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//! This library describes the API surface of WebGPU that is agnostic of the backend.
//! This API is used for targeting both Web and Native.
#![cfg_attr(docsrs, feature(doc_cfg, doc_auto_cfg))]
#![allow(
// We don't use syntax sugar where it's not necessary.
clippy::match_like_matches_macro,
)]
#![warn(clippy::ptr_as_ptr, missing_docs, unsafe_op_in_unsafe_fn)]
#![no_std]
#[cfg(feature = "std")]
extern crate std;
extern crate alloc;
use alloc::borrow::Cow;
use alloc::{string::String, vec, vec::Vec};
use core::{
fmt,
hash::{Hash, Hasher},
mem,
num::NonZeroU32,
ops::Range,
};
use bytemuck::{Pod, Zeroable};
#[cfg(any(feature = "serde", test))]
use {
alloc::format,
serde::{Deserialize, Serialize},
};
pub mod assertions;
mod cast_utils;
mod counters;
mod env;
mod features;
pub mod instance;
pub mod math;
mod transfers;
pub use counters::*;
pub use features::*;
pub use instance::*;
pub use transfers::*;
/// Integral type used for [`Buffer`] offsets and sizes.
///
/// [`Buffer`]: ../wgpu/struct.Buffer.html
pub type BufferAddress = u64;
/// Integral type used for [`BufferSlice`] sizes.
///
/// Note that while this type is non-zero, a [`Buffer`] *per se* can have a size of zero,
/// but no slice or mapping can be created from it.
///
/// [`Buffer`]: ../wgpu/struct.Buffer.html
/// [`BufferSlice`]: ../wgpu/struct.BufferSlice.html
pub type BufferSize = core::num::NonZeroU64;
/// Integral type used for binding locations in shaders.
///
/// Used in [`VertexAttribute`]s and errors.
///
/// [`VertexAttribute`]: ../wgpu/struct.VertexAttribute.html
pub type ShaderLocation = u32;
/// Integral type used for
/// [dynamic bind group offsets](../wgpu/struct.RenderPass.html#method.set_bind_group).
pub type DynamicOffset = u32;
/// Buffer-to-texture copies must have [`bytes_per_row`] aligned to this number.
///
/// This doesn't apply to [`Queue::write_texture`][Qwt], only to [`copy_buffer_to_texture()`].
///
/// [`bytes_per_row`]: TexelCopyBufferLayout::bytes_per_row
/// [`copy_buffer_to_texture()`]: ../wgpu/struct.Queue.html#method.copy_buffer_to_texture
/// [Qwt]: ../wgpu/struct.Queue.html#method.write_texture
pub const COPY_BYTES_PER_ROW_ALIGNMENT: u32 = 256;
/// An [offset into the query resolve buffer] has to be aligned to this.
///
/// [offset into the query resolve buffer]: ../wgpu/struct.CommandEncoder.html#method.resolve_query_set
pub const QUERY_RESOLVE_BUFFER_ALIGNMENT: BufferAddress = 256;
/// Buffer to buffer copy as well as buffer clear offsets and sizes must be aligned to this number.
pub const COPY_BUFFER_ALIGNMENT: BufferAddress = 4;
/// Minimum alignment of buffer mappings.
///
/// The range passed to [`map_async()`] or [`get_mapped_range()`] must be at least this aligned.
///
/// [`map_async()`]: ../wgpu/struct.Buffer.html#method.map_async
/// [`get_mapped_range()`]: ../wgpu/struct.Buffer.html#method.get_mapped_range
pub const MAP_ALIGNMENT: BufferAddress = 8;
/// [Vertex buffer strides] have to be a multiple of this number.
///
/// [Vertex buffer strides]: ../wgpu/struct.VertexBufferLayout.html#structfield.array_stride
pub const VERTEX_STRIDE_ALIGNMENT: BufferAddress = 4;
/// Ranges of [writes to push constant storage] must be at least this aligned.
///
/// [writes to push constant storage]: ../wgpu/struct.RenderPass.html#method.set_push_constants
pub const PUSH_CONSTANT_ALIGNMENT: u32 = 4;
/// Maximum queries in a [`QuerySetDescriptor`].
pub const QUERY_SET_MAX_QUERIES: u32 = 4096;
/// Size in bytes of a single piece of [query] data.
///
/// [query]: ../wgpu/struct.QuerySet.html
pub const QUERY_SIZE: u32 = 8;
/// Backends supported by wgpu.
///
/// See also [`Backends`].
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum Backend {
/// Dummy backend, which may be used for testing.
///
/// It performs no rendering or computation, but allows creation of stub GPU resource types,
/// so that code which manages GPU resources can be tested without an available GPU.
/// Specifically, the following operations are implemented:
///
/// * Enumerating adapters will always return one noop adapter, which can be used to create
/// devices.
/// * Buffers may be created, written, mapped, and copied to other buffers.
/// * Command encoders may be created, but only buffer operations are useful.
///
/// Other resources can be created but are nonfunctional; notably,
///
/// * Render passes and compute passes are not executed.
/// * Textures may be created, but do not store any texels.
/// * There are no compatible surfaces.
///
/// An adapter using the noop backend can only be obtained if [`NoopBackendOptions`]
/// enables it, in addition to the ordinary requirement of [`Backends::NOOP`] being set.
/// This ensures that applications not desiring a non-functional backend will not receive it.
Noop = 0,
/// Vulkan API (Windows, Linux, Android, MacOS via `vulkan-portability`/MoltenVK)
Vulkan = 1,
/// Metal API (Apple platforms)
Metal = 2,
/// Direct3D-12 (Windows)
Dx12 = 3,
/// OpenGL 3.3+ (Windows), OpenGL ES 3.0+ (Linux, Android, MacOS via Angle), and WebGL2
Gl = 4,
/// WebGPU in the browser
BrowserWebGpu = 5,
}
impl Backend {
/// Array of all [`Backend`] values, corresponding to [`Backends::all()`].
pub const ALL: [Backend; Backends::all().bits().count_ones() as usize] = [
Self::Noop,
Self::Vulkan,
Self::Metal,
Self::Dx12,
Self::Gl,
Self::BrowserWebGpu,
];
/// Returns the string name of the backend.
#[must_use]
pub const fn to_str(self) -> &'static str {
match self {
Backend::Noop => "noop",
Backend::Vulkan => "vulkan",
Backend::Metal => "metal",
Backend::Dx12 => "dx12",
Backend::Gl => "gl",
Backend::BrowserWebGpu => "webgpu",
}
}
}
impl core::fmt::Display for Backend {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
f.write_str(self.to_str())
}
}
/// Power Preference when choosing a physical adapter.
///
/// Corresponds to [WebGPU `GPUPowerPreference`](
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum PowerPreference {
#[default]
/// Power usage is not considered when choosing an adapter.
None = 0,
/// Adapter that uses the least possible power. This is often an integrated GPU.
LowPower = 1,
/// Adapter that has the highest performance. This is often a discrete GPU.
HighPerformance = 2,
}
impl PowerPreference {
/// Get a power preference from the environment variable `WGPU_POWER_PREF`.
pub fn from_env() -> Option<Self> {
let env = crate::env::var("WGPU_POWER_PREF")?;
match env.to_lowercase().as_str() {
"low" => Some(Self::LowPower),
"high" => Some(Self::HighPerformance),
"none" => Some(Self::None),
_ => None,
}
}
}
bitflags::bitflags! {
/// Represents the backends that wgpu will use.
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct Backends: u32 {
/// [`Backend::Noop`].
const NOOP = 1 << Backend::Noop as u32;
/// [`Backend::Vulkan`].
/// Supported on Windows, Linux/Android, and macOS/iOS via Vulkan Portability (with the Vulkan feature enabled)
const VULKAN = 1 << Backend::Vulkan as u32;
/// [`Backend::Gl`].
/// Supported on Linux/Android, the web through webassembly via WebGL, and Windows and
/// macOS/iOS via ANGLE
const GL = 1 << Backend::Gl as u32;
/// [`Backend::Metal`].
/// Supported on macOS and iOS.
const METAL = 1 << Backend::Metal as u32;
/// [`Backend::Dx12`].
/// Supported on Windows 10 and later
const DX12 = 1 << Backend::Dx12 as u32;
/// [`Backend::BrowserWebGpu`].
/// Supported when targeting the web through WebAssembly with the `webgpu` feature enabled.
///
/// The WebGPU backend is special in several ways:
/// It is not not implemented by `wgpu_core` and instead by the higher level `wgpu` crate.
/// Whether WebGPU is targeted is decided upon the creation of the `wgpu::Instance`,
/// *not* upon adapter creation. See `wgpu::Instance::new`.
const BROWSER_WEBGPU = 1 << Backend::BrowserWebGpu as u32;
/// All the apis that wgpu offers first tier of support for.
///
/// * [`Backends::VULKAN`]
/// * [`Backends::METAL`]
/// * [`Backends::DX12`]
/// * [`Backends::BROWSER_WEBGPU`]
const PRIMARY = Self::VULKAN.bits()
| Self::METAL.bits()
| Self::DX12.bits()
| Self::BROWSER_WEBGPU.bits();
/// All the apis that wgpu offers second tier of support for. These may
/// be unsupported/still experimental.
///
/// * [`Backends::GL`]
const SECONDARY = Self::GL.bits();
}
}
impl Default for Backends {
fn default() -> Self {
Self::all()
}
}
impl From<Backend> for Backends {
fn from(backend: Backend) -> Self {
Self::from_bits(1 << backend as u32).unwrap()
}
}
impl Backends {
/// Gets a set of backends from the environment variable `WGPU_BACKEND`.
///
/// See [`Self::from_comma_list()`] for the format of the string.
pub fn from_env() -> Option<Self> {
let env = crate::env::var("WGPU_BACKEND")?;
Some(Self::from_comma_list(&env))
}
/// Takes the given options, modifies them based on the `WGPU_BACKEND` environment variable, and returns the result.
pub fn with_env(&self) -> Self {
if let Some(env) = Self::from_env() {
env
} else {
*self
}
}
/// Generates a set of backends from a comma separated list of case-insensitive backend names.
///
/// Whitespace is stripped, so both 'gl, dx12' and 'gl,dx12' are valid.
///
/// Always returns WEBGPU on wasm over webgpu.
///
/// Names:
/// - vulkan = "vulkan" or "vk"
/// - dx12 = "dx12" or "d3d12"
/// - metal = "metal" or "mtl"
/// - gles = "opengl" or "gles" or "gl"
/// - webgpu = "webgpu"
pub fn from_comma_list(string: &str) -> Self {
let mut backends = Self::empty();
for backend in string.to_lowercase().split(',') {
backends |= match backend.trim() {
"vulkan" | "vk" => Self::VULKAN,
"dx12" | "d3d12" => Self::DX12,
"metal" | "mtl" => Self::METAL,
"opengl" | "gles" | "gl" => Self::GL,
"webgpu" => Self::BROWSER_WEBGPU,
"noop" => Self::NOOP,
b => {
log::warn!("unknown backend string '{}'", b);
continue;
}
}
}
if backends.is_empty() {
log::warn!("no valid backend strings found!");
}
backends
}
}
/// Options for requesting adapter.
///
/// Corresponds to [WebGPU `GPURequestAdapterOptions`](
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct RequestAdapterOptions<S> {
/// Power preference for the adapter.
pub power_preference: PowerPreference,
/// Indicates that only a fallback adapter can be returned. This is generally a "software"
/// implementation on the system.
pub force_fallback_adapter: bool,
/// Surface that is required to be presentable with the requested adapter. This does not
/// create the surface, only guarantees that the adapter can present to said surface.
/// For WebGL, this is strictly required, as an adapter can not be created without a surface.
pub compatible_surface: Option<S>,
}
impl<S> Default for RequestAdapterOptions<S> {
fn default() -> Self {
Self {
power_preference: PowerPreference::default(),
force_fallback_adapter: false,
compatible_surface: None,
}
}
}
/// Error when [`Instance::request_adapter()`] fails.
///
/// This type is not part of the WebGPU standard, where `requestAdapter()` would simply return null.
///
/// [`Instance::request_adapter()`]: ../wgpu/struct.Instance.html#method.request_adapter
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[non_exhaustive]
pub enum RequestAdapterError {
/// No adapter available via the instance’s backends matched the request’s adapter criteria.
NotFound {
// These fields must be set by wgpu-core and wgpu, but are not intended to be stable API,
// only data for the production of the error message.
#[doc(hidden)]
active_backends: Backends,
#[doc(hidden)]
requested_backends: Backends,
#[doc(hidden)]
supported_backends: Backends,
#[doc(hidden)]
no_fallback_backends: Backends,
#[doc(hidden)]
no_adapter_backends: Backends,
#[doc(hidden)]
incompatible_surface_backends: Backends,
},
/// Attempted to obtain adapter specified by environment variable, but the environment variable
/// was not set.
EnvNotSet,
}
impl core::error::Error for RequestAdapterError {}
impl fmt::Display for RequestAdapterError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
RequestAdapterError::NotFound {
active_backends,
requested_backends,
supported_backends,
no_fallback_backends,
no_adapter_backends,
incompatible_surface_backends,
} => {
write!(f, "No suitable graphics adapter found; ")?;
let mut first = true;
for backend in Backend::ALL {
let bit = Backends::from(backend);
let comma = if mem::take(&mut first) { "" } else { ", " };
let explanation = if !requested_backends.contains(bit) {
// We prefer reporting this, because it makes the error most stable with
// respect to what is directly controllable by the caller, as opposed to
// compilation options or the run-time environment.
"not requested"
} else if !supported_backends.contains(bit) {
"support not compiled in"
} else if no_adapter_backends.contains(bit) {
"found no adapters"
} else if incompatible_surface_backends.contains(bit) {
"not compatible with provided surface"
} else if no_fallback_backends.contains(bit) {
"had no fallback adapters"
} else if !active_backends.contains(bit) {
// Backend requested but not active in this instance
if backend == Backend::Noop {
"not explicitly enabled"
} else {
"drivers/libraries could not be loaded"
}
} else {
// This path should be unreachable, but don't crash.
"[unknown reason]"
};
write!(f, "{comma}{backend} {explanation}")?;
}
}
RequestAdapterError::EnvNotSet => f.write_str("WGPU_ADAPTER_NAME not set")?,
}
Ok(())
}
}
/// Represents the sets of limits an adapter/device supports.
///
/// We provide three different defaults.
/// - [`Limits::downlevel_defaults()`]. This is a set of limits that is guaranteed to work on almost
/// all backends, including "downlevel" backends such as OpenGL and D3D11, other than WebGL. For
/// most applications we recommend using these limits, assuming they are high enough for your
/// application, and you do not intent to support WebGL.
/// - [`Limits::downlevel_webgl2_defaults()`] This is a set of limits that is lower even than the
/// [`downlevel_defaults()`], configured to be low enough to support running in the browser using
/// WebGL2.
/// - [`Limits::default()`]. This is the set of limits that is guaranteed to work on all modern
/// backends and is guaranteed to be supported by WebGPU. Applications needing more modern
/// features can use this as a reasonable set of limits if they are targeting only desktop and
/// modern mobile devices.
///
/// We recommend starting with the most restrictive limits you can and manually increasing the
/// limits you need boosted. This will let you stay running on all hardware that supports the limits
/// you need.
///
/// Limits "better" than the default must be supported by the adapter and requested when requesting
/// a device. If limits "better" than the adapter supports are requested, requesting a device will
/// panic. Once a device is requested, you may only use resources up to the limits requested _even_
/// if the adapter supports "better" limits.
///
/// Requesting limits that are "better" than you need may cause performance to decrease because the
/// implementation needs to support more than is needed. You should ideally only request exactly
/// what you need.
///
/// Corresponds to [WebGPU `GPUSupportedLimits`](
///
/// [`downlevel_defaults()`]: Limits::downlevel_defaults
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase", default))]
pub struct Limits {
/// Maximum allowed value for the `size.width` of a texture created with `TextureDimension::D1`.
/// Defaults to 8192. Higher is "better".
#[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension1D"))]
pub max_texture_dimension_1d: u32,
/// Maximum allowed value for the `size.width` and `size.height` of a texture created with `TextureDimension::D2`.
/// Defaults to 8192. Higher is "better".
#[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension2D"))]
pub max_texture_dimension_2d: u32,
/// Maximum allowed value for the `size.width`, `size.height`, and `size.depth_or_array_layers`
/// of a texture created with `TextureDimension::D3`.
/// Defaults to 2048. Higher is "better".
#[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension3D"))]
pub max_texture_dimension_3d: u32,
/// Maximum allowed value for the `size.depth_or_array_layers` of a texture created with `TextureDimension::D2`.
/// Defaults to 256. Higher is "better".
pub max_texture_array_layers: u32,
/// Amount of bind groups that can be attached to a pipeline at the same time. Defaults to 4. Higher is "better".
pub max_bind_groups: u32,
/// Maximum binding index allowed in `create_bind_group_layout`. Defaults to 1000. Higher is "better".
pub max_bindings_per_bind_group: u32,
/// Amount of uniform buffer bindings that can be dynamic in a single pipeline. Defaults to 8. Higher is "better".
pub max_dynamic_uniform_buffers_per_pipeline_layout: u32,
/// Amount of storage buffer bindings that can be dynamic in a single pipeline. Defaults to 4. Higher is "better".
pub max_dynamic_storage_buffers_per_pipeline_layout: u32,
/// Amount of sampled textures visible in a single shader stage. Defaults to 16. Higher is "better".
pub max_sampled_textures_per_shader_stage: u32,
/// Amount of samplers visible in a single shader stage. Defaults to 16. Higher is "better".
pub max_samplers_per_shader_stage: u32,
/// Amount of storage buffers visible in a single shader stage. Defaults to 8. Higher is "better".
pub max_storage_buffers_per_shader_stage: u32,
/// Amount of storage textures visible in a single shader stage. Defaults to 4. Higher is "better".
pub max_storage_textures_per_shader_stage: u32,
/// Amount of uniform buffers visible in a single shader stage. Defaults to 12. Higher is "better".
pub max_uniform_buffers_per_shader_stage: u32,
/// Amount of individual resources within binding arrays that can be accessed in a single shader stage. Applies
/// to all types of bindings except samplers.
///
/// This "defaults" to 0. However if binding arrays are supported, all devices can support 500,000. Higher is "better".
pub max_binding_array_elements_per_shader_stage: u32,
/// Amount of individual samplers within binding arrays that can be accessed in a single shader stage.
///
/// This "defaults" to 0. However if binding arrays are supported, all devices can support 1,000. Higher is "better".
pub max_binding_array_sampler_elements_per_shader_stage: u32,
/// Maximum size in bytes of a binding to a uniform buffer. Defaults to 64 KiB. Higher is "better".
pub max_uniform_buffer_binding_size: u32,
/// Maximum size in bytes of a binding to a storage buffer. Defaults to 128 MiB. Higher is "better".
pub max_storage_buffer_binding_size: u32,
/// Maximum length of `VertexState::buffers` when creating a `RenderPipeline`.
/// Defaults to 8. Higher is "better".
pub max_vertex_buffers: u32,
/// A limit above which buffer allocations are guaranteed to fail.
/// Defaults to 256 MiB. Higher is "better".
///
/// Buffer allocations below the maximum buffer size may not succeed depending on available memory,
/// fragmentation and other factors.
pub max_buffer_size: u64,
/// Maximum length of `VertexBufferLayout::attributes`, summed over all `VertexState::buffers`,
/// when creating a `RenderPipeline`.
/// Defaults to 16. Higher is "better".
pub max_vertex_attributes: u32,
/// Maximum value for `VertexBufferLayout::array_stride` when creating a `RenderPipeline`.
/// Defaults to 2048. Higher is "better".
pub max_vertex_buffer_array_stride: u32,
/// Required `BufferBindingType::Uniform` alignment for `BufferBinding::offset`
/// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
/// Defaults to 256. Lower is "better".
pub min_uniform_buffer_offset_alignment: u32,
/// Required `BufferBindingType::Storage` alignment for `BufferBinding::offset`
/// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
/// Defaults to 256. Lower is "better".
pub min_storage_buffer_offset_alignment: u32,
/// Maximum allowed number of components (scalars) of input or output locations for
/// inter-stage communication (vertex outputs to fragment inputs). Defaults to 60.
/// Higher is "better".
pub max_inter_stage_shader_components: u32,
/// The maximum allowed number of color attachments.
pub max_color_attachments: u32,
/// The maximum number of bytes necessary to hold one sample (pixel or subpixel) of render
/// pipeline output data, across all color attachments as described by [`TextureFormat::target_pixel_byte_cost`]
/// and [`TextureFormat::target_component_alignment`]. Defaults to 32. Higher is "better".
///
/// ⚠️ `Rgba8Unorm`/`Rgba8Snorm`/`Bgra8Unorm`/`Bgra8Snorm` are deceptively 8 bytes per sample. ⚠️
pub max_color_attachment_bytes_per_sample: u32,
/// Maximum number of bytes used for workgroup memory in a compute entry point. Defaults to
/// 16384. Higher is "better".
pub max_compute_workgroup_storage_size: u32,
/// Maximum value of the product of the `workgroup_size` dimensions for a compute entry-point.
