mirror of
https://github.com/gfx-rs/wgpu.git
synced 2025-12-08 21:26:17 +00:00
336 lines
9.4 KiB
Rust
336 lines
9.4 KiB
Rust
extern crate wgpu_native as wgn;
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extern crate arrayvec;
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use arrayvec::ArrayVec;
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use std::ffi::CString;
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use std::ptr;
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pub use wgn::{
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AdapterDescriptor, Color, CommandBufferDescriptor, DeviceDescriptor, Extensions, Extent3d,
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Origin3d, PowerPreference, ShaderModuleDescriptor, ShaderStage, ShaderStageFlags,
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BindGroupLayoutBinding, BindingType, TextureDimension, TextureDescriptor, TextureFormat,
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TextureUsageFlags, TextureViewDescriptor,
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PrimitiveTopology, BlendStateDescriptor, ColorWriteFlags, DepthStencilStateDescriptor,
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RenderPassDescriptor, RenderPassColorAttachmentDescriptor, RenderPassDepthStencilAttachmentDescriptor,
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Attachment, LoadOp, StoreOp,
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};
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pub struct Instance {
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id: wgn::InstanceId,
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}
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pub struct Adapter {
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id: wgn::AdapterId,
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}
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pub struct Device {
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id: wgn::DeviceId,
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}
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pub struct Texture {
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id: wgn::TextureId,
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}
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pub struct TextureView {
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id: wgn::TextureViewId,
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}
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pub struct BindGroupLayout {
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id: wgn::BindGroupLayoutId,
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}
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pub struct BindGroup {
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id: wgn::BindGroupId,
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}
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pub struct ShaderModule {
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id: wgn::ShaderModuleId,
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}
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pub struct PipelineLayout {
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id: wgn::PipelineLayoutId,
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}
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pub struct BlendState {
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id: wgn::BlendStateId,
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}
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pub struct DepthStencilState {
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id: wgn::DepthStencilStateId,
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}
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pub struct RenderPipeline {
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id: wgn::RenderPipelineId,
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}
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pub struct ComputePipeline {
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id: wgn::ComputePipelineId,
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}
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pub struct CommandBuffer {
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id: wgn::CommandBufferId,
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}
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pub struct RenderPass<'a> {
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id: wgn::RenderPassId,
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parent: &'a mut CommandBuffer,
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}
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pub struct ComputePass<'a> {
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id: wgn::ComputePassId,
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parent: &'a mut CommandBuffer,
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}
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pub struct Queue {
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id: wgn::QueueId,
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}
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pub struct BindGroupLayoutDescriptor<'a> {
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pub bindings: &'a [BindGroupLayoutBinding],
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}
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pub struct PipelineLayoutDescriptor<'a> {
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pub bind_group_layouts: &'a [&'a BindGroupLayout],
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}
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pub struct PipelineStageDescriptor<'a> {
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pub module: &'a ShaderModule,
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pub stage: ShaderStage,
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pub entry_point: &'a str,
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}
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pub struct AttachmentsState<'a> {
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pub color_attachments: &'a [Attachment],
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pub depth_stencil_attachment: Option<Attachment>,
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}
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pub struct RenderPipelineDescriptor<'a> {
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pub layout: &'a PipelineLayout,
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pub stages: &'a [PipelineStageDescriptor<'a>],
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pub primitive_topology: PrimitiveTopology,
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pub attachments_state: AttachmentsState<'a>,
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pub blend_states: &'a [&'a BlendState],
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pub depth_stencil_state: &'a DepthStencilState,
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}
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impl Instance {
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pub fn new() -> Self {
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Instance {
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id: wgn::wgpu_create_instance(),
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}
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}
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pub fn get_adapter(&self, desc: &AdapterDescriptor) -> Adapter {
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Adapter {
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id: wgn::wgpu_instance_get_adapter(self.id, desc),
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}
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}
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}
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impl Adapter {
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pub fn create_device(&self, desc: &DeviceDescriptor) -> Device {
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Device {
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id: wgn::wgpu_adapter_create_device(self.id, desc),
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}
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}
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}
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impl Device {
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pub fn create_shader_module(&self, spv: &[u8]) -> ShaderModule {
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let desc = wgn::ShaderModuleDescriptor {
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code: wgn::ByteArray {
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bytes: spv.as_ptr(),
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length: spv.len(),
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},
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};
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ShaderModule {
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id: wgn::wgpu_device_create_shader_module(self.id, &desc),
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}
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}
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pub fn get_queue(&self) -> Queue {
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Queue {
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id: wgn::wgpu_device_get_queue(self.id),
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}
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}
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pub fn create_command_buffer(&self, desc: &CommandBufferDescriptor) -> CommandBuffer {
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CommandBuffer {
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id: wgn::wgpu_device_create_command_buffer(self.id, desc),
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}
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}
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pub fn create_bind_group_layout(&self, desc: &BindGroupLayoutDescriptor) -> BindGroupLayout {
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BindGroupLayout {
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id: wgn::wgpu_device_create_bind_group_layout(self.id, &wgn::BindGroupLayoutDescriptor {
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bindings: desc.bindings.as_ptr(),
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bindings_length: desc.bindings.len(),
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}),
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}
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}
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pub fn create_pipeline_layout(&self, desc: &PipelineLayoutDescriptor) -> PipelineLayout {
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//TODO: avoid allocation here
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let temp_layouts = desc.bind_group_layouts
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.iter()
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.map(|bgl| bgl.id)
