///
/// - When calling [`create_render_pipeline`] or [`create_compute_pipeline`],
/// `size` must be at least the [minimum buffer binding size] for the
/// shader module global at this bind point: large enough to hold the
/// global's value, along with one element of a trailing runtime-sized
/// array, if present.
///
/// If this is `None`:
///
/// - Each draw or dispatch command checks that the buffer range at this
/// bind point satisfies the [minimum buffer binding size].
///
#[doc = link_to_wgpu_item!(struct BufferBinding)]
#[doc = link_to_wgpu_docs!(["`create_bind_group`"]: "struct.Device.html#method.create_bind_group")]
#[doc = link_to_wgpu_docs!(["`BindingResource::Buffer`"]: "enum.BindingResource.html#variant.Buffer")]
/// [minimum buffer binding size]: https://www.w3.org/TR/webgpu/#minimum-buffer-binding-size
#[doc = link_to_wgpu_docs!(["`create_render_pipeline`"]: "struct.Device.html#method.create_render_pipeline")]
#[doc = link_to_wgpu_docs!(["`create_compute_pipeline`"]: "struct.Device.html#method.create_compute_pipeline")]
#[cfg_attr(feature = "serde", serde(default))]
min_binding_size: Option<BufferSize>,
},
/// A sampler that can be used to sample a texture.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var s: sampler;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(binding = 0)
/// uniform sampler s;
/// ```
///
/// Corresponds to [WebGPU `GPUSamplerBindingLayout`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpusamplerbindinglayout).
Sampler(SamplerBindingType),
/// A texture binding.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var t: texture_2d<f32>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(binding = 0)
/// uniform texture2D t;
/// ```
///
/// Corresponds to [WebGPU `GPUTextureBindingLayout`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gputexturebindinglayout).
Texture {
/// Sample type of the texture binding.
sample_type: crate::TextureSampleType,
/// Dimension of the texture view that is going to be sampled.
view_dimension: crate::TextureViewDimension,
/// True if the texture has a sample count greater than 1. If this is true,
/// the texture must be declared as `texture_multisampled_2d` or
/// `texture_depth_multisampled_2d` in the shader, and read using `textureLoad`.
multisampled: bool,
},
/// A storage texture.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var my_storage_image: texture_storage_2d<r32float, write>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(set=0, binding=0, r32f) writeonly uniform image2D myStorageImage;
/// ```
/// Note that the texture format must be specified in the shader, along with the
/// access mode. For WGSL, the format must be one of the enumerants in the list
/// of [storage texel formats](https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats).
///
/// Corresponds to [WebGPU `GPUStorageTextureBindingLayout`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpustoragetexturebindinglayout).
StorageTexture {
/// Allowed access to this texture.
access: crate::StorageTextureAccess,
/// Format of the texture.
format: crate::TextureFormat,
/// Dimension of the texture view that is going to be sampled.
view_dimension: crate::TextureViewDimension,
},
/// A ray-tracing acceleration structure binding.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var as: acceleration_structure;
/// ```
///
/// or with vertex return enabled
/// ```rust,ignore
/// @group(0) @binding(0)
/// var as: acceleration_structure<vertex_return>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(binding = 0)
/// uniform accelerationStructureEXT as;
/// ```
AccelerationStructure {
/// Whether this acceleration structure can be used to
/// create a ray query that has flag vertex return in the shader
///
/// If enabled requires [`Features::EXPERIMENTAL_RAY_HIT_VERTEX_RETURN`]
vertex_return: bool,
},
/// An external texture binding.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var t: texture_external;
/// ```
///
/// Corresponds to [WebGPU `GPUExternalTextureBindingLayout`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpuexternaltexturebindinglayout).
///
/// Requires [`Features::EXTERNAL_TEXTURE`]
ExternalTexture,
}
impl BindingType {
/// Returns true for buffer bindings with dynamic offset enabled.
#[must_use]
pub fn has_dynamic_offset(&self) -> bool {
match *self {
Self::Buffer {
has_dynamic_offset, ..
} => has_dynamic_offset,
_ => false,
}
}
}
bitflags::bitflags! {
/// Describes the shader stages that a binding will be visible from.
///
/// These can be combined so something that is visible from both vertex and fragment shaders can be defined as:
///
/// `ShaderStages::VERTEX | ShaderStages::FRAGMENT`
///
/// Corresponds to [WebGPU `GPUShaderStageFlags`](
/// https://gpuweb.github.io/gpuweb/#typedefdef-gpushaderstageflags).
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct ShaderStages: u32 {
/// Binding is not visible from any shader stage.
const NONE = 0;
/// Binding is visible from the vertex shader of a render pipeline.
const VERTEX = 1 << 0;
/// Binding is visible from the fragment shader of a render pipeline.
const FRAGMENT = 1 << 1;
/// Binding is visible from the compute shader of a compute pipeline.
const COMPUTE = 1 << 2;
/// Binding is visible from the vertex and fragment shaders of a render pipeline.
const VERTEX_FRAGMENT = Self::VERTEX.bits() | Self::FRAGMENT.bits();
/// Binding is visible from the task shader of a mesh pipeline.
const TASK = 1 << 3;
/// Binding is visible from the mesh shader of a mesh pipeline.
const MESH = 1 << 4;
}
}
/// Specific type of a buffer binding.
///
/// Corresponds to [WebGPU `GPUBufferBindingType`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpubufferbindingtype).
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum BufferBindingType {
/// A buffer for uniform values.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// struct Globals {
/// a_uniform: vec2<f32>,
/// another_uniform: vec2<f32>,
/// }
/// @group(0) @binding(0)
/// var<uniform> globals: Globals;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(std140, binding = 0)
/// uniform Globals {
/// vec2 aUniform;
/// vec2 anotherUniform;
/// };
/// ```
#[default]
Uniform,
/// A storage buffer.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var<storage, read_write> my_element: array<vec4<f32>>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout (set=0, binding=0) buffer myStorageBuffer {
/// vec4 myElement[];
/// };
/// ```
Storage {
/// If `true`, the buffer can only be read in the shader,
/// and it:
/// - may or may not be annotated with `read` (WGSL).
/// - must be annotated with `readonly` (GLSL).
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var<storage, read> my_element: array<vec4<f32>>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout (set=0, binding=0) readonly buffer myStorageBuffer {
/// vec4 myElement[];
/// };
/// ```
read_only: bool,
},
}
/// Specific type of a sampler binding.
///
/// For use in [`BindingType::Sampler`].
///
/// Corresponds to [WebGPU `GPUSamplerBindingType`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpusamplerbindingtype).
#[repr(C)]
#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum SamplerBindingType {
/// The sampling result is produced based on more than a single color sample from a texture,
/// e.g. when bilinear interpolation is enabled.
Filtering,
/// The sampling result is produced based on a single color sample from a texture.
NonFiltering,
/// Use as a comparison sampler instead of a normal sampler.
/// For more info take a look at the analogous functionality in OpenGL: <https://www.khronos.org/opengl/wiki/Sampler_Object#Comparison_mode>.
Comparison,
}
/// Describes a single binding inside a bind group.
///
/// Corresponds to [WebGPU `GPUBindGroupLayoutEntry`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpubindgrouplayoutentry).
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct BindGroupLayoutEntry {
/// Binding index. Must match shader index and be unique inside a `BindGroupLayout`. A binding
/// of index 1, would be described as `@group(0) @binding(1)` in shaders.
pub binding: u32,
/// Which shader stages can see this binding.
pub visibility: ShaderStages,
/// The type of the binding
pub ty: BindingType,
/// If the binding is an array of multiple resources. Corresponds to `binding_array<T>` in the shader.
///
/// When this is `Some` the following validation applies:
/// - Size must be of value 1 or greater.
/// - When `ty == BindingType::Texture`, [`Features::TEXTURE_BINDING_ARRAY`] must be supported.
/// - When `ty == BindingType::Sampler`, [`Features::TEXTURE_BINDING_ARRAY`] must be supported.
/// - When `ty == BindingType::Buffer`, [`Features::BUFFER_BINDING_ARRAY`] must be supported.
/// - When `ty == BindingType::Buffer` and `ty.ty == BufferBindingType::Storage`, [`Features::STORAGE_RESOURCE_BINDING_ARRAY`] must be supported.
/// - When `ty == BindingType::StorageTexture`, [`Features::STORAGE_RESOURCE_BINDING_ARRAY`] must be supported.
/// - When any binding in the group is an array, no `BindingType::Buffer` in the group may have `has_dynamic_offset == true`
/// - When any binding in the group is an array, no `BindingType::Buffer` in the group may have `ty.ty == BufferBindingType::Uniform`.
///
#[cfg_attr(feature = "serde", serde(default))]
pub count: Option<NonZeroU32>,
}

162
wgpu-types/src/buffer.rs Normal file
View File

@ -0,0 +1,162 @@
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
#[cfg(doc)]
use crate::{DownlevelFlags, COPY_BUFFER_ALIGNMENT};
/// Describes a [`Buffer`](../wgpu/struct.Buffer.html).
///
/// Corresponds to [WebGPU `GPUBufferDescriptor`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpubufferdescriptor).
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct BufferDescriptor<L> {
/// Debug label of a buffer. This will show up in graphics debuggers for easy identification.
pub label: L,
/// Size of a buffer, in bytes.
pub size: crate::BufferAddress,
/// Usages of a buffer. If the buffer is used in any way that isn't specified here, the operation
/// will panic.
///
/// Specifying only usages the application will actually perform may increase performance.
/// Additionally, on the WebGL backend, there are restrictions on [`BufferUsages::INDEX`];
/// see [`DownlevelFlags::UNRESTRICTED_INDEX_BUFFER`] for more information.
pub usage: BufferUsages,
/// Allows a buffer to be mapped immediately after they are made. It does not have to be [`BufferUsages::MAP_READ`] or
/// [`BufferUsages::MAP_WRITE`], all buffers are allowed to be mapped at creation.
///
/// If this is `true`, [`size`](#structfield.size) must be a multiple of
/// [`COPY_BUFFER_ALIGNMENT`].
pub mapped_at_creation: bool,
}
impl<L> BufferDescriptor<L> {
/// Takes a closure and maps the label of the buffer descriptor into another.
#[must_use]
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> BufferDescriptor<K> {
BufferDescriptor {
label: fun(&self.label),
size: self.size,
usage: self.usage,
mapped_at_creation: self.mapped_at_creation,
}
}
}
bitflags::bitflags! {
/// Different ways that you can use a buffer.
///
/// The usages determine what kind of memory the buffer is allocated from and what
/// actions the buffer can partake in.
///
/// Specifying only usages the application will actually perform may increase performance.
/// Additionally, on the WebGL backend, there are restrictions on [`BufferUsages::INDEX`];
/// see [`DownlevelFlags::UNRESTRICTED_INDEX_BUFFER`] for more information.
///
/// Corresponds to [WebGPU `GPUBufferUsageFlags`](
/// https://gpuweb.github.io/gpuweb/#typedefdef-gpubufferusageflags).
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct BufferUsages: u32 {
/// Allow a buffer to be mapped for reading using [`Buffer::map_async`] + [`Buffer::get_mapped_range`].
/// This does not include creating a buffer with [`BufferDescriptor::mapped_at_creation`] set.
///
/// If [`Features::MAPPABLE_PRIMARY_BUFFERS`] isn't enabled, the only other usage a buffer
/// may have is COPY_DST.
const MAP_READ = 1 << 0;
/// Allow a buffer to be mapped for writing using [`Buffer::map_async`] + [`Buffer::get_mapped_range_mut`].
/// This does not include creating a buffer with [`BufferDescriptor::mapped_at_creation`] set.
///
/// If [`Features::MAPPABLE_PRIMARY_BUFFERS`] feature isn't enabled, the only other usage a buffer
/// may have is COPY_SRC.
const MAP_WRITE = 1 << 1;
/// Allow a buffer to be the source buffer for a [`CommandEncoder::copy_buffer_to_buffer`] or [`CommandEncoder::copy_buffer_to_texture`]
/// operation.
const COPY_SRC = 1 << 2;
/// Allow a buffer to be the destination buffer for a [`CommandEncoder::copy_buffer_to_buffer`], [`CommandEncoder::copy_texture_to_buffer`],
/// [`CommandEncoder::clear_buffer`] or [`Queue::write_buffer`] operation.
const COPY_DST = 1 << 3;
/// Allow a buffer to be the index buffer in a draw operation.
const INDEX = 1 << 4;
/// Allow a buffer to be the vertex buffer in a draw operation.
const VERTEX = 1 << 5;
/// Allow a buffer to be a [`BufferBindingType::Uniform`] inside a bind group.
const UNIFORM = 1 << 6;
/// Allow a buffer to be a [`BufferBindingType::Storage`] inside a bind group.
const STORAGE = 1 << 7;
/// Allow a buffer to be the indirect buffer in an indirect draw call.
const INDIRECT = 1 << 8;
/// Allow a buffer to be the destination buffer for a [`CommandEncoder::resolve_query_set`] operation.
const QUERY_RESOLVE = 1 << 9;
/// Allows a buffer to be used as input for a bottom level acceleration structure build
const BLAS_INPUT = 1 << 10;
/// Allows a buffer to be used as input for a top level acceleration structure build
const TLAS_INPUT = 1 << 11;
}
}
bitflags::bitflags! {
/// Similar to `BufferUsages`, but used only for `CommandEncoder::transition_resources`.
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct BufferUses: u16 {
/// The argument to a read-only mapping.
const MAP_READ = 1 << 0;
/// The argument to a write-only mapping.
const MAP_WRITE = 1 << 1;
/// The source of a hardware copy.
/// cbindgen:ignore
const COPY_SRC = 1 << 2;
/// The destination of a hardware copy.
/// cbindgen:ignore
const COPY_DST = 1 << 3;
/// The index buffer used for drawing.
const INDEX = 1 << 4;
/// A vertex buffer used for drawing.
const VERTEX = 1 << 5;
/// A uniform buffer bound in a bind group.
const UNIFORM = 1 << 6;
/// A read-only storage buffer used in a bind group.
/// cbindgen:ignore
const STORAGE_READ_ONLY = 1 << 7;
/// A read-write buffer used in a bind group.
/// cbindgen:ignore
const STORAGE_READ_WRITE = 1 << 8;
/// The indirect or count buffer in a indirect draw or dispatch.
const INDIRECT = 1 << 9;
/// A buffer used to store query results.
const QUERY_RESOLVE = 1 << 10;
/// Buffer used for acceleration structure building.
const ACCELERATION_STRUCTURE_SCRATCH = 1 << 11;
/// Buffer used for bottom level acceleration structure building.
const BOTTOM_LEVEL_ACCELERATION_STRUCTURE_INPUT = 1 << 12;
/// Buffer used for top level acceleration structure building.
const TOP_LEVEL_ACCELERATION_STRUCTURE_INPUT = 1 << 13;
/// A buffer used to store the compacted size of an acceleration structure
const ACCELERATION_STRUCTURE_QUERY = 1 << 14;
/// The combination of states that a buffer may be in _at the same time_.
const INCLUSIVE = Self::MAP_READ.bits() | Self::COPY_SRC.bits() |
Self::INDEX.bits() | Self::VERTEX.bits() | Self::UNIFORM.bits() |
Self::STORAGE_READ_ONLY.bits() | Self::INDIRECT.bits() | Self::BOTTOM_LEVEL_ACCELERATION_STRUCTURE_INPUT.bits() | Self::TOP_LEVEL_ACCELERATION_STRUCTURE_INPUT.bits();
/// The combination of states that a buffer must exclusively be in.
const EXCLUSIVE = Self::MAP_WRITE.bits() | Self::COPY_DST.bits() | Self::STORAGE_READ_WRITE.bits() | Self::ACCELERATION_STRUCTURE_SCRATCH.bits();
/// The combination of all usages that the are guaranteed to be be ordered by the hardware.
/// If a usage is ordered, then if the buffer state doesn't change between draw calls, there
/// are no barriers needed for synchronization.
const ORDERED = Self::INCLUSIVE.bits() | Self::MAP_WRITE.bits();
}
}
/// A buffer transition for use with `CommandEncoder::transition_resources`.
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct BufferTransition<T> {
/// The buffer to transition.
pub buffer: T,
/// The new state to transition to.
pub state: BufferUses,
}

View File

@ -96,8 +96,8 @@ impl Default for InternalCounter {
}
}
impl core::fmt::Debug for InternalCounter {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
impl fmt::Debug for InternalCounter {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
self.read().fmt(f)
}
}

103
wgpu-types/src/device.rs Normal file
View File

@ -0,0 +1,103 @@
use core::ops::Range;
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
/// Describes a [`Device`](../wgpu/struct.Device.html).
///
/// Corresponds to [WebGPU `GPUDeviceDescriptor`](
/// https://gpuweb.github.io/gpuweb/#gpudevicedescriptor).
#[derive(Clone, Debug, Default)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct DeviceDescriptor<L> {
/// Debug label for the device.
pub label: L,
/// Specifies the features that are required by the device request.
/// The request will fail if the adapter cannot provide these features.
///
/// Exactly the specified set of features, and no more or less,
/// will be allowed in validation of API calls on the resulting device.
pub required_features: crate::Features,
/// Specifies the limits that are required by the device request.
/// The request will fail if the adapter cannot provide these limits.
///
/// Exactly the specified limits, and no better or worse,
/// will be allowed in validation of API calls on the resulting device.
pub required_limits: crate::Limits,
/// Specifies whether `self.required_features` is allowed to contain experimental features.
#[cfg_attr(feature = "serde", serde(skip))]
pub experimental_features: crate::ExperimentalFeatures,
/// Hints for memory allocation strategies.
pub memory_hints: MemoryHints,
/// Whether API tracing for debugging is enabled,
/// and where the trace is written if so.
pub trace: Trace,
}
impl<L> DeviceDescriptor<L> {
/// Takes a closure and maps the label of the device descriptor into another.
#[must_use]
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> DeviceDescriptor<K> {
DeviceDescriptor {
label: fun(&self.label),
required_features: self.required_features,
required_limits: self.required_limits.clone(),
experimental_features: self.experimental_features,
memory_hints: self.memory_hints.clone(),
trace: self.trace.clone(),
}
}
}
/// Hints to the device about the memory allocation strategy.
///
/// Some backends may ignore these hints.
#[derive(Clone, Debug, Default)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum MemoryHints {
/// Favor performance over memory usage (the default value).
#[default]
Performance,
/// Favor memory usage over performance.
MemoryUsage,
/// Applications that have control over the content that is rendered
/// (typically games) may find an optimal compromise between memory
/// usage and performance by specifying the allocation configuration.
Manual {
/// Defines the range of allowed memory block sizes for sub-allocated
/// resources.
///
/// The backend may attempt to group multiple resources into fewer
/// device memory blocks (sub-allocation) for performance reasons.
/// The start of the provided range specifies the initial memory
/// block size for sub-allocated resources. After running out of
/// space in existing memory blocks, the backend may chose to
/// progressively increase the block size of subsequent allocations
/// up to a limit specified by the end of the range.
///
/// This does not limit resource sizes. If a resource does not fit
/// in the specified range, it will typically be placed in a dedicated
/// memory block.
suballocated_device_memory_block_size: Range<u64>,
},
}
/// Controls API call tracing and specifies where the trace is written.
///
/// **Note:** Tracing is currently unavailable.
/// See [issue 5974](https://github.com/gfx-rs/wgpu/issues/5974) for updates.
#[derive(Clone, Debug, Default)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
// This enum must be non-exhaustive so that enabling the "trace" feature is not a semver break.
#[non_exhaustive]
pub enum Trace {
/// Tracing disabled.
#[default]
Off,
/// Tracing enabled.
#[cfg(feature = "trace")]
// This must be owned rather than `&'a Path`, because if it were that, then the lifetime
// parameter would be unused when the "trace" feature is disabled, which is prohibited.
Directory(std::path::PathBuf),
}