/// Defaults to 256. Higher is "better".
pub max_compute_invocations_per_workgroup: u32,
/// The maximum value of the `workgroup_size` X dimension for a compute stage `ShaderModule` entry-point.
/// Defaults to 256. Higher is "better".
pub max_compute_workgroup_size_x: u32,
/// The maximum value of the `workgroup_size` Y dimension for a compute stage `ShaderModule` entry-point.
/// Defaults to 256. Higher is "better".
pub max_compute_workgroup_size_y: u32,
/// The maximum value of the `workgroup_size` Z dimension for a compute stage `ShaderModule` entry-point.
/// Defaults to 64. Higher is "better".
pub max_compute_workgroup_size_z: u32,
/// The maximum value for each dimension of a `ComputePass::dispatch(x, y, z)` operation.
/// Defaults to 65535. Higher is "better".
pub max_compute_workgroups_per_dimension: u32,
/// Minimal number of invocations in a subgroup. Higher is "better".
pub min_subgroup_size: u32,
/// Maximal number of invocations in a subgroup. Lower is "better".
pub max_subgroup_size: u32,
/// Amount of storage available for push constants in bytes. Defaults to 0. Higher is "better".
/// Requesting more than 0 during device creation requires [`Features::PUSH_CONSTANTS`] to be enabled.
///
/// Expect the size to be:
/// - Vulkan: 128-256 bytes
/// - DX12: 256 bytes
/// - Metal: 4096 bytes
/// - OpenGL doesn't natively support push constants, and are emulated with uniforms,
/// so this number is less useful but likely 256.
pub max_push_constant_size: u32,
/// Maximum number of live non-sampler bindings.
///
/// This limit only affects the d3d12 backend. Using a large number will allow the device
/// to create many bind groups at the cost of a large up-front allocation at device creation.
pub max_non_sampler_bindings: u32,
}
impl Default for Limits {
fn default() -> Self {
Self::defaults()
}
}
impl Limits {
/// These default limits are guaranteed to to work on all modern
/// backends and guaranteed to be supported by WebGPU
///
/// Those limits are as follows:
/// ```rust
/// # use wgpu_types::Limits;
/// assert_eq!(Limits::defaults(), Limits {
/// max_texture_dimension_1d: 8192,
/// max_texture_dimension_2d: 8192,
/// max_texture_dimension_3d: 2048,
/// max_texture_array_layers: 256,
/// max_bind_groups: 4,
/// max_bindings_per_bind_group: 1000,
/// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
/// max_dynamic_storage_buffers_per_pipeline_layout: 4,
/// max_sampled_textures_per_shader_stage: 16,
/// max_samplers_per_shader_stage: 16,
/// max_storage_buffers_per_shader_stage: 8,
/// max_storage_textures_per_shader_stage: 4,
/// max_uniform_buffers_per_shader_stage: 12,
/// max_binding_array_elements_per_shader_stage: 0,
/// max_binding_array_sampler_elements_per_shader_stage: 0,
/// max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
/// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
/// max_vertex_buffers: 8,
/// max_buffer_size: 256 << 20, // (256 MiB)
/// max_vertex_attributes: 16,
/// max_vertex_buffer_array_stride: 2048,
/// min_uniform_buffer_offset_alignment: 256,
/// min_storage_buffer_offset_alignment: 256,
/// max_inter_stage_shader_components: 60,
/// max_color_attachments: 8,
/// max_color_attachment_bytes_per_sample: 32,
/// max_compute_workgroup_storage_size: 16384,
/// max_compute_invocations_per_workgroup: 256,
/// max_compute_workgroup_size_x: 256,
/// max_compute_workgroup_size_y: 256,
/// max_compute_workgroup_size_z: 64,
/// max_compute_workgroups_per_dimension: 65535,
/// min_subgroup_size: 0,
/// max_subgroup_size: 0,
/// max_push_constant_size: 0,
/// max_non_sampler_bindings: 1_000_000,
/// });
/// ```
///
/// Rust doesn't allow const in trait implementations, so we break this out
/// to allow reusing these defaults in const contexts
#[must_use]
pub const fn defaults() -> Self {
Self {
max_texture_dimension_1d: 8192,
max_texture_dimension_2d: 8192,
max_texture_dimension_3d: 2048,
max_texture_array_layers: 256,
max_bind_groups: 4,
max_bindings_per_bind_group: 1000,
max_dynamic_uniform_buffers_per_pipeline_layout: 8,
max_dynamic_storage_buffers_per_pipeline_layout: 4,
max_sampled_textures_per_shader_stage: 16,
max_samplers_per_shader_stage: 16,
max_storage_buffers_per_shader_stage: 8,
max_storage_textures_per_shader_stage: 4,
max_uniform_buffers_per_shader_stage: 12,
max_binding_array_elements_per_shader_stage: 0,
max_binding_array_sampler_elements_per_shader_stage: 0,
max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
max_vertex_buffers: 8,
max_buffer_size: 256 << 20, // (256 MiB)
max_vertex_attributes: 16,
max_vertex_buffer_array_stride: 2048,
min_uniform_buffer_offset_alignment: 256,
min_storage_buffer_offset_alignment: 256,
max_inter_stage_shader_components: 60,
max_color_attachments: 8,
max_color_attachment_bytes_per_sample: 32,
max_compute_workgroup_storage_size: 16384,
max_compute_invocations_per_workgroup: 256,
max_compute_workgroup_size_x: 256,
max_compute_workgroup_size_y: 256,
max_compute_workgroup_size_z: 64,
max_compute_workgroups_per_dimension: 65535,
min_subgroup_size: 0,
max_subgroup_size: 0,
max_push_constant_size: 0,
max_non_sampler_bindings: 1_000_000,
}
}
/// These default limits are guaranteed to be compatible with GLES-3.1, and D3D11
///
/// Those limits are as follows (different from default are marked with *):
/// ```rust
/// # use wgpu_types::Limits;
/// assert_eq!(Limits::downlevel_defaults(), Limits {
/// max_texture_dimension_1d: 2048, // *
/// max_texture_dimension_2d: 2048, // *
/// max_texture_dimension_3d: 256, // *
/// max_texture_array_layers: 256,
/// max_bind_groups: 4,
/// max_bindings_per_bind_group: 1000,
/// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
/// max_dynamic_storage_buffers_per_pipeline_layout: 4,
/// max_sampled_textures_per_shader_stage: 16,
/// max_samplers_per_shader_stage: 16,
/// max_storage_buffers_per_shader_stage: 4, // *
/// max_storage_textures_per_shader_stage: 4,
/// max_uniform_buffers_per_shader_stage: 12,
/// max_binding_array_elements_per_shader_stage: 0,
/// max_binding_array_sampler_elements_per_shader_stage: 0,
/// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
/// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
/// max_vertex_buffers: 8,
/// max_vertex_attributes: 16,
/// max_vertex_buffer_array_stride: 2048,
/// min_subgroup_size: 0,
/// max_subgroup_size: 0,
/// max_push_constant_size: 0,
/// min_uniform_buffer_offset_alignment: 256,
/// min_storage_buffer_offset_alignment: 256,
/// max_inter_stage_shader_components: 60,
/// max_color_attachments: 4,
/// max_color_attachment_bytes_per_sample: 32,
/// max_compute_workgroup_storage_size: 16352, // *
/// max_compute_invocations_per_workgroup: 256,
/// max_compute_workgroup_size_x: 256,
/// max_compute_workgroup_size_y: 256,
/// max_compute_workgroup_size_z: 64,
/// max_compute_workgroups_per_dimension: 65535,
/// max_buffer_size: 256 << 20, // (256 MiB)
/// max_non_sampler_bindings: 1_000_000,
/// });
/// ```
#[must_use]
pub const fn downlevel_defaults() -> Self {
Self {
max_texture_dimension_1d: 2048,
max_texture_dimension_2d: 2048,
max_texture_dimension_3d: 256,
max_storage_buffers_per_shader_stage: 4,
max_uniform_buffer_binding_size: 16 << 10, // (16 KiB)
max_color_attachments: 4,
max_compute_workgroup_storage_size: 16352,
..Self::defaults()
}
}
/// These default limits are guaranteed to be compatible with GLES-3.0, and D3D11, and WebGL2
///
/// Those limits are as follows (different from `downlevel_defaults` are marked with +,
/// *'s from `downlevel_defaults` shown as well.):
/// ```rust
/// # use wgpu_types::Limits;
/// assert_eq!(Limits::downlevel_webgl2_defaults(), Limits {
/// max_texture_dimension_1d: 2048, // *
/// max_texture_dimension_2d: 2048, // *
/// max_texture_dimension_3d: 256, // *
/// max_texture_array_layers: 256,
/// max_bind_groups: 4,
/// max_bindings_per_bind_group: 1000,
/// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
/// max_dynamic_storage_buffers_per_pipeline_layout: 0, // +
/// max_sampled_textures_per_shader_stage: 16,
/// max_samplers_per_shader_stage: 16,
/// max_storage_buffers_per_shader_stage: 0, // * +
/// max_storage_textures_per_shader_stage: 0, // +
/// max_uniform_buffers_per_shader_stage: 11, // +
/// max_binding_array_elements_per_shader_stage: 0,
/// max_binding_array_sampler_elements_per_shader_stage: 0,
/// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
/// max_storage_buffer_binding_size: 0, // * +
/// max_vertex_buffers: 8,
/// max_vertex_attributes: 16,
/// max_vertex_buffer_array_stride: 255, // +
/// min_subgroup_size: 0,
/// max_subgroup_size: 0,
/// max_push_constant_size: 0,
/// min_uniform_buffer_offset_alignment: 256,
/// min_storage_buffer_offset_alignment: 256,
/// max_inter_stage_shader_components: 31,
/// max_color_attachments: 4,
/// max_color_attachment_bytes_per_sample: 32,
/// max_compute_workgroup_storage_size: 0, // +
/// max_compute_invocations_per_workgroup: 0, // +
/// max_compute_workgroup_size_x: 0, // +
/// max_compute_workgroup_size_y: 0, // +
/// max_compute_workgroup_size_z: 0, // +
/// max_compute_workgroups_per_dimension: 0, // +
/// max_buffer_size: 256 << 20, // (256 MiB),
/// max_non_sampler_bindings: 1_000_000,
/// });
/// ```
#[must_use]
pub const fn downlevel_webgl2_defaults() -> Self {
Self {
max_uniform_buffers_per_shader_stage: 11,
max_storage_buffers_per_shader_stage: 0,
max_storage_textures_per_shader_stage: 0,
max_dynamic_storage_buffers_per_pipeline_layout: 0,
max_storage_buffer_binding_size: 0,
max_vertex_buffer_array_stride: 255,
max_compute_workgroup_storage_size: 0,
max_compute_invocations_per_workgroup: 0,
max_compute_workgroup_size_x: 0,
max_compute_workgroup_size_y: 0,
max_compute_workgroup_size_z: 0,
max_compute_workgroups_per_dimension: 0,
min_subgroup_size: 0,
max_subgroup_size: 0,
// Value supported by Intel Celeron B830 on Windows (OpenGL 3.1)
max_inter_stage_shader_components: 31,
// Most of the values should be the same as the downlevel defaults
..Self::downlevel_defaults()
}
}
/// Modify the current limits to use the resolution limits of the other.
///
/// This is useful because the swapchain might need to be larger than any other image in the application.
///
/// If your application only needs 512x512, you might be running on a 4k display and need extremely high resolution limits.
#[must_use]
pub const fn using_resolution(self, other: Self) -> Self {
Self {
max_texture_dimension_1d: other.max_texture_dimension_1d,
max_texture_dimension_2d: other.max_texture_dimension_2d,
max_texture_dimension_3d: other.max_texture_dimension_3d,
..self
}
}
/// Modify the current limits to use the buffer alignment limits of the adapter.
///
/// This is useful for when you'd like to dynamically use the "best" supported buffer alignments.
#[must_use]
pub const fn using_alignment(self, other: Self) -> Self {
Self {
min_uniform_buffer_offset_alignment: other.min_uniform_buffer_offset_alignment,
min_storage_buffer_offset_alignment: other.min_storage_buffer_offset_alignment,
..self
}
}
/// Compares every limits within self is within the limits given in `allowed`.
///
/// If you need detailed information on failures, look at [`Limits::check_limits_with_fail_fn`].
#[must_use]
pub fn check_limits(&self, allowed: &Self) -> bool {
let mut within = true;
self.check_limits_with_fail_fn(allowed, true, |_, _, _| within = false);
within
}
/// Compares every limits within self is within the limits given in `allowed`.
/// For an easy to use binary choice, use [`Limits::check_limits`].
///
/// If a value is not within the allowed limit, this function calls the `fail_fn`
/// with the:
/// - limit name
/// - self's limit
/// - allowed's limit.
///
/// If fatal is true, a single failure bails out the comparison after a single failure.
pub fn check_limits_with_fail_fn(
&self,
allowed: &Self,
fatal: bool,
mut fail_fn: impl FnMut(&'static str, u64, u64),
) {
use core::cmp::Ordering;
macro_rules! compare {
($name:ident, $ordering:ident) => {
match self.$name.cmp(&allowed.$name) {
Ordering::$ordering | Ordering::Equal => (),
_ => {
fail_fn(stringify!($name), self.$name as u64, allowed.$name as u64);
if fatal {
return;
}
}
}
};
}
compare!(max_texture_dimension_1d, Less);
compare!(max_texture_dimension_2d, Less);
compare!(max_texture_dimension_3d, Less);
compare!(max_texture_array_layers, Less);
compare!(max_bind_groups, Less);
compare!(max_bindings_per_bind_group, Less);
compare!(max_dynamic_uniform_buffers_per_pipeline_layout, Less);
compare!(max_dynamic_storage_buffers_per_pipeline_layout, Less);
compare!(max_sampled_textures_per_shader_stage, Less);
compare!(max_samplers_per_shader_stage, Less);
compare!(max_storage_buffers_per_shader_stage, Less);
compare!(max_storage_textures_per_shader_stage, Less);
compare!(max_uniform_buffers_per_shader_stage, Less);
compare!(max_binding_array_elements_per_shader_stage, Less);
compare!(max_uniform_buffer_binding_size, Less);
compare!(max_storage_buffer_binding_size, Less);
compare!(max_vertex_buffers, Less);
compare!(max_buffer_size, Less);
compare!(max_vertex_attributes, Less);
compare!(max_vertex_buffer_array_stride, Less);
compare!(min_uniform_buffer_offset_alignment, Greater);
compare!(min_storage_buffer_offset_alignment, Greater);
compare!(max_inter_stage_shader_components, Less);
compare!(max_color_attachments, Less);
compare!(max_color_attachment_bytes_per_sample, Less);
compare!(max_compute_workgroup_storage_size, Less);
compare!(max_compute_invocations_per_workgroup, Less);
compare!(max_compute_workgroup_size_x, Less);
compare!(max_compute_workgroup_size_y, Less);
compare!(max_compute_workgroup_size_z, Less);
compare!(max_compute_workgroups_per_dimension, Less);
if self.min_subgroup_size > 0 && self.max_subgroup_size > 0 {
compare!(min_subgroup_size, Greater);
compare!(max_subgroup_size, Less);
}
compare!(max_push_constant_size, Less);
compare!(max_non_sampler_bindings, Less);
}
}
/// Represents the sets of additional limits on an adapter,
/// which take place when running on downlevel backends.
#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct DownlevelLimits {}
#[allow(clippy::derivable_impls)]
impl Default for DownlevelLimits {
fn default() -> Self {
DownlevelLimits {}
}
}
/// Lists various ways the underlying platform does not conform to the WebGPU standard.
#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct DownlevelCapabilities {
/// Combined boolean flags.
pub flags: DownlevelFlags,
/// Additional limits
pub limits: DownlevelLimits,
/// Which collections of features shaders support. Defined in terms of D3D's shader models.
pub shader_model: ShaderModel,
}
impl Default for DownlevelCapabilities {
fn default() -> Self {
Self {
flags: DownlevelFlags::all(),
limits: DownlevelLimits::default(),
shader_model: ShaderModel::Sm5,
}
}
}
impl DownlevelCapabilities {
/// Returns true if the underlying platform offers complete support of the baseline WebGPU standard.
///
/// If this returns false, some parts of the API will result in validation errors where they would not normally.
/// These parts can be determined by the values in this structure.
#[must_use]
pub fn is_webgpu_compliant(&self) -> bool {
self.flags.contains(DownlevelFlags::compliant())
&& self.limits == DownlevelLimits::default()
&& self.shader_model >= ShaderModel::Sm5
}
}
bitflags::bitflags! {
/// Binary flags listing features that may or may not be present on downlevel adapters.
///
/// A downlevel adapter is a GPU adapter that WGPU supports, but with potentially limited
/// features, due to the lack of hardware feature support.
///
/// Flags that are **not** present for a downlevel adapter or device usually indicates
/// non-compliance with the WebGPU specification, but not always.
///
/// You can check whether a set of flags is compliant through the
/// [`DownlevelCapabilities::is_webgpu_compliant()`] function.
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct DownlevelFlags: u32 {
/// The device supports compiling and using compute shaders.
///
/// WebGL2, and GLES3.0 devices do not support compute.
const COMPUTE_SHADERS = 1 << 0;
/// Supports binding storage buffers and textures to fragment shaders.
const FRAGMENT_WRITABLE_STORAGE = 1 << 1;
/// Supports indirect drawing and dispatching.
///
/// [`Self::COMPUTE_SHADERS`] must be present for this flag.
///
/// WebGL2, GLES 3.0, and Metal on Apple1/Apple2 GPUs do not support indirect.
const INDIRECT_EXECUTION = 1 << 2;
/// Supports non-zero `base_vertex` parameter to direct indexed draw calls.
///
/// Indirect calls, if supported, always support non-zero `base_vertex`.
///
/// Supported by:
/// - Vulkan
/// - DX12
/// - Metal on Apple3+ or Mac1+
/// - OpenGL 3.2+
/// - OpenGL ES 3.2
const BASE_VERTEX = 1 << 3;
/// Supports reading from a depth/stencil texture while using it as a read-only
/// depth/stencil attachment.
///
/// The WebGL2 and GLES backends do not support RODS.
const READ_ONLY_DEPTH_STENCIL = 1 << 4;
/// Supports textures with mipmaps which have a non power of two size.
const NON_POWER_OF_TWO_MIPMAPPED_TEXTURES = 1 << 5;
/// Supports textures that are cube arrays.
const CUBE_ARRAY_TEXTURES = 1 << 6;
/// Supports comparison samplers.
const COMPARISON_SAMPLERS = 1 << 7;
/// Supports different blend operations per color attachment.
const INDEPENDENT_BLEND = 1 << 8;
/// Supports storage buffers in vertex shaders.
const VERTEX_STORAGE = 1 << 9;
/// Supports samplers with anisotropic filtering. Note this isn't actually required by
/// WebGPU, the implementation is allowed to completely ignore aniso clamp. This flag is
/// here for native backends so they can communicate to the user of aniso is enabled.
///
/// All backends and all devices support anisotropic filtering.
const ANISOTROPIC_FILTERING = 1 << 10;
/// Supports storage buffers in fragment shaders.
const FRAGMENT_STORAGE = 1 << 11;
/// Supports sample-rate shading.
const MULTISAMPLED_SHADING = 1 << 12;
/// Supports copies between depth textures and buffers.
///
/// GLES/WebGL don't support this.
const DEPTH_TEXTURE_AND_BUFFER_COPIES = 1 << 13;
/// Supports all the texture usages described in WebGPU. If this isn't supported, you
/// should call `get_texture_format_features` to get how you can use textures of a given format
const WEBGPU_TEXTURE_FORMAT_SUPPORT = 1 << 14;
/// Supports buffer bindings with sizes that aren't a multiple of 16.
///
/// WebGL doesn't support this.
const BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED = 1 << 15;
/// Supports buffers to combine [`BufferUsages::INDEX`] with usages other than [`BufferUsages::COPY_DST`] and [`BufferUsages::COPY_SRC`].
/// Furthermore, in absence of this feature it is not allowed to copy index buffers from/to buffers with a set of usage flags containing
/// [`BufferUsages::VERTEX`]/[`BufferUsages::UNIFORM`]/[`BufferUsages::STORAGE`] or [`BufferUsages::INDIRECT`].
///
/// WebGL doesn't support this.
const UNRESTRICTED_INDEX_BUFFER = 1 << 16;
/// Supports full 32-bit range indices (2^32-1 as opposed to 2^24-1 without this flag)
///
/// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.fullDrawIndexUint32`
const FULL_DRAW_INDEX_UINT32 = 1 << 17;
/// Supports depth bias clamping
///
/// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.depthBiasClamp`
const DEPTH_BIAS_CLAMP = 1 << 18;
/// Supports specifying which view format values are allowed when create_view() is called on a texture.
///
/// The WebGL and GLES backends doesn't support this.
const VIEW_FORMATS = 1 << 19;
/// With this feature not present, there are the following restrictions on `Queue::copy_external_image_to_texture`:
/// - The source must not be [`web_sys::OffscreenCanvas`]
/// - [`CopyExternalImageSourceInfo::origin`] must be zero.
