Source code
Revision control
Copy as Markdown
Other Tools
//! A cross-platform unsafe graphics abstraction.
//!
//! This crate defines a set of traits abstracting over modern graphics APIs,
//! with implementations ("backends") for Vulkan, Metal, Direct3D, and GL.
//!
//! `wgpu-hal` is a spiritual successor to
//! oriented towards WebGPU implementation goals. It has no overhead for
//! validation or tracking, and the API translation overhead is kept to the bare
//! minimum by the design of WebGPU. This API can be used for resource-demanding
//! applications and engines.
//!
//! The `wgpu-hal` crate's main design choices:
//!
//! - Our traits are meant to be *portable*: proper use
//! should get equivalent results regardless of the backend.
//!
//! - Our traits' contracts are *unsafe*: implementations perform minimal
//! validation, if any, and incorrect use will often cause undefined behavior.
//! This allows us to minimize the overhead we impose over the underlying
//! graphics system. If you need safety, the [`wgpu-core`] crate provides a
//! safe API for driving `wgpu-hal`, implementing all necessary validation,
//! resource state tracking, and so on. (Note that `wgpu-core` is designed for
//! use via FFI; the [`wgpu`] crate provides more idiomatic Rust bindings for
//! `wgpu-core`.) Or, you can do your own validation.
//!
//! - In the same vein, returned errors *only cover cases the user can't
//! anticipate*, like running out of memory or losing the device. Any errors
//! that the user could reasonably anticipate are their responsibility to
//! avoid. For example, `wgpu-hal` returns no error for mapping a buffer that's
//! not mappable: as the buffer creator, the user should already know if they
//! can map it.
//!
//! - We use *static dispatch*. The traits are not
//! generally object-safe. You must select a specific backend type
//! like [`vulkan::Api`] or [`metal::Api`], and then use that
//! according to the main traits, or call backend-specific methods.
//!
//! - We use *idiomatic Rust parameter passing*,
//! taking objects by reference, returning them by value, and so on,
//! unlike `wgpu-core`, which refers to objects by ID.
//!
//! - We map buffer contents *persistently*. This means that the buffer can
//! remain mapped on the CPU while the GPU reads or writes to it. You must
//! explicitly indicate when data might need to be transferred between CPU and
//! GPU, if [`Device::map_buffer`] indicates that this is necessary.
//!
//! - You must record *explicit barriers* between different usages of a
//! resource. For example, if a buffer is written to by a compute
//! shader, and then used as and index buffer to a draw call, you
//! must use [`CommandEncoder::transition_buffers`] between those two
//! operations.
//!
//! - Pipeline layouts are *explicitly specified* when setting bind groups.
//! Incompatible layouts disturb groups bound at higher indices.
//!
//! - The API *accepts collections as iterators*, to avoid forcing the user to
//! store data in particular containers. The implementation doesn't guarantee
//! that any of the iterators are drained, unless stated otherwise by the
//! function documentation. For this reason, we recommend that iterators don't
//! do any mutating work.
//!
//! Unfortunately, `wgpu-hal`'s safety requirements are not fully documented.
//! Ideally, all trait methods would have doc comments setting out the
//! requirements users must meet to ensure correct and portable behavior. If you
//! are aware of a specific requirement that a backend imposes that is not
//! ensured by the traits' documented rules, please file an issue. Or, if you are
//! a capable technical writer, please file a pull request!
//!
//! [`vulkan::Api`]: vulkan/struct.Api.html
//! [`metal::Api`]: metal/struct.Api.html
//!
//! ## Primary backends
//!
//! The `wgpu-hal` crate has full-featured backends implemented on the following
//! platform graphics APIs:
//!
//! - Vulkan, available on Linux, Android, and Windows, using the [`ash`] crate's
//! Vulkan bindings. It's also available on macOS, if you install [MoltenVK].
//!
//! - Metal on macOS, using the [`metal`] crate's bindings.
//!
//! - Direct3D 12 on Windows, using the [`d3d12`] crate's bindings.
//!
//!
//! ## Secondary backends
//!
//! The `wgpu-hal` crate has a partial implementation based on the following
//! platform graphics API:
//!
//! - The GL backend is available anywhere OpenGL, OpenGL ES, or WebGL are
//! available. See the [`gles`] module documentation for details.
//!
//! [`gles`]: gles/index.html
//!
//! You can see what capabilities an adapter is missing by checking the
//! [`DownlevelCapabilities`][tdc] in [`ExposedAdapter::capabilities`], available
//! from [`Instance::enumerate_adapters`].
//!
//! The API is generally designed to fit the primary backends better than the
//! secondary backends, so the latter may impose more overhead.
//!
//! [tdc]: wgt::DownlevelCapabilities
//!
//! ## Traits
//!
//! The `wgpu-hal` crate defines a handful of traits that together
//! represent a cross-platform abstraction for modern GPU APIs.
//!
//! - The [`Api`] trait represents a `wgpu-hal` backend. It has no methods of its
//! own, only a collection of associated types.
//!
//! - [`Api::Instance`] implements the [`Instance`] trait. [`Instance::init`]
//! creates an instance value, which you can use to enumerate the adapters
//! available on the system. For example, [`vulkan::Api::Instance::init`][Ii]
//! returns an instance that can enumerate the Vulkan physical devices on your
//! system.
//!
//! - [`Api::Adapter`] implements the [`Adapter`] trait, representing a
//! particular device from a particular backend. For example, a Vulkan instance
//! might have a Lavapipe software adapter and a GPU-based adapter.
//!
//! - [`Api::Device`] implements the [`Device`] trait, representing an active
//! link to a device. You get a device value by calling [`Adapter::open`], and
//! then use it to create buffers, textures, shader modules, and so on.
//!
//! - [`Api::Queue`] implements the [`Queue`] trait, which you use to submit
//! command buffers to a given device.
//!
//! - [`Api::CommandEncoder`] implements the [`CommandEncoder`] trait, which you
//! use to build buffers of commands to submit to a queue. This has all the
//! methods for drawing and running compute shaders, which is presumably what
//! you're here for.
//!
//! - [`Api::Surface`] implements the [`Surface`] trait, which represents a
//! swapchain for presenting images on the screen, via interaction with the
//! system's window manager.
//!
//! The [`Api`] trait has various other associated types like [`Api::Buffer`] and
//! [`Api::Texture`] that represent resources the rest of the interface can
//! operate on, but these generally do not have their own traits.
//!
//! [Ii]: Instance::init
//!
//! ## Validation is the calling code's responsibility, not `wgpu-hal`'s
//!
//! As much as possible, `wgpu-hal` traits place the burden of validation,
//! resource tracking, and state tracking on the caller, not on the trait
//! implementations themselves. Anything which can reasonably be handled in
//! backend-independent code should be. A `wgpu_hal` backend's sole obligation is
//! to provide portable behavior, and report conditions that the calling code
//! can't reasonably anticipate, like device loss or running out of memory.
//!
//! The `wgpu` crate collection is intended for use in security-sensitive
//! applications, like web browsers, where the API is available to untrusted
//! code. This means that `wgpu-core`'s validation is not simply a service to
//! developers, to be provided opportunistically when the performance costs are
//! acceptable and the necessary data is ready at hand. Rather, `wgpu-core`'s
//! validation must be exhaustive, to ensure that even malicious content cannot
//! provoke and exploit undefined behavior in the platform's graphics API.
//!
//! Because graphics APIs' requirements are complex, the only practical way for
//! `wgpu` to provide exhaustive validation is to comprehensively track the
//! lifetime and state of all the resources in the system. Implementing this
//! separately for each backend is infeasible; effort would be better spent
//! making the cross-platform validation in `wgpu-core` legible and trustworthy.
//! Fortunately, the requirements are largely similar across the various
//! platforms, so cross-platform validation is practical.
//!
//! Some backends have specific requirements that aren't practical to foist off
//! on the `wgpu-hal` user. For example, properly managing macOS Objective-C or
//! Microsoft COM reference counts is best handled by using appropriate pointer
//! types within the backend.
//!
//! A desire for "defense in depth" may suggest performing additional validation
//! in `wgpu-hal` when the opportunity arises, but this must be done with
//! caution. Even experienced contributors infer the expectations their changes
//! must meet by considering not just requirements made explicit in types, tests,
//! assertions, and comments, but also those implicit in the surrounding code.
//! When one sees validation or state-tracking code in `wgpu-hal`, it is tempting
//! to conclude, "Oh, `wgpu-hal` checks for this, so `wgpu-core` needn't worry
//! about it - that would be redundant!" The responsibility for exhaustive
//! validation always rests with `wgpu-core`, regardless of what may or may not
//! be checked in `wgpu-hal`.
//!
//! To this end, any "defense in depth" validation that does appear in `wgpu-hal`
//! for requirements that `wgpu-core` should have enforced should report failure
//! via the `unreachable!` macro, because problems detected at this stage always
//! indicate a bug in `wgpu-core`.
//!
//! ## Debugging
//!
//! Most of the information on the wiki [Debugging wgpu Applications][wiki-debug]
//! page still applies to this API, with the exception of API tracing/replay
//! functionality, which is only available in `wgpu-core`.
//!
#![cfg_attr(docsrs, feature(doc_cfg, doc_auto_cfg))]
#![allow(
// this happens on the GL backend, where it is both thread safe and non-thread safe in the same code.
clippy::arc_with_non_send_sync,
// We don't use syntax sugar where it's not necessary.
clippy::match_like_matches_macro,
// Redundant matching is more explicit.
clippy::redundant_pattern_matching,
// Explicit lifetimes are often easier to reason about.
clippy::needless_lifetimes,
// No need for defaults in the internal types.
clippy::new_without_default,
// Matches are good and extendable, no need to make an exception here.
clippy::single_match,
// Push commands are more regular than macros.
clippy::vec_init_then_push,
// We unsafe impl `Send` for a reason.
clippy::non_send_fields_in_send_ty,
// TODO!
clippy::missing_safety_doc,
// It gets in the way a lot and does not prevent bugs in practice.
clippy::pattern_type_mismatch,
)]
#![warn(
clippy::ptr_as_ptr,
trivial_casts,
trivial_numeric_casts,
unsafe_op_in_unsafe_fn,
unused_extern_crates,
unused_qualifications
)]
/// DirectX12 API internals.
#[cfg(dx12)]
pub mod dx12;
/// A dummy API implementation.
pub mod empty;
/// GLES API internals.
#[cfg(gles)]
pub mod gles;
/// Metal API internals.
#[cfg(metal)]
pub mod metal;
/// Vulkan API internals.