View File

@ -1,6 +1,4 @@
//! Types for dealing with Instances
use alloc::string::String;
//! Types for dealing with Instances.
use crate::{link_to_wgpu_docs, Backends};
@ -36,7 +34,7 @@ pub struct InstanceDescriptor {
/// Memory budget thresholds used by some backends.
pub memory_budget_thresholds: MemoryBudgetThresholds,
/// Options the control the behavior of specific backends.
pub backend_options: BackendOptions,
pub backend_options: crate::BackendOptions,
}
impl InstanceDescriptor {
@ -274,472 +272,3 @@ pub struct MemoryBudgetThresholds {
/// If not specified, devices might still become lost due to memory pressure.
pub for_device_loss: Option<u8>,
}
/// Options that are passed to a given backend.
///
/// Part of [`InstanceDescriptor`].
#[derive(Clone, Debug, Default)]
pub struct BackendOptions {
/// Options for the OpenGL/OpenGLES backend, [`Backend::Gl`].
pub gl: GlBackendOptions,
/// Options for the DX12 backend, [`Backend::Dx12`].
pub dx12: Dx12BackendOptions,
/// Options for the noop backend, [`Backend::Noop`].
pub noop: NoopBackendOptions,
}
impl BackendOptions {
/// Choose backend options by calling `from_env` on every field.
///
/// See those methods for more information.
#[must_use]
pub fn from_env_or_default() -> Self {
Self {
gl: GlBackendOptions::from_env_or_default(),
dx12: Dx12BackendOptions::from_env_or_default(),
noop: NoopBackendOptions::from_env_or_default(),
}
}
/// Takes the given options, modifies them based on the environment variables, and returns the result.
///
/// This is equivalent to calling `with_env` on every field.
#[must_use]
pub fn with_env(self) -> Self {
Self {
gl: self.gl.with_env(),
dx12: self.dx12.with_env(),
noop: self.noop.with_env(),
}
}
}
/// Configuration for the OpenGL/OpenGLES backend.
///
/// Part of [`BackendOptions`].
#[derive(Clone, Debug, Default)]
pub struct GlBackendOptions {
/// Which OpenGL ES 3 minor version to request, if using OpenGL ES.
pub gles_minor_version: Gles3MinorVersion,
/// Behavior of OpenGL fences. Affects how `on_completed_work_done` and `device.poll` behave.
pub fence_behavior: GlFenceBehavior,
}
impl GlBackendOptions {
/// Choose OpenGL backend options by calling `from_env` on every field.
///
/// See those methods for more information.
#[must_use]
pub fn from_env_or_default() -> Self {
let gles_minor_version = Gles3MinorVersion::from_env().unwrap_or_default();
Self {
gles_minor_version,
fence_behavior: GlFenceBehavior::Normal,
}
}
/// Takes the given options, modifies them based on the environment variables, and returns the result.
///
/// This is equivalent to calling `with_env` on every field.
#[must_use]
pub fn with_env(self) -> Self {
let gles_minor_version = self.gles_minor_version.with_env();
let short_circuit_fences = self.fence_behavior.with_env();
Self {
gles_minor_version,
fence_behavior: short_circuit_fences,
}
}
}
/// Configuration for the DX12 backend.
///
/// Part of [`BackendOptions`].
#[derive(Clone, Debug, Default)]
pub struct Dx12BackendOptions {
/// Which DX12 shader compiler to use.
pub shader_compiler: Dx12Compiler,
/// Presentation system to use.
pub presentation_system: Dx12SwapchainKind,
/// Whether to wait for the latency waitable object before acquiring the next swapchain image.
pub latency_waitable_object: Dx12UseFrameLatencyWaitableObject,
}
impl Dx12BackendOptions {
/// Choose DX12 backend options by calling `from_env` on every field.
///
/// See those methods for more information.
#[must_use]
pub fn from_env_or_default() -> Self {
let compiler = Dx12Compiler::from_env().unwrap_or_default();
let presentation_system = Dx12SwapchainKind::from_env().unwrap_or_default();
let latency_waitable_object =
Dx12UseFrameLatencyWaitableObject::from_env().unwrap_or_default();
Self {
shader_compiler: compiler,
presentation_system,
latency_waitable_object,
}
}
/// Takes the given options, modifies them based on the environment variables, and returns the result.
///
/// This is equivalent to calling `with_env` on every field.
#[must_use]
pub fn with_env(self) -> Self {
let shader_compiler = self.shader_compiler.with_env();
let presentation_system = self.presentation_system.with_env();
let latency_waitable_object = self.latency_waitable_object.with_env();
Self {
shader_compiler,
presentation_system,
latency_waitable_object,
}
}
}
/// Configuration for the noop backend.
///
/// Part of [`BackendOptions`].
#[derive(Clone, Debug, Default)]
pub struct NoopBackendOptions {
/// Whether to allow the noop backend to be used.
///
/// The noop backend stubs out all operations except for buffer creation and mapping, so
/// it must not be used when not expected. Therefore, it will not be used unless explicitly
/// enabled.
pub enable: bool,
}
impl NoopBackendOptions {
/// Choose whether the noop backend is enabled from the environment.
///
/// It will be enabled if the environment variable `WGPU_NOOP_BACKEND` has the value `1`
/// and not otherwise. Future versions may assign other meanings to other values.
#[must_use]
pub fn from_env_or_default() -> Self {
Self {
enable: Self::enable_from_env().unwrap_or(false),
}
}
/// Takes the given options, modifies them based on the environment variables, and returns the
/// result.
///
/// See [`from_env_or_default()`](Self::from_env_or_default) for the interpretation.
#[must_use]
pub fn with_env(self) -> Self {
Self {
enable: Self::enable_from_env().unwrap_or(self.enable),
}
}
fn enable_from_env() -> Option<bool> {
let value = crate::env::var("WGPU_NOOP_BACKEND")?;
match value.as_str() {
"1" => Some(true),
"0" => Some(false),
_ => None,
}
}
}
#[derive(Clone, Debug, Default, Copy, PartialEq, Eq)]
/// Selects which kind of swapchain to use on DX12.
pub enum Dx12SwapchainKind {
/// Use a DXGI swapchain made directly from the window's HWND.
///
/// This does not support transparency but has better support from developer tooling from RenderDoc.
#[default]
DxgiFromHwnd,
/// Use a DXGI swapchain made from a DirectComposition visual made automatically from the window's HWND.
///
/// This creates a single [`IDCompositionVisual`] over the entire window that is used by the `Surface`.
/// If a user wants to manage the composition tree themselves, they should create their own device and
/// composition, and pass the relevant visual down via [`SurfaceTargetUnsafe::CompositionVisual`][CV].
///
/// This supports transparent windows, but does not have support from RenderDoc.
///
/// [`IDCompositionVisual`]: https://learn.microsoft.com/en-us/windows/win32/api/dcomp/nn-dcomp-idcompositionvisual
#[doc = link_to_wgpu_docs!(["CV"]: "struct.SurfaceTargetUnsafe.html#variant.CompositionVisual")]
DxgiFromVisual,
}
impl Dx12SwapchainKind {
/// Choose which presentation system to use from the environment variable `WGPU_DX12_PRESENTATION_SYSTEM`.
///
/// Valid values, case insensitive:
/// - `DxgiFromVisual` or `Visual`
/// - `DxgiFromHwnd` or `Hwnd` for [`Self::DxgiFromHwnd`]
#[must_use]
pub fn from_env() -> Option<Self> {
let value = crate::env::var("WGPU_DX12_PRESENTATION_SYSTEM")
.as_deref()?
.to_lowercase();
match value.as_str() {
"dxgifromvisual" | "visual" => Some(Self::DxgiFromVisual),
"dxgifromhwnd" | "hwnd" => Some(Self::DxgiFromHwnd),
_ => None,
}
}
/// Takes the given presentation system, modifies it based on the `WGPU_DX12_PRESENTATION_SYSTEM` environment variable, and returns the result.
///
/// See [`from_env`](Self::from_env) for more information.
#[must_use]
pub fn with_env(self) -> Self {
if let Some(presentation_system) = Self::from_env() {
presentation_system
} else {
self
}
}
}
/// DXC shader model.
#[derive(Clone, Debug)]
#[allow(missing_docs)]
pub enum DxcShaderModel {
V6_0,
V6_1,
V6_2,
V6_3,
V6_4,
V6_5,
V6_6,
V6_7,
}
/// Selects which DX12 shader compiler to use.
#[derive(Clone, Debug, Default)]
pub enum Dx12Compiler {
/// The Fxc compiler (default) is old, slow and unmaintained.
///
/// However, it doesn't require any additional .dlls to be shipped with the application.
#[default]
Fxc,
/// The Dxc compiler is new, fast and maintained.
///
/// However, it requires `dxcompiler.dll` to be shipped with the application.
/// These files can be downloaded from <https://github.com/microsoft/DirectXShaderCompiler/releases>.
///
/// Minimum supported version: [v1.8.2502](https://github.com/microsoft/DirectXShaderCompiler/releases/tag/v1.8.2502)
///
/// It also requires WDDM 2.1 (Windows 10 version 1607).
DynamicDxc {
/// Path to `dxcompiler.dll`.
dxc_path: String,
/// Maximum shader model the given dll supports.
max_shader_model: DxcShaderModel,
},
/// The statically-linked variant of Dxc.
///
/// The `static-dxc` feature is required for this setting to be used successfully on DX12.
/// Not available on `windows-aarch64-pc-*` targets.
StaticDxc,
}
impl Dx12Compiler {
/// Helper function to construct a `DynamicDxc` variant with default paths.
///
/// The dll must support at least shader model 6.8.
pub fn default_dynamic_dxc() -> Self {
Self::DynamicDxc {
dxc_path: String::from("dxcompiler.dll"),
max_shader_model: DxcShaderModel::V6_7, // should be 6.8 but the variant is missing
}
}
/// Choose which DX12 shader compiler to use from the environment variable `WGPU_DX12_COMPILER`.
///
/// Valid values, case insensitive:
/// - `Fxc`
/// - `Dxc` or `DynamicDxc`
/// - `StaticDxc`
#[must_use]
pub fn from_env() -> Option<Self> {
let value = crate::env::var("WGPU_DX12_COMPILER")
.as_deref()?
.to_lowercase();
match value.as_str() {
"dxc" | "dynamicdxc" => Some(Self::default_dynamic_dxc()),
"staticdxc" => Some(Self::StaticDxc),
"fxc" => Some(Self::Fxc),
_ => None,
}
}
/// Takes the given compiler, modifies it based on the `WGPU_DX12_COMPILER` environment variable, and returns the result.
///
/// See `from_env` for more information.
#[must_use]
pub fn with_env(self) -> Self {
if let Some(compiler) = Self::from_env() {
compiler
} else {
self
}
}
}
/// Whether and how to use a waitable handle obtained from `GetFrameLatencyWaitableObject`.
#[derive(Clone, Debug, Default)]
pub enum Dx12UseFrameLatencyWaitableObject {
/// Do not obtain a waitable handle and do not wait for it. The swapchain will
/// be created without the `DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT` flag.
None,
/// Obtain a waitable handle and wait for it before acquiring the next swapchain image.
#[default]
Wait,
/// Create the swapchain with the `DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT` flag and
/// obtain a waitable handle, but do not wait for it before acquiring the next swapchain image.
/// This is useful if the application wants to wait for the waitable object itself.
DontWait,
}
impl Dx12UseFrameLatencyWaitableObject {
/// Choose whether to use a frame latency waitable object from the environment variable `WGPU_DX12_USE_FRAME_LATENCY_WAITABLE_OBJECT`.
///
/// Valid values, case insensitive:
/// - `None`
/// - `Wait`
/// - `DontWait`
#[must_use]
pub fn from_env() -> Option<Self> {
let value = crate::env::var("WGPU_DX12_USE_FRAME_LATENCY_WAITABLE_OBJECT")
.as_deref()?
.to_lowercase();
match value.as_str() {
"none" => Some(Self::None),
"wait" => Some(Self::Wait),
"dontwait" => Some(Self::DontWait),
_ => None,
}
}
/// Takes the given setting, modifies it based on the `WGPU_DX12_USE_FRAME_LATENCY_WAITABLE_OBJECT` environment variable, and returns the result.
///
/// See `from_env` for more information.
#[must_use]
pub fn with_env(self) -> Self {
if let Some(compiler) = Self::from_env() {
compiler
} else {
self
}
}
}
/// Selects which OpenGL ES 3 minor version to request.
///
/// When using ANGLE as an OpenGL ES/EGL implementation, explicitly requesting `Version1` can provide a non-conformant ES 3.1 on APIs like D3D11.
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq, Hash)]
pub enum Gles3MinorVersion {
/// No explicit minor version is requested, the driver automatically picks the highest available.
#[default]
Automatic,
/// Request an ES 3.0 context.
Version0,
/// Request an ES 3.1 context.
Version1,
/// Request an ES 3.2 context.
Version2,
}
impl Gles3MinorVersion {
/// Choose which minor OpenGL ES version to use from the environment variable `WGPU_GLES_MINOR_VERSION`.
///
/// Possible values are `0`, `1`, `2` or `automatic`. Case insensitive.
///
/// Use with `unwrap_or_default()` to get the default value if the environment variable is not set.
#[must_use]
pub fn from_env() -> Option<Self> {
let value = crate::env::var("WGPU_GLES_MINOR_VERSION")
.as_deref()?
.to_lowercase();
match value.as_str() {
"automatic" => Some(Self::Automatic),
"0" => Some(Self::Version0),
"1" => Some(Self::Version1),
"2" => Some(Self::Version2),
_ => None,
}
}
/// Takes the given compiler, modifies it based on the `WGPU_GLES_MINOR_VERSION` environment variable, and returns the result.
///
/// See `from_env` for more information.
#[must_use]
pub fn with_env(self) -> Self {
if let Some(compiler) = Self::from_env() {
compiler
} else {
self
}
}
}
/// Dictate the behavior of fences in OpenGL.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum GlFenceBehavior {
/// Fences in OpenGL behave normally. If you don't know what to pick, this is what you want.
#[default]
Normal,
/// Fences in OpenGL are short-circuited to always return `true` immediately.
///
/// This solves a very specific issue that arose due to a bug in wgpu-core that made
/// many WebGL programs work when they "shouldn't" have. If you have code that is trying
/// to call `device.poll(wgpu::PollType::Wait)` on WebGL, you need to enable this option
/// for the "Wait" to behave how you would expect.
///
/// Previously all `poll(Wait)` acted like the OpenGL fences were signalled even if they weren't.
/// See <https://github.com/gfx-rs/wgpu/issues/4589> for more information.
///
/// When this is set `Queue::on_completed_work_done` will always return the next time the device
/// is maintained, not when the work is actually done on the GPU.
AutoFinish,
}
impl GlFenceBehavior {
/// Returns true if the fence behavior is `AutoFinish`.
pub fn is_auto_finish(&self) -> bool {
matches!(self, Self::AutoFinish)
}
/// Returns true if the fence behavior is `Normal`.
pub fn is_normal(&self) -> bool {
matches!(self, Self::Normal)
}
/// Choose which minor OpenGL ES version to use from the environment variable `WGPU_GL_FENCE_BEHAVIOR`.
///
/// Possible values are `Normal` or `AutoFinish`. Case insensitive.
///
/// Use with `unwrap_or_default()` to get the default value if the environment variable is not set.
#[must_use]
pub fn from_env() -> Option<Self> {
let value = crate::env::var("WGPU_GL_FENCE_BEHAVIOR")
.as_deref()?
.to_lowercase();
match value.as_str() {
"normal" => Some(Self::Normal),
"autofinish" => Some(Self::AutoFinish),
_ => None,
}
}
/// Takes the given compiler, modifies it based on the `WGPU_GL_FENCE_BEHAVIOR` environment variable, and returns the result.
///
/// See `from_env` for more information.
#[must_use]
pub fn with_env(self) -> Self {
if let Some(fence) = Self::from_env() {
fence
} else {
self
}
}
}