/// - [`CopyExternalImageDestInfo::color_space`] must be srgb.
/// - If the source is an [`web_sys::ImageBitmap`]:
/// - [`CopyExternalImageSourceInfo::flip_y`] must be false.
/// - [`CopyExternalImageDestInfo::premultiplied_alpha`] must be false.
///
/// WebGL doesn't support this. WebGPU does.
const UNRESTRICTED_EXTERNAL_TEXTURE_COPIES = 1 << 20;
/// Supports specifying which view formats are allowed when calling create_view on the texture returned by
/// `Surface::get_current_texture`.
///
/// The GLES/WebGL and Vulkan on Android doesn't support this.
const SURFACE_VIEW_FORMATS = 1 << 21;
/// If this is true, calls to `CommandEncoder::resolve_query_set` will be performed on the queue timeline.
///
/// If this is false, calls to `CommandEncoder::resolve_query_set` will be performed on the device (i.e. cpu) timeline
/// and will block that timeline until the query has data. You may work around this limitation by waiting until the submit
/// whose queries you are resolving is fully finished (through use of `queue.on_submitted_work_done`) and only
/// then submitting the resolve_query_set command. The queries will be guaranteed finished, so will not block.
///
/// Supported by:
/// - Vulkan,
/// - DX12
/// - Metal
/// - OpenGL 4.4+
///
/// Not Supported by:
/// - GL ES / WebGL
const NONBLOCKING_QUERY_RESOLVE = 1 << 22;
}
}
impl DownlevelFlags {
/// All flags that indicate if the backend is WebGPU compliant
#[must_use]
pub const fn compliant() -> Self {
// We use manual bit twiddling to make this a const fn as `Sub` and `.remove` aren't const
// WebGPU doesn't actually require aniso
Self::from_bits_truncate(Self::all().bits() & !Self::ANISOTROPIC_FILTERING.bits())
}
}
/// Collections of shader features a device supports if they support less than WebGPU normally allows.
// TODO: Fill out the differences between shader models more completely
#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum ShaderModel {
/// Extremely limited shaders, including a total instruction limit.
Sm2,
/// Missing minor features and storage images.
Sm4,
/// WebGPU supports shader module 5.
Sm5,
}
/// Supported physical device types.
#[repr(u8)]
#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum DeviceType {
/// Other or Unknown.
Other,
/// Integrated GPU with shared CPU/GPU memory.
IntegratedGpu,
/// Discrete GPU with separate CPU/GPU memory.
DiscreteGpu,
/// Virtual / Hosted.
VirtualGpu,
/// Cpu / Software Rendering.
Cpu,
}
//TODO: convert `vendor` and `device` to `u32`
/// Information about an adapter.
#[derive(Clone, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct AdapterInfo {
/// Adapter name
pub name: String,
/// [`Backend`]-specific vendor ID of the adapter
///
/// This generally is a 16-bit PCI vendor ID in the least significant bytes of this field.
/// However, more significant bytes may be non-zero if the backend uses a different
/// representation.
///
/// * For [`Backend::Vulkan`], the [`VkPhysicalDeviceProperties::vendorID`] is used, which is
/// a superset of PCI IDs.
///
/// [`VkPhysicalDeviceProperties::vendorID`]: https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkPhysicalDeviceProperties.html
pub vendor: u32,
/// [`Backend`]-specific device ID of the adapter
///
///
/// This generally is a 16-bit PCI device ID in the least significant bytes of this field.
/// However, more significant bytes may be non-zero if the backend uses a different
/// representation.
///
/// * For [`Backend::Vulkan`], the [`VkPhysicalDeviceProperties::deviceID`] is used, which is
/// a superset of PCI IDs.
///
/// [`VkPhysicalDeviceProperties::deviceID`]: https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkPhysicalDeviceProperties.html
pub device: u32,
/// Type of device
pub device_type: DeviceType,
/// Driver name
pub driver: String,
/// Driver info
pub driver_info: String,
/// Backend used for device
pub backend: Backend,
}
/// Hints to the device about the memory allocation strategy.
///
/// Some backends may ignore these hints.
#[derive(Clone, Debug, Default)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum MemoryHints {
/// Favor performance over memory usage (the default value).
#[default]
Performance,
/// Favor memory usage over performance.
MemoryUsage,
/// Applications that have control over the content that is rendered
/// (typically games) may find an optimal compromise between memory
/// usage and performance by specifying the allocation configuration.
Manual {
/// Defines the range of allowed memory block sizes for sub-allocated
/// resources.
///
/// The backend may attempt to group multiple resources into fewer
/// device memory blocks (sub-allocation) for performance reasons.
/// The start of the provided range specifies the initial memory
/// block size for sub-allocated resources. After running out of
/// space in existing memory blocks, the backend may chose to
/// progressively increase the block size of subsequent allocations
/// up to a limit specified by the end of the range.
///
/// This does not limit resource sizes. If a resource does not fit
/// in the specified range, it will typically be placed in a dedicated
/// memory block.
suballocated_device_memory_block_size: Range<u64>,
},
}
/// Describes a [`Device`](../wgpu/struct.Device.html).
///
/// Corresponds to [WebGPU `GPUDeviceDescriptor`](
#[derive(Clone, Debug, Default)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct DeviceDescriptor<L> {
/// Debug label for the device.
pub label: L,
/// Specifies the features that are required by the device request.
/// The request will fail if the adapter cannot provide these features.
///
/// Exactly the specified set of features, and no more or less,
/// will be allowed in validation of API calls on the resulting device.
pub required_features: Features,
/// Specifies the limits that are required by the device request.
/// The request will fail if the adapter cannot provide these limits.
///
/// Exactly the specified limits, and no better or worse,
/// will be allowed in validation of API calls on the resulting device.
pub required_limits: Limits,
/// Hints for memory allocation strategies.
pub memory_hints: MemoryHints,
/// Whether API tracing for debugging is enabled,
/// and where the trace is written if so.
pub trace: Trace,
}
impl<L> DeviceDescriptor<L> {
/// Takes a closure and maps the label of the device descriptor into another.
#[must_use]
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> DeviceDescriptor<K> {
DeviceDescriptor {
label: fun(&self.label),
required_features: self.required_features,
required_limits: self.required_limits.clone(),
memory_hints: self.memory_hints.clone(),
trace: self.trace.clone(),
}
}
}
/// Controls API call tracing and specifies where the trace is written.
///
/// **Note:** Tracing is currently unavailable.
#[derive(Clone, Debug, Default)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
// This enum must be non-exhaustive so that enabling the "trace" feature is not a semver break.
#[non_exhaustive]
pub enum Trace {
/// Tracing disabled.
#[default]
Off,
/// Tracing enabled.
#[cfg(feature = "trace")]
// This must be owned rather than `&'a Path`, because if it were that, then the lifetime
// parameter would be unused when the "trace" feature is disabled, which is prohibited.
Directory(std::path::PathBuf),
}
bitflags::bitflags! {
/// Describes the shader stages that a binding will be visible from.
///
/// These can be combined so something that is visible from both vertex and fragment shaders can be defined as:
///
/// `ShaderStages::VERTEX | ShaderStages::FRAGMENT`
///
/// Corresponds to [WebGPU `GPUShaderStageFlags`](
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct ShaderStages: u32 {
/// Binding is not visible from any shader stage.
const NONE = 0;
/// Binding is visible from the vertex shader of a render pipeline.
const VERTEX = 1 << 0;
/// Binding is visible from the fragment shader of a render pipeline.
const FRAGMENT = 1 << 1;
/// Binding is visible from the compute shader of a compute pipeline.
const COMPUTE = 1 << 2;
/// Binding is visible from the vertex and fragment shaders of a render pipeline.
const VERTEX_FRAGMENT = Self::VERTEX.bits() | Self::FRAGMENT.bits();
/// Binding is visible from the task shader of a mesh pipeline
const TASK = 1 << 3;
/// Binding is visible from the mesh shader of a mesh pipeline
const MESH = 1 << 4;
}
}
/// Order in which texture data is laid out in memory.
#[derive(Clone, Copy, Default, Debug, PartialEq, Eq, Hash)]
pub enum TextureDataOrder {
/// The texture is laid out densely in memory as:
///
/// ```text
/// Layer0Mip0 Layer0Mip1 Layer0Mip2
/// Layer1Mip0 Layer1Mip1 Layer1Mip2
/// Layer2Mip0 Layer2Mip1 Layer2Mip2
/// ````
///
/// This is the layout used by dds files.
#[default]
LayerMajor,
/// The texture is laid out densely in memory as:
///
/// ```text
/// Layer0Mip0 Layer1Mip0 Layer2Mip0
/// Layer0Mip1 Layer1Mip1 Layer2Mip1
/// Layer0Mip2 Layer1Mip2 Layer2Mip2
/// ```
///
/// This is the layout used by ktx and ktx2 files.
MipMajor,
}
/// Dimensions of a particular texture view.
///
/// Corresponds to [WebGPU `GPUTextureViewDimension`](
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum TextureViewDimension {
/// A one dimensional texture. `texture_1d` in WGSL and `texture1D` in GLSL.
#[cfg_attr(feature = "serde", serde(rename = "1d"))]
D1,
/// A two dimensional texture. `texture_2d` in WGSL and `texture2D` in GLSL.
#[cfg_attr(feature = "serde", serde(rename = "2d"))]
#[default]
D2,
/// A two dimensional array texture. `texture_2d_array` in WGSL and `texture2DArray` in GLSL.
#[cfg_attr(feature = "serde", serde(rename = "2d-array"))]
D2Array,
/// A cubemap texture. `texture_cube` in WGSL and `textureCube` in GLSL.
#[cfg_attr(feature = "serde", serde(rename = "cube"))]
Cube,
/// A cubemap array texture. `texture_cube_array` in WGSL and `textureCubeArray` in GLSL.
#[cfg_attr(feature = "serde", serde(rename = "cube-array"))]
CubeArray,
/// A three dimensional texture. `texture_3d` in WGSL and `texture3D` in GLSL.
#[cfg_attr(feature = "serde", serde(rename = "3d"))]
D3,
}
impl TextureViewDimension {
/// Get the texture dimension required of this texture view dimension.
#[must_use]
pub fn compatible_texture_dimension(self) -> TextureDimension {
match self {
Self::D1 => TextureDimension::D1,
Self::D2 | Self::D2Array | Self::Cube | Self::CubeArray => TextureDimension::D2,
Self::D3 => TextureDimension::D3,
}
}
}
/// Alpha blend factor.
///
/// Corresponds to [WebGPU `GPUBlendFactor`](
/// require [`Features::DUAL_SOURCE_BLENDING`] and can only be used with the first
/// render target.
///
/// For further details on how the blend factors are applied, see the analogous
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum BlendFactor {
/// 0.0
Zero = 0,
/// 1.0
One = 1,
/// S.component
Src = 2,
/// 1.0 - S.component
OneMinusSrc = 3,
/// S.alpha
SrcAlpha = 4,
/// 1.0 - S.alpha
OneMinusSrcAlpha = 5,
/// D.component
Dst = 6,
/// 1.0 - D.component
OneMinusDst = 7,
/// D.alpha
DstAlpha = 8,
/// 1.0 - D.alpha
OneMinusDstAlpha = 9,
/// min(S.alpha, 1.0 - D.alpha)
SrcAlphaSaturated = 10,
/// Constant
Constant = 11,
/// 1.0 - Constant
OneMinusConstant = 12,
/// S1.component
Src1 = 13,
/// 1.0 - S1.component
OneMinusSrc1 = 14,
/// S1.alpha
Src1Alpha = 15,
/// 1.0 - S1.alpha
OneMinusSrc1Alpha = 16,
}
impl BlendFactor {
/// Returns `true` if the blend factor references the second blend source.
///
/// Note that the usage of those blend factors require [`Features::DUAL_SOURCE_BLENDING`].
#[must_use]
pub fn ref_second_blend_source(&self) -> bool {
match self {
BlendFactor::Src1
| BlendFactor::OneMinusSrc1
| BlendFactor::Src1Alpha
| BlendFactor::OneMinusSrc1Alpha => true,
_ => false,
}
}
}
/// Alpha blend operation.
///
/// Corresponds to [WebGPU `GPUBlendOperation`](
///
/// For further details on how the blend operations are applied, see
/// the analogous functionality in OpenGL: <https://www.khronos.org/opengl/wiki/Blending#Blend_Equations>.
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum BlendOperation {
/// Src + Dst
#[default]
Add = 0,
/// Src - Dst
Subtract = 1,
/// Dst - Src
ReverseSubtract = 2,
/// min(Src, Dst)
Min = 3,
/// max(Src, Dst)
Max = 4,
}
/// Describes a blend component of a [`BlendState`].
///
/// Corresponds to [WebGPU `GPUBlendComponent`](
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct BlendComponent {
/// Multiplier for the source, which is produced by the fragment shader.
pub src_factor: BlendFactor,
/// Multiplier for the destination, which is stored in the target.
pub dst_factor: BlendFactor,
/// The binary operation applied to the source and destination,
/// multiplied by their respective factors.
pub operation: BlendOperation,
}
impl BlendComponent {
/// Default blending state that replaces destination with the source.
pub const REPLACE: Self = Self {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::Zero,
operation: BlendOperation::Add,
};
/// Blend state of `(1 * src) + ((1 - src_alpha) * dst)`.
pub const OVER: Self = Self {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
};
/// Returns true if the state relies on the constant color, which is
/// set independently on a render command encoder.
#[must_use]
pub fn uses_constant(&self) -> bool {
match (self.src_factor, self.dst_factor) {
(BlendFactor::Constant, _)
| (BlendFactor::OneMinusConstant, _)
| (_, BlendFactor::Constant)
| (_, BlendFactor::OneMinusConstant) => true,
(_, _) => false,
}
}
}
impl Default for BlendComponent {
fn default() -> Self {
Self::REPLACE
}
}
/// Describe the blend state of a render pipeline,
/// within [`ColorTargetState`].
///
/// Corresponds to [WebGPU `GPUBlendState`](
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct BlendState {
/// Color equation.
pub color: BlendComponent,
/// Alpha equation.
pub alpha: BlendComponent,
}
impl BlendState {
/// Blend mode that does no color blending, just overwrites the output with the contents of the shader.
pub const REPLACE: Self = Self {
color: BlendComponent::REPLACE,
alpha: BlendComponent::REPLACE,
};
/// Blend mode that does standard alpha blending with non-premultiplied alpha.
pub const ALPHA_BLENDING: Self = Self {
color: BlendComponent {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha: BlendComponent::OVER,
};
/// Blend mode that does standard alpha blending with premultiplied alpha.
pub const PREMULTIPLIED_ALPHA_BLENDING: Self = Self {
color: BlendComponent::OVER,
alpha: BlendComponent::OVER,
};
}
/// Describes the color state of a render pipeline.
///
/// Corresponds to [WebGPU `GPUColorTargetState`](
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct ColorTargetState {
/// The [`TextureFormat`] of the image that this pipeline will render to. Must match the format
/// of the corresponding color attachment in [`CommandEncoder::begin_render_pass`][CEbrp]
///
/// [CEbrp]: ../wgpu/struct.CommandEncoder.html#method.begin_render_pass
pub format: TextureFormat,
/// The blending that is used for this pipeline.
#[cfg_attr(feature = "serde", serde(default))]
pub blend: Option<BlendState>,
/// Mask which enables/disables writes to different color/alpha channel.
#[cfg_attr(feature = "serde", serde(default))]
pub write_mask: ColorWrites,
}
impl From<TextureFormat> for ColorTargetState {
fn from(format: TextureFormat) -> Self {
Self {
format,
blend: None,
write_mask: ColorWrites::ALL,
}
}
}
/// Primitive type the input mesh is composed of.
///
/// Corresponds to [WebGPU `GPUPrimitiveTopology`](
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum PrimitiveTopology {
/// Vertex data is a list of points. Each vertex is a new point.
PointList = 0,
/// Vertex data is a list of lines. Each pair of vertices composes a new line.
///
/// Vertices `0 1 2 3` create two lines `0 1` and `2 3`
LineList = 1,
/// Vertex data is a strip of lines. Each set of two adjacent vertices form a line.
///
/// Vertices `0 1 2 3` create three lines `0 1`, `1 2`, and `2 3`.
LineStrip = 2,
/// Vertex data is a list of triangles. Each set of 3 vertices composes a new triangle.
///
/// Vertices `0 1 2 3 4 5` create two triangles `0 1 2` and `3 4 5`
#[default]
TriangleList = 3,
/// Vertex data is a triangle strip. Each set of three adjacent vertices form a triangle.
///
/// Vertices `0 1 2 3 4 5` create four triangles `0 1 2`, `2 1 3`, `2 3 4`, and `4 3 5`
TriangleStrip = 4,
}
impl PrimitiveTopology {
/// Returns true for strip topologies.
#[must_use]
pub fn is_strip(&self) -> bool {
match *self {
Self::PointList | Self::LineList | Self::TriangleList => false,
Self::LineStrip | Self::TriangleStrip => true,
}
}
}
/// Vertex winding order which classifies the "front" face of a triangle.
///
/// Corresponds to [WebGPU `GPUFrontFace`](
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum FrontFace {
/// Triangles with vertices in counter clockwise order are considered the front face.
///
/// This is the default with right handed coordinate spaces.
#[default]
Ccw = 0,
/// Triangles with vertices in clockwise order are considered the front face.
///
/// This is the default with left handed coordinate spaces.
Cw = 1,
}
/// Face of a vertex.
///
/// Corresponds to [WebGPU `GPUCullMode`](
/// except that the `"none"` value is represented using `Option<Face>` instead.
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum Face {
/// Front face
Front = 0,
/// Back face
Back = 1,
}
/// Type of drawing mode for polygons
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum PolygonMode {
/// Polygons are filled
#[default]
Fill = 0,
/// Polygons are drawn as line segments
Line = 1,
/// Polygons are drawn as points
Point = 2,
}
/// Describes the state of primitive assembly and rasterization in a render pipeline.
///
/// Corresponds to [WebGPU `GPUPrimitiveState`](
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct PrimitiveState {
/// The primitive topology used to interpret vertices.
pub topology: PrimitiveTopology,
/// When drawing strip topologies with indices, this is the required format for the index buffer.
/// This has no effect on non-indexed or non-strip draws.
///
/// Specifying this value enables primitive restart, allowing individual strips to be separated
/// with the index value `0xFFFF` when using `Uint16`, or `0xFFFFFFFF` when using `Uint32`.
#[cfg_attr(feature = "serde", serde(default))]
pub strip_index_format: Option<IndexFormat>,
/// The face to consider the front for the purpose of culling and stencil operations.
#[cfg_attr(feature = "serde", serde(default))]
pub front_face: FrontFace,
/// The face culling mode.
#[cfg_attr(feature = "serde", serde(default))]
pub cull_mode: Option<Face>,
/// If set to true, the polygon depth is not clipped to 0-1 before rasterization.
///
/// Enabling this requires [`Features::DEPTH_CLIP_CONTROL`] to be enabled.
#[cfg_attr(feature = "serde", serde(default))]
pub unclipped_depth: bool,
/// Controls the way each polygon is rasterized. Can be either `Fill` (default), `Line` or `Point`
///
/// Setting this to `Line` requires [`Features::POLYGON_MODE_LINE`] to be enabled.
///
/// Setting this to `Point` requires [`Features::POLYGON_MODE_POINT`] to be enabled.
#[cfg_attr(feature = "serde", serde(default))]
pub polygon_mode: PolygonMode,
/// If set to true, the primitives are rendered with conservative overestimation. I.e. any rastered pixel touched by it is filled.
/// Only valid for `[PolygonMode::Fill`]!
///
/// Enabling this requires [`Features::CONSERVATIVE_RASTERIZATION`] to be enabled.
pub conservative: bool,
}
/// Describes the multi-sampling state of a render pipeline.
///
/// Corresponds to [WebGPU `GPUMultisampleState`](
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct MultisampleState {
/// The number of samples calculated per pixel (for MSAA). For non-multisampled textures,
/// this should be `1`
pub count: u32,
/// Bitmask that restricts the samples of a pixel modified by this pipeline. All samples
/// can be enabled using the value `!0`
pub mask: u64,
/// When enabled, produces another sample mask per pixel based on the alpha output value, that
/// is ANDed with the sample mask and the primitive coverage to restrict the set of samples
/// affected by a primitive.
///
/// The implicit mask produced for alpha of zero is guaranteed to be zero, and for alpha of one
/// is guaranteed to be all 1-s.
pub alpha_to_coverage_enabled: bool,
}
impl Default for MultisampleState {
fn default() -> Self {
MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
}
}
}
bitflags::bitflags! {
/// Feature flags for a texture format.
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct TextureFormatFeatureFlags: u32 {
/// If not present, the texture can't be sampled with a filtering sampler.