#[cfg(vulkan)]
pub mod vulkan;
pub mod auxil;
pub mod api {
#[cfg(dx12)]
pub use super::dx12::Api as Dx12;
pub use super::empty::Api as Empty;
#[cfg(gles)]
pub use super::gles::Api as Gles;
#[cfg(metal)]
pub use super::metal::Api as Metal;
#[cfg(vulkan)]
pub use super::vulkan::Api as Vulkan;
}
mod dynamic;
pub(crate) use dynamic::impl_dyn_resource;
pub use dynamic::{
DynAccelerationStructure, DynAcquiredSurfaceTexture, DynAdapter, DynBindGroup,
DynBindGroupLayout, DynBuffer, DynCommandBuffer, DynCommandEncoder, DynComputePipeline,
DynDevice, DynExposedAdapter, DynFence, DynInstance, DynOpenDevice, DynPipelineCache,
DynPipelineLayout, DynQuerySet, DynQueue, DynRenderPipeline, DynResource, DynSampler,
DynShaderModule, DynSurface, DynSurfaceTexture, DynTexture, DynTextureView,
};
use std::{
borrow::{Borrow, Cow},
fmt,
num::NonZeroU32,
ops::{Range, RangeInclusive},
ptr::NonNull,
sync::Arc,
};
use bitflags::bitflags;
use parking_lot::Mutex;
use thiserror::Error;
use wgt::WasmNotSendSync;
// - Vertex + Fragment
// - Compute
pub const MAX_CONCURRENT_SHADER_STAGES: usize = 2;
pub const MAX_ANISOTROPY: u8 = 16;
pub const MAX_BIND_GROUPS: usize = 8;
pub const MAX_VERTEX_BUFFERS: usize = 16;
pub const MAX_COLOR_ATTACHMENTS: usize = 8;
pub const MAX_MIP_LEVELS: u32 = 16;
/// Size of a single occlusion/timestamp query, when copied into a buffer, in bytes.
pub const QUERY_SIZE: wgt::BufferAddress = 8;
pub type Label<'a> = Option<&'a str>;
pub type MemoryRange = Range<wgt::BufferAddress>;
pub type FenceValue = u64;
pub type AtomicFenceValue = std::sync::atomic::AtomicU64;
/// A callback to signal that wgpu is no longer using a resource.
#[cfg(any(gles, vulkan))]
pub type DropCallback = Box<dyn FnMut() + Send + Sync + 'static>;
#[cfg(any(gles, vulkan))]
pub struct DropGuard {
callback: DropCallback,
}
#[cfg(all(any(gles, vulkan), any(native, Emscripten)))]
impl DropGuard {
fn from_option(callback: Option<DropCallback>) -> Option<Self> {
callback.map(|callback| Self { callback })
}
}
#[cfg(any(gles, vulkan))]
impl Drop for DropGuard {
fn drop(&mut self) {
(self.callback)();
}
}
#[cfg(any(gles, vulkan))]
impl fmt::Debug for DropGuard {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct("DropGuard").finish()
}
}
#[derive(Clone, Debug, PartialEq, Eq, Error)]
pub enum DeviceError {
#[error("Out of memory")]
OutOfMemory,
#[error("Device is lost")]
Lost,
#[error("Creation of a resource failed for a reason other than running out of memory.")]
ResourceCreationFailed,
#[error("Unexpected error variant (driver implementation is at fault)")]
Unexpected,
}
#[allow(dead_code)] // may be unused on some platforms
#[cold]
fn hal_usage_error<T: fmt::Display>(txt: T) -> ! {
panic!("wgpu-hal invariant was violated (usage error): {txt}")
}
#[allow(dead_code)] // may be unused on some platforms
#[cold]
fn hal_internal_error<T: fmt::Display>(txt: T) -> ! {
panic!("wgpu-hal ran into a preventable internal error: {txt}")
}
#[derive(Clone, Debug, Eq, PartialEq, Error)]
pub enum ShaderError {
#[error("Compilation failed: {0:?}")]
Compilation(String),
#[error(transparent)]
Device(#[from] DeviceError),
}
#[derive(Clone, Debug, Eq, PartialEq, Error)]
pub enum PipelineError {
#[error("Linkage failed for stage {0:?}: {1}")]
Linkage(wgt::ShaderStages, String),
#[error("Entry point for stage {0:?} is invalid")]
EntryPoint(naga::ShaderStage),
#[error(transparent)]
Device(#[from] DeviceError),
#[error("Pipeline constant error for stage {0:?}: {1}")]
PipelineConstants(wgt::ShaderStages, String),
}
#[derive(Clone, Debug, Eq, PartialEq, Error)]
pub enum PipelineCacheError {
#[error(transparent)]
Device(#[from] DeviceError),
}
#[derive(Clone, Debug, Eq, PartialEq, Error)]
pub enum SurfaceError {
#[error("Surface is lost")]
Lost,
#[error("Surface is outdated, needs to be re-created")]
Outdated,
#[error(transparent)]
Device(#[from] DeviceError),
#[error("Other reason: {0}")]
Other(&'static str),
}
/// Error occurring while trying to create an instance, or create a surface from an instance;
/// typically relating to the state of the underlying graphics API or hardware.
#[derive(Clone, Debug, Error)]
#[error("{message}")]
pub struct InstanceError {
/// These errors are very platform specific, so do not attempt to encode them as an enum.
///
/// This message should describe the problem in sufficient detail to be useful for a
/// user-to-developer “why won't this work on my machine” bug report, and otherwise follow
message: String,
/// Underlying error value, if any is available.
#[source]
source: Option<Arc<dyn std::error::Error + Send + Sync + 'static>>,
}
impl InstanceError {
#[allow(dead_code)] // may be unused on some platforms
pub(crate) fn new(message: String) -> Self {
Self {
message,
source: None,
}
}
#[allow(dead_code)] // may be unused on some platforms
pub(crate) fn with_source(
message: String,
source: impl std::error::Error + Send + Sync + 'static,
) -> Self {
Self {
message,
source: Some(Arc::new(source)),
}
}
}
pub trait Api: Clone + fmt::Debug + Sized {
type Instance: DynInstance + Instance<A = Self>;
type Surface: DynSurface + Surface<A = Self>;
type Adapter: DynAdapter + Adapter<A = Self>;
type Device: DynDevice + Device<A = Self>;
type Queue: DynQueue + Queue<A = Self>;
type CommandEncoder: DynCommandEncoder + CommandEncoder<A = Self>;
/// This API's command buffer type.
///
/// The only thing you can do with `CommandBuffer`s is build them
/// with a [`CommandEncoder`] and then pass them to
/// [`Queue::submit`] for execution, or destroy them by passing
/// them to [`CommandEncoder::reset_all`].
///
/// [`CommandEncoder`]: Api::CommandEncoder
type CommandBuffer: DynCommandBuffer;
type Buffer: DynBuffer;
type Texture: DynTexture;
type SurfaceTexture: DynSurfaceTexture + Borrow<Self::Texture>;
type TextureView: DynTextureView;
type Sampler: DynSampler;
type QuerySet: DynQuerySet;
/// A value you can block on to wait for something to finish.
///
/// A `Fence` holds a monotonically increasing [`FenceValue`]. You can call
/// [`Device::wait`] to block until a fence reaches or passes a value you
/// choose. [`Queue::submit`] can take a `Fence` and a [`FenceValue`] to
/// store in it when the submitted work is complete.
///
/// Attempting to set a fence to a value less than its current value has no
/// effect.
///
/// Waiting on a fence returns as soon as the fence reaches *or passes* the
/// requested value. This implies that, in order to reliably determine when
/// an operation has completed, operations must finish in order of
/// increasing fence values: if a higher-valued operation were to finish
/// before a lower-valued operation, then waiting for the fence to reach the
/// lower value could return before the lower-valued operation has actually
/// finished.
type Fence: DynFence;
type BindGroupLayout: DynBindGroupLayout;
type BindGroup: DynBindGroup;
type PipelineLayout: DynPipelineLayout;
type ShaderModule: DynShaderModule;
type RenderPipeline: DynRenderPipeline;
type ComputePipeline: DynComputePipeline;
type PipelineCache: DynPipelineCache;
type AccelerationStructure: DynAccelerationStructure + 'static;
}
pub trait Instance: Sized + WasmNotSendSync {
type A: Api;
unsafe fn init(desc: &InstanceDescriptor) -> Result<Self, InstanceError>;
unsafe fn create_surface(
&self,
display_handle: raw_window_handle::RawDisplayHandle,
window_handle: raw_window_handle::RawWindowHandle,
) -> Result<<Self::A as Api>::Surface, InstanceError>;
/// `surface_hint` is only used by the GLES backend targeting WebGL2
unsafe fn enumerate_adapters(
&self,
surface_hint: Option<&<Self::A as Api>::Surface>,
) -> Vec<ExposedAdapter<Self::A>>;
}
pub trait Surface: WasmNotSendSync {
type A: Api;
/// Configure `self` to use `device`.
///
/// # Safety
///
/// - All GPU work using `self` must have been completed.
/// - All [`AcquiredSurfaceTexture`]s must have been destroyed.
/// - All [`Api::TextureView`]s derived from the [`AcquiredSurfaceTexture`]s must have been destroyed.
/// - The surface `self` must not currently be configured to use any other [`Device`].
unsafe fn configure(
&self,
device: &<Self::A as Api>::Device,
config: &SurfaceConfiguration,
) -> Result<(), SurfaceError>;
/// Unconfigure `self` on `device`.
///
/// # Safety
///
/// - All GPU work that uses `surface` must have been completed.
/// - All [`AcquiredSurfaceTexture`]s must have been destroyed.
/// - All [`Api::TextureView`]s derived from the [`AcquiredSurfaceTexture`]s must have been destroyed.
/// - The surface `self` must have been configured on `device`.
unsafe fn unconfigure(&self, device: &<Self::A as Api>::Device);
/// Return the next texture to be presented by `self`, for the caller to draw on.
///
/// On success, return an [`AcquiredSurfaceTexture`] representing the
/// texture into which the caller should draw the image to be displayed on
/// `self`.
///
/// If `timeout` elapses before `self` has a texture ready to be acquired,
/// return `Ok(None)`. If `timeout` is `None`, wait indefinitely, with no
/// timeout.
///
/// # Using an [`AcquiredSurfaceTexture`]
///
/// On success, this function returns an [`AcquiredSurfaceTexture`] whose
/// [`texture`] field is a [`SurfaceTexture`] from which the caller can
/// [`borrow`] a [`Texture`] to draw on. The [`AcquiredSurfaceTexture`] also
/// carries some metadata about that [`SurfaceTexture`].
///
/// All calls to [`Queue::submit`] that draw on that [`Texture`] must also
/// include the [`SurfaceTexture`] in the `surface_textures` argument.
///
/// When you are done drawing on the texture, you can display it on `self`
/// by passing the [`SurfaceTexture`] and `self` to [`Queue::present`].
///
/// If you do not wish to display the texture, you must pass the
/// [`SurfaceTexture`] to [`self.discard_texture`], so that it can be reused
/// by future acquisitions.
///
/// # Portability
///
/// Some backends can't support a timeout when acquiring a texture. On these
/// backends, `timeout` is ignored.
///
/// # Safety
///
/// - The surface `self` must currently be configured on some [`Device`].
///
/// - The `fence` argument must be the same [`Fence`] passed to all calls to
/// [`Queue::submit`] that used [`Texture`]s acquired from this surface.
///
/// - You may only have one texture acquired from `self` at a time. When
/// `acquire_texture` returns `Ok(Some(ast))`, you must pass the returned
/// [`SurfaceTexture`] `ast.texture` to either [`Queue::present`] or
/// [`Surface::discard_texture`] before calling `acquire_texture` again.
///
/// [`texture`]: AcquiredSurfaceTexture::texture
/// [`SurfaceTexture`]: Api::SurfaceTexture
/// [`borrow`]: std::borrow::Borrow::borrow
/// [`Texture`]: Api::Texture
/// [`Fence`]: Api::Fence
/// [`self.discard_texture`]: Surface::discard_texture
unsafe fn acquire_texture(
&self,
timeout: Option<std::time::Duration>,
fence: &<Self::A as Api>::Fence,
) -> Result<Option<AcquiredSurfaceTexture<Self::A>>, SurfaceError>;
/// Relinquish an acquired texture without presenting it.
///
/// After this call, the texture underlying [`SurfaceTexture`] may be
/// returned by subsequent calls to [`self.acquire_texture`].
///
/// # Safety
///
/// - The surface `self` must currently be configured on some [`Device`].
///
/// - `texture` must be a [`SurfaceTexture`] returned by a call to
/// [`self.acquire_texture`] that has not yet been passed to
/// [`Queue::present`].