File diff suppressed because it is too large Load Diff

920
wgpu-types/src/limits.rs Normal file
View File

@ -0,0 +1,920 @@
//! [`Limits`] and downlevel-related types.
use core::cmp::Ordering;
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
#[cfg(doc)]
use crate::{Features, TextureFormat};
/// Invoke a macro for each of the limits.
///
/// The supplied macro should take two arguments. The first is a limit name, as
/// an identifier, typically used to access a member of `struct Limits`. The
/// second is `Ordering::Less` if valid values are less than the limit (the
/// common case), or `Ordering::Greater` if valid values are more than the limit
/// (for limits like alignments, which are minima instead of maxima).
macro_rules! with_limits {
($macro_name:ident) => {
$macro_name!(max_texture_dimension_1d, Ordering::Less);
$macro_name!(max_texture_dimension_1d, Ordering::Less);
$macro_name!(max_texture_dimension_2d, Ordering::Less);
$macro_name!(max_texture_dimension_3d, Ordering::Less);
$macro_name!(max_texture_array_layers, Ordering::Less);
$macro_name!(max_bind_groups, Ordering::Less);
$macro_name!(max_bindings_per_bind_group, Ordering::Less);
$macro_name!(
max_dynamic_uniform_buffers_per_pipeline_layout,
Ordering::Less
);
$macro_name!(
max_dynamic_storage_buffers_per_pipeline_layout,
Ordering::Less
);
$macro_name!(max_sampled_textures_per_shader_stage, Ordering::Less);
$macro_name!(max_samplers_per_shader_stage, Ordering::Less);
$macro_name!(max_storage_buffers_per_shader_stage, Ordering::Less);
$macro_name!(max_storage_textures_per_shader_stage, Ordering::Less);
$macro_name!(max_uniform_buffers_per_shader_stage, Ordering::Less);
$macro_name!(max_binding_array_elements_per_shader_stage, Ordering::Less);
$macro_name!(max_uniform_buffer_binding_size, Ordering::Less);
$macro_name!(max_storage_buffer_binding_size, Ordering::Less);
$macro_name!(max_vertex_buffers, Ordering::Less);
$macro_name!(max_buffer_size, Ordering::Less);
$macro_name!(max_vertex_attributes, Ordering::Less);
$macro_name!(max_vertex_buffer_array_stride, Ordering::Less);
$macro_name!(min_uniform_buffer_offset_alignment, Ordering::Greater);
$macro_name!(min_storage_buffer_offset_alignment, Ordering::Greater);
$macro_name!(max_inter_stage_shader_components, Ordering::Less);
$macro_name!(max_color_attachments, Ordering::Less);
$macro_name!(max_color_attachment_bytes_per_sample, Ordering::Less);
$macro_name!(max_compute_workgroup_storage_size, Ordering::Less);
$macro_name!(max_compute_invocations_per_workgroup, Ordering::Less);
$macro_name!(max_compute_workgroup_size_x, Ordering::Less);
$macro_name!(max_compute_workgroup_size_y, Ordering::Less);
$macro_name!(max_compute_workgroup_size_z, Ordering::Less);
$macro_name!(max_compute_workgroups_per_dimension, Ordering::Less);
$macro_name!(min_subgroup_size, Ordering::Greater);
$macro_name!(max_subgroup_size, Ordering::Less);
$macro_name!(max_immediate_size, Ordering::Less);
$macro_name!(max_non_sampler_bindings, Ordering::Less);
$macro_name!(max_task_workgroup_total_count, Ordering::Less);
$macro_name!(max_task_workgroups_per_dimension, Ordering::Less);
$macro_name!(max_mesh_multiview_view_count, Ordering::Less);
$macro_name!(max_mesh_output_layers, Ordering::Less);
$macro_name!(max_blas_primitive_count, Ordering::Less);
$macro_name!(max_blas_geometry_count, Ordering::Less);
$macro_name!(max_tlas_instance_count, Ordering::Less);
$macro_name!(max_multiview_view_count, Ordering::Less);
};
}
/// Represents the sets of limits an adapter/device supports.
///
/// We provide three different defaults.
/// - [`Limits::downlevel_defaults()`]. This is a set of limits that is guaranteed to work on almost
/// all backends, including "downlevel" backends such as OpenGL and D3D11, other than WebGL. For
/// most applications we recommend using these limits, assuming they are high enough for your
/// application, and you do not intent to support WebGL.
/// - [`Limits::downlevel_webgl2_defaults()`] This is a set of limits that is lower even than the
/// [`downlevel_defaults()`], configured to be low enough to support running in the browser using
/// WebGL2.
/// - [`Limits::default()`]. This is the set of limits that is guaranteed to work on all modern
/// backends and is guaranteed to be supported by WebGPU. Applications needing more modern
/// features can use this as a reasonable set of limits if they are targeting only desktop and
/// modern mobile devices.
///
/// We recommend starting with the most restrictive limits you can and manually increasing the
/// limits you need boosted. This will let you stay running on all hardware that supports the limits
/// you need.
///
/// Limits "better" than the default must be supported by the adapter and requested when requesting
/// a device. If limits "better" than the adapter supports are requested, requesting a device will
/// panic. Once a device is requested, you may only use resources up to the limits requested _even_
/// if the adapter supports "better" limits.
///
/// Requesting limits that are "better" than you need may cause performance to decrease because the
/// implementation needs to support more than is needed. You should ideally only request exactly
/// what you need.
///
/// Corresponds to [WebGPU `GPUSupportedLimits`](
/// https://gpuweb.github.io/gpuweb/#gpusupportedlimits).
///
/// [`downlevel_defaults()`]: Limits::downlevel_defaults
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase", default))]
pub struct Limits {
/// Maximum allowed value for the `size.width` of a texture created with `TextureDimension::D1`.
/// Defaults to 8192. Higher is "better".
#[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension1D"))]
pub max_texture_dimension_1d: u32,
/// Maximum allowed value for the `size.width` and `size.height` of a texture created with `TextureDimension::D2`.
/// Defaults to 8192. Higher is "better".
#[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension2D"))]
pub max_texture_dimension_2d: u32,
/// Maximum allowed value for the `size.width`, `size.height`, and `size.depth_or_array_layers`
/// of a texture created with `TextureDimension::D3`.
/// Defaults to 2048. Higher is "better".
#[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension3D"))]
pub max_texture_dimension_3d: u32,
/// Maximum allowed value for the `size.depth_or_array_layers` of a texture created with `TextureDimension::D2`.
/// Defaults to 256. Higher is "better".
pub max_texture_array_layers: u32,
/// Amount of bind groups that can be attached to a pipeline at the same time. Defaults to 4. Higher is "better".
pub max_bind_groups: u32,
/// Maximum binding index allowed in `create_bind_group_layout`. Defaults to 1000. Higher is "better".
pub max_bindings_per_bind_group: u32,
/// Amount of uniform buffer bindings that can be dynamic in a single pipeline. Defaults to 8. Higher is "better".
pub max_dynamic_uniform_buffers_per_pipeline_layout: u32,
/// Amount of storage buffer bindings that can be dynamic in a single pipeline. Defaults to 4. Higher is "better".
pub max_dynamic_storage_buffers_per_pipeline_layout: u32,
/// Amount of sampled textures visible in a single shader stage. Defaults to 16. Higher is "better".
pub max_sampled_textures_per_shader_stage: u32,
/// Amount of samplers visible in a single shader stage. Defaults to 16. Higher is "better".
pub max_samplers_per_shader_stage: u32,
/// Amount of storage buffers visible in a single shader stage. Defaults to 8. Higher is "better".
pub max_storage_buffers_per_shader_stage: u32,
/// Amount of storage textures visible in a single shader stage. Defaults to 4. Higher is "better".
pub max_storage_textures_per_shader_stage: u32,
/// Amount of uniform buffers visible in a single shader stage. Defaults to 12. Higher is "better".
pub max_uniform_buffers_per_shader_stage: u32,
/// Amount of individual resources within binding arrays that can be accessed in a single shader stage. Applies
/// to all types of bindings except samplers.
///
/// This "defaults" to 0. However if binding arrays are supported, all devices can support 500,000. Higher is "better".
pub max_binding_array_elements_per_shader_stage: u32,
/// Amount of individual samplers within binding arrays that can be accessed in a single shader stage.
///
/// This "defaults" to 0. However if binding arrays are supported, all devices can support 1,000. Higher is "better".
pub max_binding_array_sampler_elements_per_shader_stage: u32,
/// Maximum size in bytes of a binding to a uniform buffer. Defaults to 64 KiB. Higher is "better".
pub max_uniform_buffer_binding_size: u32,
/// Maximum size in bytes of a binding to a storage buffer. Defaults to 128 MiB. Higher is "better".
pub max_storage_buffer_binding_size: u32,
/// Maximum length of `VertexState::buffers` when creating a `RenderPipeline`.
/// Defaults to 8. Higher is "better".
pub max_vertex_buffers: u32,
/// A limit above which buffer allocations are guaranteed to fail.
/// Defaults to 256 MiB. Higher is "better".
///
/// Buffer allocations below the maximum buffer size may not succeed depending on available memory,
/// fragmentation and other factors.
pub max_buffer_size: u64,
/// Maximum length of `VertexBufferLayout::attributes`, summed over all `VertexState::buffers`,
/// when creating a `RenderPipeline`.
/// Defaults to 16. Higher is "better".
pub max_vertex_attributes: u32,
/// Maximum value for `VertexBufferLayout::array_stride` when creating a `RenderPipeline`.
/// Defaults to 2048. Higher is "better".
pub max_vertex_buffer_array_stride: u32,
/// Required `BufferBindingType::Uniform` alignment for `BufferBinding::offset`
/// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
/// Defaults to 256. Lower is "better".
pub min_uniform_buffer_offset_alignment: u32,
/// Required `BufferBindingType::Storage` alignment for `BufferBinding::offset`
/// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
/// Defaults to 256. Lower is "better".
pub min_storage_buffer_offset_alignment: u32,
/// Maximum allowed number of components (scalars) of input or output locations for
/// inter-stage communication (vertex outputs to fragment inputs). Defaults to 60.
/// Higher is "better".
pub max_inter_stage_shader_components: u32,
/// The maximum allowed number of color attachments.
pub max_color_attachments: u32,
/// The maximum number of bytes necessary to hold one sample (pixel or subpixel) of render
/// pipeline output data, across all color attachments as described by [`TextureFormat::target_pixel_byte_cost`]
/// and [`TextureFormat::target_component_alignment`]. Defaults to 32. Higher is "better".
///
/// ⚠️ `Rgba8Unorm`/`Rgba8Snorm`/`Bgra8Unorm`/`Bgra8Snorm` are deceptively 8 bytes per sample. ⚠️
pub max_color_attachment_bytes_per_sample: u32,
/// Maximum number of bytes used for workgroup memory in a compute entry point. Defaults to
/// 16384. Higher is "better".
pub max_compute_workgroup_storage_size: u32,
/// Maximum value of the product of the `workgroup_size` dimensions for a compute entry-point.
/// Defaults to 256. Higher is "better".
pub max_compute_invocations_per_workgroup: u32,
/// The maximum value of the `workgroup_size` X dimension for a compute stage `ShaderModule` entry-point.
/// Defaults to 256. Higher is "better".
pub max_compute_workgroup_size_x: u32,
/// The maximum value of the `workgroup_size` Y dimension for a compute stage `ShaderModule` entry-point.
/// Defaults to 256. Higher is "better".
pub max_compute_workgroup_size_y: u32,
/// The maximum value of the `workgroup_size` Z dimension for a compute stage `ShaderModule` entry-point.
/// Defaults to 64. Higher is "better".
pub max_compute_workgroup_size_z: u32,
/// The maximum value for each dimension of a `ComputePass::dispatch(x, y, z)` operation.
/// Defaults to 65535. Higher is "better".
pub max_compute_workgroups_per_dimension: u32,
/// Minimal number of invocations in a subgroup. Lower is "better".
pub min_subgroup_size: u32,
/// Maximal number of invocations in a subgroup. Higher is "better".
pub max_subgroup_size: u32,
/// Amount of storage available for immediates in bytes. Defaults to 0. Higher is "better".
/// Requesting more than 0 during device creation requires [`Features::IMMEDIATES`] to be enabled.
///
/// Expect the size to be:
/// - Vulkan: 128-256 bytes
/// - DX12: 256 bytes
/// - Metal: 4096 bytes
/// - OpenGL doesn't natively support immediates, and are emulated with uniforms,
/// so this number is less useful but likely 256.
pub max_immediate_size: u32,
/// Maximum number of live non-sampler bindings.
///
/// <div class="warning">
/// The default value is **1_000_000**, On systems with integrated GPUs (iGPUs)—particularly on Windows using the D3D12
/// backend—this can lead to significant system RAM consumption since iGPUs share system memory directly with the CPU.
/// </div>
///
/// This limit only affects the d3d12 backend. Using a large number will allow the device
/// to create many bind groups at the cost of a large up-front allocation at device creation.
pub max_non_sampler_bindings: u32,
/// The maximum total value of x*y*z for a given `draw_mesh_tasks` command
pub max_task_workgroup_total_count: u32,
/// The maximum value for each dimension of a `RenderPass::draw_mesh_tasks(x, y, z)` operation.
/// Defaults to 65535. Higher is "better".
pub max_task_workgroups_per_dimension: u32,
/// The maximum number of layers that can be output from a mesh shader
pub max_mesh_output_layers: u32,
/// The maximum number of views that can be used by a mesh shader in multiview rendering
pub max_mesh_multiview_view_count: u32,
/// The maximum number of primitive (ex: triangles, aabbs) a BLAS is allowed to have. Requesting
/// more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
/// is enabled.
pub max_blas_primitive_count: u32,
/// The maximum number of geometry descriptors a BLAS is allowed to have. Requesting
/// more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
/// is enabled.
pub max_blas_geometry_count: u32,
/// The maximum number of instances a TLAS is allowed to have. Requesting more than 0 during
/// device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
/// is enabled.
pub max_tlas_instance_count: u32,
/// The maximum number of acceleration structures allowed to be used in a shader stage.
/// Requesting more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
/// is enabled.
pub max_acceleration_structures_per_shader_stage: u32,
/// The maximum number of views that can be used in multiview rendering
pub max_multiview_view_count: u32,
}
impl Default for Limits {
fn default() -> Self {
Self::defaults()
}
}
impl Limits {
/// These default limits are guaranteed to to work on all modern
/// backends and guaranteed to be supported by WebGPU
///
/// Those limits are as follows:
/// ```rust
/// # use wgpu_types::Limits;
/// assert_eq!(Limits::defaults(), Limits {
/// max_texture_dimension_1d: 8192,
/// max_texture_dimension_2d: 8192,
/// max_texture_dimension_3d: 2048,
/// max_texture_array_layers: 256,
/// max_bind_groups: 4,
/// max_bindings_per_bind_group: 1000,
/// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
/// max_dynamic_storage_buffers_per_pipeline_layout: 4,
/// max_sampled_textures_per_shader_stage: 16,
/// max_samplers_per_shader_stage: 16,
/// max_storage_buffers_per_shader_stage: 8,
/// max_storage_textures_per_shader_stage: 4,
/// max_uniform_buffers_per_shader_stage: 12,
/// max_binding_array_elements_per_shader_stage: 0,
/// max_binding_array_sampler_elements_per_shader_stage: 0,
/// max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
/// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
/// max_vertex_buffers: 8,
/// max_buffer_size: 256 << 20, // (256 MiB)
/// max_vertex_attributes: 16,
/// max_vertex_buffer_array_stride: 2048,
/// min_uniform_buffer_offset_alignment: 256,
/// min_storage_buffer_offset_alignment: 256,
/// max_inter_stage_shader_components: 60,
/// max_color_attachments: 8,
/// max_color_attachment_bytes_per_sample: 32,
/// max_compute_workgroup_storage_size: 16384,
/// max_compute_invocations_per_workgroup: 256,
/// max_compute_workgroup_size_x: 256,
/// max_compute_workgroup_size_y: 256,
/// max_compute_workgroup_size_z: 64,
/// max_compute_workgroups_per_dimension: 65535,
/// min_subgroup_size: 0,
/// max_subgroup_size: 0,
/// max_immediate_size: 0,
/// max_non_sampler_bindings: 1_000_000,
/// max_task_workgroup_total_count: 0,
/// max_task_workgroups_per_dimension: 0,
/// max_mesh_multiview_view_count: 0,
/// max_mesh_output_layers: 0,
/// max_blas_primitive_count: 0,
/// max_blas_geometry_count: 0,
/// max_tlas_instance_count: 0,
/// max_acceleration_structures_per_shader_stage: 0,
/// max_multiview_view_count: 0,
/// });
/// ```
///
/// Rust doesn't allow const in trait implementations, so we break this out
/// to allow reusing these defaults in const contexts
#[must_use]
pub const fn defaults() -> Self {
Self {
max_texture_dimension_1d: 8192,
max_texture_dimension_2d: 8192,
max_texture_dimension_3d: 2048,
max_texture_array_layers: 256,
max_bind_groups: 4,
max_bindings_per_bind_group: 1000,
max_dynamic_uniform_buffers_per_pipeline_layout: 8,
max_dynamic_storage_buffers_per_pipeline_layout: 4,
max_sampled_textures_per_shader_stage: 16,
max_samplers_per_shader_stage: 16,
max_storage_buffers_per_shader_stage: 8,
max_storage_textures_per_shader_stage: 4,
max_uniform_buffers_per_shader_stage: 12,
max_binding_array_elements_per_shader_stage: 0,
max_binding_array_sampler_elements_per_shader_stage: 0,
max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
max_vertex_buffers: 8,
max_buffer_size: 256 << 20, // (256 MiB)
max_vertex_attributes: 16,
max_vertex_buffer_array_stride: 2048,
min_uniform_buffer_offset_alignment: 256,
min_storage_buffer_offset_alignment: 256,
max_inter_stage_shader_components: 60,
max_color_attachments: 8,
max_color_attachment_bytes_per_sample: 32,
max_compute_workgroup_storage_size: 16384,
max_compute_invocations_per_workgroup: 256,
max_compute_workgroup_size_x: 256,
max_compute_workgroup_size_y: 256,
max_compute_workgroup_size_z: 64,
max_compute_workgroups_per_dimension: 65535,
min_subgroup_size: 0,
max_subgroup_size: 0,
max_immediate_size: 0,
max_non_sampler_bindings: 1_000_000,
max_task_workgroup_total_count: 0,
max_task_workgroups_per_dimension: 0,
max_mesh_multiview_view_count: 0,
max_mesh_output_layers: 0,
max_blas_primitive_count: 0,
max_blas_geometry_count: 0,
max_tlas_instance_count: 0,
max_acceleration_structures_per_shader_stage: 0,
max_multiview_view_count: 0,
}
}
/// These default limits are guaranteed to be compatible with GLES-3.1, and D3D11
///
/// Those limits are as follows (different from default are marked with *):
/// ```rust
/// # use wgpu_types::Limits;
/// assert_eq!(Limits::downlevel_defaults(), Limits {
/// max_texture_dimension_1d: 2048, // *
/// max_texture_dimension_2d: 2048, // *
/// max_texture_dimension_3d: 256, // *
/// max_texture_array_layers: 256,
/// max_bind_groups: 4,
/// max_bindings_per_bind_group: 1000,
/// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
/// max_dynamic_storage_buffers_per_pipeline_layout: 4,
/// max_sampled_textures_per_shader_stage: 16,
/// max_samplers_per_shader_stage: 16,
/// max_storage_buffers_per_shader_stage: 4, // *
/// max_storage_textures_per_shader_stage: 4,
/// max_uniform_buffers_per_shader_stage: 12,
/// max_binding_array_elements_per_shader_stage: 0,
/// max_binding_array_sampler_elements_per_shader_stage: 0,
/// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
/// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
/// max_vertex_buffers: 8,
/// max_vertex_attributes: 16,
/// max_vertex_buffer_array_stride: 2048,
/// min_subgroup_size: 0,
/// max_subgroup_size: 0,
/// max_immediate_size: 0,
/// min_uniform_buffer_offset_alignment: 256,
/// min_storage_buffer_offset_alignment: 256,
/// max_inter_stage_shader_components: 60,
/// max_color_attachments: 4,
/// max_color_attachment_bytes_per_sample: 32,
/// max_compute_workgroup_storage_size: 16352, // *
/// max_compute_invocations_per_workgroup: 256,
/// max_compute_workgroup_size_x: 256,
/// max_compute_workgroup_size_y: 256,
/// max_compute_workgroup_size_z: 64,
/// max_compute_workgroups_per_dimension: 65535,
/// max_buffer_size: 256 << 20, // (256 MiB)
/// max_non_sampler_bindings: 1_000_000,
///
/// max_task_workgroup_total_count: 0,
/// max_task_workgroups_per_dimension: 0,
/// max_mesh_multiview_view_count: 0,
/// max_mesh_output_layers: 0,
///
/// max_blas_primitive_count: 0,
/// max_blas_geometry_count: 0,
/// max_tlas_instance_count: 0,
/// max_acceleration_structures_per_shader_stage: 0,
///
/// max_multiview_view_count: 0,
/// });
/// ```
#[must_use]
pub const fn downlevel_defaults() -> Self {
Self {
max_texture_dimension_1d: 2048,
max_texture_dimension_2d: 2048,
max_texture_dimension_3d: 256,
max_storage_buffers_per_shader_stage: 4,
max_uniform_buffer_binding_size: 16 << 10, // (16 KiB)
max_color_attachments: 4,
// see: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf#page=7
max_compute_workgroup_storage_size: 16352,
max_task_workgroups_per_dimension: 0,
max_task_workgroup_total_count: 0,
max_mesh_multiview_view_count: 0,
max_mesh_output_layers: 0,
..Self::defaults()
}
}
/// These default limits are guaranteed to be compatible with GLES-3.0, and D3D11, and WebGL2
///
/// Those limits are as follows (different from `downlevel_defaults` are marked with +,
/// *'s from `downlevel_defaults` shown as well.):
/// ```rust
/// # use wgpu_types::Limits;
/// assert_eq!(Limits::downlevel_webgl2_defaults(), Limits {
/// max_texture_dimension_1d: 2048, // *
/// max_texture_dimension_2d: 2048, // *
/// max_texture_dimension_3d: 256, // *
/// max_texture_array_layers: 256,
/// max_bind_groups: 4,
/// max_bindings_per_bind_group: 1000,
/// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
/// max_dynamic_storage_buffers_per_pipeline_layout: 0, // +
/// max_sampled_textures_per_shader_stage: 16,
/// max_samplers_per_shader_stage: 16,
/// max_storage_buffers_per_shader_stage: 0, // * +
/// max_storage_textures_per_shader_stage: 0, // +
/// max_uniform_buffers_per_shader_stage: 11, // +
/// max_binding_array_elements_per_shader_stage: 0,
/// max_binding_array_sampler_elements_per_shader_stage: 0,
/// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
/// max_storage_buffer_binding_size: 0, // * +
/// max_vertex_buffers: 8,
/// max_vertex_attributes: 16,
/// max_vertex_buffer_array_stride: 255, // +
/// min_subgroup_size: 0,
/// max_subgroup_size: 0,
/// max_immediate_size: 0,
/// min_uniform_buffer_offset_alignment: 256,
/// min_storage_buffer_offset_alignment: 256,
/// max_inter_stage_shader_components: 31,
/// max_color_attachments: 4,
/// max_color_attachment_bytes_per_sample: 32,
/// max_compute_workgroup_storage_size: 0, // +
/// max_compute_invocations_per_workgroup: 0, // +
/// max_compute_workgroup_size_x: 0, // +
/// max_compute_workgroup_size_y: 0, // +
/// max_compute_workgroup_size_z: 0, // +
/// max_compute_workgroups_per_dimension: 0, // +
/// max_buffer_size: 256 << 20, // (256 MiB),
/// max_non_sampler_bindings: 1_000_000,
///
/// max_task_workgroup_total_count: 0,
/// max_task_workgroups_per_dimension: 0,
/// max_mesh_multiview_view_count: 0,
/// max_mesh_output_layers: 0,
///
/// max_blas_primitive_count: 0,
/// max_blas_geometry_count: 0,
/// max_tlas_instance_count: 0,
/// max_acceleration_structures_per_shader_stage: 0,
///
/// max_multiview_view_count: 0,
/// });
/// ```
#[must_use]
pub const fn downlevel_webgl2_defaults() -> Self {
Self {
max_uniform_buffers_per_shader_stage: 11,
max_storage_buffers_per_shader_stage: 0,
max_storage_textures_per_shader_stage: 0,
max_dynamic_storage_buffers_per_pipeline_layout: 0,
max_storage_buffer_binding_size: 0,
max_vertex_buffer_array_stride: 255,
max_compute_workgroup_storage_size: 0,
max_compute_invocations_per_workgroup: 0,
max_compute_workgroup_size_x: 0,
max_compute_workgroup_size_y: 0,
max_compute_workgroup_size_z: 0,
max_compute_workgroups_per_dimension: 0,
min_subgroup_size: 0,
max_subgroup_size: 0,
// Value supported by Intel Celeron B830 on Windows (OpenGL 3.1)
max_inter_stage_shader_components: 31,
// Most of the values should be the same as the downlevel defaults
..Self::downlevel_defaults()
}
}
/// Modify the current limits to use the resolution limits of the other.
///
/// This is useful because the swapchain might need to be larger than any other image in the application.
///
/// If your application only needs 512x512, you might be running on a 4k display and need extremely high resolution limits.
#[must_use]
pub const fn using_resolution(self, other: Self) -> Self {
Self {
max_texture_dimension_1d: other.max_texture_dimension_1d,
max_texture_dimension_2d: other.max_texture_dimension_2d,
max_texture_dimension_3d: other.max_texture_dimension_3d,
..self
}
}
/// Modify the current limits to use the buffer alignment limits of the adapter.
///
/// This is useful for when you'd like to dynamically use the "best" supported buffer alignments.
#[must_use]
pub const fn using_alignment(self, other: Self) -> Self {
Self {
min_uniform_buffer_offset_alignment: other.min_uniform_buffer_offset_alignment,
min_storage_buffer_offset_alignment: other.min_storage_buffer_offset_alignment,
..self
}
}
/// The minimum guaranteed limits for acceleration structures if you enable [`Features::EXPERIMENTAL_RAY_QUERY`]
#[must_use]
pub const fn using_minimum_supported_acceleration_structure_values(self) -> Self {
Self {
max_blas_geometry_count: (1 << 24) - 1, // 2^24 - 1: Vulkan's minimum
max_tlas_instance_count: (1 << 24) - 1, // 2^24 - 1: Vulkan's minimum
max_blas_primitive_count: 1 << 28, // 2^28: Metal's minimum
max_acceleration_structures_per_shader_stage: 16, // Vulkan's minimum
..self
}
}
/// Modify the current limits to use the acceleration structure limits of `other` (`other` could
/// be the limits of the adapter).
#[must_use]
pub const fn using_acceleration_structure_values(self, other: Self) -> Self {
Self {
max_blas_geometry_count: other.max_blas_geometry_count,
max_tlas_instance_count: other.max_tlas_instance_count,
max_blas_primitive_count: other.max_blas_primitive_count,
max_acceleration_structures_per_shader_stage: other
.max_acceleration_structures_per_shader_stage,
..self
}
}
/// The recommended minimum limits for mesh shaders if you enable [`Features::EXPERIMENTAL_MESH_SHADER`]
///
/// These are chosen somewhat arbitrarily. They are small enough that they should cover all physical devices,
/// but not necessarily all use cases.
#[must_use]
pub const fn using_recommended_minimum_mesh_shader_values(self) -> Self {
Self {
// This is a common limit for apple devices. It's not immediately clear why.
max_task_workgroup_total_count: 1024,
max_task_workgroups_per_dimension: 1024,
// llvmpipe reports 0 multiview count, which just means no multiview is allowed
max_mesh_multiview_view_count: 0,
// llvmpipe once again requires this to be <=8. An RTX 3060 supports well over 1024.
max_mesh_output_layers: 8,
..self
}
}
/// Compares every limits within self is within the limits given in `allowed`.
///
/// If you need detailed information on failures, look at [`Limits::check_limits_with_fail_fn`].
#[must_use]
pub fn check_limits(&self, allowed: &Self) -> bool {
let mut within = true;
self.check_limits_with_fail_fn(allowed, true, |_, _, _| within = false);
within
}
/// Compares every limits within self is within the limits given in `allowed`.
/// For an easy to use binary choice, use [`Limits::check_limits`].
///
/// If a value is not within the allowed limit, this function calls the `fail_fn`
/// with the:
/// - limit name
/// - self's limit
/// - allowed's limit.
///
/// If fatal is true, a single failure bails out the comparison after a single failure.
pub fn check_limits_with_fail_fn(
&self,
allowed: &Self,
fatal: bool,
mut fail_fn: impl FnMut(&'static str, u64, u64),
) {
macro_rules! check_with_fail_fn {
($name:ident, $ordering:expr) => {
let invalid_ord = $ordering.reverse();
// In the case of `min_subgroup_size`, requesting a value of
// zero means "I'm not going to use subgroups", so we have to
// special case that. If any of our minimum limits could
// meaningfully go all the way to zero, that would conflict with
// this.
if self.$name != 0 && self.$name.cmp(&allowed.$name) == invalid_ord {
fail_fn(stringify!($name), self.$name as u64, allowed.$name as u64);
if fatal {
return;
}
}
};
}
if self.min_subgroup_size > self.max_subgroup_size {
fail_fn(
"max_subgroup_size",
self.min_subgroup_size as u64,
allowed.min_subgroup_size as u64,
);
}
with_limits!(check_with_fail_fn);
}
/// For each limit in `other` that is better than the value in `self`,
/// replace the value in `self` with the value from `other`.
///
/// A request for a limit value less than the WebGPU-specified default must
/// be ignored. This function is used to clamp such requests to the default
/// value.
///
/// This function is not for clamping requests for values beyond the
/// supported limits. For that purpose the desired function would be
/// `or_worse_values_from` (which doesn't exist, but could be added if
/// needed).
#[must_use]
pub fn or_better_values_from(mut self, other: &Self) -> Self {
macro_rules! or_better_value_from {
($name:ident, $ordering:expr) => {
match $ordering {
// Limits that are maximum values (most of them)
Ordering::Less => self.$name = self.$name.max(other.$name),
// Limits that are minimum values
Ordering::Greater => self.$name = self.$name.min(other.$name),
Ordering::Equal => unreachable!(),
}
};
}
with_limits!(or_better_value_from);
self
}
}
/// Represents the sets of additional limits on an adapter,
/// which take place when running on downlevel backends.
#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct DownlevelLimits {}
#[allow(clippy::derivable_impls)]
impl Default for DownlevelLimits {
fn default() -> Self {
DownlevelLimits {}
}
}
/// Lists various ways the underlying platform does not conform to the WebGPU standard.
#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct DownlevelCapabilities {
/// Combined boolean flags.
pub flags: DownlevelFlags,
/// Additional limits
pub limits: DownlevelLimits,
/// Which collections of features shaders support. Defined in terms of D3D's shader models.
pub shader_model: ShaderModel,
}
impl Default for DownlevelCapabilities {
fn default() -> Self {
Self {
flags: DownlevelFlags::all(),
limits: DownlevelLimits::default(),
shader_model: ShaderModel::Sm5,
}
}
}
impl DownlevelCapabilities {
/// Returns true if the underlying platform offers complete support of the baseline WebGPU standard.
///
/// If this returns false, some parts of the API will result in validation errors where they would not normally.
/// These parts can be determined by the values in this structure.
#[must_use]
pub fn is_webgpu_compliant(&self) -> bool {
self.flags.contains(DownlevelFlags::compliant())
&& self.limits == DownlevelLimits::default()
&& self.shader_model >= ShaderModel::Sm5
}
}
bitflags::bitflags! {
/// Binary flags listing features that may or may not be present on downlevel adapters.
///
/// A downlevel adapter is a GPU adapter that wgpu supports, but with potentially limited
/// features, due to the lack of hardware feature support.
///
/// Flags that are **not** present for a downlevel adapter or device usually indicates
/// non-compliance with the WebGPU specification, but not always.
///
/// You can check whether a set of flags is compliant through the
/// [`DownlevelCapabilities::is_webgpu_compliant()`] function.
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct DownlevelFlags: u32 {
/// The device supports compiling and using compute shaders.
///
/// WebGL2, and GLES3.0 devices do not support compute.
const COMPUTE_SHADERS = 1 << 0;
/// Supports binding storage buffers and textures to fragment shaders.
const FRAGMENT_WRITABLE_STORAGE = 1 << 1;
/// Supports indirect drawing and dispatching.
///
/// [`Self::COMPUTE_SHADERS`] must be present for this flag.
///
/// WebGL2, GLES 3.0, and Metal on Apple1/Apple2 GPUs do not support indirect.
const INDIRECT_EXECUTION = 1 << 2;
/// Supports non-zero `base_vertex` parameter to direct indexed draw calls.
///
/// Indirect calls, if supported, always support non-zero `base_vertex`.
///
/// Supported by:
/// - Vulkan
/// - DX12
/// - Metal on Apple3+ or Mac1+
/// - OpenGL 3.2+
/// - OpenGL ES 3.2
const BASE_VERTEX = 1 << 3;
/// Supports reading from a depth/stencil texture while using it as a read-only
/// depth/stencil attachment.
///
/// The WebGL2 and GLES backends do not support RODS.
const READ_ONLY_DEPTH_STENCIL = 1 << 4;
/// Supports textures with mipmaps which have a non power of two size.
const NON_POWER_OF_TWO_MIPMAPPED_TEXTURES = 1 << 5;
/// Supports textures that are cube arrays.
const CUBE_ARRAY_TEXTURES = 1 << 6;
/// Supports comparison samplers.
const COMPARISON_SAMPLERS = 1 << 7;
/// Supports different blend operations per color attachment.
const INDEPENDENT_BLEND = 1 << 8;
/// Supports storage buffers in vertex shaders.
const VERTEX_STORAGE = 1 << 9;
/// Supports samplers with anisotropic filtering. Note this isn't actually required by
/// WebGPU, the implementation is allowed to completely ignore aniso clamp. This flag is
/// here for native backends so they can communicate to the user of aniso is enabled.
///
/// All backends and all devices support anisotropic filtering.
const ANISOTROPIC_FILTERING = 1 << 10;
/// Supports storage buffers in fragment shaders.
const FRAGMENT_STORAGE = 1 << 11;
/// Supports sample-rate shading.
const MULTISAMPLED_SHADING = 1 << 12;
/// Supports copies between depth textures and buffers.
///
/// GLES/WebGL don't support this.
const DEPTH_TEXTURE_AND_BUFFER_COPIES = 1 << 13;
/// Supports all the texture usages described in WebGPU. If this isn't supported, you
/// should call `get_texture_format_features` to get how you can use textures of a given format
const WEBGPU_TEXTURE_FORMAT_SUPPORT = 1 << 14;
/// Supports buffer bindings with sizes that aren't a multiple of 16.
///
/// WebGL doesn't support this.
const BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED = 1 << 15;
/// Supports buffers to combine [`BufferUsages::INDEX`] with usages other than [`BufferUsages::COPY_DST`] and [`BufferUsages::COPY_SRC`].
/// Furthermore, in absence of this feature it is not allowed to copy index buffers from/to buffers with a set of usage flags containing
/// [`BufferUsages::VERTEX`]/[`BufferUsages::UNIFORM`]/[`BufferUsages::STORAGE`] or [`BufferUsages::INDIRECT`].
///
/// WebGL doesn't support this.
const UNRESTRICTED_INDEX_BUFFER = 1 << 16;
/// Supports full 32-bit range indices (2^32-1 as opposed to 2^24-1 without this flag)
///
/// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.fullDrawIndexUint32`
const FULL_DRAW_INDEX_UINT32 = 1 << 17;
/// Supports depth bias clamping
///
/// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.depthBiasClamp`
const DEPTH_BIAS_CLAMP = 1 << 18;
/// Supports specifying which view format values are allowed when create_view() is called on a texture.
///
/// The WebGL and GLES backends doesn't support this.
const VIEW_FORMATS = 1 << 19;
/// With this feature not present, there are the following restrictions on `Queue::copy_external_image_to_texture`:
/// - The source must not be [`web_sys::OffscreenCanvas`]
/// - [`CopyExternalImageSourceInfo::origin`] must be zero.
/// - [`CopyExternalImageDestInfo::color_space`] must be srgb.
/// - If the source is an [`web_sys::ImageBitmap`]:
/// - [`CopyExternalImageSourceInfo::flip_y`] must be false.
/// - [`CopyExternalImageDestInfo::premultiplied_alpha`] must be false.
///
/// WebGL doesn't support this. WebGPU does.
const UNRESTRICTED_EXTERNAL_TEXTURE_COPIES = 1 << 20;
/// Supports specifying which view formats are allowed when calling create_view on the texture returned by
/// `Surface::get_current_texture`.
///
/// The GLES/WebGL and Vulkan on Android doesn't support this.
const SURFACE_VIEW_FORMATS = 1 << 21;
/// If this is true, calls to `CommandEncoder::resolve_query_set` will be performed on the queue timeline.
///
/// If this is false, calls to `CommandEncoder::resolve_query_set` will be performed on the device (i.e. cpu) timeline
/// and will block that timeline until the query has data. You may work around this limitation by waiting until the submit
/// whose queries you are resolving is fully finished (through use of `queue.on_submitted_work_done`) and only
/// then submitting the resolve_query_set command. The queries will be guaranteed finished, so will not block.
///
/// Supported by:
/// - Vulkan,
/// - DX12
/// - Metal
/// - OpenGL 4.4+
///
/// Not Supported by:
/// - GL ES / WebGL
const NONBLOCKING_QUERY_RESOLVE = 1 << 22;
/// Allows shaders to use `quantizeToF16`, `pack2x16float`, and `unpack2x16float`, which
/// operate on `f16`-precision values stored in `f32`s.
///
/// Not supported by Vulkan on Mesa when [`Features::SHADER_F16`] is absent.
const SHADER_F16_IN_F32 = 1 << 23;
}
}
impl DownlevelFlags {
/// All flags that indicate if the backend is WebGPU compliant
#[must_use]
pub const fn compliant() -> Self {
// We use manual bit twiddling to make this a const fn as `Sub` and `.remove` aren't const
// WebGPU doesn't actually require aniso
Self::from_bits_truncate(Self::all().bits() & !Self::ANISOTROPIC_FILTERING.bits())
}
}
/// Collections of shader features a device supports if they support less than WebGPU normally allows.
// TODO: Fill out the differences between shader models more completely
#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum ShaderModel {
/// Extremely limited shaders, including a total instruction limit.
Sm2,
/// Missing minor features and storage images.
Sm4,
/// WebGPU supports shader module 5.
Sm5,
}