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.collect::<Vec<_>>();
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PipelineLayout {
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id: wgn::wgpu_device_create_pipeline_layout(self.id, &wgn::PipelineLayoutDescriptor {
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bind_group_layouts: temp_layouts.as_ptr(),
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bind_group_layouts_length: temp_layouts.len(),
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}),
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}
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}
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pub fn create_blend_state(&self, desc: &BlendStateDescriptor) -> BlendState {
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BlendState {
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id: wgn::wgpu_device_create_blend_state(self.id, desc),
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}
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}
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pub fn create_depth_stencil_state(&self, desc: &DepthStencilStateDescriptor) -> DepthStencilState {
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DepthStencilState {
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id: wgn::wgpu_device_create_depth_stencil_state(self.id, desc),
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}
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}
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pub fn create_render_pipeline(&self, desc: &RenderPipelineDescriptor) -> RenderPipeline {
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let entry_points = desc.stages
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.iter()
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.map(|ps| CString::new(ps.entry_point).unwrap())
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.collect::<ArrayVec<[_; 2]>>();
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let stages = desc.stages
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.iter()
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.zip(&entry_points)
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.map(|(ps, ep_name)| wgn::PipelineStageDescriptor {
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module: ps.module.id,
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stage: ps.stage,
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entry_point: ep_name.as_ptr(),
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})
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.collect::<ArrayVec<[_; 2]>>();
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let temp_blend_states = desc.blend_states
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.iter()
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.map(|bs| bs.id)
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.collect::<Vec<_>>();
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RenderPipeline {
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id: wgn::wgpu_device_create_render_pipeline(self.id, &wgn::RenderPipelineDescriptor {
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layout: desc.layout.id,
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stages: stages.as_ptr(),
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stages_length: stages.len(),
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primitive_topology: desc.primitive_topology,
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attachments_state: wgn::AttachmentsState {
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color_attachments: desc.attachments_state.color_attachments.as_ptr(),
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color_attachments_length: desc.attachments_state.color_attachments.len(),
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depth_stencil_attachment: desc.attachments_state.depth_stencil_attachment.as_ref().map(|at| at as *const _).unwrap_or(ptr::null()),
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},
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blend_states: temp_blend_states.as_ptr(),
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blend_states_length: temp_blend_states.len(),
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depth_stencil_state: desc.depth_stencil_state.id,
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}),
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}
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}
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pub fn create_texture(&self, desc: &TextureDescriptor) -> Texture {
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Texture {
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id: wgn::wgpu_device_create_texture(self.id, &desc),
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}
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}
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}
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impl Texture {
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pub fn create_texture_view(&self, desc: &TextureViewDescriptor) -> TextureView {
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TextureView {
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id: wgn::wgpu_texture_create_texture_view(self.id, &desc),
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}
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}
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pub fn create_default_texture_view(&self) -> TextureView {
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TextureView {
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id: wgn::wgpu_texture_create_default_texture_view(self.id),
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}
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}
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}
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impl CommandBuffer {
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pub fn begin_render_pass(&mut self, desc: &RenderPassDescriptor<&TextureView>) -> RenderPass {
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let colors = desc.color_attachments
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.iter()
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.map(|ca| RenderPassColorAttachmentDescriptor {
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attachment: ca.attachment.id,
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load_op: ca.load_op,
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store_op: ca.store_op,
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clear_color: ca.clear_color,
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})
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.collect::<ArrayVec<[_; 4]>>();
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let depth_stencil = desc.depth_stencil_attachment
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.as_ref()
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.map(|dsa| RenderPassDepthStencilAttachmentDescriptor {
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attachment: dsa.attachment.id,
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depth_load_op: dsa.depth_load_op,
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depth_store_op: dsa.depth_store_op,
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clear_depth: dsa.clear_depth,
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stencil_load_op: dsa.stencil_load_op,
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stencil_store_op: dsa.stencil_store_op,
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clear_stencil: dsa.clear_stencil,
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});
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RenderPass {
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id: wgn::wgpu_command_buffer_begin_render_pass(self.id, RenderPassDescriptor {
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color_attachments: &colors,
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depth_stencil_attachment: depth_stencil,
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}),
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parent: self,
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}
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}
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pub fn begin_compute_pass(&mut self) -> ComputePass {
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ComputePass {
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id: wgn::wgpu_command_buffer_begin_compute_pass(self.id),
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parent: self,
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}
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}
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}
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impl<'a> RenderPass<'a> {
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pub fn end_pass(self) -> &'a mut CommandBuffer {
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wgn::wgpu_render_pass_end_pass(self.id);
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self.parent
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}
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}
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impl<'a> ComputePass<'a> {
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pub fn end_pass(self) -> &'a mut CommandBuffer {
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wgn::wgpu_compute_pass_end_pass(self.id);
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self.parent
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}
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pub fn set_bind_group(&mut self, index: u32, bind_group: &BindGroup) {
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wgn::wgpu_compute_pass_set_bind_group(self.id, index, bind_group.id);
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}
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pub fn set_pipeline(&mut self, pipeline: &ComputePipeline) {
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wgn::wgpu_compute_pass_set_pipeline(self.id, pipeline.id);
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}
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pub fn dispatch(&mut self, x: u32, y: u32, z: u32) {
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wgn::wgpu_compute_pass_dispatch(self.id, x, y, z);
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}
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}
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impl Queue {
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pub fn submit(&self, command_buffers: &[CommandBuffer]) {
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wgn::wgpu_queue_submit(
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self.id,
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command_buffers.as_ptr() as *const _,
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command_buffers.len(),
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);
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}
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}
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