/// This may overwrite TextureSampleType::Float.filterable
const FILTERABLE = 1 << 0;
/// Allows [`TextureDescriptor::sample_count`] to be `2`.
const MULTISAMPLE_X2 = 1 << 1;
/// Allows [`TextureDescriptor::sample_count`] to be `4`.
const MULTISAMPLE_X4 = 1 << 2 ;
/// Allows [`TextureDescriptor::sample_count`] to be `8`.
const MULTISAMPLE_X8 = 1 << 3 ;
/// Allows [`TextureDescriptor::sample_count`] to be `16`.
const MULTISAMPLE_X16 = 1 << 4;
/// Allows a texture of this format to back a view passed as `resolve_target`
/// to a render pass for an automatic driver-implemented resolve.
const MULTISAMPLE_RESOLVE = 1 << 5;
/// When used as a STORAGE texture, then a texture with this format can be bound with
/// [`StorageTextureAccess::ReadOnly`].
const STORAGE_READ_ONLY = 1 << 6;
/// When used as a STORAGE texture, then a texture with this format can be bound with
/// [`StorageTextureAccess::WriteOnly`].
const STORAGE_WRITE_ONLY = 1 << 7;
/// When used as a STORAGE texture, then a texture with this format can be bound with
/// [`StorageTextureAccess::ReadWrite`].
const STORAGE_READ_WRITE = 1 << 8;
/// When used as a STORAGE texture, then a texture with this format can be bound with
/// [`StorageTextureAccess::Atomic`].
const STORAGE_ATOMIC = 1 << 9;
/// If not present, the texture can't be blended into the render target.
const BLENDABLE = 1 << 10;
}
}
impl TextureFormatFeatureFlags {
/// Sample count supported by a given texture format.
///
/// returns `true` if `count` is a supported sample count.
#[must_use]
pub fn sample_count_supported(&self, count: u32) -> bool {
use TextureFormatFeatureFlags as tfsc;
match count {
1 => true,
2 => self.contains(tfsc::MULTISAMPLE_X2),
4 => self.contains(tfsc::MULTISAMPLE_X4),
8 => self.contains(tfsc::MULTISAMPLE_X8),
16 => self.contains(tfsc::MULTISAMPLE_X16),
_ => false,
}
}
/// A `Vec` of supported sample counts.
#[must_use]
pub fn supported_sample_counts(&self) -> Vec<u32> {
let all_possible_sample_counts: [u32; 5] = [1, 2, 4, 8, 16];
all_possible_sample_counts
.into_iter()
.filter(|&sc| self.sample_count_supported(sc))
.collect()
}
}
/// Features supported by a given texture format
///
/// Features are defined by WebGPU specification unless [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] is enabled.
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct TextureFormatFeatures {
/// Valid bits for `TextureDescriptor::Usage` provided for format creation.
pub allowed_usages: TextureUsages,
/// Additional property flags for the format.
pub flags: TextureFormatFeatureFlags,
}
/// ASTC block dimensions
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum AstcBlock {
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px).
B4x4,
/// 5x4 block compressed texture. 16 bytes per block (6.4 bit/px).
B5x4,
/// 5x5 block compressed texture. 16 bytes per block (5.12 bit/px).
B5x5,
/// 6x5 block compressed texture. 16 bytes per block (4.27 bit/px).
B6x5,
/// 6x6 block compressed texture. 16 bytes per block (3.56 bit/px).
B6x6,
/// 8x5 block compressed texture. 16 bytes per block (3.2 bit/px).
B8x5,
/// 8x6 block compressed texture. 16 bytes per block (2.67 bit/px).
B8x6,
/// 8x8 block compressed texture. 16 bytes per block (2 bit/px).
B8x8,
/// 10x5 block compressed texture. 16 bytes per block (2.56 bit/px).
B10x5,
/// 10x6 block compressed texture. 16 bytes per block (2.13 bit/px).
B10x6,
/// 10x8 block compressed texture. 16 bytes per block (1.6 bit/px).
B10x8,
/// 10x10 block compressed texture. 16 bytes per block (1.28 bit/px).
B10x10,
/// 12x10 block compressed texture. 16 bytes per block (1.07 bit/px).
B12x10,
/// 12x12 block compressed texture. 16 bytes per block (0.89 bit/px).
B12x12,
}
/// ASTC RGBA channel
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum AstcChannel {
/// 8 bit integer RGBA, [0, 255] converted to/from linear-color float [0, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ASTC`] must be enabled to use this channel.
Unorm,
/// 8 bit integer RGBA, Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ASTC`] must be enabled to use this channel.
UnormSrgb,
/// floating-point RGBA, linear-color float can be outside of the [0, 1] range.
///
/// [`Features::TEXTURE_COMPRESSION_ASTC_HDR`] must be enabled to use this channel.
Hdr,
}
/// Format in which a texture’s texels are stored in GPU memory.
///
/// Certain formats additionally specify a conversion.
/// When these formats are used in a shader, the conversion automatically takes place when loading
/// from or storing to the texture.
///
/// * `Unorm` formats linearly scale the integer range of the storage format to a floating-point
/// range of 0 to 1, inclusive.
/// * `Snorm` formats linearly scale the integer range of the storage format to a floating-point
/// range of −1 to 1, inclusive, except that the most negative value
/// (−128 for 8-bit, −32768 for 16-bit) is excluded; on conversion,
/// it is treated as identical to the second most negative
/// (−127 for 8-bit, −32767 for 16-bit),
/// so that the positive and negative ranges are symmetric.
/// * `UnormSrgb` formats apply the [sRGB transfer function] so that the storage is sRGB encoded
/// while the shader works with linear intensity values.
/// * `Uint`, `Sint`, and `Float` formats perform no conversion.
///
/// Corresponds to [WebGPU `GPUTextureFormat`](
///
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
pub enum TextureFormat {
// Normal 8 bit formats
/// Red channel only. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
R8Unorm,
/// Red channel only. 8 bit integer per channel. [−127, 127] converted to/from float [−1, 1] in shader.
R8Snorm,
/// Red channel only. 8 bit integer per channel. Unsigned in shader.
R8Uint,
/// Red channel only. 8 bit integer per channel. Signed in shader.
R8Sint,
// Normal 16 bit formats
/// Red channel only. 16 bit integer per channel. Unsigned in shader.
R16Uint,
/// Red channel only. 16 bit integer per channel. Signed in shader.
R16Sint,
/// Red channel only. 16 bit integer per channel. [0, 65535] converted to/from float [0, 1] in shader.
///
/// [`Features::TEXTURE_FORMAT_16BIT_NORM`] must be enabled to use this texture format.
R16Unorm,
/// Red channel only. 16 bit integer per channel. [−32767, 32767] converted to/from float [−1, 1] in shader.
///
/// [`Features::TEXTURE_FORMAT_16BIT_NORM`] must be enabled to use this texture format.
R16Snorm,
/// Red channel only. 16 bit float per channel. Float in shader.
R16Float,
/// Red and green channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
Rg8Unorm,
/// Red and green channels. 8 bit integer per channel. [−127, 127] converted to/from float [−1, 1] in shader.
Rg8Snorm,
/// Red and green channels. 8 bit integer per channel. Unsigned in shader.
Rg8Uint,
/// Red and green channels. 8 bit integer per channel. Signed in shader.
Rg8Sint,
// Normal 32 bit formats
/// Red channel only. 32 bit integer per channel. Unsigned in shader.
R32Uint,
/// Red channel only. 32 bit integer per channel. Signed in shader.
R32Sint,
/// Red channel only. 32 bit float per channel. Float in shader.
R32Float,
/// Red and green channels. 16 bit integer per channel. Unsigned in shader.
Rg16Uint,
/// Red and green channels. 16 bit integer per channel. Signed in shader.
Rg16Sint,
/// Red and green channels. 16 bit integer per channel. [0, 65535] converted to/from float [0, 1] in shader.
///
/// [`Features::TEXTURE_FORMAT_16BIT_NORM`] must be enabled to use this texture format.
Rg16Unorm,
/// Red and green channels. 16 bit integer per channel. [−32767, 32767] converted to/from float [−1, 1] in shader.
///
/// [`Features::TEXTURE_FORMAT_16BIT_NORM`] must be enabled to use this texture format.
Rg16Snorm,
/// Red and green channels. 16 bit float per channel. Float in shader.
Rg16Float,
/// Red, green, blue, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
Rgba8Unorm,
/// Red, green, blue, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Rgba8UnormSrgb,
/// Red, green, blue, and alpha channels. 8 bit integer per channel. [−127, 127] converted to/from float [−1, 1] in shader.
Rgba8Snorm,
/// Red, green, blue, and alpha channels. 8 bit integer per channel. Unsigned in shader.
Rgba8Uint,
/// Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader.
Rgba8Sint,
/// Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
Bgra8Unorm,
/// Blue, green, red, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
Bgra8UnormSrgb,
// Packed 32 bit formats
/// Packed unsigned float with 9 bits mantisa for each RGB component, then a common 5 bits exponent
Rgb9e5Ufloat,
/// Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. Unsigned in shader.
Rgb10a2Uint,
/// Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha) converted to/from float [0, 1] in shader.
Rgb10a2Unorm,
/// Red, green, and blue channels. 11 bit float with no sign bit for RG channels. 10 bit float with no sign bit for blue channel. Float in shader.
Rg11b10Ufloat,
// Normal 64 bit formats
/// Red channel only. 64 bit integer per channel. Unsigned in shader.
///
/// [`Features::TEXTURE_INT64_ATOMIC`] must be enabled to use this texture format.
R64Uint,
/// Red and green channels. 32 bit integer per channel. Unsigned in shader.
Rg32Uint,
/// Red and green channels. 32 bit integer per channel. Signed in shader.
Rg32Sint,
/// Red and green channels. 32 bit float per channel. Float in shader.
Rg32Float,
/// Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader.
Rgba16Uint,
/// Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader.
Rgba16Sint,
/// Red, green, blue, and alpha channels. 16 bit integer per channel. [0, 65535] converted to/from float [0, 1] in shader.
///
/// [`Features::TEXTURE_FORMAT_16BIT_NORM`] must be enabled to use this texture format.
Rgba16Unorm,
/// Red, green, blue, and alpha. 16 bit integer per channel. [−32767, 32767] converted to/from float [−1, 1] in shader.
///
/// [`Features::TEXTURE_FORMAT_16BIT_NORM`] must be enabled to use this texture format.
Rgba16Snorm,
/// Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader.
Rgba16Float,
// Normal 128 bit formats
/// Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader.
Rgba32Uint,
/// Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader.
Rgba32Sint,
/// Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader.
Rgba32Float,
// Depth and stencil formats
/// Stencil format with 8 bit integer stencil.
Stencil8,
/// Special depth format with 16 bit integer depth.
Depth16Unorm,
/// Special depth format with at least 24 bit integer depth.
Depth24Plus,
/// Special depth/stencil format with at least 24 bit integer depth and 8 bits integer stencil.
Depth24PlusStencil8,
/// Special depth format with 32 bit floating point depth.
Depth32Float,
/// Special depth/stencil format with 32 bit floating point depth and 8 bits integer stencil.
///
/// [`Features::DEPTH32FLOAT_STENCIL8`] must be enabled to use this texture format.
Depth32FloatStencil8,
/// YUV 4:2:0 chroma subsampled format.
///
/// Contains two planes:
/// - 0: Single 8 bit channel luminance.
/// - 1: Dual 8 bit channel chrominance at half width and half height.
///
/// Valid view formats for luminance are [`TextureFormat::R8Unorm`].
///
/// Valid view formats for chrominance are [`TextureFormat::Rg8Unorm`].
///
/// Width and height must be even.
///
/// [`Features::TEXTURE_FORMAT_NV12`] must be enabled to use this texture format.
NV12,
// Compressed textures usable with `TEXTURE_COMPRESSION_BC` feature. `TEXTURE_COMPRESSION_SLICED_3D` is required to use with 3D textures.
/// 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha.
/// [0, 63] ([0, 1] for alpha) converted to/from float [0, 1] in shader.
///
/// Also known as DXT1.
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc1RgbaUnorm,
/// 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha.
/// Srgb-color [0, 63] ([0, 1] for alpha) converted to/from linear-color float [0, 1] in shader.
///
/// Also known as DXT1.
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc1RgbaUnormSrgb,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha.
/// [0, 63] ([0, 15] for alpha) converted to/from float [0, 1] in shader.
///
/// Also known as DXT3.
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc2RgbaUnorm,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha.
/// Srgb-color [0, 63] ([0, 255] for alpha) converted to/from linear-color float [0, 1] in shader.
///
/// Also known as DXT3.
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc2RgbaUnormSrgb,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha.
/// [0, 63] ([0, 255] for alpha) converted to/from float [0, 1] in shader.
///
/// Also known as DXT5.
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc3RgbaUnorm,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha.
/// Srgb-color [0, 63] ([0, 255] for alpha) converted to/from linear-color float [0, 1] in shader.
///
/// Also known as DXT5.
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc3RgbaUnormSrgb,
/// 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R.
/// [0, 255] converted to/from float [0, 1] in shader.
///
/// Also known as RGTC1.
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc4RUnorm,
/// 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R.
/// [−127, 127] converted to/from float [−1, 1] in shader.
///
/// Also known as RGTC1.
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc4RSnorm,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG.
/// [0, 255] converted to/from float [0, 1] in shader.
///
/// Also known as RGTC2.
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc5RgUnorm,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG.
/// [−127, 127] converted to/from float [−1, 1] in shader.
///
/// Also known as RGTC2.
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc5RgSnorm,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit unsigned float RGB. Float in shader.
///
/// Also known as BPTC (float).
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc6hRgbUfloat,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit signed float RGB. Float in shader.
///
/// Also known as BPTC (float).
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc6hRgbFloat,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA.
/// [0, 255] converted to/from float [0, 1] in shader.
///
/// Also known as BPTC (unorm).
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc7RgbaUnorm,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA.
/// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
///
/// Also known as BPTC (unorm).
///
/// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format.
/// [`Features::TEXTURE_COMPRESSION_BC_SLICED_3D`] must be enabled to use this texture format with 3D dimension.
Bc7RgbaUnormSrgb,
/// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB.
/// [0, 255] converted to/from float [0, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format.
Etc2Rgb8Unorm,
/// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB.
/// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format.
Etc2Rgb8UnormSrgb,
/// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha.
/// [0, 255] ([0, 1] for alpha) converted to/from float [0, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format.
Etc2Rgb8A1Unorm,
/// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha.
/// Srgb-color [0, 255] ([0, 1] for alpha) converted to/from linear-color float [0, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format.
Etc2Rgb8A1UnormSrgb,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha.
/// [0, 255] converted to/from float [0, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format.
Etc2Rgba8Unorm,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha.
/// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format.
Etc2Rgba8UnormSrgb,
/// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R.
/// [0, 255] converted to/from float [0, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format.
EacR11Unorm,
/// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R.
/// [−127, 127] converted to/from float [−1, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format.
EacR11Snorm,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G.
/// [0, 255] converted to/from float [0, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format.
EacRg11Unorm,
/// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G.
/// [−127, 127] converted to/from float [−1, 1] in shader.
///
/// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format.
EacRg11Snorm,
/// block compressed texture. 16 bytes per block.
///
/// Features [`TEXTURE_COMPRESSION_ASTC`] or [`TEXTURE_COMPRESSION_ASTC_HDR`]
/// must be enabled to use this texture format.