View File

@ -0,0 +1,192 @@
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
use crate::TextureDimension;
/// Origin of a copy from a 2D image.
///
/// Corresponds to [WebGPU `GPUOrigin2D`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpuorigin2ddict).
#[repr(C)]
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct Origin2d {
#[allow(missing_docs)]
pub x: u32,
#[allow(missing_docs)]
pub y: u32,
}
impl Origin2d {
/// Zero origin.
pub const ZERO: Self = Self { x: 0, y: 0 };
/// Adds the third dimension to this origin
#[must_use]
pub fn to_3d(self, z: u32) -> Origin3d {
Origin3d {
x: self.x,
y: self.y,
z,
}
}
}
impl core::fmt::Debug for Origin2d {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
(self.x, self.y).fmt(f)
}
}
/// Origin of a copy to/from a texture.
///
/// Corresponds to [WebGPU `GPUOrigin3D`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpuorigin3ddict).
#[repr(C)]
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct Origin3d {
/// X position of the origin
pub x: u32,
/// Y position of the origin
pub y: u32,
/// Z position of the origin
pub z: u32,
}
impl Origin3d {
/// Zero origin.
pub const ZERO: Self = Self { x: 0, y: 0, z: 0 };
/// Removes the third dimension from this origin
#[must_use]
pub fn to_2d(self) -> Origin2d {
Origin2d {
x: self.x,
y: self.y,
}
}
}
impl Default for Origin3d {
fn default() -> Self {
Self::ZERO
}
}
impl core::fmt::Debug for Origin3d {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
(self.x, self.y, self.z).fmt(f)
}
}
/// Extent of a texture related operation.
///
/// Corresponds to [WebGPU `GPUExtent3D`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpuextent3ddict).
#[repr(C)]
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct Extent3d {
/// Width of the extent
pub width: u32,
/// Height of the extent
pub height: u32,
/// The depth of the extent or the number of array layers
#[cfg_attr(feature = "serde", serde(default = "default_depth"))]
pub depth_or_array_layers: u32,
}
impl core::fmt::Debug for Extent3d {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
(self.width, self.height, self.depth_or_array_layers).fmt(f)
}
}
#[cfg(feature = "serde")]
fn default_depth() -> u32 {
1
}
impl Default for Extent3d {
fn default() -> Self {
Self {
width: 1,
height: 1,
depth_or_array_layers: 1,
}
}
}
impl Extent3d {
/// Calculates the [physical size] backing a texture of the given
/// format and extent. This includes padding to the block width
/// and height of the format.
///
/// This is the texture extent that you must upload at when uploading to _mipmaps_ of compressed textures.
///
/// [physical size]: https://gpuweb.github.io/gpuweb/#physical-miplevel-specific-texture-extent
#[must_use]
pub fn physical_size(&self, format: crate::TextureFormat) -> Self {
let (block_width, block_height) = format.block_dimensions();
let width = self.width.div_ceil(block_width) * block_width;
let height = self.height.div_ceil(block_height) * block_height;
Self {
width,
height,
depth_or_array_layers: self.depth_or_array_layers,
}
}
/// Calculates the maximum possible count of mipmaps.
///
/// Treats the depth as part of the mipmaps. If calculating
/// for a 2DArray texture, which does not mipmap depth, set depth to 1.
#[must_use]
pub fn max_mips(&self, dim: TextureDimension) -> u32 {
match dim {
TextureDimension::D1 => 1,
TextureDimension::D2 => {
let max_dim = self.width.max(self.height);
32 - max_dim.leading_zeros()
}
TextureDimension::D3 => {
let max_dim = self.width.max(self.height.max(self.depth_or_array_layers));
32 - max_dim.leading_zeros()
}
}
}
/// Calculates the extent at a given mip level.
///
/// This is a low-level helper for internal use.
///
/// It does *not* account for memory size being a multiple of block size.
///
/// TODO(<https://github.com/gfx-rs/wgpu/issues/8491>): It also does not
/// consider whether an even dimension is required due to chroma
/// subsampling, but it probably should.
///
/// <https://gpuweb.github.io/gpuweb/#logical-miplevel-specific-texture-extent>
#[doc(hidden)]
#[must_use]
pub fn mip_level_size(&self, level: u32, dim: TextureDimension) -> Self {
Self {
width: u32::max(1, self.width >> level),
height: match dim {
TextureDimension::D1 => 1,
_ => u32::max(1, self.height >> level),
},
depth_or_array_layers: match dim {
TextureDimension::D1 => 1,
TextureDimension::D2 => self.depth_or_array_layers,
TextureDimension::D3 => u32::max(1, self.depth_or_array_layers >> level),
},
}
}
}