///
/// [`SurfaceTexture`]: Api::SurfaceTexture
/// [`self.acquire_texture`]: Surface::acquire_texture
unsafe fn discard_texture(&self, texture: <Self::A as Api>::SurfaceTexture);
}
pub trait Adapter: WasmNotSendSync {
type A: Api;
unsafe fn open(
&self,
features: wgt::Features,
limits: &wgt::Limits,
memory_hints: &wgt::MemoryHints,
) -> Result<OpenDevice<Self::A>, DeviceError>;
/// Return the set of supported capabilities for a texture format.
unsafe fn texture_format_capabilities(
&self,
format: wgt::TextureFormat,
) -> TextureFormatCapabilities;
/// Returns the capabilities of working with a specified surface.
///
/// `None` means presentation is not supported for it.
unsafe fn surface_capabilities(
&self,
surface: &<Self::A as Api>::Surface,
) -> Option<SurfaceCapabilities>;
/// Creates a [`PresentationTimestamp`] using the adapter's WSI.
///
/// [`PresentationTimestamp`]: wgt::PresentationTimestamp
unsafe fn get_presentation_timestamp(&self) -> wgt::PresentationTimestamp;
}
/// A connection to a GPU and a pool of resources to use with it.
///
/// A `wgpu-hal` `Device` represents an open connection to a specific graphics
/// processor, controlled via the backend [`Device::A`]. A `Device` is mostly
/// used for creating resources. Each `Device` has an associated [`Queue`] used
/// for command submission.
///
/// On Vulkan a `Device` corresponds to a logical device ([`VkDevice`]). Other
/// backends don't have an exact analog: for example, [`ID3D12Device`]s and
/// [`MTLDevice`]s are owned by the backends' [`wgpu_hal::Adapter`]
/// implementations, and shared by all [`wgpu_hal::Device`]s created from that
/// `Adapter`.
///
/// A `Device`'s life cycle is generally:
///
/// 1) Obtain a `Device` and its associated [`Queue`] by calling
/// [`Adapter::open`].
///
/// Alternatively, the backend-specific types that implement [`Adapter`] often
/// have methods for creating a `wgpu-hal` `Device` from a platform-specific
/// handle. For example, [`vulkan::Adapter::device_from_raw`] can create a
/// [`vulkan::Device`] from an [`ash::Device`].
///
/// 1) Create resources to use on the device by calling methods like
/// [`Device::create_texture`] or [`Device::create_shader_module`].
///
/// 1) Call [`Device::create_command_encoder`] to obtain a [`CommandEncoder`],
/// which you can use to build [`CommandBuffer`]s holding commands to be
/// executed on the GPU.
///
/// 1) Call [`Queue::submit`] on the `Device`'s associated [`Queue`] to submit
/// [`CommandBuffer`]s for execution on the GPU. If needed, call
/// [`Device::wait`] to wait for them to finish execution.
///
/// 1) Free resources with methods like [`Device::destroy_texture`] or
/// [`Device::destroy_shader_module`].
///
/// 1) Shut down the device by calling [`Device::exit`].
///
/// [`vkDevice`]: https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#VkDevice
/// [`ID3D12Device`]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nn-d3d12-id3d12device
/// [`wgpu_hal::Adapter`]: Adapter
/// [`wgpu_hal::Device`]: Device
/// [`vulkan::Adapter::device_from_raw`]: vulkan/struct.Adapter.html#method.device_from_raw
/// [`vulkan::Device`]: vulkan/struct.Device.html
/// [`CommandBuffer`]: Api::CommandBuffer
///
/// # Safety
///
/// As with other `wgpu-hal` APIs, [validation] is the caller's
/// responsibility. Here are the general requirements for all `Device`
/// methods:
///
/// - Any resource passed to a `Device` method must have been created by that
/// `Device`. For example, a [`Texture`] passed to [`Device::destroy_texture`] must
/// have been created with the `Device` passed as `self`.
///
/// - Resources may not be destroyed if they are used by any submitted command
/// buffers that have not yet finished execution.
///
/// [validation]: index.html#validation-is-the-calling-codes-responsibility-not-wgpu-hals
/// [`Texture`]: Api::Texture
pub trait Device: WasmNotSendSync {
type A: Api;
/// Exit connection to this logical device.
unsafe fn exit(self, queue: <Self::A as Api>::Queue);
/// Creates a new buffer.
///
/// The initial usage is `BufferUses::empty()`.
unsafe fn create_buffer(
&self,
desc: &BufferDescriptor,
) -> Result<<Self::A as Api>::Buffer, DeviceError>;
/// Free `buffer` and any GPU resources it owns.
///
/// Note that backends are allowed to allocate GPU memory for buffers from
/// allocation pools, and this call is permitted to simply return `buffer`'s
/// storage to that pool, without making it available to other applications.
///
/// # Safety
///
/// - The given `buffer` must not currently be mapped.
unsafe fn destroy_buffer(&self, buffer: <Self::A as Api>::Buffer);
/// A hook for when a wgpu-core buffer is created from a raw wgpu-hal buffer.
unsafe fn add_raw_buffer(&self, buffer: &<Self::A as Api>::Buffer);
/// Return a pointer to CPU memory mapping the contents of `buffer`.
///
/// Buffer mappings are persistent: the buffer may remain mapped on the CPU
/// while the GPU reads or writes to it. (Note that `wgpu_core` does not use
/// this feature: when a `wgpu_core::Buffer` is unmapped, the underlying
/// `wgpu_hal` buffer is also unmapped.)
///
/// If this function returns `Ok(mapping)`, then:
///
/// - `mapping.ptr` is the CPU address of the start of the mapped memory.
///
/// - If `mapping.is_coherent` is `true`, then CPU writes to the mapped
/// memory are immediately visible on the GPU, and vice versa.
///
/// # Safety
///
/// - The given `buffer` must have been created with the [`MAP_READ`] or
/// [`MAP_WRITE`] flags set in [`BufferDescriptor::usage`].
///
/// - The given `range` must fall within the size of `buffer`.
///
/// - The caller must avoid data races between the CPU and the GPU. A data
/// race is any pair of accesses to a particular byte, one of which is a
/// write, that are not ordered with respect to each other by some sort of
/// synchronization operation.
///
/// - If this function returns `Ok(mapping)` and `mapping.is_coherent` is
/// `false`, then:
///
/// - Every CPU write to a mapped byte followed by a GPU read of that byte
/// must have at least one call to [`Device::flush_mapped_ranges`]
/// covering that byte that occurs between those two accesses.
///
/// - Every GPU write to a mapped byte followed by a CPU read of that byte
/// must have at least one call to [`Device::invalidate_mapped_ranges`]
/// covering that byte that occurs between those two accesses.
///
/// Note that the data race rule above requires that all such access pairs
/// be ordered, so it is meaningful to talk about what must occur
/// "between" them.
///
/// - Zero-sized mappings are not allowed.
///
/// - The returned [`BufferMapping::ptr`] must not be used after a call to
/// [`Device::unmap_buffer`].
///
/// [`MAP_READ`]: BufferUses::MAP_READ
/// [`MAP_WRITE`]: BufferUses::MAP_WRITE
unsafe fn map_buffer(
&self,
buffer: &<Self::A as Api>::Buffer,
range: MemoryRange,
) -> Result<BufferMapping, DeviceError>;
/// Remove the mapping established by the last call to [`Device::map_buffer`].
///
/// # Safety
///
/// - The given `buffer` must be currently mapped.
unsafe fn unmap_buffer(&self, buffer: &<Self::A as Api>::Buffer);
/// Indicate that CPU writes to mapped buffer memory should be made visible to the GPU.
///
/// # Safety
///
/// - The given `buffer` must be currently mapped.
///
/// - All ranges produced by `ranges` must fall within `buffer`'s size.
unsafe fn flush_mapped_ranges<I>(&self, buffer: &<Self::A as Api>::Buffer, ranges: I)
where
I: Iterator<Item = MemoryRange>;
/// Indicate that GPU writes to mapped buffer memory should be made visible to the CPU.
///
/// # Safety
///
/// - The given `buffer` must be currently mapped.
///
/// - All ranges produced by `ranges` must fall within `buffer`'s size.
unsafe fn invalidate_mapped_ranges<I>(&self, buffer: &<Self::A as Api>::Buffer, ranges: I)
where
I: Iterator<Item = MemoryRange>;
/// Creates a new texture.
///
/// The initial usage for all subresources is `TextureUses::UNINITIALIZED`.
unsafe fn create_texture(
&self,
desc: &TextureDescriptor,
) -> Result<<Self::A as Api>::Texture, DeviceError>;
unsafe fn destroy_texture(&self, texture: <Self::A as Api>::Texture);
/// A hook for when a wgpu-core texture is created from a raw wgpu-hal texture.
unsafe fn add_raw_texture(&self, texture: &<Self::A as Api>::Texture);
unsafe fn create_texture_view(
&self,
texture: &<Self::A as Api>::Texture,
desc: &TextureViewDescriptor,
) -> Result<<Self::A as Api>::TextureView, DeviceError>;
unsafe fn destroy_texture_view(&self, view: <Self::A as Api>::TextureView);
unsafe fn create_sampler(
&self,
desc: &SamplerDescriptor,
) -> Result<<Self::A as Api>::Sampler, DeviceError>;
unsafe fn destroy_sampler(&self, sampler: <Self::A as Api>::Sampler);
/// Create a fresh [`CommandEncoder`].
///
/// The new `CommandEncoder` is in the "closed" state.
unsafe fn create_command_encoder(
&self,
desc: &CommandEncoderDescriptor<<Self::A as Api>::Queue>,
) -> Result<<Self::A as Api>::CommandEncoder, DeviceError>;
unsafe fn destroy_command_encoder(&self, pool: <Self::A as Api>::CommandEncoder);
/// Creates a bind group layout.
unsafe fn create_bind_group_layout(
&self,
desc: &BindGroupLayoutDescriptor,
) -> Result<<Self::A as Api>::BindGroupLayout, DeviceError>;
unsafe fn destroy_bind_group_layout(&self, bg_layout: <Self::A as Api>::BindGroupLayout);
unsafe fn create_pipeline_layout(
&self,
desc: &PipelineLayoutDescriptor<<Self::A as Api>::BindGroupLayout>,
) -> Result<<Self::A as Api>::PipelineLayout, DeviceError>;
unsafe fn destroy_pipeline_layout(&self, pipeline_layout: <Self::A as Api>::PipelineLayout);
#[allow(clippy::type_complexity)]
unsafe fn create_bind_group(
&self,
desc: &BindGroupDescriptor<
<Self::A as Api>::BindGroupLayout,
<Self::A as Api>::Buffer,
<Self::A as Api>::Sampler,
<Self::A as Api>::TextureView,
<Self::A as Api>::AccelerationStructure,
>,
) -> Result<<Self::A as Api>::BindGroup, DeviceError>;
unsafe fn destroy_bind_group(&self, group: <Self::A as Api>::BindGroup);
unsafe fn create_shader_module(
&self,
desc: &ShaderModuleDescriptor,
shader: ShaderInput,
) -> Result<<Self::A as Api>::ShaderModule, ShaderError>;
unsafe fn destroy_shader_module(&self, module: <Self::A as Api>::ShaderModule);
#[allow(clippy::type_complexity)]
unsafe fn create_render_pipeline(
&self,
desc: &RenderPipelineDescriptor<
<Self::A as Api>::PipelineLayout,
<Self::A as Api>::ShaderModule,
<Self::A as Api>::PipelineCache,
>,
) -> Result<<Self::A as Api>::RenderPipeline, PipelineError>;
unsafe fn destroy_render_pipeline(&self, pipeline: <Self::A as Api>::RenderPipeline);
#[allow(clippy::type_complexity)]
unsafe fn create_compute_pipeline(
&self,
desc: &ComputePipelineDescriptor<
<Self::A as Api>::PipelineLayout,
<Self::A as Api>::ShaderModule,
<Self::A as Api>::PipelineCache,
>,
) -> Result<<Self::A as Api>::ComputePipeline, PipelineError>;
unsafe fn destroy_compute_pipeline(&self, pipeline: <Self::A as Api>::ComputePipeline);
unsafe fn create_pipeline_cache(
&self,
desc: &PipelineCacheDescriptor<'_>,
) -> Result<<Self::A as Api>::PipelineCache, PipelineCacheError>;
fn pipeline_cache_validation_key(&self) -> Option<[u8; 16]> {
None
}
unsafe fn destroy_pipeline_cache(&self, cache: <Self::A as Api>::PipelineCache);
unsafe fn create_query_set(
&self,
desc: &wgt::QuerySetDescriptor<Label>,
) -> Result<<Self::A as Api>::QuerySet, DeviceError>;
unsafe fn destroy_query_set(&self, set: <Self::A as Api>::QuerySet);
unsafe fn create_fence(&self) -> Result<<Self::A as Api>::Fence, DeviceError>;
unsafe fn destroy_fence(&self, fence: <Self::A as Api>::Fence);
unsafe fn get_fence_value(
&self,
fence: &<Self::A as Api>::Fence,
) -> Result<FenceValue, DeviceError>;
/// Wait for `fence` to reach `value`.