///
/// [`TEXTURE_COMPRESSION_ASTC`]: Features::TEXTURE_COMPRESSION_ASTC
/// [`TEXTURE_COMPRESSION_ASTC_HDR`]: Features::TEXTURE_COMPRESSION_ASTC_HDR
Astc {
/// compressed block dimensions
block: AstcBlock,
/// ASTC RGBA channel
channel: AstcChannel,
},
}
#[cfg(any(feature = "serde", test))]
impl<'de> Deserialize<'de> for TextureFormat {
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
where
D: serde::Deserializer<'de>,
{
use serde::de::{self, Error, Unexpected};
struct TextureFormatVisitor;
impl de::Visitor<'_> for TextureFormatVisitor {
type Value = TextureFormat;
fn expecting(&self, formatter: &mut core::fmt::Formatter) -> core::fmt::Result {
formatter.write_str("a valid texture format")
}
fn visit_str<E: Error>(self, s: &str) -> Result<Self::Value, E> {
let format = match s {
"r8unorm" => TextureFormat::R8Unorm,
"r8snorm" => TextureFormat::R8Snorm,
"r8uint" => TextureFormat::R8Uint,
"r8sint" => TextureFormat::R8Sint,
"r16uint" => TextureFormat::R16Uint,
"r16sint" => TextureFormat::R16Sint,
"r16unorm" => TextureFormat::R16Unorm,
"r16snorm" => TextureFormat::R16Snorm,
"r16float" => TextureFormat::R16Float,
"rg8unorm" => TextureFormat::Rg8Unorm,
"rg8snorm" => TextureFormat::Rg8Snorm,
"rg8uint" => TextureFormat::Rg8Uint,
"rg8sint" => TextureFormat::Rg8Sint,
"r32uint" => TextureFormat::R32Uint,
"r32sint" => TextureFormat::R32Sint,
"r32float" => TextureFormat::R32Float,
"rg16uint" => TextureFormat::Rg16Uint,
"rg16sint" => TextureFormat::Rg16Sint,
"rg16unorm" => TextureFormat::Rg16Unorm,
"rg16snorm" => TextureFormat::Rg16Snorm,
"rg16float" => TextureFormat::Rg16Float,
"rgba8unorm" => TextureFormat::Rgba8Unorm,
"rgba8unorm-srgb" => TextureFormat::Rgba8UnormSrgb,
"rgba8snorm" => TextureFormat::Rgba8Snorm,
"rgba8uint" => TextureFormat::Rgba8Uint,
"rgba8sint" => TextureFormat::Rgba8Sint,
"bgra8unorm" => TextureFormat::Bgra8Unorm,
"bgra8unorm-srgb" => TextureFormat::Bgra8UnormSrgb,
"rgb10a2uint" => TextureFormat::Rgb10a2Uint,
"rgb10a2unorm" => TextureFormat::Rgb10a2Unorm,
"rg11b10ufloat" => TextureFormat::Rg11b10Ufloat,
"r64uint" => TextureFormat::R64Uint,
"rg32uint" => TextureFormat::Rg32Uint,
"rg32sint" => TextureFormat::Rg32Sint,
"rg32float" => TextureFormat::Rg32Float,
"rgba16uint" => TextureFormat::Rgba16Uint,
"rgba16sint" => TextureFormat::Rgba16Sint,
"rgba16unorm" => TextureFormat::Rgba16Unorm,
"rgba16snorm" => TextureFormat::Rgba16Snorm,
"rgba16float" => TextureFormat::Rgba16Float,
"rgba32uint" => TextureFormat::Rgba32Uint,
"rgba32sint" => TextureFormat::Rgba32Sint,
"rgba32float" => TextureFormat::Rgba32Float,
"stencil8" => TextureFormat::Stencil8,
"depth32float" => TextureFormat::Depth32Float,
"depth32float-stencil8" => TextureFormat::Depth32FloatStencil8,
"depth16unorm" => TextureFormat::Depth16Unorm,
"depth24plus" => TextureFormat::Depth24Plus,
"depth24plus-stencil8" => TextureFormat::Depth24PlusStencil8,
"nv12" => TextureFormat::NV12,
"rgb9e5ufloat" => TextureFormat::Rgb9e5Ufloat,
"bc1-rgba-unorm" => TextureFormat::Bc1RgbaUnorm,
"bc1-rgba-unorm-srgb" => TextureFormat::Bc1RgbaUnormSrgb,
"bc2-rgba-unorm" => TextureFormat::Bc2RgbaUnorm,
"bc2-rgba-unorm-srgb" => TextureFormat::Bc2RgbaUnormSrgb,
"bc3-rgba-unorm" => TextureFormat::Bc3RgbaUnorm,
"bc3-rgba-unorm-srgb" => TextureFormat::Bc3RgbaUnormSrgb,
"bc4-r-unorm" => TextureFormat::Bc4RUnorm,
"bc4-r-snorm" => TextureFormat::Bc4RSnorm,
"bc5-rg-unorm" => TextureFormat::Bc5RgUnorm,
"bc5-rg-snorm" => TextureFormat::Bc5RgSnorm,
"bc6h-rgb-ufloat" => TextureFormat::Bc6hRgbUfloat,
"bc6h-rgb-float" => TextureFormat::Bc6hRgbFloat,
"bc7-rgba-unorm" => TextureFormat::Bc7RgbaUnorm,
"bc7-rgba-unorm-srgb" => TextureFormat::Bc7RgbaUnormSrgb,
"etc2-rgb8unorm" => TextureFormat::Etc2Rgb8Unorm,
"etc2-rgb8unorm-srgb" => TextureFormat::Etc2Rgb8UnormSrgb,
"etc2-rgb8a1unorm" => TextureFormat::Etc2Rgb8A1Unorm,
"etc2-rgb8a1unorm-srgb" => TextureFormat::Etc2Rgb8A1UnormSrgb,
"etc2-rgba8unorm" => TextureFormat::Etc2Rgba8Unorm,
"etc2-rgba8unorm-srgb" => TextureFormat::Etc2Rgba8UnormSrgb,
"eac-r11unorm" => TextureFormat::EacR11Unorm,
"eac-r11snorm" => TextureFormat::EacR11Snorm,
"eac-rg11unorm" => TextureFormat::EacRg11Unorm,
"eac-rg11snorm" => TextureFormat::EacRg11Snorm,
other => {
if let Some(parts) = other.strip_prefix("astc-") {
let (block, channel) = parts
.split_once('-')
.ok_or_else(|| E::invalid_value(Unexpected::Str(s), &self))?;
let block = match block {
"4x4" => AstcBlock::B4x4,
"5x4" => AstcBlock::B5x4,
"5x5" => AstcBlock::B5x5,
"6x5" => AstcBlock::B6x5,
"6x6" => AstcBlock::B6x6,
"8x5" => AstcBlock::B8x5,
"8x6" => AstcBlock::B8x6,
"8x8" => AstcBlock::B8x8,
"10x5" => AstcBlock::B10x5,
"10x6" => AstcBlock::B10x6,
"10x8" => AstcBlock::B10x8,
"10x10" => AstcBlock::B10x10,
"12x10" => AstcBlock::B12x10,
"12x12" => AstcBlock::B12x12,
_ => return Err(E::invalid_value(Unexpected::Str(s), &self)),
};
let channel = match channel {
"unorm" => AstcChannel::Unorm,
"unorm-srgb" => AstcChannel::UnormSrgb,
"hdr" => AstcChannel::Hdr,
_ => return Err(E::invalid_value(Unexpected::Str(s), &self)),
};
TextureFormat::Astc { block, channel }
} else {
return Err(E::invalid_value(Unexpected::Str(s), &self));
}
}
};
Ok(format)
}
}
deserializer.deserialize_str(TextureFormatVisitor)
}
}
#[cfg(any(feature = "serde", test))]
impl Serialize for TextureFormat {
fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
where
S: serde::Serializer,
{
let s: String;
let name = match *self {
TextureFormat::R8Unorm => "r8unorm",
TextureFormat::R8Snorm => "r8snorm",
TextureFormat::R8Uint => "r8uint",
TextureFormat::R8Sint => "r8sint",
TextureFormat::R16Uint => "r16uint",
TextureFormat::R16Sint => "r16sint",
TextureFormat::R16Unorm => "r16unorm",
TextureFormat::R16Snorm => "r16snorm",
TextureFormat::R16Float => "r16float",
TextureFormat::Rg8Unorm => "rg8unorm",
TextureFormat::Rg8Snorm => "rg8snorm",
TextureFormat::Rg8Uint => "rg8uint",
TextureFormat::Rg8Sint => "rg8sint",
TextureFormat::R32Uint => "r32uint",
TextureFormat::R32Sint => "r32sint",
TextureFormat::R32Float => "r32float",
TextureFormat::Rg16Uint => "rg16uint",
TextureFormat::Rg16Sint => "rg16sint",
TextureFormat::Rg16Unorm => "rg16unorm",
TextureFormat::Rg16Snorm => "rg16snorm",
TextureFormat::Rg16Float => "rg16float",
TextureFormat::Rgba8Unorm => "rgba8unorm",
TextureFormat::Rgba8UnormSrgb => "rgba8unorm-srgb",
TextureFormat::Rgba8Snorm => "rgba8snorm",
TextureFormat::Rgba8Uint => "rgba8uint",
TextureFormat::Rgba8Sint => "rgba8sint",
TextureFormat::Bgra8Unorm => "bgra8unorm",
TextureFormat::Bgra8UnormSrgb => "bgra8unorm-srgb",
TextureFormat::Rgb10a2Uint => "rgb10a2uint",
TextureFormat::Rgb10a2Unorm => "rgb10a2unorm",
TextureFormat::Rg11b10Ufloat => "rg11b10ufloat",
TextureFormat::R64Uint => "r64uint",
TextureFormat::Rg32Uint => "rg32uint",
TextureFormat::Rg32Sint => "rg32sint",
TextureFormat::Rg32Float => "rg32float",
TextureFormat::Rgba16Uint => "rgba16uint",
TextureFormat::Rgba16Sint => "rgba16sint",
TextureFormat::Rgba16Unorm => "rgba16unorm",
TextureFormat::Rgba16Snorm => "rgba16snorm",
TextureFormat::Rgba16Float => "rgba16float",
TextureFormat::Rgba32Uint => "rgba32uint",
TextureFormat::Rgba32Sint => "rgba32sint",
TextureFormat::Rgba32Float => "rgba32float",
TextureFormat::Stencil8 => "stencil8",
TextureFormat::Depth32Float => "depth32float",
TextureFormat::Depth16Unorm => "depth16unorm",
TextureFormat::Depth32FloatStencil8 => "depth32float-stencil8",
TextureFormat::Depth24Plus => "depth24plus",
TextureFormat::Depth24PlusStencil8 => "depth24plus-stencil8",
TextureFormat::NV12 => "nv12",
TextureFormat::Rgb9e5Ufloat => "rgb9e5ufloat",
TextureFormat::Bc1RgbaUnorm => "bc1-rgba-unorm",
TextureFormat::Bc1RgbaUnormSrgb => "bc1-rgba-unorm-srgb",
TextureFormat::Bc2RgbaUnorm => "bc2-rgba-unorm",
TextureFormat::Bc2RgbaUnormSrgb => "bc2-rgba-unorm-srgb",
TextureFormat::Bc3RgbaUnorm => "bc3-rgba-unorm",
TextureFormat::Bc3RgbaUnormSrgb => "bc3-rgba-unorm-srgb",
TextureFormat::Bc4RUnorm => "bc4-r-unorm",
TextureFormat::Bc4RSnorm => "bc4-r-snorm",
TextureFormat::Bc5RgUnorm => "bc5-rg-unorm",
TextureFormat::Bc5RgSnorm => "bc5-rg-snorm",
TextureFormat::Bc6hRgbUfloat => "bc6h-rgb-ufloat",
TextureFormat::Bc6hRgbFloat => "bc6h-rgb-float",
TextureFormat::Bc7RgbaUnorm => "bc7-rgba-unorm",
TextureFormat::Bc7RgbaUnormSrgb => "bc7-rgba-unorm-srgb",
TextureFormat::Etc2Rgb8Unorm => "etc2-rgb8unorm",
TextureFormat::Etc2Rgb8UnormSrgb => "etc2-rgb8unorm-srgb",
TextureFormat::Etc2Rgb8A1Unorm => "etc2-rgb8a1unorm",
TextureFormat::Etc2Rgb8A1UnormSrgb => "etc2-rgb8a1unorm-srgb",
TextureFormat::Etc2Rgba8Unorm => "etc2-rgba8unorm",
TextureFormat::Etc2Rgba8UnormSrgb => "etc2-rgba8unorm-srgb",
TextureFormat::EacR11Unorm => "eac-r11unorm",
TextureFormat::EacR11Snorm => "eac-r11snorm",
TextureFormat::EacRg11Unorm => "eac-rg11unorm",
TextureFormat::EacRg11Snorm => "eac-rg11snorm",
TextureFormat::Astc { block, channel } => {
let block = match block {
AstcBlock::B4x4 => "4x4",
AstcBlock::B5x4 => "5x4",
AstcBlock::B5x5 => "5x5",
AstcBlock::B6x5 => "6x5",
AstcBlock::B6x6 => "6x6",
AstcBlock::B8x5 => "8x5",
AstcBlock::B8x6 => "8x6",
AstcBlock::B8x8 => "8x8",
AstcBlock::B10x5 => "10x5",
AstcBlock::B10x6 => "10x6",
AstcBlock::B10x8 => "10x8",
AstcBlock::B10x10 => "10x10",
AstcBlock::B12x10 => "12x10",
AstcBlock::B12x12 => "12x12",
};
let channel = match channel {
AstcChannel::Unorm => "unorm",
AstcChannel::UnormSrgb => "unorm-srgb",
AstcChannel::Hdr => "hdr",
};
s = format!("astc-{block}-{channel}");
&s
}
};
serializer.serialize_str(name)
}
}
impl TextureAspect {
/// Returns the texture aspect for a given plane.
#[must_use]
pub fn from_plane(plane: u32) -> Option<Self> {
Some(match plane {
0 => Self::Plane0,
1 => Self::Plane1,
2 => Self::Plane2,
_ => return None,
})
}
}
impl TextureFormat {
/// Returns the aspect-specific format of the original format
///
#[must_use]
pub fn aspect_specific_format(&self, aspect: TextureAspect) -> Option<Self> {
match (*self, aspect) {
(Self::Stencil8, TextureAspect::StencilOnly) => Some(*self),
(
Self::Depth16Unorm | Self::Depth24Plus | Self::Depth32Float,
TextureAspect::DepthOnly,
) => Some(*self),
(
Self::Depth24PlusStencil8 | Self::Depth32FloatStencil8,
TextureAspect::StencilOnly,
) => Some(Self::Stencil8),
(Self::Depth24PlusStencil8, TextureAspect::DepthOnly) => Some(Self::Depth24Plus),
(Self::Depth32FloatStencil8, TextureAspect::DepthOnly) => Some(Self::Depth32Float),
(Self::NV12, TextureAspect::Plane0) => Some(Self::R8Unorm),
(Self::NV12, TextureAspect::Plane1) => Some(Self::Rg8Unorm),
// views to multi-planar formats must specify the plane
(format, TextureAspect::All) if !format.is_multi_planar_format() => Some(format),
_ => None,
}
}
/// Returns `true` if `self` is a depth or stencil component of the given
/// combined depth-stencil format
#[must_use]
pub fn is_depth_stencil_component(&self, combined_format: Self) -> bool {
match (combined_format, *self) {
(Self::Depth24PlusStencil8, Self::Depth24Plus | Self::Stencil8)
| (Self::Depth32FloatStencil8, Self::Depth32Float | Self::Stencil8) => true,
_ => false,
}
}
/// Returns `true` if the format is a depth and/or stencil format
///
#[must_use]
pub fn is_depth_stencil_format(&self) -> bool {
match *self {
Self::Stencil8
| Self::Depth16Unorm
| Self::Depth24Plus
| Self::Depth24PlusStencil8
| Self::Depth32Float
| Self::Depth32FloatStencil8 => true,
_ => false,
}
}
/// Returns `true` if the format is a combined depth-stencil format
///
#[must_use]
pub fn is_combined_depth_stencil_format(&self) -> bool {
match *self {
Self::Depth24PlusStencil8 | Self::Depth32FloatStencil8 => true,
_ => false,
}
}
/// Returns `true` if the format is a multi-planar format
#[must_use]
pub fn is_multi_planar_format(&self) -> bool {
self.planes().is_some()
}
/// Returns the number of planes a multi-planar format has.
#[must_use]
pub fn planes(&self) -> Option<u32> {
match *self {
Self::NV12 => Some(2),
_ => None,
}
}
/// Returns `true` if the format has a color aspect
#[must_use]
pub fn has_color_aspect(&self) -> bool {
!self.is_depth_stencil_format()
}
/// Returns `true` if the format has a depth aspect
#[must_use]
pub fn has_depth_aspect(&self) -> bool {
match *self {
Self::Depth16Unorm
| Self::Depth24Plus
| Self::Depth24PlusStencil8
| Self::Depth32Float
| Self::Depth32FloatStencil8 => true,
_ => false,
}
}
/// Returns `true` if the format has a stencil aspect
#[must_use]
pub fn has_stencil_aspect(&self) -> bool {
match *self {
Self::Stencil8 | Self::Depth24PlusStencil8 | Self::Depth32FloatStencil8 => true,
_ => false,
}
}
/// Returns the size multiple requirement for a texture using this format.
#[must_use]
pub fn size_multiple_requirement(&self) -> (u32, u32) {
match *self {
Self::NV12 => (2, 2),
_ => self.block_dimensions(),
}
}
///
/// Uncompressed formats have a block dimension of `(1, 1)`.
#[must_use]
pub fn block_dimensions(&self) -> (u32, u32) {
match *self {
Self::R8Unorm
| Self::R8Snorm
| Self::R8Uint
| Self::R8Sint
| Self::R16Uint
| Self::R16Sint
| Self::R16Unorm
| Self::R16Snorm
| Self::R16Float
| Self::Rg8Unorm
| Self::Rg8Snorm
| Self::Rg8Uint
| Self::Rg8Sint
| Self::R32Uint
| Self::R32Sint
| Self::R32Float
| Self::Rg16Uint
| Self::Rg16Sint
| Self::Rg16Unorm
| Self::Rg16Snorm
| Self::Rg16Float
| Self::Rgba8Unorm
| Self::Rgba8UnormSrgb
| Self::Rgba8Snorm
| Self::Rgba8Uint
| Self::Rgba8Sint
| Self::Bgra8Unorm
| Self::Bgra8UnormSrgb
| Self::Rgb9e5Ufloat
| Self::Rgb10a2Uint
| Self::Rgb10a2Unorm
| Self::Rg11b10Ufloat
| Self::R64Uint
| Self::Rg32Uint
| Self::Rg32Sint
| Self::Rg32Float
| Self::Rgba16Uint
| Self::Rgba16Sint
| Self::Rgba16Unorm
| Self::Rgba16Snorm
| Self::Rgba16Float
| Self::Rgba32Uint
| Self::Rgba32Sint
| Self::Rgba32Float
| Self::Stencil8
| Self::Depth16Unorm
| Self::Depth24Plus
| Self::Depth24PlusStencil8
| Self::Depth32Float
| Self::Depth32FloatStencil8
| Self::NV12 => (1, 1),
Self::Bc1RgbaUnorm
| Self::Bc1RgbaUnormSrgb
| Self::Bc2RgbaUnorm
| Self::Bc2RgbaUnormSrgb
| Self::Bc3RgbaUnorm
| Self::Bc3RgbaUnormSrgb
| Self::Bc4RUnorm
| Self::Bc4RSnorm
| Self::Bc5RgUnorm
| Self::Bc5RgSnorm
| Self::Bc6hRgbUfloat
| Self::Bc6hRgbFloat
| Self::Bc7RgbaUnorm
| Self::Bc7RgbaUnormSrgb => (4, 4),
Self::Etc2Rgb8Unorm
| Self::Etc2Rgb8UnormSrgb
| Self::Etc2Rgb8A1Unorm
| Self::Etc2Rgb8A1UnormSrgb
| Self::Etc2Rgba8Unorm
| Self::Etc2Rgba8UnormSrgb
| Self::EacR11Unorm
| Self::EacR11Snorm
| Self::EacRg11Unorm
| Self::EacRg11Snorm => (4, 4),
Self::Astc { block, .. } => match block {
AstcBlock::B4x4 => (4, 4),
AstcBlock::B5x4 => (5, 4),
AstcBlock::B5x5 => (5, 5),
AstcBlock::B6x5 => (6, 5),
AstcBlock::B6x6 => (6, 6),
AstcBlock::B8x5 => (8, 5),
AstcBlock::B8x6 => (8, 6),
AstcBlock::B8x8 => (8, 8),
AstcBlock::B10x5 => (10, 5),
AstcBlock::B10x6 => (10, 6),
AstcBlock::B10x8 => (10, 8),
AstcBlock::B10x10 => (10, 10),
AstcBlock::B12x10 => (12, 10),
AstcBlock::B12x12 => (12, 12),
},
}
}
/// Returns `true` for compressed formats.
#[must_use]
pub fn is_compressed(&self) -> bool {
self.block_dimensions() != (1, 1)
}
/// Returns `true` for BCn compressed formats.
#[must_use]
pub fn is_bcn(&self) -> bool {
self.required_features() == Features::TEXTURE_COMPRESSION_BC
}
/// Returns `true` for ASTC compressed formats.
#[must_use]
pub fn is_astc(&self) -> bool {
self.required_features() == Features::TEXTURE_COMPRESSION_ASTC
|| self.required_features() == Features::TEXTURE_COMPRESSION_ASTC_HDR
}
/// Returns the required features (if any) in order to use the texture.
#[must_use]
pub fn required_features(&self) -> Features {
match *self {
Self::R8Unorm
| Self::R8Snorm
| Self::R8Uint
| Self::R8Sint
| Self::R16Uint
| Self::R16Sint
| Self::R16Float
| Self::Rg8Unorm
| Self::Rg8Snorm
| Self::Rg8Uint
| Self::Rg8Sint
| Self::R32Uint
| Self::R32Sint
| Self::R32Float
| Self::Rg16Uint
| Self::Rg16Sint
| Self::Rg16Float
| Self::Rgba8Unorm
| Self::Rgba8UnormSrgb
| Self::Rgba8Snorm
| Self::Rgba8Uint
| Self::Rgba8Sint
| Self::Bgra8Unorm
| Self::Bgra8UnormSrgb
| Self::Rgb9e5Ufloat
| Self::Rgb10a2Uint
| Self::Rgb10a2Unorm
| Self::Rg11b10Ufloat
| Self::Rg32Uint
| Self::Rg32Sint
| Self::Rg32Float
| Self::Rgba16Uint
| Self::Rgba16Sint
| Self::Rgba16Float
| Self::Rgba32Uint
| Self::Rgba32Sint
| Self::Rgba32Float
| Self::Stencil8
| Self::Depth16Unorm
| Self::Depth24Plus
| Self::Depth24PlusStencil8
| Self::Depth32Float => Features::empty(),
Self::R64Uint => Features::TEXTURE_INT64_ATOMIC,
Self::Depth32FloatStencil8 => Features::DEPTH32FLOAT_STENCIL8,
Self::NV12 => Features::TEXTURE_FORMAT_NV12,
Self::R16Unorm
| Self::R16Snorm
| Self::Rg16Unorm
| Self::Rg16Snorm
| Self::Rgba16Unorm
| Self::Rgba16Snorm => Features::TEXTURE_FORMAT_16BIT_NORM,
Self::Bc1RgbaUnorm
| Self::Bc1RgbaUnormSrgb
| Self::Bc2RgbaUnorm
| Self::Bc2RgbaUnormSrgb
| Self::Bc3RgbaUnorm
| Self::Bc3RgbaUnormSrgb
| Self::Bc4RUnorm
| Self::Bc4RSnorm
| Self::Bc5RgUnorm
| Self::Bc5RgSnorm
| Self::Bc6hRgbUfloat
| Self::Bc6hRgbFloat
| Self::Bc7RgbaUnorm
| Self::Bc7RgbaUnormSrgb => Features::TEXTURE_COMPRESSION_BC,
Self::Etc2Rgb8Unorm
| Self::Etc2Rgb8UnormSrgb
| Self::Etc2Rgb8A1Unorm
| Self::Etc2Rgb8A1UnormSrgb
| Self::Etc2Rgba8Unorm
| Self::Etc2Rgba8UnormSrgb
| Self::EacR11Unorm
| Self::EacR11Snorm
| Self::EacRg11Unorm
| Self::EacRg11Snorm => Features::TEXTURE_COMPRESSION_ETC2,
Self::Astc { channel, .. } => match channel {
AstcChannel::Hdr => Features::TEXTURE_COMPRESSION_ASTC_HDR,
AstcChannel::Unorm | AstcChannel::UnormSrgb => Features::TEXTURE_COMPRESSION_ASTC,
},
}
}
/// Returns the format features guaranteed by the WebGPU spec.
///
/// Additional features are available if `Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES` is enabled.