View File

@ -0,0 +1,177 @@
use alloc::vec::Vec;
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
#[cfg(doc)]
use crate::{Features, VertexFormat};
#[derive(Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Descriptor for all size defining attributes of a single triangle geometry inside a bottom level acceleration structure.
pub struct BlasTriangleGeometrySizeDescriptor {
/// Format of a vertex position, must be [`VertexFormat::Float32x3`]
/// with just [`Features::EXPERIMENTAL_RAY_QUERY`]
/// but [`Features::EXTENDED_ACCELERATION_STRUCTURE_VERTEX_FORMATS`] adds more.
pub vertex_format: crate::VertexFormat,
/// Number of vertices.
pub vertex_count: u32,
/// Format of an index. Only needed if an index buffer is used.
/// If `index_format` is provided `index_count` is required.
pub index_format: Option<crate::IndexFormat>,
/// Number of indices. Only needed if an index buffer is used.
/// If `index_count` is provided `index_format` is required.
pub index_count: Option<u32>,
/// Flags for the geometry.
pub flags: AccelerationStructureGeometryFlags,
}
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Descriptor for all size defining attributes of all geometries inside a bottom level acceleration structure.
pub enum BlasGeometrySizeDescriptors {
/// Triangle geometry version.
Triangles {
/// Descriptor for each triangle geometry.
descriptors: Vec<BlasTriangleGeometrySizeDescriptor>,
},
}
#[repr(u8)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Update mode for acceleration structure builds.
pub enum AccelerationStructureUpdateMode {
/// Always perform a full build.
Build,
/// If possible, perform an incremental update.
///
/// Not advised for major topology changes.
/// (Useful for e.g. skinning)
PreferUpdate,
}
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Descriptor for creating a bottom level acceleration structure.
pub struct CreateBlasDescriptor<L> {
/// Label for the bottom level acceleration structure.
pub label: L,
/// Flags for the bottom level acceleration structure.
pub flags: AccelerationStructureFlags,
/// Update mode for the bottom level acceleration structure.
pub update_mode: AccelerationStructureUpdateMode,
}
impl<L> CreateBlasDescriptor<L> {
/// Takes a closure and maps the label of the blas descriptor into another.
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> CreateBlasDescriptor<K> {
CreateBlasDescriptor {
label: fun(&self.label),
flags: self.flags,
update_mode: self.update_mode,
}
}
}
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Descriptor for creating a top level acceleration structure.
pub struct CreateTlasDescriptor<L> {
/// Label for the top level acceleration structure.
pub label: L,
/// Number of instances that can be stored in the acceleration structure.
pub max_instances: u32,
/// Flags for the bottom level acceleration structure.
pub flags: AccelerationStructureFlags,
/// Update mode for the bottom level acceleration structure.
pub update_mode: AccelerationStructureUpdateMode,
}
impl<L> CreateTlasDescriptor<L> {
/// Takes a closure and maps the label of the blas descriptor into another.
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> CreateTlasDescriptor<K> {
CreateTlasDescriptor {
label: fun(&self.label),
flags: self.flags,
update_mode: self.update_mode,
max_instances: self.max_instances,
}
}
}
bitflags::bitflags!(
/// Flags for acceleration structures
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct AccelerationStructureFlags: u8 {
/// Allow for incremental updates (no change in size), currently this is unimplemented
/// and will build as normal (this is fine, update vs build should be unnoticeable)
const ALLOW_UPDATE = 1 << 0;
/// Allow the acceleration structure to be compacted in a copy operation
/// (`Blas::prepare_for_compaction`, `CommandEncoder::compact_blas`).
const ALLOW_COMPACTION = 1 << 1;
/// Optimize for fast ray tracing performance, recommended if the geometry is unlikely
/// to change (e.g. in a game: non-interactive scene geometry)
const PREFER_FAST_TRACE = 1 << 2;
/// Optimize for fast build time, recommended if geometry is likely to change frequently
/// (e.g. in a game: player model).
const PREFER_FAST_BUILD = 1 << 3;
/// Optimize for low memory footprint (both while building and in the output BLAS).
const LOW_MEMORY = 1 << 4;
/// Use `BlasTriangleGeometry::transform_buffer` when building a BLAS (only allowed in
/// BLAS creation)
const USE_TRANSFORM = 1 << 5;
/// Allow retrieval of the vertices of the triangle hit by a ray.
const ALLOW_RAY_HIT_VERTEX_RETURN = 1 << 6;
}
);
bitflags::bitflags!(
/// Flags for acceleration structure geometries
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct AccelerationStructureGeometryFlags: u8 {
/// Is OPAQUE (is there no alpha test) recommended as currently in naga there is no
/// candidate intersections yet so currently BLASes without this flag will not have hits.
/// Not enabling this makes the BLAS unable to be interacted with in WGSL.
const OPAQUE = 1 << 0;
/// NO_DUPLICATE_ANY_HIT_INVOCATION, not useful unless using hal with wgpu, ray-tracing
/// pipelines are not supported in wgpu so any-hit shaders do not exist. For when any-hit
/// shaders are implemented (or experienced users who combine this with an underlying library:
/// for any primitive (triangle or AABB) multiple any-hit shaders sometimes may be invoked
/// (especially in AABBs like a sphere), if this flag in present only one hit on a primitive may
/// invoke an any-hit shader.
const NO_DUPLICATE_ANY_HIT_INVOCATION = 1 << 1;
}
);
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
/// What a copy between acceleration structures should do
pub enum AccelerationStructureCopy {
/// Directly duplicate an acceleration structure to another
Clone,
/// Duplicate and compact an acceleration structure
Compact,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
/// What type the data of an acceleration structure is
pub enum AccelerationStructureType {
/// The types of the acceleration structure are triangles
Triangles,
/// The types of the acceleration structure are axis aligned bounding boxes
AABBs,
/// The types of the acceleration structure are instances
Instances,
}
/// Alignment requirement for transform buffers used in acceleration structure builds
pub const TRANSFORM_BUFFER_ALIGNMENT: crate::BufferAddress = 16;
/// Alignment requirement for instance buffers used in acceleration structure builds (`build_acceleration_structures_unsafe_tlas`)
pub const INSTANCE_BUFFER_ALIGNMENT: crate::BufferAddress = 16;