///
/// Operations like [`Queue::submit`] can accept a [`Fence`] and a
/// [`FenceValue`] to store in it, so you can use this `wait` function
/// to wait for a given queue submission to finish execution.
///
/// The `value` argument must be a value that some actual operation you have
/// already presented to the device is going to store in `fence`. You cannot
/// wait for values yet to be submitted. (This restriction accommodates
/// implementations like the `vulkan` backend's [`FencePool`] that must
/// allocate a distinct synchronization object for each fence value one is
/// able to wait for.)
///
/// Calling `wait` with a lower [`FenceValue`] than `fence`'s current value
/// returns immediately.
///
/// [`Fence`]: Api::Fence
/// [`FencePool`]: vulkan/enum.Fence.html#variant.FencePool
unsafe fn wait(
&self,
fence: &<Self::A as Api>::Fence,
value: FenceValue,
timeout_ms: u32,
) -> Result<bool, DeviceError>;
unsafe fn start_capture(&self) -> bool;
unsafe fn stop_capture(&self);
#[allow(unused_variables)]
unsafe fn pipeline_cache_get_data(
&self,
cache: &<Self::A as Api>::PipelineCache,
) -> Option<Vec<u8>> {
None
}
unsafe fn create_acceleration_structure(
&self,
desc: &AccelerationStructureDescriptor,
) -> Result<<Self::A as Api>::AccelerationStructure, DeviceError>;
unsafe fn get_acceleration_structure_build_sizes(
&self,
desc: &GetAccelerationStructureBuildSizesDescriptor<<Self::A as Api>::Buffer>,
) -> AccelerationStructureBuildSizes;
unsafe fn get_acceleration_structure_device_address(
&self,
acceleration_structure: &<Self::A as Api>::AccelerationStructure,
) -> wgt::BufferAddress;
unsafe fn destroy_acceleration_structure(
&self,
acceleration_structure: <Self::A as Api>::AccelerationStructure,
);
fn get_internal_counters(&self) -> wgt::HalCounters;
fn generate_allocator_report(&self) -> Option<wgt::AllocatorReport> {
None
}
}
pub trait Queue: WasmNotSendSync {
type A: Api;
/// Submit `command_buffers` for execution on GPU.
///
/// Update `fence` to `value` when the operation is complete. See
/// [`Fence`] for details.
///
/// A `wgpu_hal` queue is "single threaded": all command buffers are
/// executed in the order they're submitted, with each buffer able to see
/// previous buffers' results. Specifically:
///
/// - If two calls to `submit` on a single `Queue` occur in a particular
/// order (that is, they happen on the same thread, or on two threads that
/// have synchronized to establish an ordering), then the first
/// submission's commands all complete execution before any of the second
/// submission's commands begin. All results produced by one submission
/// are visible to the next.
///
/// - Within a submission, command buffers execute in the order in which they
/// appear in `command_buffers`. All results produced by one buffer are
/// visible to the next.
///
/// If two calls to `submit` on a single `Queue` from different threads are
/// not synchronized to occur in a particular order, they must pass distinct
/// [`Fence`]s. As explained in the [`Fence`] documentation, waiting for
/// operations to complete is only trustworthy when operations finish in
/// order of increasing fence value, but submissions from different threads
/// cannot determine how to order the fence values if the submissions
/// themselves are unordered. If each thread uses a separate [`Fence`], this
/// problem does not arise.
///
/// # Safety
///
/// - Each [`CommandBuffer`][cb] in `command_buffers` must have been created
/// from a [`CommandEncoder`][ce] that was constructed from the
/// [`Device`][d] associated with this [`Queue`].
///
/// - Each [`CommandBuffer`][cb] must remain alive until the submitted
/// commands have finished execution. Since command buffers must not
/// outlive their encoders, this implies that the encoders must remain
/// alive as well.
///
/// - All resources used by a submitted [`CommandBuffer`][cb]
/// ([`Texture`][t]s, [`BindGroup`][bg]s, [`RenderPipeline`][rp]s, and so
/// on) must remain alive until the command buffer finishes execution.
///
/// - Every [`SurfaceTexture`][st] that any command in `command_buffers`
/// writes to must appear in the `surface_textures` argument.
///
/// - No [`SurfaceTexture`][st] may appear in the `surface_textures`
/// argument more than once.
///
/// - Each [`SurfaceTexture`][st] in `surface_textures` must be configured
/// for use with the [`Device`][d] associated with this [`Queue`],
/// typically by calling [`Surface::configure`].
///
/// - All calls to this function that include a given [`SurfaceTexture`][st]
/// in `surface_textures` must use the same [`Fence`].
///
/// - The [`Fence`] passed as `signal_fence.0` must remain alive until
/// all submissions that will signal it have completed.
///
/// [`Fence`]: Api::Fence
/// [cb]: Api::CommandBuffer
/// [ce]: Api::CommandEncoder
/// [d]: Api::Device
/// [t]: Api::Texture
/// [bg]: Api::BindGroup
/// [rp]: Api::RenderPipeline
/// [st]: Api::SurfaceTexture
unsafe fn submit(
&self,
command_buffers: &[&<Self::A as Api>::CommandBuffer],
surface_textures: &[&<Self::A as Api>::SurfaceTexture],
signal_fence: (&mut <Self::A as Api>::Fence, FenceValue),
) -> Result<(), DeviceError>;
unsafe fn present(
&self,
surface: &<Self::A as Api>::Surface,
texture: <Self::A as Api>::SurfaceTexture,
) -> Result<(), SurfaceError>;
unsafe fn get_timestamp_period(&self) -> f32;
}
/// Encoder and allocation pool for `CommandBuffer`s.
///
/// A `CommandEncoder` not only constructs `CommandBuffer`s but also
/// acts as the allocation pool that owns the buffers' underlying
/// storage. Thus, `CommandBuffer`s must not outlive the
/// `CommandEncoder` that created them.
///
/// The life cycle of a `CommandBuffer` is as follows:
///
/// - Call [`Device::create_command_encoder`] to create a new
/// `CommandEncoder`, in the "closed" state.
///
/// - Call `begin_encoding` on a closed `CommandEncoder` to begin
/// recording commands. This puts the `CommandEncoder` in the
/// "recording" state.
///
/// - Call methods like `copy_buffer_to_buffer`, `begin_render_pass`,
/// etc. on a "recording" `CommandEncoder` to add commands to the
/// list. (If an error occurs, you must call `discard_encoding`; see
/// below.)
///
/// - Call `end_encoding` on a recording `CommandEncoder` to close the
/// encoder and construct a fresh `CommandBuffer` consisting of the
/// list of commands recorded up to that point.
///
/// - Call `discard_encoding` on a recording `CommandEncoder` to drop
/// the commands recorded thus far and close the encoder. This is
/// the only safe thing to do on a `CommandEncoder` if an error has
/// occurred while recording commands.
///
/// - Call `reset_all` on a closed `CommandEncoder`, passing all the
/// live `CommandBuffers` built from it. All the `CommandBuffer`s
/// are destroyed, and their resources are freed.
///
/// # Safety
///
/// - The `CommandEncoder` must be in the states described above to
/// make the given calls.
///
/// - A `CommandBuffer` that has been submitted for execution on the
/// GPU must live until its execution is complete.
///
/// - A `CommandBuffer` must not outlive the `CommandEncoder` that
/// built it.
///
/// - A `CommandEncoder` must not outlive its `Device`.
///
/// It is the user's responsibility to meet this requirements. This
/// allows `CommandEncoder` implementations to keep their state
/// tracking to a minimum.
pub trait CommandEncoder: WasmNotSendSync + fmt::Debug {
type A: Api;
/// Begin encoding a new command buffer.
///
/// This puts this `CommandEncoder` in the "recording" state.
///
/// # Safety
///
/// This `CommandEncoder` must be in the "closed" state.
unsafe fn begin_encoding(&mut self, label: Label) -> Result<(), DeviceError>;
/// Discard the command list under construction.
///
/// If an error has occurred while recording commands, this
/// is the only safe thing to do with the encoder.
///
/// This puts this `CommandEncoder` in the "closed" state.
///
/// # Safety
///
/// This `CommandEncoder` must be in the "recording" state.
///
/// Callers must not assume that implementations of this
/// function are idempotent, and thus should not call it
/// multiple times in a row.
unsafe fn discard_encoding(&mut self);
/// Return a fresh [`CommandBuffer`] holding the recorded commands.
///
/// The returned [`CommandBuffer`] holds all the commands recorded
/// on this `CommandEncoder` since the last call to
/// [`begin_encoding`].
///
/// This puts this `CommandEncoder` in the "closed" state.
///
/// # Safety
///
/// This `CommandEncoder` must be in the "recording" state.
///
/// The returned [`CommandBuffer`] must not outlive this
/// `CommandEncoder`. Implementations are allowed to build
/// `CommandBuffer`s that depend on storage owned by this
/// `CommandEncoder`.
///
/// [`CommandBuffer`]: Api::CommandBuffer
/// [`begin_encoding`]: CommandEncoder::begin_encoding
unsafe fn end_encoding(&mut self) -> Result<<Self::A as Api>::CommandBuffer, DeviceError>;
/// Reclaim all resources belonging to this `CommandEncoder`.
///
/// # Safety
///
/// This `CommandEncoder` must be in the "closed" state.
///
/// The `command_buffers` iterator must produce all the live
/// [`CommandBuffer`]s built using this `CommandEncoder` --- that
/// is, every extant `CommandBuffer` returned from `end_encoding`.
///
/// [`CommandBuffer`]: Api::CommandBuffer
unsafe fn reset_all<I>(&mut self, command_buffers: I)
where
I: Iterator<Item = <Self::A as Api>::CommandBuffer>;
unsafe fn transition_buffers<'a, T>(&mut self, barriers: T)
where
T: Iterator<Item = BufferBarrier<'a, <Self::A as Api>::Buffer>>;
unsafe fn transition_textures<'a, T>(&mut self, barriers: T)
where
T: Iterator<Item = TextureBarrier<'a, <Self::A as Api>::Texture>>;
// copy operations
unsafe fn clear_buffer(&mut self, buffer: &<Self::A as Api>::Buffer, range: MemoryRange);
unsafe fn copy_buffer_to_buffer<T>(
&mut self,
src: &<Self::A as Api>::Buffer,
dst: &<Self::A as Api>::Buffer,
regions: T,
) where
T: Iterator<Item = BufferCopy>;
/// Copy from an external image to an internal texture.