#[must_use]
pub fn guaranteed_format_features(&self, device_features: Features) -> TextureFormatFeatures {
// Multisampling
let none = TextureFormatFeatureFlags::empty();
let msaa = TextureFormatFeatureFlags::MULTISAMPLE_X4;
let msaa_resolve = msaa | TextureFormatFeatureFlags::MULTISAMPLE_RESOLVE;
let s_ro_wo = TextureFormatFeatureFlags::STORAGE_READ_ONLY
| TextureFormatFeatureFlags::STORAGE_WRITE_ONLY;
let s_all = s_ro_wo | TextureFormatFeatureFlags::STORAGE_READ_WRITE;
// Flags
let basic =
TextureUsages::COPY_SRC | TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING;
let attachment = basic | TextureUsages::RENDER_ATTACHMENT;
let storage = basic | TextureUsages::STORAGE_BINDING;
let binding = TextureUsages::TEXTURE_BINDING;
let all_flags = attachment | storage | binding;
let atomic_64 = if device_features.contains(Features::TEXTURE_ATOMIC) {
storage | binding | TextureUsages::STORAGE_ATOMIC
} else {
storage | binding
};
let atomic = attachment | atomic_64;
let rg11b10f = if device_features.contains(Features::RG11B10UFLOAT_RENDERABLE) {
attachment
} else {
basic
};
let (bgra8unorm_f, bgra8unorm) = if device_features.contains(Features::BGRA8UNORM_STORAGE) {
(
msaa_resolve | TextureFormatFeatureFlags::STORAGE_WRITE_ONLY,
attachment | TextureUsages::STORAGE_BINDING,
)
} else {
(msaa_resolve, attachment)
};
#[rustfmt::skip] // lets make a nice table
let (
mut flags,
allowed_usages,
) = match *self {
Self::R8Unorm => (msaa_resolve, attachment),
Self::R8Snorm => ( none, basic),
Self::R8Uint => ( msaa, attachment),
Self::R8Sint => ( msaa, attachment),
Self::R16Uint => ( msaa, attachment),
Self::R16Sint => ( msaa, attachment),
Self::R16Float => (msaa_resolve, attachment),
Self::Rg8Unorm => (msaa_resolve, attachment),
Self::Rg8Snorm => ( none, basic),
Self::Rg8Uint => ( msaa, attachment),
Self::Rg8Sint => ( msaa, attachment),
Self::R32Uint => ( s_all, atomic),
Self::R32Sint => ( s_all, atomic),
Self::R32Float => (msaa | s_all, all_flags),
Self::Rg16Uint => ( msaa, attachment),
Self::Rg16Sint => ( msaa, attachment),
Self::Rg16Float => (msaa_resolve, attachment),
Self::Rgba8Unorm => (msaa_resolve | s_ro_wo, all_flags),
Self::Rgba8UnormSrgb => (msaa_resolve, attachment),
Self::Rgba8Snorm => ( s_ro_wo, storage),
Self::Rgba8Uint => ( msaa | s_ro_wo, all_flags),
Self::Rgba8Sint => ( msaa | s_ro_wo, all_flags),
Self::Bgra8Unorm => (bgra8unorm_f, bgra8unorm),
Self::Bgra8UnormSrgb => (msaa_resolve, attachment),
Self::Rgb10a2Uint => ( msaa, attachment),
Self::Rgb10a2Unorm => (msaa_resolve, attachment),
Self::Rg11b10Ufloat => ( msaa, rg11b10f),
Self::R64Uint => ( s_ro_wo, atomic_64),
Self::Rg32Uint => ( s_ro_wo, all_flags),
Self::Rg32Sint => ( s_ro_wo, all_flags),
Self::Rg32Float => ( s_ro_wo, all_flags),
Self::Rgba16Uint => ( msaa | s_ro_wo, all_flags),
Self::Rgba16Sint => ( msaa | s_ro_wo, all_flags),
Self::Rgba16Float => (msaa_resolve | s_ro_wo, all_flags),
Self::Rgba32Uint => ( s_ro_wo, all_flags),
Self::Rgba32Sint => ( s_ro_wo, all_flags),
Self::Rgba32Float => ( s_ro_wo, all_flags),
Self::Stencil8 => ( msaa, attachment),
Self::Depth16Unorm => ( msaa, attachment),
Self::Depth24Plus => ( msaa, attachment),
Self::Depth24PlusStencil8 => ( msaa, attachment),
Self::Depth32Float => ( msaa, attachment),
Self::Depth32FloatStencil8 => ( msaa, attachment),
// We only support sampling nv12 textures until we implement transfer plane data.
Self::NV12 => ( none, binding),
Self::R16Unorm => ( msaa | s_ro_wo, storage),
Self::R16Snorm => ( msaa | s_ro_wo, storage),
Self::Rg16Unorm => ( msaa | s_ro_wo, storage),
Self::Rg16Snorm => ( msaa | s_ro_wo, storage),
Self::Rgba16Unorm => ( msaa | s_ro_wo, storage),
Self::Rgba16Snorm => ( msaa | s_ro_wo, storage),
Self::Rgb9e5Ufloat => ( none, basic),
Self::Bc1RgbaUnorm => ( none, basic),
Self::Bc1RgbaUnormSrgb => ( none, basic),
Self::Bc2RgbaUnorm => ( none, basic),
Self::Bc2RgbaUnormSrgb => ( none, basic),
Self::Bc3RgbaUnorm => ( none, basic),
Self::Bc3RgbaUnormSrgb => ( none, basic),
Self::Bc4RUnorm => ( none, basic),
Self::Bc4RSnorm => ( none, basic),
Self::Bc5RgUnorm => ( none, basic),
Self::Bc5RgSnorm => ( none, basic),
Self::Bc6hRgbUfloat => ( none, basic),
Self::Bc6hRgbFloat => ( none, basic),
Self::Bc7RgbaUnorm => ( none, basic),
Self::Bc7RgbaUnormSrgb => ( none, basic),
Self::Etc2Rgb8Unorm => ( none, basic),
Self::Etc2Rgb8UnormSrgb => ( none, basic),
Self::Etc2Rgb8A1Unorm => ( none, basic),
Self::Etc2Rgb8A1UnormSrgb => ( none, basic),
Self::Etc2Rgba8Unorm => ( none, basic),
Self::Etc2Rgba8UnormSrgb => ( none, basic),
Self::EacR11Unorm => ( none, basic),
Self::EacR11Snorm => ( none, basic),
Self::EacRg11Unorm => ( none, basic),
Self::EacRg11Snorm => ( none, basic),
Self::Astc { .. } => ( none, basic),
};
// Get whether the format is filterable, taking features into account
let sample_type1 = self.sample_type(None, Some(device_features));
let is_filterable = sample_type1 == Some(TextureSampleType::Float { filterable: true });
// Features that enable filtering don't affect blendability
let sample_type2 = self.sample_type(None, None);
let is_blendable = sample_type2 == Some(TextureSampleType::Float { filterable: true });
flags.set(TextureFormatFeatureFlags::FILTERABLE, is_filterable);
flags.set(TextureFormatFeatureFlags::BLENDABLE, is_blendable);
flags.set(
TextureFormatFeatureFlags::STORAGE_ATOMIC,
allowed_usages.contains(TextureUsages::STORAGE_ATOMIC),
);
TextureFormatFeatures {
allowed_usages,
flags,
}
}
/// Returns the sample type compatible with this format and aspect.
///
/// Returns `None` only if this is a combined depth-stencil format or a multi-planar format
/// and `TextureAspect::All` or no `aspect` was provided.
#[must_use]
pub fn sample_type(
&self,
aspect: Option<TextureAspect>,
device_features: Option<Features>,
) -> Option<TextureSampleType> {
let float = TextureSampleType::Float { filterable: true };
let unfilterable_float = TextureSampleType::Float { filterable: false };
let float32_sample_type = TextureSampleType::Float {
filterable: device_features
.unwrap_or(Features::empty())
.contains(Features::FLOAT32_FILTERABLE),
};
let depth = TextureSampleType::Depth;
let uint = TextureSampleType::Uint;
let sint = TextureSampleType::Sint;
match *self {
Self::R8Unorm
| Self::R8Snorm
| Self::Rg8Unorm
| Self::Rg8Snorm
| Self::Rgba8Unorm
| Self::Rgba8UnormSrgb
| Self::Rgba8Snorm
| Self::Bgra8Unorm
| Self::Bgra8UnormSrgb
| Self::R16Float
| Self::Rg16Float
| Self::Rgba16Float
| Self::Rgb10a2Unorm
| Self::Rg11b10Ufloat => Some(float),
Self::R32Float | Self::Rg32Float | Self::Rgba32Float => Some(float32_sample_type),
Self::R8Uint
| Self::Rg8Uint
| Self::Rgba8Uint
| Self::R16Uint
| Self::Rg16Uint
| Self::Rgba16Uint
| Self::R32Uint
| Self::R64Uint
| Self::Rg32Uint
| Self::Rgba32Uint
| Self::Rgb10a2Uint => Some(uint),
Self::R8Sint
| Self::Rg8Sint
| Self::Rgba8Sint
| Self::R16Sint
| Self::Rg16Sint
| Self::Rgba16Sint
| Self::R32Sint
| Self::Rg32Sint
| Self::Rgba32Sint => Some(sint),
Self::Stencil8 => Some(uint),
Self::Depth16Unorm | Self::Depth24Plus | Self::Depth32Float => Some(depth),
Self::Depth24PlusStencil8 | Self::Depth32FloatStencil8 => match aspect {
Some(TextureAspect::DepthOnly) => Some(depth),
Some(TextureAspect::StencilOnly) => Some(uint),
_ => None,
},
Self::NV12 => match aspect {
Some(TextureAspect::Plane0) | Some(TextureAspect::Plane1) => {
Some(unfilterable_float)
}
_ => None,
},
Self::R16Unorm
| Self::R16Snorm
| Self::Rg16Unorm
| Self::Rg16Snorm
| Self::Rgba16Unorm
| Self::Rgba16Snorm => Some(float),
Self::Rgb9e5Ufloat => Some(float),
Self::Bc1RgbaUnorm
| Self::Bc1RgbaUnormSrgb
| Self::Bc2RgbaUnorm
| Self::Bc2RgbaUnormSrgb
| Self::Bc3RgbaUnorm
| Self::Bc3RgbaUnormSrgb
| Self::Bc4RUnorm
| Self::Bc4RSnorm
| Self::Bc5RgUnorm
| Self::Bc5RgSnorm
| Self::Bc6hRgbUfloat
| Self::Bc6hRgbFloat
| Self::Bc7RgbaUnorm
| Self::Bc7RgbaUnormSrgb => Some(float),
Self::Etc2Rgb8Unorm
| Self::Etc2Rgb8UnormSrgb
| Self::Etc2Rgb8A1Unorm
| Self::Etc2Rgb8A1UnormSrgb
| Self::Etc2Rgba8Unorm
| Self::Etc2Rgba8UnormSrgb
| Self::EacR11Unorm
| Self::EacR11Snorm
| Self::EacRg11Unorm
| Self::EacRg11Snorm => Some(float),
Self::Astc { .. } => Some(float),
}
}
/// The number of bytes one [texel block](https://gpuweb.github.io/gpuweb/#texel-block) occupies during an image copy, if applicable.
///
/// Known as the [texel block copy footprint](https://gpuweb.github.io/gpuweb/#texel-block-copy-footprint).
///
/// Note that for uncompressed formats this is the same as the size of a single texel,
/// since uncompressed formats have a block size of 1x1.
///
/// Returns `None` if any of the following are true:
/// - the format is a combined depth-stencil and no `aspect` was provided
/// - the format is a multi-planar format and no `aspect` was provided
/// - the format is `Depth24Plus`
/// - the format is `Depth24PlusStencil8` and `aspect` is depth.
#[deprecated(since = "0.19.0", note = "Use `block_copy_size` instead.")]
#[must_use]
pub fn block_size(&self, aspect: Option<TextureAspect>) -> Option<u32> {
self.block_copy_size(aspect)
}
/// The number of bytes one [texel block](https://gpuweb.github.io/gpuweb/#texel-block) occupies during an image copy, if applicable.
///
/// Known as the [texel block copy footprint](https://gpuweb.github.io/gpuweb/#texel-block-copy-footprint).
///
/// Note that for uncompressed formats this is the same as the size of a single texel,
/// since uncompressed formats have a block size of 1x1.
///
/// Returns `None` if any of the following are true:
/// - the format is a combined depth-stencil and no `aspect` was provided
/// - the format is a multi-planar format and no `aspect` was provided
/// - the format is `Depth24Plus`
/// - the format is `Depth24PlusStencil8` and `aspect` is depth.
#[must_use]
pub fn block_copy_size(&self, aspect: Option<TextureAspect>) -> Option<u32> {
match *self {
Self::R8Unorm | Self::R8Snorm | Self::R8Uint | Self::R8Sint => Some(1),
Self::Rg8Unorm | Self::Rg8Snorm | Self::Rg8Uint | Self::Rg8Sint => Some(2),
Self::R16Unorm | Self::R16Snorm | Self::R16Uint | Self::R16Sint | Self::R16Float => {
Some(2)
}
Self::Rgba8Unorm
| Self::Rgba8UnormSrgb
| Self::Rgba8Snorm
| Self::Rgba8Uint
| Self::Rgba8Sint
| Self::Bgra8Unorm
| Self::Bgra8UnormSrgb => Some(4),
Self::Rg16Unorm
| Self::Rg16Snorm
| Self::Rg16Uint
| Self::Rg16Sint
| Self::Rg16Float => Some(4),
Self::R32Uint | Self::R32Sint | Self::R32Float => Some(4),
Self::Rgb9e5Ufloat | Self::Rgb10a2Uint | Self::Rgb10a2Unorm | Self::Rg11b10Ufloat => {
Some(4)
}
Self::Rgba16Unorm
| Self::Rgba16Snorm
| Self::Rgba16Uint
| Self::Rgba16Sint
| Self::Rgba16Float => Some(8),
Self::R64Uint | Self::Rg32Uint | Self::Rg32Sint | Self::Rg32Float => Some(8),
Self::Rgba32Uint | Self::Rgba32Sint | Self::Rgba32Float => Some(16),
Self::Stencil8 => Some(1),
Self::Depth16Unorm => Some(2),
Self::Depth32Float => Some(4),
Self::Depth24Plus => None,
Self::Depth24PlusStencil8 => match aspect {
Some(TextureAspect::DepthOnly) => None,
Some(TextureAspect::StencilOnly) => Some(1),
_ => None,
},
Self::Depth32FloatStencil8 => match aspect {
Some(TextureAspect::DepthOnly) => Some(4),
Some(TextureAspect::StencilOnly) => Some(1),
_ => None,
},
Self::NV12 => match aspect {
Some(TextureAspect::Plane0) => Some(1),
Some(TextureAspect::Plane1) => Some(2),
_ => None,
},
Self::Bc1RgbaUnorm | Self::Bc1RgbaUnormSrgb | Self::Bc4RUnorm | Self::Bc4RSnorm => {
Some(8)
}
Self::Bc2RgbaUnorm
| Self::Bc2RgbaUnormSrgb
| Self::Bc3RgbaUnorm
| Self::Bc3RgbaUnormSrgb
| Self::Bc5RgUnorm
| Self::Bc5RgSnorm
| Self::Bc6hRgbUfloat
| Self::Bc6hRgbFloat
| Self::Bc7RgbaUnorm
| Self::Bc7RgbaUnormSrgb => Some(16),
Self::Etc2Rgb8Unorm
| Self::Etc2Rgb8UnormSrgb
| Self::Etc2Rgb8A1Unorm
| Self::Etc2Rgb8A1UnormSrgb
| Self::EacR11Unorm
| Self::EacR11Snorm => Some(8),
Self::Etc2Rgba8Unorm
| Self::Etc2Rgba8UnormSrgb
| Self::EacRg11Unorm
| Self::EacRg11Snorm => Some(16),
Self::Astc { .. } => Some(16),
}
}
/// The largest number that can be returned by [`Self::target_pixel_byte_cost`].
pub const MAX_TARGET_PIXEL_BYTE_COST: u32 = 16;
/// The number of bytes occupied per pixel in a color attachment
#[must_use]
pub fn target_pixel_byte_cost(&self) -> Option<u32> {
match *self {
Self::R8Unorm | Self::R8Snorm | Self::R8Uint | Self::R8Sint => Some(1),
Self::Rg8Unorm
| Self::Rg8Snorm
| Self::Rg8Uint
| Self::Rg8Sint
| Self::R16Uint
| Self::R16Sint
| Self::R16Unorm
| Self::R16Snorm
| Self::R16Float => Some(2),
Self::Rgba8Uint
| Self::Rgba8Sint
| Self::Rg16Uint
| Self::Rg16Sint
| Self::Rg16Unorm
| Self::Rg16Snorm
| Self::Rg16Float
| Self::R32Uint
| Self::R32Sint
| Self::R32Float => Some(4),
// Despite being 4 bytes per pixel, these are 8 bytes per pixel in the table
Self::Rgba8Unorm
| Self::Rgba8UnormSrgb
| Self::Rgba8Snorm
| Self::Bgra8Unorm
| Self::Bgra8UnormSrgb
// ---
| Self::Rgba16Uint
| Self::Rgba16Sint
| Self::Rgba16Unorm
| Self::Rgba16Snorm
| Self::Rgba16Float
| Self::R64Uint
| Self::Rg32Uint
| Self::Rg32Sint
| Self::Rg32Float
| Self::Rgb10a2Uint
| Self::Rgb10a2Unorm
| Self::Rg11b10Ufloat => Some(8),
Self::Rgba32Uint | Self::Rgba32Sint | Self::Rgba32Float => Some(16),
// ⚠️ If you add formats with larger sizes, make sure you change `MAX_TARGET_PIXEL_BYTE_COST`` ⚠️
Self::Stencil8
| Self::Depth16Unorm
| Self::Depth24Plus
| Self::Depth24PlusStencil8
| Self::Depth32Float
| Self::Depth32FloatStencil8
| Self::NV12
| Self::Rgb9e5Ufloat
| Self::Bc1RgbaUnorm
| Self::Bc1RgbaUnormSrgb
| Self::Bc2RgbaUnorm
| Self::Bc2RgbaUnormSrgb
| Self::Bc3RgbaUnorm
| Self::Bc3RgbaUnormSrgb
| Self::Bc4RUnorm
| Self::Bc4RSnorm
| Self::Bc5RgUnorm
| Self::Bc5RgSnorm
| Self::Bc6hRgbUfloat
| Self::Bc6hRgbFloat
| Self::Bc7RgbaUnorm
| Self::Bc7RgbaUnormSrgb
| Self::Etc2Rgb8Unorm
| Self::Etc2Rgb8UnormSrgb
| Self::Etc2Rgb8A1Unorm
| Self::Etc2Rgb8A1UnormSrgb
| Self::Etc2Rgba8Unorm
| Self::Etc2Rgba8UnormSrgb
| Self::EacR11Unorm
| Self::EacR11Snorm
| Self::EacRg11Unorm
| Self::EacRg11Snorm
| Self::Astc { .. } => None,
}
}
#[must_use]
pub fn target_component_alignment(&self) -> Option<u32> {
match *self {
Self::R8Unorm
| Self::R8Snorm
| Self::R8Uint
| Self::R8Sint
| Self::Rg8Unorm
| Self::Rg8Snorm
| Self::Rg8Uint
| Self::Rg8Sint
| Self::Rgba8Unorm
| Self::Rgba8UnormSrgb
| Self::Rgba8Snorm
| Self::Rgba8Uint
| Self::Rgba8Sint
| Self::Bgra8Unorm
| Self::Bgra8UnormSrgb => Some(1),
Self::R16Uint
| Self::R16Sint
| Self::R16Unorm
| Self::R16Snorm
| Self::R16Float
| Self::Rg16Uint
| Self::Rg16Sint
| Self::Rg16Unorm
| Self::Rg16Snorm
| Self::Rg16Float
| Self::Rgba16Uint
| Self::Rgba16Sint
| Self::Rgba16Unorm
| Self::Rgba16Snorm
| Self::Rgba16Float => Some(2),
Self::R32Uint
| Self::R32Sint
| Self::R32Float
| Self::R64Uint
| Self::Rg32Uint
| Self::Rg32Sint
| Self::Rg32Float
| Self::Rgba32Uint
| Self::Rgba32Sint
| Self::Rgba32Float
| Self::Rgb10a2Uint
| Self::Rgb10a2Unorm
| Self::Rg11b10Ufloat => Some(4),
Self::Stencil8
| Self::Depth16Unorm
| Self::Depth24Plus
| Self::Depth24PlusStencil8
| Self::Depth32Float
| Self::Depth32FloatStencil8
| Self::NV12
| Self::Rgb9e5Ufloat
| Self::Bc1RgbaUnorm
| Self::Bc1RgbaUnormSrgb
| Self::Bc2RgbaUnorm
| Self::Bc2RgbaUnormSrgb
| Self::Bc3RgbaUnorm
| Self::Bc3RgbaUnormSrgb
| Self::Bc4RUnorm
| Self::Bc4RSnorm
| Self::Bc5RgUnorm
| Self::Bc5RgSnorm
| Self::Bc6hRgbUfloat
| Self::Bc6hRgbFloat
| Self::Bc7RgbaUnorm
| Self::Bc7RgbaUnormSrgb
| Self::Etc2Rgb8Unorm
| Self::Etc2Rgb8UnormSrgb
| Self::Etc2Rgb8A1Unorm
| Self::Etc2Rgb8A1UnormSrgb
| Self::Etc2Rgba8Unorm
| Self::Etc2Rgba8UnormSrgb
| Self::EacR11Unorm
| Self::EacR11Snorm
| Self::EacRg11Unorm
| Self::EacRg11Snorm
| Self::Astc { .. } => None,
}
}
/// Returns the number of components this format has.
#[must_use]
pub fn components(&self) -> u8 {
self.components_with_aspect(TextureAspect::All)
}
/// Returns the number of components this format has taking into account the `aspect`.
///
/// The `aspect` is only relevant for combined depth-stencil formats and multi-planar formats.