941
wgpu-types/src/render.rs Normal file
View File

@ -0,0 +1,941 @@
//! Types for configuring render passes and render pipelines (except for vertex attributes).
use bytemuck::{Pod, Zeroable};
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
use crate::link_to_wgpu_docs;
#[cfg(doc)]
use crate::{Features, TextureFormat};
/// Alpha blend factor.
///
/// Corresponds to [WebGPU `GPUBlendFactor`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpublendfactor). Values using `Src1`
/// require [`Features::DUAL_SOURCE_BLENDING`] and can only be used with the first
/// render target.
///
/// For further details on how the blend factors are applied, see the analogous
/// functionality in OpenGL: <https://www.khronos.org/opengl/wiki/Blending#Blending_Parameters>.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum BlendFactor {
/// 0.0
Zero = 0,
/// 1.0
One = 1,
/// S.component
Src = 2,
/// 1.0 - S.component
OneMinusSrc = 3,
/// S.alpha
SrcAlpha = 4,
/// 1.0 - S.alpha
OneMinusSrcAlpha = 5,
/// D.component
Dst = 6,
/// 1.0 - D.component
OneMinusDst = 7,
/// D.alpha
DstAlpha = 8,
/// 1.0 - D.alpha
OneMinusDstAlpha = 9,
/// min(S.alpha, 1.0 - D.alpha)
SrcAlphaSaturated = 10,
/// Constant
Constant = 11,
/// 1.0 - Constant
OneMinusConstant = 12,
/// S1.component
Src1 = 13,
/// 1.0 - S1.component
OneMinusSrc1 = 14,
/// S1.alpha
Src1Alpha = 15,
/// 1.0 - S1.alpha
OneMinusSrc1Alpha = 16,
}
impl BlendFactor {
/// Returns `true` if the blend factor references the second blend source.
///
/// Note that the usage of those blend factors require [`Features::DUAL_SOURCE_BLENDING`].
#[must_use]
pub fn ref_second_blend_source(&self) -> bool {
match self {
BlendFactor::Src1
| BlendFactor::OneMinusSrc1
| BlendFactor::Src1Alpha
| BlendFactor::OneMinusSrc1Alpha => true,
_ => false,
}
}
}
/// Alpha blend operation.
///
/// Corresponds to [WebGPU `GPUBlendOperation`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpublendoperation).
///
/// For further details on how the blend operations are applied, see
/// the analogous functionality in OpenGL: <https://www.khronos.org/opengl/wiki/Blending#Blend_Equations>.
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum BlendOperation {
/// Src + Dst
#[default]
Add = 0,
/// Src - Dst
Subtract = 1,
/// Dst - Src
ReverseSubtract = 2,
/// min(Src, Dst)
Min = 3,
/// max(Src, Dst)
Max = 4,
}
/// Describes a blend component of a [`BlendState`].
///
/// Corresponds to [WebGPU `GPUBlendComponent`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpublendcomponent).
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct BlendComponent {
/// Multiplier for the source, which is produced by the fragment shader.
pub src_factor: BlendFactor,
/// Multiplier for the destination, which is stored in the target.
pub dst_factor: BlendFactor,
/// The binary operation applied to the source and destination,
/// multiplied by their respective factors.
pub operation: BlendOperation,
}
impl BlendComponent {
/// Default blending state that replaces destination with the source.
pub const REPLACE: Self = Self {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::Zero,
operation: BlendOperation::Add,
};
/// Blend state of `(1 * src) + ((1 - src_alpha) * dst)`.
pub const OVER: Self = Self {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
};
/// Returns true if the state relies on the constant color, which is
/// set independently on a render command encoder.
#[must_use]
pub fn uses_constant(&self) -> bool {
match (self.src_factor, self.dst_factor) {
(BlendFactor::Constant, _)
| (BlendFactor::OneMinusConstant, _)
| (_, BlendFactor::Constant)
| (_, BlendFactor::OneMinusConstant) => true,
(_, _) => false,
}
}
}
impl Default for BlendComponent {
fn default() -> Self {
Self::REPLACE
}
}
/// Describe the blend state of a render pipeline,
/// within [`ColorTargetState`].
///
/// Corresponds to [WebGPU `GPUBlendState`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpublendstate).
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct BlendState {
/// Color equation.
pub color: BlendComponent,
/// Alpha equation.
pub alpha: BlendComponent,
}
impl BlendState {
/// Blend mode that does no color blending, just overwrites the output with the contents of the shader.
pub const REPLACE: Self = Self {
color: BlendComponent::REPLACE,
alpha: BlendComponent::REPLACE,
};
/// Blend mode that does standard alpha blending with non-premultiplied alpha.
pub const ALPHA_BLENDING: Self = Self {
color: BlendComponent {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha: BlendComponent::OVER,
};
/// Blend mode that does standard alpha blending with premultiplied alpha.
pub const PREMULTIPLIED_ALPHA_BLENDING: Self = Self {
color: BlendComponent::OVER,
alpha: BlendComponent::OVER,
};
}
/// Describes the color state of a render pipeline.
///
/// Corresponds to [WebGPU `GPUColorTargetState`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpucolortargetstate).
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct ColorTargetState {
/// The [`TextureFormat`] of the image that this pipeline will render to. Must match the format
/// of the corresponding color attachment in [`CommandEncoder::begin_render_pass`][CEbrp]
///
#[doc = link_to_wgpu_docs!(["CEbrp"]: "struct.CommandEncoder.html#method.begin_render_pass")]
pub format: crate::TextureFormat,
/// The blending that is used for this pipeline.
#[cfg_attr(feature = "serde", serde(default))]
pub blend: Option<BlendState>,
/// Mask which enables/disables writes to different color/alpha channel.
#[cfg_attr(feature = "serde", serde(default))]
pub write_mask: ColorWrites,
}
impl From<crate::TextureFormat> for ColorTargetState {
fn from(format: crate::TextureFormat) -> Self {
Self {
format,
blend: None,
write_mask: ColorWrites::ALL,
}
}
}
/// Color write mask. Disabled color channels will not be written to.
///
/// Corresponds to [WebGPU `GPUColorWriteFlags`](
/// https://gpuweb.github.io/gpuweb/#typedefdef-gpucolorwriteflags).
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct ColorWrites(u32);
bitflags::bitflags! {
impl ColorWrites: u32 {
/// Enable red channel writes
const RED = 1 << 0;
/// Enable green channel writes
const GREEN = 1 << 1;
/// Enable blue channel writes
const BLUE = 1 << 2;
/// Enable alpha channel writes
const ALPHA = 1 << 3;
/// Enable red, green, and blue channel writes
const COLOR = Self::RED.bits() | Self::GREEN.bits() | Self::BLUE.bits();
/// Enable writes to all channels.
const ALL = Self::RED.bits() | Self::GREEN.bits() | Self::BLUE.bits() | Self::ALPHA.bits();
}
}
impl Default for ColorWrites {
fn default() -> Self {
Self::ALL
}
}
/// Primitive type the input mesh is composed of.
///
/// Corresponds to [WebGPU `GPUPrimitiveTopology`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpuprimitivetopology).
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum PrimitiveTopology {
/// Vertex data is a list of points. Each vertex is a new point.
PointList = 0,
/// Vertex data is a list of lines. Each pair of vertices composes a new line.
///
/// Vertices `0 1 2 3` create two lines `0 1` and `2 3`
LineList = 1,
/// Vertex data is a strip of lines. Each set of two adjacent vertices form a line.
///
/// Vertices `0 1 2 3` create three lines `0 1`, `1 2`, and `2 3`.
LineStrip = 2,
/// Vertex data is a list of triangles. Each set of 3 vertices composes a new triangle.
///
/// Vertices `0 1 2 3 4 5` create two triangles `0 1 2` and `3 4 5`
#[default]
TriangleList = 3,
/// Vertex data is a triangle strip. Each set of three adjacent vertices form a triangle.
///
/// Vertices `0 1 2 3 4 5` create four triangles `0 1 2`, `2 1 3`, `2 3 4`, and `4 3 5`
TriangleStrip = 4,
}
impl PrimitiveTopology {
/// Returns true for strip topologies.
#[must_use]
pub fn is_strip(&self) -> bool {
match *self {
Self::PointList | Self::LineList | Self::TriangleList => false,
Self::LineStrip | Self::TriangleStrip => true,
}
}
}
/// Vertex winding order which classifies the "front" face of a triangle.
///
/// Corresponds to [WebGPU `GPUFrontFace`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpufrontface).
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum FrontFace {
/// Triangles with vertices in counter clockwise order are considered the front face.
///
/// This is the default with right handed coordinate spaces.
#[default]
Ccw = 0,
/// Triangles with vertices in clockwise order are considered the front face.
///
/// This is the default with left handed coordinate spaces.
Cw = 1,
}
/// Face of a vertex.
///
/// Corresponds to [WebGPU `GPUCullMode`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpucullmode),
/// except that the `"none"` value is represented using `Option<Face>` instead.
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum Face {
/// Front face
Front = 0,
/// Back face
Back = 1,
}
/// Type of drawing mode for polygons
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum PolygonMode {
/// Polygons are filled
#[default]
Fill = 0,
/// Polygons are drawn as line segments
Line = 1,
/// Polygons are drawn as points
Point = 2,
}
/// Describes the state of primitive assembly and rasterization in a render pipeline.
///
/// Corresponds to [WebGPU `GPUPrimitiveState`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpuprimitivestate).
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct PrimitiveState {
/// The primitive topology used to interpret vertices.
pub topology: PrimitiveTopology,
/// When drawing strip topologies with indices, this is the required format for the index buffer.
/// This has no effect on non-indexed or non-strip draws.
///
/// Specifying this value enables primitive restart, allowing individual strips to be separated
/// with the index value `0xFFFF` when using `Uint16`, or `0xFFFFFFFF` when using `Uint32`.
#[cfg_attr(feature = "serde", serde(default))]
pub strip_index_format: Option<IndexFormat>,
/// The face to consider the front for the purpose of culling and stencil operations.
#[cfg_attr(feature = "serde", serde(default))]
pub front_face: FrontFace,
/// The face culling mode.
#[cfg_attr(feature = "serde", serde(default))]
pub cull_mode: Option<Face>,
/// If set to true, the polygon depth is not clipped to 0-1 before rasterization.
///
/// Enabling this requires [`Features::DEPTH_CLIP_CONTROL`] to be enabled.
#[cfg_attr(feature = "serde", serde(default))]
pub unclipped_depth: bool,
/// Controls the way each polygon is rasterized. Can be either `Fill` (default), `Line` or `Point`
///
/// Setting this to `Line` requires [`Features::POLYGON_MODE_LINE`] to be enabled.
///
/// Setting this to `Point` requires [`Features::POLYGON_MODE_POINT`] to be enabled.
#[cfg_attr(feature = "serde", serde(default))]
pub polygon_mode: PolygonMode,
/// If set to true, the primitives are rendered with conservative overestimation. I.e. any rastered pixel touched by it is filled.
/// Only valid for `[PolygonMode::Fill`]!
///
/// Enabling this requires [`Features::CONSERVATIVE_RASTERIZATION`] to be enabled.
pub conservative: bool,
}
/// Describes the multi-sampling state of a render pipeline.
///
/// Corresponds to [WebGPU `GPUMultisampleState`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpumultisamplestate).
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct MultisampleState {
/// The number of samples calculated per pixel (for MSAA). For non-multisampled textures,
/// this should be `1`
pub count: u32,
/// Bitmask that restricts the samples of a pixel modified by this pipeline. All samples
/// can be enabled using the value `!0`
pub mask: u64,
/// 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,
}
impl Default for MultisampleState {
fn default() -> Self {
MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
}
}
}
/// Format of indices used with pipeline.
///
/// Corresponds to [WebGPU `GPUIndexFormat`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpuindexformat).
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum IndexFormat {
/// Indices are 16 bit unsigned integers.
Uint16 = 0,
/// Indices are 32 bit unsigned integers.
#[default]
Uint32 = 1,
}
impl IndexFormat {
/// Returns the size in bytes of the index format
pub fn byte_size(&self) -> usize {
match self {
IndexFormat::Uint16 => 2,
IndexFormat::Uint32 => 4,
}
}
}
/// Operation to perform on the stencil value.
///
/// Corresponds to [WebGPU `GPUStencilOperation`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpustenciloperation).
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum StencilOperation {
/// Keep stencil value unchanged.
#[default]
Keep = 0,
/// Set stencil value to zero.
Zero = 1,
/// Replace stencil value with value provided in most recent call to
/// [`RenderPass::set_stencil_reference`][RPssr].
///
#[doc = link_to_wgpu_docs!(["RPssr"]: "struct.RenderPass.html#method.set_stencil_reference")]
Replace = 2,
/// Bitwise inverts stencil value.
Invert = 3,
/// Increments stencil value by one, clamping on overflow.
IncrementClamp = 4,
/// Decrements stencil value by one, clamping on underflow.
DecrementClamp = 5,
/// Increments stencil value by one, wrapping on overflow.
IncrementWrap = 6,
/// Decrements stencil value by one, wrapping on underflow.
DecrementWrap = 7,
}
/// Describes stencil state in a render pipeline.
///
/// If you are not using stencil state, set this to [`StencilFaceState::IGNORE`].
///
/// Corresponds to [WebGPU `GPUStencilFaceState`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpustencilfacestate).
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct StencilFaceState {
/// Comparison function that determines if the fail_op or pass_op is used on the stencil buffer.
pub compare: CompareFunction,
/// Operation that is performed when stencil test fails.
pub fail_op: StencilOperation,
/// Operation that is performed when depth test fails but stencil test succeeds.
pub depth_fail_op: StencilOperation,
/// Operation that is performed when stencil test success.
pub pass_op: StencilOperation,
}
impl StencilFaceState {
/// Ignore the stencil state for the face.
pub const IGNORE: Self = StencilFaceState {
compare: CompareFunction::Always,
fail_op: StencilOperation::Keep,
depth_fail_op: StencilOperation::Keep,
pass_op: StencilOperation::Keep,
};
/// Returns true if the face state uses the reference value for testing or operation.
#[must_use]
pub fn needs_ref_value(&self) -> bool {
self.compare.needs_ref_value()
|| self.fail_op == StencilOperation::Replace
|| self.depth_fail_op == StencilOperation::Replace
|| self.pass_op == StencilOperation::Replace
}
/// Returns true if the face state doesn't mutate the target values.
#[must_use]
pub fn is_read_only(&self) -> bool {
self.pass_op == StencilOperation::Keep
&& self.depth_fail_op == StencilOperation::Keep
&& self.fail_op == StencilOperation::Keep
}
}
impl Default for StencilFaceState {
fn default() -> Self {
Self::IGNORE
}
}
/// Comparison function used for depth and stencil operations.
///
/// Corresponds to [WebGPU `GPUCompareFunction`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpucomparefunction).
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum CompareFunction {
/// Function never passes
Never = 1,
/// Function passes if new value less than existing value
Less = 2,
/// Function passes if new value is equal to existing value. When using
/// this compare function, make sure to mark your Vertex Shader's `@builtin(position)`
/// output as `@invariant` to prevent artifacting.
Equal = 3,
/// Function passes if new value is less than or equal to existing value
LessEqual = 4,
/// Function passes if new value is greater than existing value
Greater = 5,
/// Function passes if new value is not equal to existing value. When using
/// this compare function, make sure to mark your Vertex Shader's `@builtin(position)`
/// output as `@invariant` to prevent artifacting.
NotEqual = 6,
/// Function passes if new value is greater than or equal to existing value
GreaterEqual = 7,
/// Function always passes
Always = 8,
}
impl CompareFunction {
/// Returns true if the comparison depends on the reference value.
#[must_use]
pub fn needs_ref_value(self) -> bool {
match self {
Self::Never | Self::Always => false,
_ => true,
}
}
}
/// State of the stencil operation (fixed-pipeline stage).
///
/// For use in [`DepthStencilState`].
///
/// Corresponds to a portion of [WebGPU `GPUDepthStencilState`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpudepthstencilstate).
#[repr(C)]
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct StencilState {
/// Front face mode.
pub front: StencilFaceState,
/// Back face mode.
pub back: StencilFaceState,
/// Stencil values are AND'd with this mask when reading and writing from the stencil buffer. Only low 8 bits are used.
pub read_mask: u32,
/// Stencil values are AND'd with this mask when writing to the stencil buffer. Only low 8 bits are used.
pub write_mask: u32,
}
impl StencilState {
/// Returns true if the stencil test is enabled.
#[must_use]
pub fn is_enabled(&self) -> bool {
(self.front != StencilFaceState::IGNORE || self.back != StencilFaceState::IGNORE)
&& (self.read_mask != 0 || self.write_mask != 0)
}
/// Returns true if the state doesn't mutate the target values.
#[must_use]
pub fn is_read_only(&self, cull_mode: Option<Face>) -> bool {
// The rules are defined in step 7 of the "Device timeline initialization steps"
// subsection of the "Render Pipeline Creation" section of WebGPU
// (link to the section: https://gpuweb.github.io/gpuweb/#render-pipeline-creation)
if self.write_mask == 0 {
return true;
}
let front_ro = cull_mode == Some(Face::Front) || self.front.is_read_only();
let back_ro = cull_mode == Some(Face::Back) || self.back.is_read_only();
front_ro && back_ro
}
/// Returns true if the stencil state uses the reference value for testing.
#[must_use]
pub fn needs_ref_value(&self) -> bool {
self.front.needs_ref_value() || self.back.needs_ref_value()
}
}
/// Describes the biasing setting for the depth target.
///
/// For use in [`DepthStencilState`].
///
/// Corresponds to a portion of [WebGPU `GPUDepthStencilState`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpudepthstencilstate).
#[repr(C)]
#[derive(Clone, Copy, Debug, Default)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct DepthBiasState {
/// Constant depth biasing factor, in basic units of the depth format.
pub constant: i32,
/// Slope depth biasing factor.
pub slope_scale: f32,
/// Depth bias clamp value (absolute).
pub clamp: f32,
}
impl DepthBiasState {
/// Returns true if the depth biasing is enabled.
#[must_use]
pub fn is_enabled(&self) -> bool {
self.constant != 0 || self.slope_scale != 0.0
}
}
impl core::hash::Hash for DepthBiasState {
fn hash<H: core::hash::Hasher>(&self, state: &mut H) {
self.constant.hash(state);
self.slope_scale.to_bits().hash(state);
self.clamp.to_bits().hash(state);
}
}
impl PartialEq for DepthBiasState {
fn eq(&self, other: &Self) -> bool {
(self.constant == other.constant)
&& (self.slope_scale.to_bits() == other.slope_scale.to_bits())
&& (self.clamp.to_bits() == other.clamp.to_bits())
}
}
impl Eq for DepthBiasState {}
/// Operation to perform to the output attachment at the start of a render pass.
///
/// Corresponds to [WebGPU `GPULoadOp`](https://gpuweb.github.io/gpuweb/#enumdef-gpuloadop),
/// plus the corresponding clearValue.
#[repr(u8)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum LoadOp<V> {
/// Loads the specified value for this attachment into the render pass.
///
/// On some GPU hardware (primarily mobile), "clear" is significantly cheaper
/// because it avoids loading data from main memory into tile-local memory.
///
/// On other GPU hardware, there isnt a significant difference.
///
/// As a result, it is recommended to use "clear" rather than "load" in cases
/// where the initial value doesnt matter
/// (e.g. the render target will be cleared using a skybox).
Clear(V) = 0,
/// Loads the existing value for this attachment into the render pass.
Load = 1,
}
impl<V> LoadOp<V> {
/// Returns true if variants are same (ignoring clear value)
pub fn eq_variant<T>(&self, other: LoadOp<T>) -> bool {
matches!(
(self, other),
(LoadOp::Clear(_), LoadOp::Clear(_)) | (LoadOp::Load, LoadOp::Load)
)
}
}
impl<V: Default> Default for LoadOp<V> {
fn default() -> Self {
Self::Clear(Default::default())
}
}
/// Operation to perform to the output attachment at the end of a render pass.
///
/// Corresponds to [WebGPU `GPUStoreOp`](https://gpuweb.github.io/gpuweb/#enumdef-gpustoreop).
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum StoreOp {
/// Stores the resulting value of the render pass for this attachment.
#[default]
Store = 0,
/// Discards the resulting value of the render pass for this attachment.
///
/// The attachment will be treated as uninitialized afterwards.
/// (If only either Depth or Stencil texture-aspects is set to `Discard`,
/// the respective other texture-aspect will be preserved.)
///
/// This can be significantly faster on tile-based render hardware.
///
/// Prefer this if the attachment is not read by subsequent passes.
Discard = 1,
}
/// Pair of load and store operations for an attachment aspect.
///
/// This type is unique to the Rust API of `wgpu`. In the WebGPU specification,
/// separate `loadOp` and `storeOp` fields are used instead.
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::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.
///
/// Note that resolve textures (if specified) are always written to,
/// regardless of this setting.
pub store: StoreOp,
}
impl<V: Default> Default for Operations<V> {
#[inline]
fn default() -> Self {
Self {
load: LoadOp::<V>::default(),
store: StoreOp::default(),
}
}
}
/// Describes the depth/stencil state in a render pipeline.
///
/// Corresponds to [WebGPU `GPUDepthStencilState`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpudepthstencilstate).
#[repr(C)]
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct DepthStencilState {
/// Format of the depth/stencil buffer, must be special depth format. Must match the format
/// of the depth/stencil attachment in [`CommandEncoder::begin_render_pass`][CEbrp].
///
#[doc = link_to_wgpu_docs!(["CEbrp"]: "struct.CommandEncoder.html#method.begin_render_pass")]
pub format: crate::TextureFormat,
/// If disabled, depth will not be written to.
pub depth_write_enabled: bool,
/// Comparison function used to compare depth values in the depth test.
pub depth_compare: CompareFunction,
/// Stencil state.
#[cfg_attr(feature = "serde", serde(default))]
pub stencil: StencilState,
/// Depth bias state.
#[cfg_attr(feature = "serde", serde(default))]
pub bias: DepthBiasState,
}
impl DepthStencilState {
/// Returns true if the depth testing is enabled.
#[must_use]
pub fn is_depth_enabled(&self) -> bool {
self.depth_compare != CompareFunction::Always || self.depth_write_enabled
}
/// Returns true if the state doesn't mutate the depth buffer.
#[must_use]
pub fn is_depth_read_only(&self) -> bool {
!self.depth_write_enabled
}
/// Returns true if the state doesn't mutate the stencil.
#[must_use]
pub fn is_stencil_read_only(&self, cull_mode: Option<Face>) -> bool {
self.stencil.is_read_only(cull_mode)
}
/// Returns true if the state doesn't mutate either depth or stencil of the target.
#[must_use]
pub fn is_read_only(&self, cull_mode: Option<Face>) -> bool {
self.is_depth_read_only() && self.is_stencil_read_only(cull_mode)
}
}
/// Describes the depth/stencil attachment for render bundles.
///
/// Corresponds to a portion of [WebGPU `GPURenderBundleEncoderDescriptor`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpurenderbundleencoderdescriptor).
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct RenderBundleDepthStencil {
/// Format of the attachment.
pub format: crate::TextureFormat,
/// If the depth aspect of the depth stencil attachment is going to be written to.
///
/// This must match the [`RenderPassDepthStencilAttachment::depth_ops`] of the renderpass this render bundle is executed in.
/// If `depth_ops` is `Some(..)` this must be false. If it is `None` this must be true.
///
#[doc = link_to_wgpu_docs!(["`RenderPassDepthStencilAttachment::depth_ops`"]: "struct.RenderPassDepthStencilAttachment.html#structfield.depth_ops")]
pub depth_read_only: bool,
/// If the stencil aspect of the depth stencil attachment is going to be written to.
///
/// This must match the [`RenderPassDepthStencilAttachment::stencil_ops`] of the renderpass this render bundle is executed in.
/// If `depth_ops` is `Some(..)` this must be false. If it is `None` this must be true.
///
#[doc = link_to_wgpu_docs!(["`RenderPassDepthStencilAttachment::stencil_ops`"]: "struct.RenderPassDepthStencilAttachment.html#structfield.stencil_ops")]
pub stencil_read_only: bool,
}
/// Describes a [`RenderBundle`](../wgpu/struct.RenderBundle.html).
///
/// Corresponds to [WebGPU `GPURenderBundleDescriptor`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpurenderbundledescriptor).
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct RenderBundleDescriptor<L> {
/// Debug label of the render bundle encoder. This will show up in graphics debuggers for easy identification.
pub label: L,
}
impl<L> RenderBundleDescriptor<L> {
/// Takes a closure and maps the label of the render bundle descriptor into another.
#[must_use]
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> RenderBundleDescriptor<K> {
RenderBundleDescriptor {
label: fun(&self.label),
}
}
}
impl<T> Default for RenderBundleDescriptor<Option<T>> {
fn default() -> Self {
Self { label: None }
}
}
/// Argument buffer layout for `draw_indirect` commands.
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Pod, Zeroable)]
pub struct DrawIndirectArgs {
/// The number of vertices to draw.
pub vertex_count: u32,
/// The number of instances to draw.
pub instance_count: u32,
/// The Index of the first vertex to draw.
pub first_vertex: u32,
/// The instance ID of the first instance to draw.
///
/// Has to be 0, unless [`Features::INDIRECT_FIRST_INSTANCE`](crate::Features::INDIRECT_FIRST_INSTANCE) is enabled.
pub first_instance: u32,
}
impl DrawIndirectArgs {
/// Returns the bytes representation of the struct, ready to be written in a buffer.
#[must_use]
pub fn as_bytes(&self) -> &[u8] {
bytemuck::bytes_of(self)
}
}
/// Argument buffer layout for `draw_indexed_indirect` commands.
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Pod, Zeroable)]
pub struct DrawIndexedIndirectArgs {
/// The number of indices to draw.
pub index_count: u32,
/// The number of instances to draw.
pub instance_count: u32,
/// The first index within the index buffer.
pub first_index: u32,
/// The value added to the vertex index before indexing into the vertex buffer.
pub base_vertex: i32,
/// The instance ID of the first instance to draw.
///
/// Has to be 0, unless [`Features::INDIRECT_FIRST_INSTANCE`](crate::Features::INDIRECT_FIRST_INSTANCE) is enabled.
pub first_instance: u32,
}
impl DrawIndexedIndirectArgs {
/// Returns the bytes representation of the struct, ready to be written in a buffer.
#[must_use]
pub fn as_bytes(&self) -> &[u8] {
bytemuck::bytes_of(self)
}
}
/// Argument buffer layout for `dispatch_indirect` commands.
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Pod, Zeroable)]
pub struct DispatchIndirectArgs {
/// The number of work groups in X dimension.
pub x: u32,
/// The number of work groups in Y dimension.
pub y: u32,
/// The number of work groups in Z dimension.
pub z: u32,
}
impl DispatchIndirectArgs {
/// Returns the bytes representation of the struct, ready to be written into a buffer.
#[must_use]
pub fn as_bytes(&self) -> &[u8] {
bytemuck::bytes_of(self)
}
}

View File

@ -0,0 +1,67 @@
pub trait WasmNotSendSync: WasmNotSend + WasmNotSync {}
impl<T: WasmNotSend + WasmNotSync> WasmNotSendSync for T {}
#[cfg(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
))]
pub trait WasmNotSend: Send {}
#[cfg(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
))]
impl<T: Send> WasmNotSend for T {}
#[cfg(not(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
)))]
pub trait WasmNotSend {}
#[cfg(not(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
)))]
impl<T> WasmNotSend for T {}
#[cfg(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
))]
pub trait WasmNotSync: Sync {}
#[cfg(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
))]
impl<T: Sync> WasmNotSync for T {}
#[cfg(not(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
)))]
pub trait WasmNotSync {}
#[cfg(not(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
)))]
impl<T> WasmNotSync for T {}

184
wgpu-types/src/shader.rs Normal file
View File

@ -0,0 +1,184 @@
use alloc::{borrow::Cow, string::String};
/// Describes how shader bound checks should be performed.
#[derive(Copy, Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct ShaderRuntimeChecks {
/// Enforce bounds checks in shaders, even if the underlying driver doesn't
/// support doing so natively.
///
/// When this is `true`, `wgpu` promises that shaders can only read or
/// write the accessible region of a bindgroup's buffer bindings. If
/// the underlying graphics platform cannot implement these bounds checks
/// itself, `wgpu` will inject bounds checks before presenting the
/// shader to the platform.
///
/// When this is `false`, `wgpu` only enforces such bounds checks if the
/// underlying platform provides a way to do so itself. `wgpu` does not
/// itself add any bounds checks to generated shader code.
///
/// Note that `wgpu` users may try to initialize only those portions of
/// buffers that they anticipate might be read from. Passing `false` here
/// may allow shaders to see wider regions of the buffers than expected,
/// making such deferred initialization visible to the application.
pub bounds_checks: bool,
///
/// If false, the caller MUST ensure that all passed shaders do not contain any infinite loops.
///
/// If it does, backend compilers MAY treat such a loop as unreachable code and draw
/// conclusions about other safety-critical code paths. This option SHOULD NOT be disabled
/// when running untrusted code.
pub force_loop_bounding: bool,
/// If false, the caller **MUST** ensure that in all passed shaders every function operating
/// on a ray query must obey these rules (functions using wgsl naming)
/// - `rayQueryInitialize` must have called before `rayQueryProceed`
/// - `rayQueryProceed` must have been called, returned true and have hit an AABB before
/// `rayQueryGenerateIntersection` is called
/// - `rayQueryProceed` must have been called, returned true and have hit a triangle before
/// `rayQueryConfirmIntersection` is called
/// - `rayQueryProceed` must have been called and have returned true before `rayQueryTerminate`,
/// `getCandidateHitVertexPositions` or `rayQueryGetCandidateIntersection` is called
/// - `rayQueryProceed` must have been called and have returned false before `rayQueryGetCommittedIntersection`
/// or `getCommittedHitVertexPositions` are called
///
/// It is the aim that these cases will not cause UB if this is set to true, but currently this will still happen on DX12 and Metal.
pub ray_query_initialization_tracking: bool,
}
impl ShaderRuntimeChecks {
/// Creates a new configuration where the shader is fully checked.
#[must_use]
pub const fn checked() -> Self {
unsafe { Self::all(true) }
}
/// Creates a new configuration where none of the checks are performed.
///
/// # Safety
///
/// See the documentation for the `set_*` methods for the safety requirements
/// of each sub-configuration.
#[must_use]
pub const fn unchecked() -> Self {
unsafe { Self::all(false) }
}
/// Creates a new configuration where all checks are enabled or disabled. To safely
/// create a configuration with all checks enabled, use [`ShaderRuntimeChecks::checked`].
///
/// # Safety
///
/// See the documentation for the `set_*` methods for the safety requirements
/// of each sub-configuration.
#[must_use]
pub const unsafe fn all(all_checks: bool) -> Self {
Self {
bounds_checks: all_checks,
force_loop_bounding: all_checks,
ray_query_initialization_tracking: all_checks,
}
}
}
impl Default for ShaderRuntimeChecks {
fn default() -> Self {
Self::checked()
}
}
/// Descriptor for a shader module given by any of several sources.
/// These shaders are passed through directly to the underlying api.
/// At least one shader type that may be used by the backend must be `Some` or a panic is raised.
#[derive(Debug, Clone)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct CreateShaderModuleDescriptorPassthrough<'a, L> {
/// Entrypoint. Unused for Spir-V.
pub entry_point: String,
/// Debug label of the shader module. This will show up in graphics debuggers for easy identification.
pub label: L,
/// Number of workgroups in each dimension x, y and z. Unused for Spir-V.
pub num_workgroups: (u32, u32, u32),
/// Runtime checks that should be enabled.
pub runtime_checks: ShaderRuntimeChecks,
/// Binary SPIR-V data, in 4-byte words.
pub spirv: Option<Cow<'a, [u32]>>,
/// Shader DXIL source.
pub dxil: Option<Cow<'a, [u8]>>,
/// Shader MSL source.
pub msl: Option<Cow<'a, str>>,
/// Shader HLSL source.
pub hlsl: Option<Cow<'a, str>>,
/// Shader GLSL source (currently unused).
pub glsl: Option<Cow<'a, str>>,
/// Shader WGSL source.
pub wgsl: Option<Cow<'a, str>>,
}
// This is so people don't have to fill in fields they don't use, like num_workgroups,
// entry_point, or other shader languages they didn't compile for
impl<'a, L: Default> Default for CreateShaderModuleDescriptorPassthrough<'a, L> {
fn default() -> Self {
Self {
entry_point: "".into(),
label: Default::default(),
num_workgroups: (0, 0, 0),
runtime_checks: ShaderRuntimeChecks::unchecked(),
spirv: None,
dxil: None,
msl: None,
hlsl: None,
glsl: None,
wgsl: None,
}
}
}
impl<'a, L> CreateShaderModuleDescriptorPassthrough<'a, L> {
/// Takes a closure and maps the label of the shader module descriptor into another.
pub fn map_label<K>(
&self,
fun: impl FnOnce(&L) -> K,
) -> CreateShaderModuleDescriptorPassthrough<'a, K> {
CreateShaderModuleDescriptorPassthrough {
entry_point: self.entry_point.clone(),
label: fun(&self.label),
num_workgroups: self.num_workgroups,
runtime_checks: self.runtime_checks,
spirv: self.spirv.clone(),
dxil: self.dxil.clone(),
msl: self.msl.clone(),
hlsl: self.hlsl.clone(),
glsl: self.glsl.clone(),
wgsl: self.wgsl.clone(),
}
}
#[cfg(feature = "trace")]
/// Returns the source data for tracing purpose.
pub fn trace_data(&self) -> &[u8] {
if let Some(spirv) = &self.spirv {
bytemuck::cast_slice(spirv)
} else if let Some(msl) = &self.msl {
msl.as_bytes()
} else if let Some(dxil) = &self.dxil {
dxil
} else {
panic!("No binary data provided to `ShaderModuleDescriptorGeneric`")
}
}
#[cfg(feature = "trace")]
/// Returns the binary file extension for tracing purpose.
pub fn trace_binary_ext(&self) -> &'static str {
if self.spirv.is_some() {
"spv"
} else if self.msl.is_some() {
"msl"
} else if self.dxil.is_some() {
"dxil"
} else {
panic!("No binary data provided to `ShaderModuleDescriptorGeneric`")
}
}
}