/// Works with a single array layer.
/// Note: `dst` current usage has to be `TextureUses::COPY_DST`.
/// Note: the copy extent is in physical size (rounded to the block size)
#[cfg(webgl)]
unsafe fn copy_external_image_to_texture<T>(
&mut self,
src: &wgt::ImageCopyExternalImage,
dst: &<Self::A as Api>::Texture,
dst_premultiplication: bool,
regions: T,
) where
T: Iterator<Item = TextureCopy>;
/// Copy from one texture to another.
/// Works with a single array layer.
/// Note: `dst` current usage has to be `TextureUses::COPY_DST`.
/// Note: the copy extent is in physical size (rounded to the block size)
unsafe fn copy_texture_to_texture<T>(
&mut self,
src: &<Self::A as Api>::Texture,
src_usage: TextureUses,
dst: &<Self::A as Api>::Texture,
regions: T,
) where
T: Iterator<Item = TextureCopy>;
/// Copy from buffer to texture.
/// Works with a single array layer.
/// Note: `dst` current usage has to be `TextureUses::COPY_DST`.
/// Note: the copy extent is in physical size (rounded to the block size)
unsafe fn copy_buffer_to_texture<T>(
&mut self,
src: &<Self::A as Api>::Buffer,
dst: &<Self::A as Api>::Texture,
regions: T,
) where
T: Iterator<Item = BufferTextureCopy>;
/// Copy from texture to buffer.
/// Works with a single array layer.
/// Note: the copy extent is in physical size (rounded to the block size)
unsafe fn copy_texture_to_buffer<T>(
&mut self,
src: &<Self::A as Api>::Texture,
src_usage: TextureUses,
dst: &<Self::A as Api>::Buffer,
regions: T,
) where
T: Iterator<Item = BufferTextureCopy>;
// pass common
/// Sets the bind group at `index` to `group`.
///
/// If this is not the first call to `set_bind_group` within the current
/// render or compute pass:
///
/// - If `layout` contains `n` bind group layouts, then any previously set
/// bind groups at indices `n` or higher are cleared.
///
/// - If the first `m` bind group layouts of `layout` are equal to those of
/// the previously passed layout, but no more, then any previously set
/// bind groups at indices `m` or higher are cleared.
///
/// It follows from the above that passing the same layout as before doesn't
/// clear any bind groups.
///
/// # Safety
///
/// - This [`CommandEncoder`] must be within a render or compute pass.
///
/// - `index` must be the valid index of some bind group layout in `layout`.
/// Call this the "relevant bind group layout".
///
/// - The layout of `group` must be equal to the relevant bind group layout.
///
/// - The length of `dynamic_offsets` must match the number of buffer
/// bindings [with dynamic offsets][hdo] in the relevant bind group
/// layout.
///
/// - If those buffer bindings are ordered by increasing [`binding` number]
/// and paired with elements from `dynamic_offsets`, then each offset must
/// be a valid offset for the binding's corresponding buffer in `group`.
///
/// [hdo]: wgt::BindingType::Buffer::has_dynamic_offset
/// [`binding` number]: wgt::BindGroupLayoutEntry::binding
unsafe fn set_bind_group(
&mut self,
layout: &<Self::A as Api>::PipelineLayout,
index: u32,
group: &<Self::A as Api>::BindGroup,
dynamic_offsets: &[wgt::DynamicOffset],
);
/// Sets a range in push constant data.
///
/// IMPORTANT: while the data is passed as words, the offset is in bytes!
///
/// # Safety
///
/// - `offset_bytes` must be a multiple of 4.
/// - The range of push constants written must be valid for the pipeline layout at draw time.
unsafe fn set_push_constants(
&mut self,
layout: &<Self::A as Api>::PipelineLayout,
stages: wgt::ShaderStages,
offset_bytes: u32,
data: &[u32],
);
unsafe fn insert_debug_marker(&mut self, label: &str);
unsafe fn begin_debug_marker(&mut self, group_label: &str);
unsafe fn end_debug_marker(&mut self);
// queries
/// # Safety:
///
/// - If `set` is an occlusion query set, it must be the same one as used in the [`RenderPassDescriptor::occlusion_query_set`] parameter.
unsafe fn begin_query(&mut self, set: &<Self::A as Api>::QuerySet, index: u32);
/// # Safety:
///
/// - If `set` is an occlusion query set, it must be the same one as used in the [`RenderPassDescriptor::occlusion_query_set`] parameter.
unsafe fn end_query(&mut self, set: &<Self::A as Api>::QuerySet, index: u32);
unsafe fn write_timestamp(&mut self, set: &<Self::A as Api>::QuerySet, index: u32);
unsafe fn reset_queries(&mut self, set: &<Self::A as Api>::QuerySet, range: Range<u32>);
unsafe fn copy_query_results(
&mut self,
set: &<Self::A as Api>::QuerySet,
range: Range<u32>,
buffer: &<Self::A as Api>::Buffer,
offset: wgt::BufferAddress,
stride: wgt::BufferSize,
);
// render passes
/// Begin a new render pass, clearing all active bindings.
///
/// This clears any bindings established by the following calls:
///
/// - [`set_bind_group`](CommandEncoder::set_bind_group)
/// - [`set_push_constants`](CommandEncoder::set_push_constants)
/// - [`begin_query`](CommandEncoder::begin_query)
/// - [`set_render_pipeline`](CommandEncoder::set_render_pipeline)
/// - [`set_index_buffer`](CommandEncoder::set_index_buffer)
/// - [`set_vertex_buffer`](CommandEncoder::set_vertex_buffer)
///
/// # Safety
///
/// - All prior calls to [`begin_render_pass`] on this [`CommandEncoder`] must have been followed
/// by a call to [`end_render_pass`].
///
/// - All prior calls to [`begin_compute_pass`] on this [`CommandEncoder`] must have been followed
/// by a call to [`end_compute_pass`].
///
/// [`begin_render_pass`]: CommandEncoder::begin_render_pass
/// [`begin_compute_pass`]: CommandEncoder::begin_compute_pass
/// [`end_render_pass`]: CommandEncoder::end_render_pass
/// [`end_compute_pass`]: CommandEncoder::end_compute_pass
unsafe fn begin_render_pass(
&mut self,
desc: &RenderPassDescriptor<<Self::A as Api>::QuerySet, <Self::A as Api>::TextureView>,
);
/// End the current render pass.
///
/// # Safety
///
/// - There must have been a prior call to [`begin_render_pass`] on this [`CommandEncoder`]
/// that has not been followed by a call to [`end_render_pass`].
///
/// [`begin_render_pass`]: CommandEncoder::begin_render_pass
/// [`end_render_pass`]: CommandEncoder::end_render_pass
unsafe fn end_render_pass(&mut self);
unsafe fn set_render_pipeline(&mut self, pipeline: &<Self::A as Api>::RenderPipeline);
unsafe fn set_index_buffer<'a>(
&mut self,
binding: BufferBinding<'a, <Self::A as Api>::Buffer>,
format: wgt::IndexFormat,
);
unsafe fn set_vertex_buffer<'a>(
&mut self,
index: u32,
binding: BufferBinding<'a, <Self::A as Api>::Buffer>,
);
unsafe fn set_viewport(&mut self, rect: &Rect<f32>, depth_range: Range<f32>);
unsafe fn set_scissor_rect(&mut self, rect: &Rect<u32>);
unsafe fn set_stencil_reference(&mut self, value: u32);
unsafe fn set_blend_constants(&mut self, color: &[f32; 4]);
unsafe fn draw(
&mut self,
first_vertex: u32,
vertex_count: u32,
first_instance: u32,
instance_count: u32,
);
unsafe fn draw_indexed(
&mut self,
first_index: u32,
index_count: u32,
base_vertex: i32,
first_instance: u32,
instance_count: u32,
);
unsafe fn draw_indirect(
&mut self,
buffer: &<Self::A as Api>::Buffer,
offset: wgt::BufferAddress,
draw_count: u32,
);
unsafe fn draw_indexed_indirect(
&mut self,
buffer: &<Self::A as Api>::Buffer,
offset: wgt::BufferAddress,
draw_count: u32,
);
unsafe fn draw_indirect_count(
&mut self,
buffer: &<Self::A as Api>::Buffer,
offset: wgt::BufferAddress,
count_buffer: &<Self::A as Api>::Buffer,
count_offset: wgt::BufferAddress,
max_count: u32,
);
unsafe fn draw_indexed_indirect_count(
&mut self,
buffer: &<Self::A as Api>::Buffer,
offset: wgt::BufferAddress,
count_buffer: &<Self::A as Api>::Buffer,
count_offset: wgt::BufferAddress,
max_count: u32,
);
// compute passes
/// Begin a new compute pass, clearing all active bindings.
///
/// This clears any bindings established by the following calls:
///
/// - [`set_bind_group`](CommandEncoder::set_bind_group)
/// - [`set_push_constants`](CommandEncoder::set_push_constants)
/// - [`begin_query`](CommandEncoder::begin_query)
/// - [`set_compute_pipeline`](CommandEncoder::set_compute_pipeline)
///
/// # Safety
///
/// - All prior calls to [`begin_render_pass`] on this [`CommandEncoder`] must have been followed
/// by a call to [`end_render_pass`].
///
/// - All prior calls to [`begin_compute_pass`] on this [`CommandEncoder`] must have been followed
/// by a call to [`end_compute_pass`].
///
/// [`begin_render_pass`]: CommandEncoder::begin_render_pass
/// [`begin_compute_pass`]: CommandEncoder::begin_compute_pass
/// [`end_render_pass`]: CommandEncoder::end_render_pass
/// [`end_compute_pass`]: CommandEncoder::end_compute_pass
unsafe fn begin_compute_pass(
&mut self,
desc: &ComputePassDescriptor<<Self::A as Api>::QuerySet>,
);
/// End the current compute pass.
///
/// # Safety
///
/// - There must have been a prior call to [`begin_compute_pass`] on this [`CommandEncoder`]
/// that has not been followed by a call to [`end_compute_pass`].
///
/// [`begin_compute_pass`]: CommandEncoder::begin_compute_pass
/// [`end_compute_pass`]: CommandEncoder::end_compute_pass
unsafe fn end_compute_pass(&mut self);
unsafe fn set_compute_pipeline(&mut self, pipeline: &<Self::A as Api>::ComputePipeline);
unsafe fn dispatch(&mut self, count: [u32; 3]);
unsafe fn dispatch_indirect(
&mut self,
buffer: &<Self::A as Api>::Buffer,
offset: wgt::BufferAddress,
);
/// To get the required sizes for the buffer allocations use `get_acceleration_structure_build_sizes` per descriptor
/// All buffers must be synchronized externally
/// All buffer regions, which are written to may only be passed once per function call,
/// with the exception of updates in the same descriptor.