#[must_use]
pub fn components_with_aspect(&self, aspect: TextureAspect) -> u8 {
match *self {
Self::R8Unorm
| Self::R8Snorm
| Self::R8Uint
| Self::R8Sint
| Self::R16Unorm
| Self::R16Snorm
| Self::R16Uint
| Self::R16Sint
| Self::R16Float
| Self::R32Uint
| Self::R32Sint
| Self::R32Float
| Self::R64Uint => 1,
Self::Rg8Unorm
| Self::Rg8Snorm
| Self::Rg8Uint
| Self::Rg8Sint
| Self::Rg16Unorm
| Self::Rg16Snorm
| Self::Rg16Uint
| Self::Rg16Sint
| Self::Rg16Float
| Self::Rg32Uint
| Self::Rg32Sint
| Self::Rg32Float => 2,
Self::Rgba8Unorm
| Self::Rgba8UnormSrgb
| Self::Rgba8Snorm
| Self::Rgba8Uint
| Self::Rgba8Sint
| Self::Bgra8Unorm
| Self::Bgra8UnormSrgb
| Self::Rgba16Unorm
| Self::Rgba16Snorm
| Self::Rgba16Uint
| Self::Rgba16Sint
| Self::Rgba16Float
| Self::Rgba32Uint
| Self::Rgba32Sint
| Self::Rgba32Float => 4,
Self::Rgb9e5Ufloat | Self::Rg11b10Ufloat => 3,
Self::Rgb10a2Uint | Self::Rgb10a2Unorm => 4,
Self::Stencil8 | Self::Depth16Unorm | Self::Depth24Plus | Self::Depth32Float => 1,
Self::Depth24PlusStencil8 | Self::Depth32FloatStencil8 => match aspect {
TextureAspect::DepthOnly | TextureAspect::StencilOnly => 1,
_ => 2,
},
Self::NV12 => match aspect {
TextureAspect::Plane0 => 1,
TextureAspect::Plane1 => 2,
_ => 3,
},
Self::Bc4RUnorm | Self::Bc4RSnorm => 1,
Self::Bc5RgUnorm | Self::Bc5RgSnorm => 2,
Self::Bc6hRgbUfloat | Self::Bc6hRgbFloat => 3,
Self::Bc1RgbaUnorm
| Self::Bc1RgbaUnormSrgb
| Self::Bc2RgbaUnorm
| Self::Bc2RgbaUnormSrgb
| Self::Bc3RgbaUnorm
| Self::Bc3RgbaUnormSrgb
| Self::Bc7RgbaUnorm
| Self::Bc7RgbaUnormSrgb => 4,
Self::EacR11Unorm | Self::EacR11Snorm => 1,
Self::EacRg11Unorm | Self::EacRg11Snorm => 2,
Self::Etc2Rgb8Unorm | Self::Etc2Rgb8UnormSrgb => 3,
Self::Etc2Rgb8A1Unorm
| Self::Etc2Rgb8A1UnormSrgb
| Self::Etc2Rgba8Unorm
| Self::Etc2Rgba8UnormSrgb => 4,
Self::Astc { .. } => 4,
}
}
/// Strips the `Srgb` suffix from the given texture format.
#[must_use]
pub fn remove_srgb_suffix(&self) -> TextureFormat {
match *self {
Self::Rgba8UnormSrgb => Self::Rgba8Unorm,
Self::Bgra8UnormSrgb => Self::Bgra8Unorm,
Self::Bc1RgbaUnormSrgb => Self::Bc1RgbaUnorm,
Self::Bc2RgbaUnormSrgb => Self::Bc2RgbaUnorm,
Self::Bc3RgbaUnormSrgb => Self::Bc3RgbaUnorm,
Self::Bc7RgbaUnormSrgb => Self::Bc7RgbaUnorm,
Self::Etc2Rgb8UnormSrgb => Self::Etc2Rgb8Unorm,
Self::Etc2Rgb8A1UnormSrgb => Self::Etc2Rgb8A1Unorm,
Self::Etc2Rgba8UnormSrgb => Self::Etc2Rgba8Unorm,
Self::Astc {
block,
channel: AstcChannel::UnormSrgb,
} => Self::Astc {
block,
channel: AstcChannel::Unorm,
},
_ => *self,
}
}
/// Adds an `Srgb` suffix to the given texture format, if the format supports it.
#[must_use]
pub fn add_srgb_suffix(&self) -> TextureFormat {
match *self {
Self::Rgba8Unorm => Self::Rgba8UnormSrgb,
Self::Bgra8Unorm => Self::Bgra8UnormSrgb,
Self::Bc1RgbaUnorm => Self::Bc1RgbaUnormSrgb,
Self::Bc2RgbaUnorm => Self::Bc2RgbaUnormSrgb,
Self::Bc3RgbaUnorm => Self::Bc3RgbaUnormSrgb,
Self::Bc7RgbaUnorm => Self::Bc7RgbaUnormSrgb,
Self::Etc2Rgb8Unorm => Self::Etc2Rgb8UnormSrgb,
Self::Etc2Rgb8A1Unorm => Self::Etc2Rgb8A1UnormSrgb,
Self::Etc2Rgba8Unorm => Self::Etc2Rgba8UnormSrgb,
Self::Astc {
block,
channel: AstcChannel::Unorm,
} => Self::Astc {
block,
channel: AstcChannel::UnormSrgb,
},
_ => *self,
}
}
/// Returns `true` for srgb formats.
#[must_use]
pub fn is_srgb(&self) -> bool {
*self != self.remove_srgb_suffix()
}
/// Returns the theoretical memory footprint of a texture with the given format and dimensions.
///
/// Actual memory usage may greatly exceed this value due to alignment and padding.
#[must_use]
pub fn theoretical_memory_footprint(&self, size: Extent3d) -> u64 {
let (block_width, block_height) = self.block_dimensions();
let block_size = self.block_copy_size(None);
let approximate_block_size = match block_size {
Some(size) => size,
None => match self {
// One f16 per pixel
Self::Depth16Unorm => 2,
// One u24 per pixel, padded to 4 bytes
Self::Depth24Plus => 4,
// One u24 per pixel, plus one u8 per pixel
Self::Depth24PlusStencil8 => 4,
// One f32 per pixel
Self::Depth32Float => 4,
// One f32 per pixel, plus one u8 per pixel, with 3 bytes intermediary padding
Self::Depth32FloatStencil8 => 8,
// One u8 per pixel
Self::Stencil8 => 1,
// Two chroma bytes per block, one luma byte per block
Self::NV12 => 3,
f => {
log::warn!("Memory footprint for format {:?} is not implemented", f);
0
}
},
};
let width_blocks = size.width.div_ceil(block_width) as u64;
let height_blocks = size.height.div_ceil(block_height) as u64;
let total_blocks = width_blocks * height_blocks * size.depth_or_array_layers as u64;
total_blocks * approximate_block_size as u64
}
}
#[test]
fn texture_format_serialize() {
use alloc::string::ToString;
assert_eq!(
serde_json::to_string(&TextureFormat::R8Unorm).unwrap(),
"\"r8unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R8Snorm).unwrap(),
"\"r8snorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R8Uint).unwrap(),
"\"r8uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R8Sint).unwrap(),
"\"r8sint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R16Uint).unwrap(),
"\"r16uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R16Sint).unwrap(),
"\"r16sint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R16Unorm).unwrap(),
"\"r16unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R16Snorm).unwrap(),
"\"r16snorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R16Float).unwrap(),
"\"r16float\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg8Unorm).unwrap(),
"\"rg8unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg8Snorm).unwrap(),
"\"rg8snorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg8Uint).unwrap(),
"\"rg8uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg8Sint).unwrap(),
"\"rg8sint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R32Uint).unwrap(),
"\"r32uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R32Sint).unwrap(),
"\"r32sint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R32Float).unwrap(),
"\"r32float\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg16Uint).unwrap(),
"\"rg16uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg16Sint).unwrap(),
"\"rg16sint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg16Unorm).unwrap(),
"\"rg16unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg16Snorm).unwrap(),
"\"rg16snorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg16Float).unwrap(),
"\"rg16float\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba8Unorm).unwrap(),
"\"rgba8unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba8UnormSrgb).unwrap(),
"\"rgba8unorm-srgb\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba8Snorm).unwrap(),
"\"rgba8snorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba8Uint).unwrap(),
"\"rgba8uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba8Sint).unwrap(),
"\"rgba8sint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bgra8Unorm).unwrap(),
"\"bgra8unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bgra8UnormSrgb).unwrap(),
"\"bgra8unorm-srgb\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgb10a2Uint).unwrap(),
"\"rgb10a2uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgb10a2Unorm).unwrap(),
"\"rgb10a2unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg11b10Ufloat).unwrap(),
"\"rg11b10ufloat\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::R64Uint).unwrap(),
"\"r64uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg32Uint).unwrap(),
"\"rg32uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg32Sint).unwrap(),
"\"rg32sint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rg32Float).unwrap(),
"\"rg32float\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba16Uint).unwrap(),
"\"rgba16uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba16Sint).unwrap(),
"\"rgba16sint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba16Unorm).unwrap(),
"\"rgba16unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba16Snorm).unwrap(),
"\"rgba16snorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba16Float).unwrap(),
"\"rgba16float\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba32Uint).unwrap(),
"\"rgba32uint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba32Sint).unwrap(),
"\"rgba32sint\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgba32Float).unwrap(),
"\"rgba32float\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Stencil8).unwrap(),
"\"stencil8\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Depth32Float).unwrap(),
"\"depth32float\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Depth16Unorm).unwrap(),
"\"depth16unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Depth32FloatStencil8).unwrap(),
"\"depth32float-stencil8\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Depth24Plus).unwrap(),
"\"depth24plus\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Depth24PlusStencil8).unwrap(),
"\"depth24plus-stencil8\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Rgb9e5Ufloat).unwrap(),
"\"rgb9e5ufloat\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc1RgbaUnorm).unwrap(),
"\"bc1-rgba-unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc1RgbaUnormSrgb).unwrap(),
"\"bc1-rgba-unorm-srgb\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc2RgbaUnorm).unwrap(),
"\"bc2-rgba-unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc2RgbaUnormSrgb).unwrap(),
"\"bc2-rgba-unorm-srgb\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc3RgbaUnorm).unwrap(),
"\"bc3-rgba-unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc3RgbaUnormSrgb).unwrap(),
"\"bc3-rgba-unorm-srgb\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc4RUnorm).unwrap(),
"\"bc4-r-unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc4RSnorm).unwrap(),
"\"bc4-r-snorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc5RgUnorm).unwrap(),
"\"bc5-rg-unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc5RgSnorm).unwrap(),
"\"bc5-rg-snorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc6hRgbUfloat).unwrap(),
"\"bc6h-rgb-ufloat\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc6hRgbFloat).unwrap(),
"\"bc6h-rgb-float\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc7RgbaUnorm).unwrap(),
"\"bc7-rgba-unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Bc7RgbaUnormSrgb).unwrap(),
"\"bc7-rgba-unorm-srgb\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Etc2Rgb8Unorm).unwrap(),
"\"etc2-rgb8unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Etc2Rgb8UnormSrgb).unwrap(),
"\"etc2-rgb8unorm-srgb\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Etc2Rgb8A1Unorm).unwrap(),
"\"etc2-rgb8a1unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Etc2Rgb8A1UnormSrgb).unwrap(),
"\"etc2-rgb8a1unorm-srgb\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Etc2Rgba8Unorm).unwrap(),
"\"etc2-rgba8unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::Etc2Rgba8UnormSrgb).unwrap(),
"\"etc2-rgba8unorm-srgb\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::EacR11Unorm).unwrap(),
"\"eac-r11unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::EacR11Snorm).unwrap(),
"\"eac-r11snorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::EacRg11Unorm).unwrap(),
"\"eac-rg11unorm\"".to_string()
);
assert_eq!(
serde_json::to_string(&TextureFormat::EacRg11Snorm).unwrap(),
"\"eac-rg11snorm\"".to_string()
);
}
#[test]
fn texture_format_deserialize() {
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r8unorm\"").unwrap(),
TextureFormat::R8Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r8snorm\"").unwrap(),
TextureFormat::R8Snorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r8uint\"").unwrap(),
TextureFormat::R8Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r8sint\"").unwrap(),
TextureFormat::R8Sint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r16uint\"").unwrap(),
TextureFormat::R16Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r16sint\"").unwrap(),
TextureFormat::R16Sint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r16unorm\"").unwrap(),
TextureFormat::R16Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r16snorm\"").unwrap(),
TextureFormat::R16Snorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r16float\"").unwrap(),
TextureFormat::R16Float
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg8unorm\"").unwrap(),
TextureFormat::Rg8Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg8snorm\"").unwrap(),
TextureFormat::Rg8Snorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg8uint\"").unwrap(),
TextureFormat::Rg8Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg8sint\"").unwrap(),
TextureFormat::Rg8Sint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r32uint\"").unwrap(),
TextureFormat::R32Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r32sint\"").unwrap(),
TextureFormat::R32Sint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r32float\"").unwrap(),
TextureFormat::R32Float
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg16uint\"").unwrap(),
TextureFormat::Rg16Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg16sint\"").unwrap(),
TextureFormat::Rg16Sint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg16unorm\"").unwrap(),
TextureFormat::Rg16Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg16snorm\"").unwrap(),
TextureFormat::Rg16Snorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg16float\"").unwrap(),
TextureFormat::Rg16Float
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba8unorm\"").unwrap(),
TextureFormat::Rgba8Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba8unorm-srgb\"").unwrap(),
TextureFormat::Rgba8UnormSrgb
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba8snorm\"").unwrap(),
TextureFormat::Rgba8Snorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba8uint\"").unwrap(),
TextureFormat::Rgba8Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba8sint\"").unwrap(),
TextureFormat::Rgba8Sint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bgra8unorm\"").unwrap(),
TextureFormat::Bgra8Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bgra8unorm-srgb\"").unwrap(),
TextureFormat::Bgra8UnormSrgb
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgb10a2uint\"").unwrap(),
TextureFormat::Rgb10a2Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgb10a2unorm\"").unwrap(),
TextureFormat::Rgb10a2Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg11b10ufloat\"").unwrap(),
TextureFormat::Rg11b10Ufloat
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"r64uint\"").unwrap(),
TextureFormat::R64Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg32uint\"").unwrap(),
TextureFormat::Rg32Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg32sint\"").unwrap(),
TextureFormat::Rg32Sint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rg32float\"").unwrap(),
TextureFormat::Rg32Float
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba16uint\"").unwrap(),
TextureFormat::Rgba16Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba16sint\"").unwrap(),
TextureFormat::Rgba16Sint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba16unorm\"").unwrap(),
TextureFormat::Rgba16Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba16snorm\"").unwrap(),
TextureFormat::Rgba16Snorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba16float\"").unwrap(),
TextureFormat::Rgba16Float
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba32uint\"").unwrap(),
TextureFormat::Rgba32Uint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba32sint\"").unwrap(),
TextureFormat::Rgba32Sint
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgba32float\"").unwrap(),
TextureFormat::Rgba32Float
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"stencil8\"").unwrap(),
TextureFormat::Stencil8
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"depth32float\"").unwrap(),
TextureFormat::Depth32Float
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"depth16unorm\"").unwrap(),
TextureFormat::Depth16Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"depth32float-stencil8\"").unwrap(),
TextureFormat::Depth32FloatStencil8
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"depth24plus\"").unwrap(),
TextureFormat::Depth24Plus
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"depth24plus-stencil8\"").unwrap(),
TextureFormat::Depth24PlusStencil8
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"rgb9e5ufloat\"").unwrap(),
TextureFormat::Rgb9e5Ufloat
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc1-rgba-unorm\"").unwrap(),
TextureFormat::Bc1RgbaUnorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc1-rgba-unorm-srgb\"").unwrap(),
TextureFormat::Bc1RgbaUnormSrgb
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc2-rgba-unorm\"").unwrap(),
TextureFormat::Bc2RgbaUnorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc2-rgba-unorm-srgb\"").unwrap(),
TextureFormat::Bc2RgbaUnormSrgb
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc3-rgba-unorm\"").unwrap(),
TextureFormat::Bc3RgbaUnorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc3-rgba-unorm-srgb\"").unwrap(),
TextureFormat::Bc3RgbaUnormSrgb
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc4-r-unorm\"").unwrap(),
TextureFormat::Bc4RUnorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc4-r-snorm\"").unwrap(),
TextureFormat::Bc4RSnorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc5-rg-unorm\"").unwrap(),
TextureFormat::Bc5RgUnorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc5-rg-snorm\"").unwrap(),
TextureFormat::Bc5RgSnorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc6h-rgb-ufloat\"").unwrap(),
TextureFormat::Bc6hRgbUfloat
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc6h-rgb-float\"").unwrap(),
TextureFormat::Bc6hRgbFloat
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc7-rgba-unorm\"").unwrap(),
TextureFormat::Bc7RgbaUnorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"bc7-rgba-unorm-srgb\"").unwrap(),
TextureFormat::Bc7RgbaUnormSrgb
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"etc2-rgb8unorm\"").unwrap(),
TextureFormat::Etc2Rgb8Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"etc2-rgb8unorm-srgb\"").unwrap(),
TextureFormat::Etc2Rgb8UnormSrgb
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"etc2-rgb8a1unorm\"").unwrap(),
TextureFormat::Etc2Rgb8A1Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"etc2-rgb8a1unorm-srgb\"").unwrap(),
TextureFormat::Etc2Rgb8A1UnormSrgb
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"etc2-rgba8unorm\"").unwrap(),
TextureFormat::Etc2Rgba8Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"etc2-rgba8unorm-srgb\"").unwrap(),
TextureFormat::Etc2Rgba8UnormSrgb
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"eac-r11unorm\"").unwrap(),
TextureFormat::EacR11Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"eac-r11snorm\"").unwrap(),
TextureFormat::EacR11Snorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"eac-rg11unorm\"").unwrap(),
TextureFormat::EacRg11Unorm
);
assert_eq!(
serde_json::from_str::<TextureFormat>("\"eac-rg11snorm\"").unwrap(),
TextureFormat::EacRg11Snorm
);
}
/// Color write mask. Disabled color channels will not be written to.
///
/// Corresponds to [WebGPU `GPUColorWriteFlags`](
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct ColorWrites(u32);
bitflags::bitflags! {
impl ColorWrites: u32 {
/// Enable red channel writes
const RED = 1 << 0;
/// Enable green channel writes
const GREEN = 1 << 1;
/// Enable blue channel writes
const BLUE = 1 << 2;
/// Enable alpha channel writes
const ALPHA = 1 << 3;
/// Enable red, green, and blue channel writes
const COLOR = Self::RED.bits() | Self::GREEN.bits() | Self::BLUE.bits();
/// Enable writes to all channels.
const ALL = Self::RED.bits() | Self::GREEN.bits() | Self::BLUE.bits() | Self::ALPHA.bits();
}
}
impl Default for ColorWrites {
fn default() -> Self {
Self::ALL
}
}
/// Passed to `Device::poll` to control how and if it should block.
#[derive(Clone, Debug)]
pub enum PollType<T> {
/// On wgpu-core based backends, block until the given submission has
/// completed execution, and any callbacks have been invoked.
///
/// On WebGPU, this has no effect. Callbacks are invoked from the
/// window event loop.
WaitForSubmissionIndex(T),
/// Same as `WaitForSubmissionIndex` but waits for the most recent submission.
Wait,
/// Check the device for a single time without blocking.
Poll,
}
impl<T> PollType<T> {
/// Construct a [`Self::Wait`] variant
#[must_use]
pub fn wait() -> Self {
// This function seems a little silly, but it is useful to allow
// it has meaning in that PR.
Self::Wait
}
/// Construct a [`Self::WaitForSubmissionIndex`] variant
#[must_use]
pub fn wait_for(submission_index: T) -> Self {
// This function seems a little silly, but it is useful to allow
// it has meaning in that PR.
Self::WaitForSubmissionIndex(submission_index)
}
/// This `PollType` represents a wait of some kind.
#[must_use]
pub fn is_wait(&self) -> bool {
match *self {
Self::WaitForSubmissionIndex(..) | Self::Wait => true,
Self::Poll => false,
}
}
/// Map on the wait index type.
#[must_use]
pub fn map_index<U, F>(self, func: F) -> PollType<U>
where
F: FnOnce(T) -> U,
{
match self {
Self::WaitForSubmissionIndex(i) => PollType::WaitForSubmissionIndex(func(i)),
Self::Wait => PollType::Wait,
Self::Poll => PollType::Poll,
}
}
}
/// Error states after a device poll
#[derive(Debug)]
#[cfg_attr(feature = "std", derive(thiserror::Error))]
pub enum PollError {
/// The requested Wait timed out before the submission was completed.
#[cfg_attr(
feature = "std",
error("The requested Wait timed out before the submission was completed.")
)]
Timeout,
}
/// Status of device poll operation.
#[derive(Debug, PartialEq, Eq)]
pub enum PollStatus {
/// There are no active submissions in flight as of the beginning of the poll call.
/// Other submissions may have been queued on other threads during the call.
///
/// This implies that the given Wait was satisfied before the timeout.
QueueEmpty,
/// The requested Wait was satisfied before the timeout.
WaitSucceeded,
/// This was a poll.
Poll,
}
impl PollStatus {
/// Returns true if the result is [`Self::QueueEmpty`].
#[must_use]
pub fn is_queue_empty(&self) -> bool {
matches!(self, Self::QueueEmpty)
}
/// Returns true if the result is either [`Self::WaitSucceeded`] or [`Self::QueueEmpty`].
#[must_use]
pub fn wait_finished(&self) -> bool {
matches!(self, Self::WaitSucceeded | Self::QueueEmpty)
}
}
/// State of the stencil operation (fixed-pipeline stage).