323
wgpu-types/src/surface.rs Normal file
View File

@ -0,0 +1,323 @@
use alloc::{vec, vec::Vec};
use crate::{link_to_wgpu_docs, link_to_wgpu_item, TextureFormat, TextureUsages};
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
/// Timing and queueing with which frames are actually displayed to the user.
///
/// Use this as part of a [`SurfaceConfiguration`] to control the behavior of
/// [`SurfaceTexture::present()`].
///
/// Some modes are only supported by some backends.
/// You can use one of the `Auto*` modes, [`Fifo`](Self::Fifo),
/// or choose one of the supported modes from [`SurfaceCapabilities::present_modes`].
///
#[doc = link_to_wgpu_docs!(["presented"]: "struct.SurfaceTexture.html#method.present")]
#[doc = link_to_wgpu_docs!(["`SurfaceTexture::present()`"]: "struct.SurfaceTexture.html#method.present")]
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum PresentMode {
/// Chooses the first supported mode out of:
///
/// 1. [`FifoRelaxed`](Self::FifoRelaxed)
/// 2. [`Fifo`](Self::Fifo)
///
/// Because of the fallback behavior, this is supported everywhere.
AutoVsync = 0,
/// Chooses the first supported mode out of:
///
/// 1. [`Immediate`](Self::Immediate)
/// 2. [`Mailbox`](Self::Mailbox)
/// 3. [`Fifo`](Self::Fifo)
///
/// Because of the fallback behavior, this is supported everywhere.
AutoNoVsync = 1,
/// Presentation frames are kept in a First-In-First-Out queue approximately 3 frames
/// long. Every vertical blanking period, the presentation engine will pop a frame
/// off the queue to display. If there is no frame to display, it will present the same
/// frame again until the next vblank.
///
/// When a present command is executed on the GPU, the presented image is added on the queue.
///
/// Calls to [`Surface::get_current_texture()`] will block until there is a spot in the queue.
///
/// * **Tearing:** No tearing will be observed.
/// * **Supported on**: All platforms.
/// * **Also known as**: "Vsync On"
///
/// This is the [default](Self::default) value for `PresentMode`.
/// If you don't know what mode to choose, choose this mode.
///
#[doc = link_to_wgpu_docs!(["`Surface::get_current_texture()`"]: "struct.Surface.html#method.get_current_texture")]
#[default]
Fifo = 2,
/// Presentation frames are kept in a First-In-First-Out queue approximately 3 frames
/// long. Every vertical blanking period, the presentation engine will pop a frame
/// off the queue to display. If there is no frame to display, it will present the
/// same frame until there is a frame in the queue. The moment there is a frame in the
/// queue, it will immediately pop the frame off the queue.
///
/// When a present command is executed on the GPU, the presented image is added on the queue.
///
/// Calls to [`Surface::get_current_texture()`] will block until there is a spot in the queue.
///
/// * **Tearing**:
/// Tearing will be observed if frames last more than one vblank as the front buffer.
/// * **Supported on**: AMD on Vulkan.
/// * **Also known as**: "Adaptive Vsync"
///
#[doc = link_to_wgpu_docs!(["`Surface::get_current_texture()`"]: "struct.Surface.html#method.get_current_texture")]
FifoRelaxed = 3,
/// Presentation frames are not queued at all. The moment a present command
/// is executed on the GPU, the presented image is swapped onto the front buffer
/// immediately.
///
/// * **Tearing**: Tearing can be observed.
/// * **Supported on**: Most platforms except older DX12 and Wayland.
/// * **Also known as**: "Vsync Off"
Immediate = 4,
/// Presentation frames are kept in a single-frame queue. Every vertical blanking period,
/// the presentation engine will pop a frame from the queue. If there is no frame to display,
/// it will present the same frame again until the next vblank.
///
/// When a present command is executed on the GPU, the frame will be put into the queue.
/// If there was already a frame in the queue, the new frame will _replace_ the old frame
/// on the queue.
///
/// * **Tearing**: No tearing will be observed.
/// * **Supported on**: DX12 on Windows 10, NVidia on Vulkan and Wayland on Vulkan.
/// * **Also known as**: "Fast Vsync"
Mailbox = 5,
}
/// Specifies how the alpha channel of the textures should be handled during
/// compositing.
#[repr(C)]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "lowercase"))]
pub enum CompositeAlphaMode {
/// Chooses either `Opaque` or `Inherit` automaticallydepending on the
/// `alpha_mode` that the current surface can support.
Auto = 0,
/// The alpha channel, if it exists, of the textures is ignored in the
/// compositing process. Instead, the textures is treated as if it has a
/// constant alpha of 1.0.
Opaque = 1,
/// The alpha channel, if it exists, of the textures is respected in the
/// compositing process. The non-alpha channels of the textures are
/// expected to already be multiplied by the alpha channel by the
/// application.
PreMultiplied = 2,
/// The alpha channel, if it exists, of the textures is respected in the
/// compositing process. The non-alpha channels of the textures are not
/// expected to already be multiplied by the alpha channel by the
/// application; instead, the compositor will multiply the non-alpha
/// channels of the texture by the alpha channel during compositing.
PostMultiplied = 3,
/// The alpha channel, if it exists, of the textures is unknown for processing
/// during compositing. Instead, the application is responsible for setting
/// the composite alpha blending mode using native WSI command. If not set,
/// then a platform-specific default will be used.
Inherit = 4,
}
impl Default for CompositeAlphaMode {
fn default() -> Self {
Self::Auto
}
}
/// Defines the capabilities of a given surface and adapter.
#[derive(Debug)]
pub struct SurfaceCapabilities {
/// List of supported formats to use with the given adapter. The first format in the vector is preferred.
///
/// Returns an empty vector if the surface is incompatible with the adapter.
pub formats: Vec<TextureFormat>,
/// List of supported presentation modes to use with the given adapter.
///
/// Returns an empty vector if the surface is incompatible with the adapter.
pub present_modes: Vec<PresentMode>,
/// List of supported alpha modes to use with the given adapter.
///
/// Will return at least one element, [`CompositeAlphaMode::Opaque`] or [`CompositeAlphaMode::Inherit`].
pub alpha_modes: Vec<CompositeAlphaMode>,
/// Bitflag of supported texture usages for the surface to use with the given adapter.
///
/// The usage [`TextureUsages::RENDER_ATTACHMENT`] is guaranteed.
pub usages: TextureUsages,
}
impl Default for SurfaceCapabilities {
fn default() -> Self {
Self {
formats: Vec::new(),
present_modes: Vec::new(),
alpha_modes: vec![CompositeAlphaMode::Opaque],
usages: TextureUsages::RENDER_ATTACHMENT,
}
}
}
/// Configures a [`Surface`] for presentation.
///
#[doc = link_to_wgpu_item!(struct Surface)]
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct SurfaceConfiguration<V> {
/// The usage of the swap chain. The only usage guaranteed to be supported is [`TextureUsages::RENDER_ATTACHMENT`].
pub usage: TextureUsages,
/// The texture format of the swap chain. The only formats that are guaranteed are
/// [`TextureFormat::Bgra8Unorm`] and [`TextureFormat::Bgra8UnormSrgb`].
pub format: TextureFormat,
/// Width of the swap chain. Must be the same size as the surface, and nonzero.
///
/// If this is not the same size as the underlying surface (e.g. if it is
/// set once, and the window is later resized), the behaviour is defined
/// but platform-specific, and may change in the future (currently macOS
/// scales the surface, other platforms may do something else).
pub width: u32,
/// Height of the swap chain. Must be the same size as the surface, and nonzero.
///
/// If this is not the same size as the underlying surface (e.g. if it is
/// set once, and the window is later resized), the behaviour is defined
/// but platform-specific, and may change in the future (currently macOS
/// scales the surface, other platforms may do something else).
pub height: u32,
/// Presentation mode of the swap chain. Fifo is the only mode guaranteed to be supported.
/// `FifoRelaxed`, `Immediate`, and `Mailbox` will crash if unsupported, while `AutoVsync` and
/// `AutoNoVsync` will gracefully do a designed sets of fallbacks if their primary modes are
/// unsupported.
pub present_mode: PresentMode,
/// Desired maximum number of monitor refreshes between a [`Surface::get_current_texture`] call and the
/// texture being presented to the screen. This is sometimes called "Frames in Flight".
///
/// Defaults to `2` when created via [`Surface::get_default_config`] as this is a reasonable default.
///
/// This is ultimately a hint to the backend implementation and will always be clamped
/// to the supported range.
///
/// Typical values are `1` to `3`, but higher values are valid, though likely to be clamped.
/// * Choose `1` to minimize latency above all else. This only gives a single monitor refresh for all of
/// the CPU and GPU work to complete. ⚠️ As a result of these short swapchains, the CPU and GPU
/// cannot run in parallel, prioritizing latency over throughput. For applications like GUIs doing
/// a small amount of GPU work each frame that need low latency, this is a reasonable choice.
/// * Choose `2` for a balance between latency and throughput. The CPU and GPU both can each use
/// a full monitor refresh to do their computations. This is a reasonable default for most applications.
/// * Choose `3` or higher to maximize throughput, sacrificing latency when the the CPU and GPU
/// are using less than a full monitor refresh each. For applications that use CPU-side pipelining
/// of frames this may be a reasonable choice. ⚠️ On 60hz displays the latency can be very noticeable.
///
/// This maps to the backend in the following ways:
/// - Vulkan: Number of frames in the swapchain is `desired_maximum_frame_latency + 1`,
/// clamped to the supported range.
/// - DX12: Calls [`IDXGISwapChain2::SetMaximumFrameLatency(desired_maximum_frame_latency)`][SMFL].
/// - Metal: Sets the `maximumDrawableCount` of the underlying `CAMetalLayer` to
/// `desired_maximum_frame_latency + 1`, clamped to the supported range.
/// - OpenGL: Ignored
///
/// It also has various subtle interactions with various present modes and APIs.
/// - DX12 + Mailbox: Limits framerate to `desired_maximum_frame_latency * Monitor Hz` fps.
/// - Vulkan/Metal + Mailbox: If this is set to `2`, limits framerate to `2 * Monitor Hz` fps. `3` or higher is unlimited.
///
#[doc = link_to_wgpu_docs!(["`Surface::get_current_texture`"]: "struct.Surface.html#method.get_current_texture")]
#[doc = link_to_wgpu_docs!(["`Surface::get_default_config`"]: "struct.Surface.html#method.get_default_config")]
/// [SMFL]: https://learn.microsoft.com/en-us/windows/win32/api/dxgi1_3/nf-dxgi1_3-idxgiswapchain2-setmaximumframelatency
pub desired_maximum_frame_latency: u32,
/// Specifies how the alpha channel of the textures should be handled during compositing.
pub alpha_mode: CompositeAlphaMode,
/// Specifies what view formats will be allowed when calling `Texture::create_view` on the texture returned by `Surface::get_current_texture`.
///
/// View formats of the same format as the texture are always allowed.
///
/// Note: currently, only the srgb-ness is allowed to change. (ex: `Rgba8Unorm` texture + `Rgba8UnormSrgb` view)
pub view_formats: V,
}
impl<V: Clone> SurfaceConfiguration<V> {
/// Map `view_formats` of the texture descriptor into another.
pub fn map_view_formats<M>(&self, fun: impl FnOnce(V) -> M) -> SurfaceConfiguration<M> {
SurfaceConfiguration {
usage: self.usage,
format: self.format,
width: self.width,
height: self.height,
present_mode: self.present_mode,
desired_maximum_frame_latency: self.desired_maximum_frame_latency,
alpha_mode: self.alpha_mode,
view_formats: fun(self.view_formats.clone()),
}
}
}
/// Status of the received surface image.
#[repr(C)]
#[derive(Debug)]
pub enum SurfaceStatus {
/// No issues.
Good,
/// The swap chain is operational, but it does no longer perfectly
/// match the surface. A re-configuration is needed.
Suboptimal,
/// Unable to get the next frame, timed out.
Timeout,
/// The surface under the swap chain has changed.
Outdated,
/// The surface under the swap chain is lost.
Lost,
/// The surface status is not known since `Surface::get_current_texture` previously failed.
Unknown,
}
/// Nanosecond timestamp used by the presentation engine.
///
/// The specific clock depends on the window system integration (WSI) API used.
///
/// <table>
/// <tr>
/// <td>WSI</td>
/// <td>Clock</td>
/// </tr>
/// <tr>
/// <td>IDXGISwapchain</td>
/// <td><a href="https://docs.microsoft.com/en-us/windows/win32/api/profileapi/nf-profileapi-queryperformancecounter">QueryPerformanceCounter</a></td>
/// </tr>
/// <tr>
/// <td>IPresentationManager</td>
/// <td><a href="https://docs.microsoft.com/en-us/windows/win32/api/realtimeapiset/nf-realtimeapiset-queryinterrupttimeprecise">QueryInterruptTimePrecise</a></td>
/// </tr>
/// <tr>
/// <td>CAMetalLayer</td>
/// <td><a href="https://developer.apple.com/documentation/kernel/1462446-mach_absolute_time">mach_absolute_time</a></td>
/// </tr>
/// <tr>
/// <td>VK_GOOGLE_display_timing</td>
/// <td><a href="https://linux.die.net/man/3/clock_gettime">clock_gettime(CLOCK_MONOTONIC)</a></td>
/// </tr>
/// </table>
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord)]
pub struct PresentationTimestamp(
/// Timestamp in nanoseconds.
pub u128,
);
impl PresentationTimestamp {
/// A timestamp that is invalid due to the platform not having a timestamp system.
pub const INVALID_TIMESTAMP: Self = Self(u128::MAX);
/// Returns true if this timestamp is the invalid timestamp.
#[must_use]
pub fn is_invalid(self) -> bool {
self == Self::INVALID_TIMESTAMP
}
}

1098
wgpu-types/src/texture.rs Normal file

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,163 @@
#[allow(unused_imports, reason = "conditionally used, including in docs")]
use crate::{DownlevelFlags, Origin2d};
/// View of an external texture that can be used to copy to a texture.
///
/// Corresponds to [WebGPU `GPUCopyExternalImageSourceInfo`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpuimagecopyexternalimage).
#[cfg(all(target_arch = "wasm32", feature = "web"))]
#[derive(Clone, Debug)]
pub struct CopyExternalImageSourceInfo {
/// The texture to be copied from. The copy source data is captured at the moment
/// the copy is issued.
pub source: ExternalImageSource,
/// The base texel used for copying from the external image. Together
/// with the `copy_size` argument to copy functions, defines the
/// sub-region of the image to copy.
///
/// Relative to the top left of the image.
///
/// Must be [`Origin2d::ZERO`] if [`DownlevelFlags::UNRESTRICTED_EXTERNAL_TEXTURE_COPIES`] is not supported.
pub origin: Origin2d,
/// If the Y coordinate of the image should be flipped. Even if this is
/// true, `origin` is still relative to the top left.
pub flip_y: bool,
}
/// Source of an external texture copy.
///
/// Corresponds to the [implicit union type on WebGPU `GPUCopyExternalImageSourceInfo.source`](
/// https://gpuweb.github.io/gpuweb/#dom-gpuimagecopyexternalimage-source).
#[cfg(all(target_arch = "wasm32", feature = "web"))]
#[derive(Clone, Debug)]
pub enum ExternalImageSource {
/// Copy from a previously-decoded image bitmap.
ImageBitmap(web_sys::ImageBitmap),
/// Copy from an image element.
HTMLImageElement(web_sys::HtmlImageElement),
/// Copy from a current frame of a video element.
HTMLVideoElement(web_sys::HtmlVideoElement),
/// Copy from an image.
ImageData(web_sys::ImageData),
/// Copy from a on-screen canvas.
HTMLCanvasElement(web_sys::HtmlCanvasElement),
/// Copy from a off-screen canvas.
///
/// Requires [`DownlevelFlags::UNRESTRICTED_EXTERNAL_TEXTURE_COPIES`]
OffscreenCanvas(web_sys::OffscreenCanvas),
/// Copy from a video frame.
#[cfg(web_sys_unstable_apis)]
VideoFrame(web_sys::VideoFrame),
}
#[cfg(all(target_arch = "wasm32", feature = "web"))]
impl ExternalImageSource {
/// Gets the pixel, not css, width of the source.
pub fn width(&self) -> u32 {
match self {
ExternalImageSource::ImageBitmap(b) => b.width(),
ExternalImageSource::HTMLImageElement(i) => i.width(),
ExternalImageSource::HTMLVideoElement(v) => v.video_width(),
ExternalImageSource::ImageData(i) => i.width(),
ExternalImageSource::HTMLCanvasElement(c) => c.width(),
ExternalImageSource::OffscreenCanvas(c) => c.width(),
#[cfg(web_sys_unstable_apis)]
ExternalImageSource::VideoFrame(v) => v.display_width(),
}
}
/// Gets the pixel, not css, height of the source.
pub fn height(&self) -> u32 {
match self {
ExternalImageSource::ImageBitmap(b) => b.height(),
ExternalImageSource::HTMLImageElement(i) => i.height(),
ExternalImageSource::HTMLVideoElement(v) => v.video_height(),
ExternalImageSource::ImageData(i) => i.height(),
ExternalImageSource::HTMLCanvasElement(c) => c.height(),
ExternalImageSource::OffscreenCanvas(c) => c.height(),
#[cfg(web_sys_unstable_apis)]
ExternalImageSource::VideoFrame(v) => v.display_height(),
}
}
}
#[cfg(all(target_arch = "wasm32", feature = "web"))]
impl core::ops::Deref for ExternalImageSource {
type Target = js_sys::Object;
fn deref(&self) -> &Self::Target {
match self {
Self::ImageBitmap(b) => b,
Self::HTMLImageElement(i) => i,
Self::HTMLVideoElement(v) => v,
Self::ImageData(i) => i,
Self::HTMLCanvasElement(c) => c,
Self::OffscreenCanvas(c) => c,
#[cfg(web_sys_unstable_apis)]
Self::VideoFrame(v) => v,
}
}
}
#[cfg(all(
target_arch = "wasm32",
feature = "web",
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
))]
unsafe impl Send for ExternalImageSource {}
#[cfg(all(
target_arch = "wasm32",
feature = "web",
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
))]
unsafe impl Sync for ExternalImageSource {}
/// Color spaces supported on the web.
///
/// Corresponds to [HTML Canvas `PredefinedColorSpace`](
/// https://html.spec.whatwg.org/multipage/canvas.html#predefinedcolorspace).
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum PredefinedColorSpace {
/// sRGB color space
Srgb,
/// Display-P3 color space
DisplayP3,
}
/// View of a texture which can be used to copy to a texture, including
/// color space and alpha premultiplication information.
///
/// Corresponds to [WebGPU `GPUCopyExternalImageDestInfo`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpuimagecopytexturetagged).
#[derive(Copy, Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct CopyExternalImageDestInfo<T> {
/// The texture to be copied to/from.
pub texture: T,
/// The target mip level of the texture.
pub mip_level: u32,
/// The base texel of the texture in the selected `mip_level`.
pub origin: crate::Origin3d,
/// The copy aspect.
pub aspect: crate::TextureAspect,
/// The color space of this texture.
pub color_space: PredefinedColorSpace,
/// The premultiplication of this texture
pub premultiplied_alpha: bool,
}
impl<T> CopyExternalImageDestInfo<T> {
/// Removes the colorspace information from the type.
pub fn to_untagged(self) -> crate::TexelCopyTextureInfo<T> {
crate::TexelCopyTextureInfo {
texture: self.texture,
mip_level: self.mip_level,
origin: self.origin,
aspect: self.aspect,
}
}
}