/// Consequences of this limitation:
/// - scratch buffers need to be unique
/// - a tlas can't be build in the same call with a blas it contains
unsafe fn build_acceleration_structures<'a, T>(
&mut self,
descriptor_count: u32,
descriptors: T,
) where
Self::A: 'a,
T: IntoIterator<
Item = BuildAccelerationStructureDescriptor<
'a,
<Self::A as Api>::Buffer,
<Self::A as Api>::AccelerationStructure,
>,
>;
unsafe fn place_acceleration_structure_barrier(
&mut self,
barrier: AccelerationStructureBarrier,
);
}
bitflags!(
/// Pipeline layout creation flags.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct PipelineLayoutFlags: u32 {
/// Include support for `first_vertex` / `first_instance` drawing.
const FIRST_VERTEX_INSTANCE = 1 << 0;
/// Include support for num work groups builtin.
const NUM_WORK_GROUPS = 1 << 1;
}
);
bitflags!(
/// Pipeline layout creation flags.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct BindGroupLayoutFlags: u32 {
/// Allows for bind group binding arrays to be shorter than the array in the BGL.
const PARTIALLY_BOUND = 1 << 0;
}
);
bitflags!(
/// Texture format capability flags.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct TextureFormatCapabilities: u32 {
/// Format can be sampled.
const SAMPLED = 1 << 0;
/// Format can be sampled with a linear sampler.
const SAMPLED_LINEAR = 1 << 1;
/// Format can be sampled with a min/max reduction sampler.
const SAMPLED_MINMAX = 1 << 2;
/// Format can be used as storage with write-only access.
const STORAGE = 1 << 3;
/// Format can be used as storage with read and read/write access.
const STORAGE_READ_WRITE = 1 << 4;
/// Format can be used as storage with atomics.
const STORAGE_ATOMIC = 1 << 5;
/// Format can be used as color and input attachment.
const COLOR_ATTACHMENT = 1 << 6;
/// Format can be used as color (with blending) and input attachment.
const COLOR_ATTACHMENT_BLEND = 1 << 7;
/// Format can be used as depth-stencil and input attachment.
const DEPTH_STENCIL_ATTACHMENT = 1 << 8;
/// Format can be multisampled by x2.
const MULTISAMPLE_X2 = 1 << 9;
/// Format can be multisampled by x4.
const MULTISAMPLE_X4 = 1 << 10;
/// Format can be multisampled by x8.
const MULTISAMPLE_X8 = 1 << 11;
/// Format can be multisampled by x16.
const MULTISAMPLE_X16 = 1 << 12;
/// Format can be used for render pass resolve targets.
const MULTISAMPLE_RESOLVE = 1 << 13;
/// Format can be copied from.
const COPY_SRC = 1 << 14;
/// Format can be copied to.
const COPY_DST = 1 << 15;
}
);
bitflags!(
/// Texture format capability flags.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct FormatAspects: u8 {
const COLOR = 1 << 0;
const DEPTH = 1 << 1;
const STENCIL = 1 << 2;
const PLANE_0 = 1 << 3;
const PLANE_1 = 1 << 4;
const PLANE_2 = 1 << 5;
const DEPTH_STENCIL = Self::DEPTH.bits() | Self::STENCIL.bits();
}
);
impl FormatAspects {
pub fn new(format: wgt::TextureFormat, aspect: wgt::TextureAspect) -> Self {
let aspect_mask = match aspect {
wgt::TextureAspect::All => Self::all(),
wgt::TextureAspect::DepthOnly => Self::DEPTH,
wgt::TextureAspect::StencilOnly => Self::STENCIL,
wgt::TextureAspect::Plane0 => Self::PLANE_0,
wgt::TextureAspect::Plane1 => Self::PLANE_1,
wgt::TextureAspect::Plane2 => Self::PLANE_2,
};
Self::from(format) & aspect_mask
}
/// Returns `true` if only one flag is set
pub fn is_one(&self) -> bool {
self.bits().count_ones() == 1
}
pub fn map(&self) -> wgt::TextureAspect {
match *self {
Self::COLOR => wgt::TextureAspect::All,
Self::DEPTH => wgt::TextureAspect::DepthOnly,
Self::STENCIL => wgt::TextureAspect::StencilOnly,
Self::PLANE_0 => wgt::TextureAspect::Plane0,
Self::PLANE_1 => wgt::TextureAspect::Plane1,
Self::PLANE_2 => wgt::TextureAspect::Plane2,
_ => unreachable!(),
}
}
}
impl From<wgt::TextureFormat> for FormatAspects {
fn from(format: wgt::TextureFormat) -> Self {
match format {
wgt::TextureFormat::Stencil8 => Self::STENCIL,
wgt::TextureFormat::Depth16Unorm
| wgt::TextureFormat::Depth32Float
| wgt::TextureFormat::Depth24Plus => Self::DEPTH,
wgt::TextureFormat::Depth32FloatStencil8 | wgt::TextureFormat::Depth24PlusStencil8 => {
Self::DEPTH_STENCIL
}
wgt::TextureFormat::NV12 => Self::PLANE_0 | Self::PLANE_1,
_ => Self::COLOR,
}
}
}
bitflags!(
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct MemoryFlags: u32 {
const TRANSIENT = 1 << 0;
const PREFER_COHERENT = 1 << 1;
}
);
//TODO: it's not intuitive for the backends to consider `LOAD` being optional.
bitflags!(
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct AttachmentOps: u8 {
const LOAD = 1 << 0;
const STORE = 1 << 1;
}
);
bitflags::bitflags! {
/// Similar to `wgt::BufferUsages` but for internal use.
#[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.
const COPY_SRC = 1 << 2;
/// The destination of a hardware copy.
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.
const STORAGE_READ = 1 << 7;
/// A read-write or write-only buffer used in a bind group.
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;
const ACCELERATION_STRUCTURE_SCRATCH = 1 << 11;
const BOTTOM_LEVEL_ACCELERATION_STRUCTURE_INPUT = 1 << 12;
const TOP_LEVEL_ACCELERATION_STRUCTURE_INPUT = 1 << 13;
/// 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.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();
}
}
bitflags::bitflags! {
/// Similar to `wgt::TextureUsages` but for internal use.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct TextureUses: u16 {
/// The texture is in unknown state.
const UNINITIALIZED = 1 << 0;
/// Ready to present image to the surface.
const PRESENT = 1 << 1;
/// The source of a hardware copy.
const COPY_SRC = 1 << 2;
/// The destination of a hardware copy.
const COPY_DST = 1 << 3;
/// Read-only sampled or fetched resource.
const RESOURCE = 1 << 4;
/// The color target of a renderpass.
const COLOR_TARGET = 1 << 5;
/// Read-only depth stencil usage.
const DEPTH_STENCIL_READ = 1 << 6;
/// Read-write depth stencil usage
const DEPTH_STENCIL_WRITE = 1 << 7;
/// Read-only storage buffer usage. Corresponds to a UAV in d3d, so is exclusive, despite being read only.
const STORAGE_READ = 1 << 8;
/// Read-write or write-only storage buffer usage.
const STORAGE_READ_WRITE = 1 << 9;
/// The combination of states that a texture may be in _at the same time_.
const INCLUSIVE = Self::COPY_SRC.bits() | Self::RESOURCE.bits() | Self::DEPTH_STENCIL_READ.bits();
/// The combination of states that a texture must exclusively be in.
const EXCLUSIVE = Self::COPY_DST.bits() | Self::COLOR_TARGET.bits() | Self::DEPTH_STENCIL_WRITE.bits() | Self::STORAGE_READ.bits() | Self::STORAGE_READ_WRITE.bits() | Self::PRESENT.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 texture state doesn't change between draw calls, there
/// are no barriers needed for synchronization.
const ORDERED = Self::INCLUSIVE.bits() | Self::COLOR_TARGET.bits() | Self::DEPTH_STENCIL_WRITE.bits() | Self::STORAGE_READ.bits();
/// Flag used by the wgpu-core texture tracker to say a texture is in different states for every sub-resource
const COMPLEX = 1 << 10;
/// Flag used by the wgpu-core texture tracker to say that the tracker does not know the state of the sub-resource.
/// This is different from UNINITIALIZED as that says the tracker does know, but the texture has not been initialized.
const UNKNOWN = 1 << 11;
}
}
#[derive(Clone, Debug)]
pub struct InstanceDescriptor<'a> {
pub name: &'a str,
pub flags: wgt::InstanceFlags,
pub dx12_shader_compiler: wgt::Dx12Compiler,
pub gles_minor_version: wgt::Gles3MinorVersion,
}
#[derive(Clone, Debug)]
pub struct Alignments {
/// The alignment of the start of the buffer used as a GPU copy source.
pub buffer_copy_offset: wgt::BufferSize,
/// The alignment of the row pitch of the texture data stored in a buffer that is
/// used in a GPU copy operation.
pub buffer_copy_pitch: wgt::BufferSize,
/// The finest alignment of bound range checking for uniform buffers.
///
/// When `wgpu_hal` restricts shader references to the [accessible
/// region][ar] of a [`Uniform`] buffer, the size of the accessible region
/// is the bind group binding's stated [size], rounded up to the next
/// multiple of this value.
///
/// We don't need an analogous field for storage buffer bindings, because
/// all our backends promise to enforce the size at least to a four-byte
/// alignment, and `wgpu_hal` requires bound range lengths to be a multiple
/// of four anyway.
///
/// [ar]: struct.BufferBinding.html#accessible-region
/// [`Uniform`]: wgt::BufferBindingType::Uniform
/// [size]: BufferBinding::size
pub uniform_bounds_check_alignment: wgt::BufferSize,
}
#[derive(Clone, Debug)]
pub struct Capabilities {
pub limits: wgt::Limits,
pub alignments: Alignments,
pub downlevel: wgt::DownlevelCapabilities,
}
#[derive(Debug)]
pub struct ExposedAdapter<A: Api> {
pub adapter: A::Adapter,
pub info: wgt::AdapterInfo,
pub features: wgt::Features,
pub capabilities: Capabilities,
}
/// Describes information about what a `Surface`'s presentation capabilities are.
/// Fetch this with [Adapter::surface_capabilities].
#[derive(Debug, Clone)]
pub struct SurfaceCapabilities {
/// List of supported texture formats.
///
/// Must be at least one.
pub formats: Vec<wgt::TextureFormat>,
/// Range for the number of queued frames.
///
/// This adjusts either the swapchain frame count to value + 1 - or sets SetMaximumFrameLatency to the value given,
/// or uses a wait-for-present in the acquire method to limit rendering such that it acts like it's a value + 1 swapchain frame set.
///
/// - `maximum_frame_latency.start` must be at least 1.
/// - `maximum_frame_latency.end` must be larger or equal to `maximum_frame_latency.start`.
pub maximum_frame_latency: RangeInclusive<u32>,
/// Current extent of the surface, if known.
pub current_extent: Option<wgt::Extent3d>,
/// Supported texture usage flags.
///
/// Must have at least `TextureUses::COLOR_TARGET`
pub usage: TextureUses,
/// List of supported V-sync modes.
///
/// Must be at least one.
pub present_modes: Vec<wgt::PresentMode>,
/// List of supported alpha composition modes.
///
/// Must be at least one.
pub composite_alpha_modes: Vec<wgt::CompositeAlphaMode>,
}
#[derive(Debug)]
pub struct AcquiredSurfaceTexture<A: Api> {
pub texture: A::SurfaceTexture,
/// The presentation configuration no longer matches
/// the surface properties exactly, but can still be used to present
/// to the surface successfully.
pub suboptimal: bool,
}
#[derive(Debug)]
pub struct OpenDevice<A: Api> {
pub device: A::Device,
pub queue: A::Queue,
}
#[derive(Clone, Debug)]
pub struct BufferMapping {
pub ptr: NonNull<u8>,
pub is_coherent: bool,
}
#[derive(Clone, Debug)]
pub struct BufferDescriptor<'a> {
pub label: Label<'a>,
pub size: wgt::BufferAddress,
pub usage: BufferUses,
pub memory_flags: MemoryFlags,
}
#[derive(Clone, Debug)]
pub struct TextureDescriptor<'a> {
pub label: Label<'a>,
pub size: wgt::Extent3d,
pub mip_level_count: u32,
pub sample_count: u32,
pub dimension: wgt::TextureDimension,
pub format: wgt::TextureFormat,
pub usage: TextureUses,
pub memory_flags: MemoryFlags,
/// Allows views of this texture to have a different format
/// than the texture does.
pub view_formats: Vec<wgt::TextureFormat>,
}
impl TextureDescriptor<'_> {
pub fn copy_extent(&self) -> CopyExtent {
CopyExtent::map_extent_to_copy_size(&self.size, self.dimension)
}
pub fn is_cube_compatible(&self) -> bool {
self.dimension == wgt::TextureDimension::D2
&& self.size.depth_or_array_layers % 6 == 0
&& self.sample_count == 1
&& self.size.width == self.size.height
}
pub fn array_layer_count(&self) -> u32 {
match self.dimension {
wgt::TextureDimension::D1 | wgt::TextureDimension::D3 => 1,
wgt::TextureDimension::D2 => self.size.depth_or_array_layers,
}
}
}
/// TextureView descriptor.
///
/// Valid usage:
///. - `format` has to be the same as `TextureDescriptor::format`
///. - `dimension` has to be compatible with `TextureDescriptor::dimension`
///. - `usage` has to be a subset of `TextureDescriptor::usage`
///. - `range` has to be a subset of parent texture
#[derive(Clone, Debug)]
pub struct TextureViewDescriptor<'a> {
pub label: Label<'a>,
pub format: wgt::TextureFormat,
pub dimension: wgt::TextureViewDimension,
pub usage: TextureUses,
pub range: wgt::ImageSubresourceRange,
}
#[derive(Clone, Debug)]
pub struct SamplerDescriptor<'a> {
pub label: Label<'a>,
pub address_modes: [wgt::AddressMode; 3],
pub mag_filter: wgt::FilterMode,
pub min_filter: wgt::FilterMode,
pub mipmap_filter: wgt::FilterMode,
pub lod_clamp: Range<f32>,
pub compare: Option<wgt::CompareFunction>,
// Must in the range [1, 16].
//
// Anisotropic filtering must be supported if this is not 1.
pub anisotropy_clamp: u16,
pub border_color: Option<wgt::SamplerBorderColor>,
}
/// BindGroupLayout descriptor.
///
/// Valid usage:
/// - `entries` are sorted by ascending `wgt::BindGroupLayoutEntry::binding`
#[derive(Clone, Debug)]
pub struct BindGroupLayoutDescriptor<'a> {
pub label: Label<'a>,
pub flags: BindGroupLayoutFlags,
pub entries: &'a [wgt::BindGroupLayoutEntry],
}
#[derive(Clone, Debug)]
pub struct PipelineLayoutDescriptor<'a, B: DynBindGroupLayout + ?Sized> {
pub label: Label<'a>,
pub flags: PipelineLayoutFlags,
pub bind_group_layouts: &'a [&'a B],
pub push_constant_ranges: &'a [wgt::PushConstantRange],
}
/// A region of a buffer made visible to shaders via a [`BindGroup`].
///
/// [`BindGroup`]: Api::BindGroup
///
/// ## Accessible region
///
/// `wgpu_hal` guarantees that shaders compiled with
/// [`ShaderModuleDescriptor::runtime_checks`] set to `true` cannot read or
/// write data via this binding outside the *accessible region* of [`buffer`]:
///
/// - The accessible region starts at [`offset`].
///
/// - For [`Storage`] bindings, the size of the accessible region is [`size`],
/// which must be a multiple of 4.
///
/// - For [`Uniform`] bindings, the size of the accessible region is [`size`]
/// rounded up to the next multiple of
/// [`Alignments::uniform_bounds_check_alignment`].
///
/// Note that this guarantee is stricter than WGSL's requirements for
/// [out-of-bounds accesses][woob], as WGSL allows them to return values from
/// elsewhere in the buffer. But this guarantee is necessary anyway, to permit
/// `wgpu-core` to avoid clearing uninitialized regions of buffers that will
/// never be read by the application before they are overwritten. This
/// optimization consults bind group buffer binding regions to determine which
/// parts of which buffers shaders might observe. This optimization is only
/// sound if shader access is bounds-checked.
///
/// [`buffer`]: BufferBinding::buffer
/// [`offset`]: BufferBinding::offset
/// [`size`]: BufferBinding::size
/// [`Storage`]: wgt::BufferBindingType::Storage
/// [`Uniform`]: wgt::BufferBindingType::Uniform
#[derive(Debug)]
pub struct BufferBinding<'a, B: DynBuffer + ?Sized> {
/// The buffer being bound.
pub buffer: &'a B,
/// The offset at which the bound region starts.
///
/// This must be less than the size of the buffer. Some back ends
/// cannot tolerate zero-length regions; for example, see
/// [VUID-VkDescriptorBufferInfo-offset-00340][340] and
/// [VUID-VkDescriptorBufferInfo-range-00341][341], or the
/// documentation for GLES's [glBindBufferRange][bbr].
///
pub offset: wgt::BufferAddress,
/// The size of the region bound, in bytes.
///
/// If `None`, the region extends from `offset` to the end of the
/// buffer. Given the restrictions on `offset`, this means that
/// the size is always greater than zero.
pub size: Option<wgt::BufferSize>,
}
impl<'a, T: DynBuffer + ?Sized> Clone for BufferBinding<'a, T> {
fn clone(&self) -> Self {
BufferBinding {
buffer: self.buffer,
offset: self.offset,
size: self.size,
}
}
}
#[derive(Debug)]
pub struct TextureBinding<'a, T: DynTextureView + ?Sized> {
pub view: &'a T,
pub usage: TextureUses,
}
impl<'a, T: DynTextureView + ?Sized> Clone for TextureBinding<'a, T> {
fn clone(&self) -> Self {
TextureBinding {
view: self.view,
usage: self.usage,
}
}
}
#[derive(Clone, Debug)]
pub struct BindGroupEntry {
pub binding: u32,
pub resource_index: u32,
pub count: u32,
}
/// BindGroup descriptor.
///
/// Valid usage:
///. - `entries` has to be sorted by ascending `BindGroupEntry::binding`
///. - `entries` has to have the same set of `BindGroupEntry::binding` as `layout`
///. - each entry has to be compatible with the `layout`
///. - each entry's `BindGroupEntry::resource_index` is within range
/// of the corresponding resource array, selected by the relevant
/// `BindGroupLayoutEntry`.
#[derive(Clone, Debug)]
pub struct BindGroupDescriptor<
'a,
Bgl: DynBindGroupLayout + ?Sized,
B: DynBuffer + ?Sized,
S: DynSampler + ?Sized,
T: DynTextureView + ?Sized,
A: DynAccelerationStructure + ?Sized,
> {
pub label: Label<'a>,
pub layout: &'a Bgl,
pub buffers: &'a [BufferBinding<'a, B>],
pub samplers: &'a [&'a S],
pub textures: &'a [TextureBinding<'a, T>],
pub entries: &'a [BindGroupEntry],
pub acceleration_structures: &'a [&'a A],
}
#[derive(Clone, Debug)]
pub struct CommandEncoderDescriptor<'a, Q: DynQueue + ?Sized> {
pub label: Label<'a>,
pub queue: &'a Q,
}
/// Naga shader module.
pub struct NagaShader {
/// Shader module IR.
pub module: Cow<'static, naga::Module>,
/// Analysis information of the module.
pub info: naga::valid::ModuleInfo,
/// Source codes for debug
pub debug_source: Option<DebugSource>,
}
// Custom implementation avoids the need to generate Debug impl code
// for the whole Naga module and info.
impl fmt::Debug for NagaShader {
fn fmt(&self, formatter: &mut fmt::Formatter) -> fmt::Result {
write!(formatter, "Naga shader")
}
}
/// Shader input.
#[allow(clippy::large_enum_variant)]
pub enum ShaderInput<'a> {
Naga(NagaShader),
SpirV(&'a [u32]),
}
pub struct ShaderModuleDescriptor<'a> {
pub label: Label<'a>,
/// Enforce bounds checks in shaders, even if the underlying driver doesn't
/// support doing so natively.
///
/// When this is `true`, `wgpu_hal` promises that shaders can only read or
/// write the [accessible region][ar] of a bindgroup's buffer bindings. If
/// the underlying graphics platform cannot implement these bounds checks
/// itself, `wgpu_hal` will inject bounds checks before presenting the
/// shader to the platform.
///
/// When this is `false`, `wgpu_hal` only enforces such bounds checks if the
/// underlying platform provides a way to do so itself. `wgpu_hal` does not
/// itself add any bounds checks to generated shader code.
///
/// Note that `wgpu_hal` 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.
///
/// [ar]: struct.BufferBinding.html#accessible-region
pub runtime_checks: bool,
}
#[derive(Debug, Clone)]
pub struct DebugSource {
pub file_name: Cow<'static, str>,
pub source_code: Cow<'static, str>,
}
/// Describes a programmable pipeline stage.
#[derive(Debug)]
pub struct ProgrammableStage<'a, M: DynShaderModule + ?Sized> {
/// The compiled shader module for this stage.
pub module: &'a M,
/// The name of the entry point in the compiled shader. There must be a function with this name
/// in the shader.
pub entry_point: &'a str,
/// Pipeline constants
pub constants: &'a naga::back::PipelineConstants,
/// Whether workgroup scoped memory will be initialized with zero values for this stage.
///
/// This is required by the WebGPU spec, but may have overhead which can be avoided
/// for cross-platform applications
pub zero_initialize_workgroup_memory: bool,
}
impl<M: DynShaderModule + ?Sized> Clone for ProgrammableStage<'_, M> {
fn clone(&self) -> Self {
Self {
module: self.module,
entry_point: self.entry_point,
constants: self.constants,
zero_initialize_workgroup_memory: self.zero_initialize_workgroup_memory,
}
}
}
/// Describes a compute pipeline.
#[derive(Clone, Debug)]
pub struct ComputePipelineDescriptor<
'a,
Pl: DynPipelineLayout + ?Sized,
M: DynShaderModule + ?Sized,
Pc: DynPipelineCache + ?Sized,
> {
pub label: Label<'a>,
/// The layout of bind groups for this pipeline.
pub layout: &'a Pl,
/// The compiled compute stage and its entry point.
pub stage: ProgrammableStage<'a, M>,
/// The cache which will be used and filled when compiling this pipeline
pub cache: Option<&'a Pc>,
}
pub struct PipelineCacheDescriptor<'a> {
pub label: Label<'a>,
pub data: Option<&'a [u8]>,
}
/// Describes how the vertex buffer is interpreted.
#[derive(Clone, Debug)]
pub struct VertexBufferLayout<'a> {
/// The stride, in bytes, between elements of this buffer.
pub array_stride: wgt::BufferAddress,
/// How often this vertex buffer is "stepped" forward.
pub step_mode: wgt::VertexStepMode,
/// The list of attributes which comprise a single vertex.
pub attributes: &'a [wgt::VertexAttribute],
}
/// Describes a render (graphics) pipeline.