View File

@ -0,0 +1,167 @@
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
#[cfg(doc)]
use crate::TextureFormat;
/// Format of an `ExternalTexture`. This indicates the number of underlying
/// planes used by the `ExternalTexture` as well as each plane's format.
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum ExternalTextureFormat {
/// Single [`TextureFormat::Rgba8Unorm`] or [`TextureFormat::Bgra8Unorm`] format plane.
Rgba,
/// [`TextureFormat::R8Unorm`] Y plane, and [`TextureFormat::Rg8Unorm`]
/// interleaved CbCr plane.
Nv12,
/// Separate [`TextureFormat::R8Unorm`] Y, Cb, and Cr planes.
Yu12,
}
/// Parameters describing a gamma encoding transfer function in the form
/// tf = { k * linear | linear < b
/// { a * pow(linear, 1/g) - (a-1) | linear >= b
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, bytemuck::Zeroable, bytemuck::Pod)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[allow(missing_docs)]
pub struct ExternalTextureTransferFunction {
pub a: f32,
pub b: f32,
pub g: f32,
pub k: f32,
}
impl Default for ExternalTextureTransferFunction {
fn default() -> Self {
Self {
a: 1.0,
b: 1.0,
g: 1.0,
k: 1.0,
}
}
}
/// Describes an [`ExternalTexture`](../wgpu/struct.ExternalTexture.html).
///
/// Note that [`width`] and [`height`] are the values that should be returned by
/// size queries in shader code; they do not necessarily match the dimensions of
/// the underlying plane texture(s). As a special case, if `(width, height)` is
/// `(0, 0)`, the actual size of the first underlying plane should be used instead.
///
/// The size given by [`width`] and [`height`] must be consistent with
/// [`sample_transform`]: they should be the size in texels of the rectangle
/// covered by the square (0,0)..(1,1) after [`sample_transform`] has been applied
/// to it.
///
/// [`width`]: Self::width
/// [`height`]: Self::height
/// [`sample_transform`]: Self::sample_transform
///
/// Corresponds to [WebGPU `GPUExternalTextureDescriptor`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpuexternaltexturedescriptor).
#[repr(C)]
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct ExternalTextureDescriptor<L> {
/// Debug label of the external texture. This will show up in graphics
/// debuggers for easy identification.
pub label: L,
/// Width of the external texture.
pub width: u32,
/// Height of the external texture.
pub height: u32,
/// Format of the external texture.
pub format: ExternalTextureFormat,
/// 4x4 column-major matrix with which to convert sampled YCbCr values
/// to RGBA.
/// This is ignored when `format` is [`ExternalTextureFormat::Rgba`].
pub yuv_conversion_matrix: [f32; 16],
/// 3x3 column-major matrix to transform linear RGB values in the source
/// color space to linear RGB values in the destination color space. In
/// combination with [`Self::src_transfer_function`] and
/// [`Self::dst_transfer_function`] this can be used to ensure that
/// [`ImageSample`] and [`ImageLoad`] operations return values in the
/// desired destination color space rather than the source color space of
/// the underlying planes.
///
/// [`ImageSample`]: https://docs.rs/naga/latest/naga/ir/enum.Expression.html#variant.ImageSample
/// [`ImageLoad`]: https://docs.rs/naga/latest/naga/ir/enum.Expression.html#variant.ImageLoad
pub gamut_conversion_matrix: [f32; 9],
/// Transfer function for the source color space. The *inverse* of this
/// will be applied to decode non-linear RGB to linear RGB in the source
/// color space.
pub src_transfer_function: ExternalTextureTransferFunction,
/// Transfer function for the destination color space. This will be applied
/// to encode linear RGB to non-linear RGB in the destination color space.
pub dst_transfer_function: ExternalTextureTransferFunction,
/// Transform to apply to [`ImageSample`] coordinates.
///
/// This is a 3x2 column-major matrix representing an affine transform from
/// normalized texture coordinates to the normalized coordinates that should
/// be sampled from the external texture's underlying plane(s).
///
/// This transform may scale, translate, flip, and rotate in 90-degree
/// increments, but the result of transforming the rectangle (0,0)..(1,1)
/// must be an axis-aligned rectangle that falls within the bounds of
/// (0,0)..(1,1).
///
/// [`ImageSample`]: https://docs.rs/naga/latest/naga/ir/enum.Expression.html#variant.ImageSample
pub sample_transform: [f32; 6],
/// Transform to apply to [`ImageLoad`] coordinates.
///
/// This is a 3x2 column-major matrix representing an affine transform from
/// non-normalized texel coordinates to the non-normalized coordinates of
/// the texel that should be loaded from the external texture's underlying
/// plane 0. For planes 1 and 2, if present, plane 0's coordinates are
/// scaled according to the textures' relative sizes.
///
/// This transform may scale, translate, flip, and rotate in 90-degree
/// increments, but the result of transforming the rectangle (0,0)..([`width`],
/// [`height`]) must be an axis-aligned rectangle that falls within the bounds
/// of (0,0)..([`width`], [`height`]).
///
/// [`ImageLoad`]: https://docs.rs/naga/latest/naga/ir/enum.Expression.html#variant.ImageLoad
/// [`width`]: Self::width
/// [`height`]: Self::height
pub load_transform: [f32; 6],
}
impl<L> ExternalTextureDescriptor<L> {
/// Takes a closure and maps the label of the external texture descriptor into another.
#[must_use]
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> ExternalTextureDescriptor<K> {
ExternalTextureDescriptor {
label: fun(&self.label),
width: self.width,
height: self.height,
format: self.format,
yuv_conversion_matrix: self.yuv_conversion_matrix,
sample_transform: self.sample_transform,
load_transform: self.load_transform,
gamut_conversion_matrix: self.gamut_conversion_matrix,
src_transfer_function: self.src_transfer_function,
dst_transfer_function: self.dst_transfer_function,
}
}
/// The number of underlying planes used by the external texture.
pub fn num_planes(&self) -> usize {
match self.format {
ExternalTextureFormat::Rgba => 1,
ExternalTextureFormat::Nv12 => 2,
ExternalTextureFormat::Yu12 => 3,
}
}
}

File diff suppressed because it is too large Load Diff

282
wgpu-types/src/vertex.rs Normal file
View File

@ -0,0 +1,282 @@
//! Types for defining vertex attributes and their buffers.
#[cfg(any(feature = "serde", test))]
use serde::{Deserialize, Serialize};
use crate::{link_to_wgpu_docs, link_to_wgpu_item};
#[cfg(doc)]
use crate::Features;
/// Whether a vertex buffer is indexed by vertex or by instance.
///
/// Consider a call to [`RenderPass::draw`] like this:
///
/// ```ignore
/// render_pass.draw(vertices, instances)
/// ```
///
/// where `vertices` is a `Range<u32>` of vertex indices, and
/// `instances` is a `Range<u32>` of instance indices.
///
/// For this call, `wgpu` invokes the vertex shader entry point once
/// for every possible `(v, i)` pair, where `v` is drawn from
/// `vertices` and `i` is drawn from `instances`. These invocations
/// may happen in any order, and will usually run in parallel.
///
/// Each vertex buffer has a step mode, established by the
/// [`step_mode`] field of its [`VertexBufferLayout`], given when the
/// pipeline was created. Buffers whose step mode is [`Vertex`] use
/// `v` as the index into their contents, whereas buffers whose step
/// mode is [`Instance`] use `i`. The indicated buffer element then
/// contributes zero or more attribute values for the `(v, i)` vertex
/// shader invocation to use, based on the [`VertexBufferLayout`]'s
/// [`attributes`] list.
///
/// You can visualize the results from all these vertex shader
/// invocations as a matrix with a row for each `i` from `instances`,
/// and with a column for each `v` from `vertices`. In one sense, `v`
/// and `i` are symmetrical: both are used to index vertex buffers and
/// provide attribute values. But the key difference between `v` and
/// `i` is that line and triangle primitives are built from the values
/// of each row, along which `i` is constant and `v` varies, not the
/// columns.
///
/// An indexed draw call works similarly:
///
/// ```ignore
/// render_pass.draw_indexed(indices, base_vertex, instances)
/// ```
///
/// The only difference is that `v` values are drawn from the contents
/// of the index buffer&mdash;specifically, the subrange of the index
/// buffer given by `indices`&mdash;instead of simply being sequential
/// integers, as they are in a `draw` call.
///
/// A non-instanced call, where `instances` is `0..1`, is simply a
/// matrix with only one row.
///
/// Corresponds to [WebGPU `GPUVertexStepMode`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpuvertexstepmode).
///
#[doc = link_to_wgpu_docs!(["`RenderPass::draw`"]: "struct.RenderPass.html#method.draw")]
#[doc = link_to_wgpu_item!(struct VertexBufferLayout)]
#[doc = link_to_wgpu_docs!(["`step_mode`"]: "struct.VertexBufferLayout.html#structfield.step_mode")]
#[doc = link_to_wgpu_docs!(["`attributes`"]: "struct.VertexBufferLayout.html#structfield.attributes")]
/// [`Vertex`]: VertexStepMode::Vertex
/// [`Instance`]: VertexStepMode::Instance
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum VertexStepMode {
/// Vertex data is advanced every vertex.
#[default]
Vertex = 0,
/// Vertex data is advanced every instance.
Instance = 1,
}
/// Vertex inputs (attributes) to shaders.
///
/// These are used to specify the individual attributes within a [`VertexBufferLayout`].
/// See its documentation for an example.
///
/// The [`vertex_attr_array!`] macro can help create these with appropriate offsets.
///
/// Corresponds to [WebGPU `GPUVertexAttribute`](
/// https://gpuweb.github.io/gpuweb/#dictdef-gpuvertexattribute).
///
#[doc = link_to_wgpu_docs!(["`vertex_attr_array!`"]: "macro.vertex_attr_array.html")]
#[doc = link_to_wgpu_item!(struct VertexBufferLayout)]
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct VertexAttribute {
/// Format of the input
pub format: VertexFormat,
/// Byte offset of the start of the input
pub offset: crate::BufferAddress,
/// Location for this input. Must match the location in the shader.
pub shader_location: crate::ShaderLocation,
}
/// Vertex Format for a [`VertexAttribute`] (input).
///
/// Corresponds to [WebGPU `GPUVertexFormat`](
/// https://gpuweb.github.io/gpuweb/#enumdef-gpuvertexformat).
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "lowercase"))]
pub enum VertexFormat {
/// One unsigned byte (u8). `u32` in shaders.
Uint8 = 0,
/// Two unsigned bytes (u8). `vec2<u32>` in shaders.
Uint8x2 = 1,
/// Four unsigned bytes (u8). `vec4<u32>` in shaders.
Uint8x4 = 2,
/// One signed byte (i8). `i32` in shaders.
Sint8 = 3,
/// Two signed bytes (i8). `vec2<i32>` in shaders.
Sint8x2 = 4,
/// Four signed bytes (i8). `vec4<i32>` in shaders.
Sint8x4 = 5,
/// One unsigned byte (u8). [0, 255] converted to float [0, 1] `f32` in shaders.
Unorm8 = 6,
/// Two unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec2<f32>` in shaders.
Unorm8x2 = 7,
/// Four unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec4<f32>` in shaders.
Unorm8x4 = 8,
/// One signed byte (i8). [&minus;127, 127] converted to float [&minus;1, 1] `f32` in shaders.
Snorm8 = 9,
/// Two signed bytes (i8). [&minus;127, 127] converted to float [&minus;1, 1] `vec2<f32>` in shaders.
Snorm8x2 = 10,
/// Four signed bytes (i8). [&minus;127, 127] converted to float [&minus;1, 1] `vec4<f32>` in shaders.
Snorm8x4 = 11,
/// One unsigned short (u16). `u32` in shaders.
Uint16 = 12,
/// Two unsigned shorts (u16). `vec2<u32>` in shaders.
Uint16x2 = 13,
/// Four unsigned shorts (u16). `vec4<u32>` in shaders.
Uint16x4 = 14,
/// One signed short (u16). `i32` in shaders.
Sint16 = 15,
/// Two signed shorts (i16). `vec2<i32>` in shaders.
Sint16x2 = 16,
/// Four signed shorts (i16). `vec4<i32>` in shaders.
Sint16x4 = 17,
/// One unsigned short (u16). [0, 65535] converted to float [0, 1] `f32` in shaders.
Unorm16 = 18,
/// Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec2<f32>` in shaders.
Unorm16x2 = 19,
/// Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec4<f32>` in shaders.
Unorm16x4 = 20,
/// One signed short (i16). [&minus;32767, 32767] converted to float [&minus;1, 1] `f32` in shaders.
Snorm16 = 21,
/// Two signed shorts (i16). [&minus;32767, 32767] converted to float [&minus;1, 1] `vec2<f32>` in shaders.
Snorm16x2 = 22,
/// Four signed shorts (i16). [&minus;32767, 32767] converted to float [&minus;1, 1] `vec4<f32>` in shaders.
Snorm16x4 = 23,
/// One half-precision float (no Rust equiv). `f32` in shaders.
Float16 = 24,
/// Two half-precision floats (no Rust equiv). `vec2<f32>` in shaders.
Float16x2 = 25,
/// Four half-precision floats (no Rust equiv). `vec4<f32>` in shaders.
Float16x4 = 26,
/// One single-precision float (f32). `f32` in shaders.
Float32 = 27,
/// Two single-precision floats (f32). `vec2<f32>` in shaders.
Float32x2 = 28,
/// Three single-precision floats (f32). `vec3<f32>` in shaders.
Float32x3 = 29,
/// Four single-precision floats (f32). `vec4<f32>` in shaders.
Float32x4 = 30,
/// One unsigned int (u32). `u32` in shaders.
Uint32 = 31,
/// Two unsigned ints (u32). `vec2<u32>` in shaders.
Uint32x2 = 32,
/// Three unsigned ints (u32). `vec3<u32>` in shaders.
Uint32x3 = 33,
/// Four unsigned ints (u32). `vec4<u32>` in shaders.
Uint32x4 = 34,
/// One signed int (i32). `i32` in shaders.
Sint32 = 35,
/// Two signed ints (i32). `vec2<i32>` in shaders.
Sint32x2 = 36,
/// Three signed ints (i32). `vec3<i32>` in shaders.
Sint32x3 = 37,
/// Four signed ints (i32). `vec4<i32>` in shaders.
Sint32x4 = 38,
/// One double-precision float (f64). `f32` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64 = 39,
/// Two double-precision floats (f64). `vec2<f32>` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64x2 = 40,
/// Three double-precision floats (f64). `vec3<f32>` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64x3 = 41,
/// Four double-precision floats (f64). `vec4<f32>` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64x4 = 42,
/// Three unsigned 10-bit integers and one 2-bit integer, packed into a 32-bit integer (u32). [0, 1024] converted to float [0, 1] `vec4<f32>` in shaders.
#[cfg_attr(feature = "serde", serde(rename = "unorm10-10-10-2"))]
Unorm10_10_10_2 = 43,
/// Four unsigned 8-bit integers, packed into a 32-bit integer (u32). [0, 255] converted to float [0, 1] `vec4<f32>` in shaders.
#[cfg_attr(feature = "serde", serde(rename = "unorm8x4-bgra"))]
Unorm8x4Bgra = 44,
}
impl VertexFormat {
/// Returns the byte size of the format.
#[must_use]
pub const fn size(&self) -> u64 {
match self {
Self::Uint8 | Self::Sint8 | Self::Unorm8 | Self::Snorm8 => 1,
Self::Uint8x2
| Self::Sint8x2
| Self::Unorm8x2
| Self::Snorm8x2
| Self::Uint16
| Self::Sint16
| Self::Unorm16
| Self::Snorm16
| Self::Float16 => 2,
Self::Uint8x4
| Self::Sint8x4
| Self::Unorm8x4
| Self::Snorm8x4
| Self::Uint16x2
| Self::Sint16x2
| Self::Unorm16x2
| Self::Snorm16x2
| Self::Float16x2
| Self::Float32
| Self::Uint32
| Self::Sint32
| Self::Unorm10_10_10_2
| Self::Unorm8x4Bgra => 4,
Self::Uint16x4
| Self::Sint16x4
| Self::Unorm16x4
| Self::Snorm16x4
| Self::Float16x4
| Self::Float32x2
| Self::Uint32x2
| Self::Sint32x2
| Self::Float64 => 8,
Self::Float32x3 | Self::Uint32x3 | Self::Sint32x3 => 12,
Self::Float32x4 | Self::Uint32x4 | Self::Sint32x4 | Self::Float64x2 => 16,
Self::Float64x3 => 24,
Self::Float64x4 => 32,
}
}
/// Returns the size read by an acceleration structure build of the vertex format. This is
/// slightly different from [`Self::size`] because the alpha component of 4-component formats
/// are not read in an acceleration structure build, allowing for a smaller stride.
#[must_use]
pub const fn min_acceleration_structure_vertex_stride(&self) -> u64 {
match self {
Self::Float16x2 | Self::Snorm16x2 => 4,
Self::Float32x3 => 12,
Self::Float32x2 => 8,
// This is the minimum value from DirectX
// > A16 component is ignored, other data can be packed there, such as setting vertex stride to 6 bytes
//
// https://microsoft.github.io/DirectX-Specs/d3d/Raytracing.html#d3d12_raytracing_geometry_triangles_desc
//
// Vulkan does not express a minimum stride.
Self::Float16x4 | Self::Snorm16x4 => 6,
_ => unreachable!(),
}
}
/// Returns the alignment required for `wgpu::BlasTriangleGeometry::vertex_stride`
#[must_use]
pub const fn acceleration_structure_stride_alignment(&self) -> u64 {
match self {
Self::Float16x4 | Self::Float16x2 | Self::Snorm16x4 | Self::Snorm16x2 => 2,
Self::Float32x2 | Self::Float32x3 => 4,
_ => unreachable!(),
}
}
}