#[derive(Clone, Debug)]
pub struct RenderPipelineDescriptor<
'a,
Pl: DynPipelineLayout + ?Sized,
M: DynShaderModule + ?Sized,
Pc: DynPipelineCache + ?Sized,
> {
pub label: Label<'a>,
/// The layout of bind groups for this pipeline.
pub layout: &'a Pl,
/// The format of any vertex buffers used with this pipeline.
pub vertex_buffers: &'a [VertexBufferLayout<'a>],
/// The vertex stage for this pipeline.
pub vertex_stage: ProgrammableStage<'a, M>,
/// The properties of the pipeline at the primitive assembly and rasterization level.
pub primitive: wgt::PrimitiveState,
/// The effect of draw calls on the depth and stencil aspects of the output target, if any.
pub depth_stencil: Option<wgt::DepthStencilState>,
/// The multi-sampling properties of the pipeline.
pub multisample: wgt::MultisampleState,
/// The fragment stage for this pipeline.
pub fragment_stage: Option<ProgrammableStage<'a, M>>,
/// The effect of draw calls on the color aspect of the output target.
pub color_targets: &'a [Option<wgt::ColorTargetState>],
/// If the pipeline will be used with a multiview render pass, this indicates how many array
/// layers the attachments will have.
pub multiview: Option<NonZeroU32>,
/// The cache which will be used and filled when compiling this pipeline
pub cache: Option<&'a Pc>,
}
#[derive(Debug, Clone)]
pub struct SurfaceConfiguration {
/// Maximum number of queued frames. Must be in
/// `SurfaceCapabilities::maximum_frame_latency` range.
pub maximum_frame_latency: u32,
/// Vertical synchronization mode.
pub present_mode: wgt::PresentMode,
/// Alpha composition mode.
pub composite_alpha_mode: wgt::CompositeAlphaMode,
/// Format of the surface textures.
pub format: wgt::TextureFormat,
/// Requested texture extent. Must be in
/// `SurfaceCapabilities::extents` range.
pub extent: wgt::Extent3d,
/// Allowed usage of surface textures,
pub usage: TextureUses,
/// Allows views of swapchain texture to have a different format
/// than the texture does.
pub view_formats: Vec<wgt::TextureFormat>,
}
#[derive(Debug, Clone)]
pub struct Rect<T> {
pub x: T,
pub y: T,
pub w: T,
pub h: T,
}
#[derive(Debug, Clone)]
pub struct BufferBarrier<'a, B: DynBuffer + ?Sized> {
pub buffer: &'a B,
pub usage: Range<BufferUses>,
}
#[derive(Debug, Clone)]
pub struct TextureBarrier<'a, T: DynTexture + ?Sized> {
pub texture: &'a T,
pub range: wgt::ImageSubresourceRange,
pub usage: Range<TextureUses>,
}
#[derive(Clone, Copy, Debug)]
pub struct BufferCopy {
pub src_offset: wgt::BufferAddress,
pub dst_offset: wgt::BufferAddress,
pub size: wgt::BufferSize,
}
#[derive(Clone, Debug)]
pub struct TextureCopyBase {
pub mip_level: u32,
pub array_layer: u32,
/// Origin within a texture.
/// Note: for 1D and 2D textures, Z must be 0.
pub origin: wgt::Origin3d,
pub aspect: FormatAspects,
}
#[derive(Clone, Copy, Debug)]
pub struct CopyExtent {
pub width: u32,
pub height: u32,
pub depth: u32,
}
#[derive(Clone, Debug)]
pub struct TextureCopy {
pub src_base: TextureCopyBase,
pub dst_base: TextureCopyBase,
pub size: CopyExtent,
}
#[derive(Clone, Debug)]
pub struct BufferTextureCopy {
pub buffer_layout: wgt::ImageDataLayout,
pub texture_base: TextureCopyBase,
pub size: CopyExtent,
}
#[derive(Clone, Debug)]
pub struct Attachment<'a, T: DynTextureView + ?Sized> {
pub view: &'a T,
/// Contains either a single mutating usage as a target,
/// or a valid combination of read-only usages.
pub usage: TextureUses,
}
#[derive(Clone, Debug)]
pub struct ColorAttachment<'a, T: DynTextureView + ?Sized> {
pub target: Attachment<'a, T>,
pub resolve_target: Option<Attachment<'a, T>>,
pub ops: AttachmentOps,
pub clear_value: wgt::Color,
}
#[derive(Clone, Debug)]
pub struct DepthStencilAttachment<'a, T: DynTextureView + ?Sized> {
pub target: Attachment<'a, T>,
pub depth_ops: AttachmentOps,
pub stencil_ops: AttachmentOps,
pub clear_value: (f32, u32),
}
#[derive(Clone, Debug)]
pub struct PassTimestampWrites<'a, Q: DynQuerySet + ?Sized> {
pub query_set: &'a Q,
pub beginning_of_pass_write_index: Option<u32>,
pub end_of_pass_write_index: Option<u32>,
}
#[derive(Clone, Debug)]
pub struct RenderPassDescriptor<'a, Q: DynQuerySet + ?Sized, T: DynTextureView + ?Sized> {
pub label: Label<'a>,
pub extent: wgt::Extent3d,
pub sample_count: u32,
pub color_attachments: &'a [Option<ColorAttachment<'a, T>>],
pub depth_stencil_attachment: Option<DepthStencilAttachment<'a, T>>,
pub multiview: Option<NonZeroU32>,
pub timestamp_writes: Option<PassTimestampWrites<'a, Q>>,
pub occlusion_query_set: Option<&'a Q>,
}
#[derive(Clone, Debug)]
pub struct ComputePassDescriptor<'a, Q: DynQuerySet + ?Sized> {
pub label: Label<'a>,
pub timestamp_writes: Option<PassTimestampWrites<'a, Q>>,
}
/// Stores the text of any validation errors that have occurred since
/// the last call to `get_and_reset`.
///
/// Each value is a validation error and a message associated with it,
/// or `None` if the error has no message from the api.
///
/// This is used for internal wgpu testing only and _must not_ be used
/// as a way to check for errors.
///
/// This works as a static because `cargo nextest` runs all of our
/// tests in separate processes, so each test gets its own canary.
///
/// This prevents the issue of one validation error terminating the
/// entire process.
pub static VALIDATION_CANARY: ValidationCanary = ValidationCanary {
inner: Mutex::new(Vec::new()),
};
/// Flag for internal testing.
pub struct ValidationCanary {
inner: Mutex<Vec<String>>,
}
impl ValidationCanary {
#[allow(dead_code)] // in some configurations this function is dead
fn add(&self, msg: String) {
self.inner.lock().push(msg);
}
/// Returns any API validation errors that have occurred in this process
/// since the last call to this function.
pub fn get_and_reset(&self) -> Vec<String> {
self.inner.lock().drain(..).collect()
}
}
#[test]
fn test_default_limits() {
let limits = wgt::Limits::default();
assert!(limits.max_bind_groups <= MAX_BIND_GROUPS as u32);
}
#[derive(Clone, Debug)]
pub struct AccelerationStructureDescriptor<'a> {
pub label: Label<'a>,
pub size: wgt::BufferAddress,
pub format: AccelerationStructureFormat,
}
#[derive(Debug, Clone, Copy, Eq, PartialEq)]
pub enum AccelerationStructureFormat {
TopLevel,
BottomLevel,
}
#[derive(Debug, Clone, Copy, Eq, PartialEq)]
pub enum AccelerationStructureBuildMode {
Build,
Update,
}
/// Information of the required size for a corresponding entries struct (+ flags)
#[derive(Copy, Clone, Debug, Default, Eq, PartialEq)]
pub struct AccelerationStructureBuildSizes {
pub acceleration_structure_size: wgt::BufferAddress,
pub update_scratch_size: wgt::BufferAddress,
pub build_scratch_size: wgt::BufferAddress,
}
/// Updates use source_acceleration_structure if present, else the update will be performed in place.
/// For updates, only the data is allowed to change (not the meta data or sizes).
#[derive(Clone, Debug)]
pub struct BuildAccelerationStructureDescriptor<
'a,
B: DynBuffer + ?Sized,
A: DynAccelerationStructure + ?Sized,
> {
pub entries: &'a AccelerationStructureEntries<'a, B>,
pub mode: AccelerationStructureBuildMode,
pub flags: AccelerationStructureBuildFlags,
pub source_acceleration_structure: Option<&'a A>,
pub destination_acceleration_structure: &'a A,
pub scratch_buffer: &'a B,
pub scratch_buffer_offset: wgt::BufferAddress,
}
/// - All buffers, buffer addresses and offsets will be ignored.
/// - The build mode will be ignored.
/// - Reducing the amount of Instances, Triangle groups or AABB groups (or the number of Triangles/AABBs in corresponding groups),
/// may result in reduced size requirements.
/// - Any other change may result in a bigger or smaller size requirement.
#[derive(Clone, Debug)]
pub struct GetAccelerationStructureBuildSizesDescriptor<'a, B: DynBuffer + ?Sized> {
pub entries: &'a AccelerationStructureEntries<'a, B>,
pub flags: AccelerationStructureBuildFlags,
}
/// Entries for a single descriptor
/// * `Instances` - Multiple instances for a top level acceleration structure
/// * `Triangles` - Multiple triangle meshes for a bottom level acceleration structure
/// * `AABBs` - List of list of axis aligned bounding boxes for a bottom level acceleration structure
#[derive(Debug)]
pub enum AccelerationStructureEntries<'a, B: DynBuffer + ?Sized> {
Instances(AccelerationStructureInstances<'a, B>),
Triangles(Vec<AccelerationStructureTriangles<'a, B>>),
AABBs(Vec<AccelerationStructureAABBs<'a, B>>),
}
/// * `first_vertex` - offset in the vertex buffer (as number of vertices)
/// * `indices` - optional index buffer with attributes
/// * `transform` - optional transform
#[derive(Clone, Debug)]
pub struct AccelerationStructureTriangles<'a, B: DynBuffer + ?Sized> {
pub vertex_buffer: Option<&'a B>,
pub vertex_format: wgt::VertexFormat,
pub first_vertex: u32,
pub vertex_count: u32,
pub vertex_stride: wgt::BufferAddress,
pub indices: Option<AccelerationStructureTriangleIndices<'a, B>>,
pub transform: Option<AccelerationStructureTriangleTransform<'a, B>>,
pub flags: AccelerationStructureGeometryFlags,
}
/// * `offset` - offset in bytes
#[derive(Clone, Debug)]
pub struct AccelerationStructureAABBs<'a, B: DynBuffer + ?Sized> {
pub buffer: Option<&'a B>,
pub offset: u32,
pub count: u32,
pub stride: wgt::BufferAddress,
pub flags: AccelerationStructureGeometryFlags,
}
/// * `offset` - offset in bytes
#[derive(Clone, Debug)]
pub struct AccelerationStructureInstances<'a, B: DynBuffer + ?Sized> {
pub buffer: Option<&'a B>,
pub offset: u32,
pub count: u32,
}
/// * `offset` - offset in bytes
#[derive(Clone, Debug)]
pub struct AccelerationStructureTriangleIndices<'a, B: DynBuffer + ?Sized> {
pub format: wgt::IndexFormat,
pub buffer: Option<&'a B>,
pub offset: u32,
pub count: u32,
}
/// * `offset` - offset in bytes
#[derive(Clone, Debug)]
pub struct AccelerationStructureTriangleTransform<'a, B: DynBuffer + ?Sized> {
pub buffer: &'a B,
pub offset: u32,
}
pub use wgt::AccelerationStructureFlags as AccelerationStructureBuildFlags;
pub use wgt::AccelerationStructureGeometryFlags;
bitflags::bitflags! {
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct AccelerationStructureUses: u8 {
// For blas used as input for tlas
const BUILD_INPUT = 1 << 0;
// Target for acceleration structure build
const BUILD_OUTPUT = 1 << 1;
// Tlas used in a shader
const SHADER_INPUT = 1 << 2;
}
}
#[derive(Debug, Clone)]
pub struct AccelerationStructureBarrier {
pub usage: Range<AccelerationStructureUses>,
}