///
/// For use in [`DepthStencilState`].
///
/// Corresponds to a portion of [WebGPU `GPUDepthStencilState`](
#[repr(C)]
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct StencilState {
/// Front face mode.
pub front: StencilFaceState,
/// Back face mode.
pub back: StencilFaceState,
/// Stencil values are AND'd with this mask when reading and writing from the stencil buffer. Only low 8 bits are used.
pub read_mask: u32,
/// Stencil values are AND'd with this mask when writing to the stencil buffer. Only low 8 bits are used.
pub write_mask: u32,
}
impl StencilState {
/// Returns true if the stencil test is enabled.
#[must_use]
pub fn is_enabled(&self) -> bool {
(self.front != StencilFaceState::IGNORE || self.back != StencilFaceState::IGNORE)
&& (self.read_mask != 0 || self.write_mask != 0)
}
/// Returns true if the state doesn't mutate the target values.
#[must_use]
pub fn is_read_only(&self, cull_mode: Option<Face>) -> bool {
// The rules are defined in step 7 of the "Device timeline initialization steps"
// subsection of the "Render Pipeline Creation" section of WebGPU
if self.write_mask == 0 {
return true;
}
let front_ro = cull_mode == Some(Face::Front) || self.front.is_read_only();
let back_ro = cull_mode == Some(Face::Back) || self.back.is_read_only();
front_ro && back_ro
}
/// Returns true if the stencil state uses the reference value for testing.
#[must_use]
pub fn needs_ref_value(&self) -> bool {
self.front.needs_ref_value() || self.back.needs_ref_value()
}
}
/// Describes the biasing setting for the depth target.
///
/// For use in [`DepthStencilState`].
///
/// Corresponds to a portion of [WebGPU `GPUDepthStencilState`](
#[repr(C)]
#[derive(Clone, Copy, Debug, Default)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct DepthBiasState {
/// Constant depth biasing factor, in basic units of the depth format.
pub constant: i32,
/// Slope depth biasing factor.
pub slope_scale: f32,
/// Depth bias clamp value (absolute).
pub clamp: f32,
}
impl DepthBiasState {
/// Returns true if the depth biasing is enabled.
#[must_use]
pub fn is_enabled(&self) -> bool {
self.constant != 0 || self.slope_scale != 0.0
}
}
impl Hash for DepthBiasState {
fn hash<H: Hasher>(&self, state: &mut H) {
self.constant.hash(state);
self.slope_scale.to_bits().hash(state);
self.clamp.to_bits().hash(state);
}
}
impl PartialEq for DepthBiasState {
fn eq(&self, other: &Self) -> bool {
(self.constant == other.constant)
&& (self.slope_scale.to_bits() == other.slope_scale.to_bits())
&& (self.clamp.to_bits() == other.clamp.to_bits())
}
}
impl Eq for DepthBiasState {}
/// Operation to perform to the output attachment at the start of a render pass.
///
/// plus the corresponding clearValue.
#[repr(u8)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum LoadOp<V> {
/// Loads the specified value for this attachment into the render pass.
///
/// On some GPU hardware (primarily mobile), "clear" is significantly cheaper
/// because it avoids loading data from main memory into tile-local memory.
///
/// On other GPU hardware, there isn’t a significant difference.
///
/// As a result, it is recommended to use "clear" rather than "load" in cases
/// where the initial value doesn’t matter
/// (e.g. the render target will be cleared using a skybox).
Clear(V) = 0,
/// Loads the existing value for this attachment into the render pass.
Load = 1,
}
impl<V> LoadOp<V> {
/// Returns true if variants are same (ignoring clear value)
pub fn eq_variant<T>(&self, other: LoadOp<T>) -> bool {
matches!(
(self, other),
(LoadOp::Clear(_), LoadOp::Clear(_)) | (LoadOp::Load, LoadOp::Load)
)
}
}
impl<V: Default> Default for LoadOp<V> {
fn default() -> Self {
Self::Clear(Default::default())
}
}
/// Operation to perform to the output attachment at the end of a render pass.
///
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum StoreOp {
/// Stores the resulting value of the render pass for this attachment.
#[default]
Store = 0,
/// Discards the resulting value of the render pass for this attachment.
///
/// The attachment will be treated as uninitialized afterwards.
/// (If only either Depth or Stencil texture-aspects is set to `Discard`,
/// the respective other texture-aspect will be preserved.)
///
/// This can be significantly faster on tile-based render hardware.
///
/// Prefer this if the attachment is not read by subsequent passes.
Discard = 1,
}
/// Pair of load and store operations for an attachment aspect.
///
/// This type is unique to the Rust API of `wgpu`. In the WebGPU specification,
/// separate `loadOp` and `storeOp` fields are used instead.
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct Operations<V> {
/// How data should be read through this attachment.
pub load: LoadOp<V>,
/// Whether data will be written to through this attachment.
///
/// Note that resolve textures (if specified) are always written to,
/// regardless of this setting.
pub store: StoreOp,
}
impl<V: Default> Default for Operations<V> {
#[inline]
fn default() -> Self {
Self {
load: LoadOp::<V>::default(),
store: StoreOp::default(),
}
}
}
/// Describes the depth/stencil state in a render pipeline.
///
/// Corresponds to [WebGPU `GPUDepthStencilState`](
#[repr(C)]
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct DepthStencilState {
/// Format of the depth/stencil buffer, must be special depth format. Must match the format
/// of the depth/stencil attachment in [`CommandEncoder::begin_render_pass`][CEbrp].
///
/// [CEbrp]: ../wgpu/struct.CommandEncoder.html#method.begin_render_pass
pub format: TextureFormat,
/// If disabled, depth will not be written to.
pub depth_write_enabled: bool,
/// Comparison function used to compare depth values in the depth test.
pub depth_compare: CompareFunction,
/// Stencil state.
#[cfg_attr(feature = "serde", serde(default))]
pub stencil: StencilState,
/// Depth bias state.
#[cfg_attr(feature = "serde", serde(default))]
pub bias: DepthBiasState,
}
impl DepthStencilState {
/// Returns true if the depth testing is enabled.
#[must_use]
pub fn is_depth_enabled(&self) -> bool {
self.depth_compare != CompareFunction::Always || self.depth_write_enabled
}
/// Returns true if the state doesn't mutate the depth buffer.
#[must_use]
pub fn is_depth_read_only(&self) -> bool {
!self.depth_write_enabled
}
/// Returns true if the state doesn't mutate the stencil.
#[must_use]
pub fn is_stencil_read_only(&self, cull_mode: Option<Face>) -> bool {
self.stencil.is_read_only(cull_mode)
}
/// Returns true if the state doesn't mutate either depth or stencil of the target.
#[must_use]
pub fn is_read_only(&self, cull_mode: Option<Face>) -> bool {
self.is_depth_read_only() && self.is_stencil_read_only(cull_mode)
}
}
/// Format of indices used with pipeline.
///
/// Corresponds to [WebGPU `GPUIndexFormat`](
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum IndexFormat {
/// Indices are 16 bit unsigned integers.
Uint16 = 0,
/// Indices are 32 bit unsigned integers.
#[default]
Uint32 = 1,
}
impl IndexFormat {
/// Returns the size in bytes of the index format
pub fn byte_size(&self) -> usize {
match self {
IndexFormat::Uint16 => 2,
IndexFormat::Uint32 => 4,
}
}
}
/// Operation to perform on the stencil value.
///
/// Corresponds to [WebGPU `GPUStencilOperation`](
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum StencilOperation {
/// Keep stencil value unchanged.
#[default]
Keep = 0,
/// Set stencil value to zero.
Zero = 1,
/// Replace stencil value with value provided in most recent call to
/// [`RenderPass::set_stencil_reference`][RPssr].
///
/// [RPssr]: ../wgpu/struct.RenderPass.html#method.set_stencil_reference
Replace = 2,
/// Bitwise inverts stencil value.
Invert = 3,
/// Increments stencil value by one, clamping on overflow.
IncrementClamp = 4,
/// Decrements stencil value by one, clamping on underflow.
DecrementClamp = 5,
/// Increments stencil value by one, wrapping on overflow.
IncrementWrap = 6,
/// Decrements stencil value by one, wrapping on underflow.
DecrementWrap = 7,
}
/// Describes stencil state in a render pipeline.
///
/// If you are not using stencil state, set this to [`StencilFaceState::IGNORE`].
///
/// Corresponds to [WebGPU `GPUStencilFaceState`](
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct StencilFaceState {
/// Comparison function that determines if the fail_op or pass_op is used on the stencil buffer.
pub compare: CompareFunction,
/// Operation that is performed when stencil test fails.
pub fail_op: StencilOperation,
/// Operation that is performed when depth test fails but stencil test succeeds.
pub depth_fail_op: StencilOperation,
/// Operation that is performed when stencil test success.
pub pass_op: StencilOperation,
}
impl StencilFaceState {
/// Ignore the stencil state for the face.
pub const IGNORE: Self = StencilFaceState {
compare: CompareFunction::Always,
fail_op: StencilOperation::Keep,
depth_fail_op: StencilOperation::Keep,
pass_op: StencilOperation::Keep,
};
/// Returns true if the face state uses the reference value for testing or operation.
#[must_use]
pub fn needs_ref_value(&self) -> bool {
self.compare.needs_ref_value()
|| self.fail_op == StencilOperation::Replace
|| self.depth_fail_op == StencilOperation::Replace
|| self.pass_op == StencilOperation::Replace
}
/// Returns true if the face state doesn't mutate the target values.
#[must_use]
pub fn is_read_only(&self) -> bool {
self.pass_op == StencilOperation::Keep
&& self.depth_fail_op == StencilOperation::Keep
&& self.fail_op == StencilOperation::Keep
}
}
impl Default for StencilFaceState {
fn default() -> Self {
Self::IGNORE
}
}
/// Comparison function used for depth and stencil operations.
///
/// Corresponds to [WebGPU `GPUCompareFunction`](
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum CompareFunction {
/// Function never passes
Never = 1,
/// Function passes if new value less than existing value
Less = 2,
/// Function passes if new value is equal to existing value. When using
/// this compare function, make sure to mark your Vertex Shader's `@builtin(position)`
/// output as `@invariant` to prevent artifacting.
Equal = 3,
/// Function passes if new value is less than or equal to existing value
LessEqual = 4,
/// Function passes if new value is greater than existing value
Greater = 5,
/// Function passes if new value is not equal to existing value. When using
/// this compare function, make sure to mark your Vertex Shader's `@builtin(position)`
/// output as `@invariant` to prevent artifacting.
NotEqual = 6,
/// Function passes if new value is greater than or equal to existing value
GreaterEqual = 7,
/// Function always passes
Always = 8,
}
impl CompareFunction {
/// Returns true if the comparison depends on the reference value.
#[must_use]
pub fn needs_ref_value(self) -> bool {
match self {
Self::Never | Self::Always => false,
_ => true,
}
}
}
/// Whether a vertex buffer is indexed by vertex or by instance.
///
/// Consider a call to [`RenderPass::draw`] like this:
///
/// ```ignore
/// render_pass.draw(vertices, instances)
/// ```
///
/// where `vertices` is a `Range<u32>` of vertex indices, and
/// `instances` is a `Range<u32>` of instance indices.
///
/// For this call, `wgpu` invokes the vertex shader entry point once
/// for every possible `(v, i)` pair, where `v` is drawn from
/// `vertices` and `i` is drawn from `instances`. These invocations
/// may happen in any order, and will usually run in parallel.
///
/// Each vertex buffer has a step mode, established by the
/// [`step_mode`] field of its [`VertexBufferLayout`], given when the
/// pipeline was created. Buffers whose step mode is [`Vertex`] use
/// `v` as the index into their contents, whereas buffers whose step
/// mode is [`Instance`] use `i`. The indicated buffer element then
/// contributes zero or more attribute values for the `(v, i)` vertex
/// shader invocation to use, based on the [`VertexBufferLayout`]'s
/// [`attributes`] list.
///
/// You can visualize the results from all these vertex shader
/// invocations as a matrix with a row for each `i` from `instances`,
/// and with a column for each `v` from `vertices`. In one sense, `v`
/// and `i` are symmetrical: both are used to index vertex buffers and
/// provide attribute values. But the key difference between `v` and
/// `i` is that line and triangle primitives are built from the values
/// of each row, along which `i` is constant and `v` varies, not the
/// columns.
///
/// An indexed draw call works similarly:
///
/// ```ignore
/// render_pass.draw_indexed(indices, base_vertex, instances)
/// ```
///
/// The only difference is that `v` values are drawn from the contents
/// of the index buffer—specifically, the subrange of the index
/// buffer given by `indices`—instead of simply being sequential
/// integers, as they are in a `draw` call.
///
/// A non-instanced call, where `instances` is `0..1`, is simply a
/// matrix with only one row.
///
/// Corresponds to [WebGPU `GPUVertexStepMode`](
///
/// [`RenderPass::draw`]: ../wgpu/struct.RenderPass.html#method.draw
/// [`VertexBufferLayout`]: ../wgpu/struct.VertexBufferLayout.html
/// [`step_mode`]: ../wgpu/struct.VertexBufferLayout.html#structfield.step_mode
/// [`attributes`]: ../wgpu/struct.VertexBufferLayout.html#structfield.attributes
/// [`Vertex`]: VertexStepMode::Vertex
/// [`Instance`]: VertexStepMode::Instance
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum VertexStepMode {
/// Vertex data is advanced every vertex.
#[default]
Vertex = 0,
/// Vertex data is advanced every instance.
Instance = 1,
}
/// Vertex inputs (attributes) to shaders.
///
/// These are used to specify the individual attributes within a [`VertexBufferLayout`].
/// See its documentation for an example.
///
/// The [`vertex_attr_array!`] macro can help create these with appropriate offsets.
///
/// Corresponds to [WebGPU `GPUVertexAttribute`](
///
/// [`vertex_attr_array!`]: ../wgpu/macro.vertex_attr_array.html
/// [`VertexBufferLayout`]: ../wgpu/struct.VertexBufferLayout.html
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct VertexAttribute {
/// Format of the input
pub format: VertexFormat,
/// Byte offset of the start of the input
pub offset: BufferAddress,
/// Location for this input. Must match the location in the shader.
pub shader_location: ShaderLocation,
}
/// Vertex Format for a [`VertexAttribute`] (input).
///
/// Corresponds to [WebGPU `GPUVertexFormat`](
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "lowercase"))]
pub enum VertexFormat {
/// One unsigned byte (u8). `u32` in shaders.
Uint8 = 0,
/// Two unsigned bytes (u8). `vec2<u32>` in shaders.
Uint8x2 = 1,
/// Four unsigned bytes (u8). `vec4<u32>` in shaders.
Uint8x4 = 2,
/// One signed byte (i8). `i32` in shaders.
Sint8 = 3,
/// Two signed bytes (i8). `vec2<i32>` in shaders.
Sint8x2 = 4,
/// Four signed bytes (i8). `vec4<i32>` in shaders.
Sint8x4 = 5,
/// One unsigned byte (u8). [0, 255] converted to float [0, 1] `f32` in shaders.
Unorm8 = 6,
/// Two unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec2<f32>` in shaders.
Unorm8x2 = 7,
/// Four unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec4<f32>` in shaders.
Unorm8x4 = 8,
/// One signed byte (i8). [−127, 127] converted to float [−1, 1] `f32` in shaders.
Snorm8 = 9,
/// Two signed bytes (i8). [−127, 127] converted to float [−1, 1] `vec2<f32>` in shaders.
Snorm8x2 = 10,
/// Four signed bytes (i8). [−127, 127] converted to float [−1, 1] `vec4<f32>` in shaders.
Snorm8x4 = 11,
/// One unsigned short (u16). `u32` in shaders.
Uint16 = 12,
/// Two unsigned shorts (u16). `vec2<u32>` in shaders.
Uint16x2 = 13,
/// Four unsigned shorts (u16). `vec4<u32>` in shaders.
Uint16x4 = 14,
/// One signed short (u16). `i32` in shaders.
Sint16 = 15,
/// Two signed shorts (i16). `vec2<i32>` in shaders.
Sint16x2 = 16,
/// Four signed shorts (i16). `vec4<i32>` in shaders.
Sint16x4 = 17,
/// One unsigned short (u16). [0, 65535] converted to float [0, 1] `f32` in shaders.
Unorm16 = 18,
/// Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec2<f32>` in shaders.
Unorm16x2 = 19,
/// Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec4<f32>` in shaders.
Unorm16x4 = 20,
/// One signed short (i16). [−32767, 32767] converted to float [−1, 1] `f32` in shaders.
Snorm16 = 21,
/// Two signed shorts (i16). [−32767, 32767] converted to float [−1, 1] `vec2<f32>` in shaders.
Snorm16x2 = 22,
/// Four signed shorts (i16). [−32767, 32767] converted to float [−1, 1] `vec4<f32>` in shaders.
Snorm16x4 = 23,
/// One half-precision float (no Rust equiv). `f32` in shaders.
Float16 = 24,
/// Two half-precision floats (no Rust equiv). `vec2<f32>` in shaders.
Float16x2 = 25,
/// Four half-precision floats (no Rust equiv). `vec4<f32>` in shaders.
Float16x4 = 26,
/// One single-precision float (f32). `f32` in shaders.
Float32 = 27,
/// Two single-precision floats (f32). `vec2<f32>` in shaders.
Float32x2 = 28,
/// Three single-precision floats (f32). `vec3<f32>` in shaders.
Float32x3 = 29,
/// Four single-precision floats (f32). `vec4<f32>` in shaders.
Float32x4 = 30,
/// One unsigned int (u32). `u32` in shaders.
Uint32 = 31,
/// Two unsigned ints (u32). `vec2<u32>` in shaders.
Uint32x2 = 32,
/// Three unsigned ints (u32). `vec3<u32>` in shaders.
Uint32x3 = 33,
/// Four unsigned ints (u32). `vec4<u32>` in shaders.
Uint32x4 = 34,
/// One signed int (i32). `i32` in shaders.
Sint32 = 35,
/// Two signed ints (i32). `vec2<i32>` in shaders.
Sint32x2 = 36,
/// Three signed ints (i32). `vec3<i32>` in shaders.
Sint32x3 = 37,
/// Four signed ints (i32). `vec4<i32>` in shaders.
Sint32x4 = 38,
/// One double-precision float (f64). `f32` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64 = 39,
/// Two double-precision floats (f64). `vec2<f32>` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64x2 = 40,
/// Three double-precision floats (f64). `vec3<f32>` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64x3 = 41,
/// Four double-precision floats (f64). `vec4<f32>` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64x4 = 42,
/// Three unsigned 10-bit integers and one 2-bit integer, packed into a 32-bit integer (u32). [0, 1024] converted to float [0, 1] `vec4<f32>` in shaders.
#[cfg_attr(feature = "serde", serde(rename = "unorm10-10-10-2"))]
Unorm10_10_10_2 = 43,
/// Four unsigned 8-bit integers, packed into a 32-bit integer (u32). [0, 255] converted to float [0, 1] `vec4<f32>` in shaders.
#[cfg_attr(feature = "serde", serde(rename = "unorm8x4-bgra"))]
Unorm8x4Bgra = 44,
}
impl VertexFormat {
/// Returns the byte size of the format.
#[must_use]
pub const fn size(&self) -> u64 {
match self {
Self::Uint8 | Self::Sint8 | Self::Unorm8 | Self::Snorm8 => 1,
Self::Uint8x2
| Self::Sint8x2
| Self::Unorm8x2
| Self::Snorm8x2
| Self::Uint16
| Self::Sint16
| Self::Unorm16
| Self::Snorm16
| Self::Float16 => 2,
Self::Uint8x4
| Self::Sint8x4
| Self::Unorm8x4
| Self::Snorm8x4
| Self::Uint16x2
| Self::Sint16x2
| Self::Unorm16x2
| Self::Snorm16x2
| Self::Float16x2
| Self::Float32
| Self::Uint32
| Self::Sint32
| Self::Unorm10_10_10_2
| Self::Unorm8x4Bgra => 4,
Self::Uint16x4
| Self::Sint16x4
| Self::Unorm16x4
| Self::Snorm16x4
| Self::Float16x4
| Self::Float32x2
| Self::Uint32x2
| Self::Sint32x2
| Self::Float64 => 8,
Self::Float32x3 | Self::Uint32x3 | Self::Sint32x3 => 12,
Self::Float32x4 | Self::Uint32x4 | Self::Sint32x4 | Self::Float64x2 => 16,
Self::Float64x3 => 24,
Self::Float64x4 => 32,
}
}
/// Returns the size read by an acceleration structure build of the vertex format. This is
/// slightly different from [`Self::size`] because the alpha component of 4-component formats
/// are not read in an acceleration structure build, allowing for a smaller stride.
#[must_use]
pub const fn min_acceleration_structure_vertex_stride(&self) -> u64 {
match self {
Self::Float16x2 | Self::Snorm16x2 => 4,
Self::Float32x3 => 12,
Self::Float32x2 => 8,
// This is the minimum value from DirectX
// > A16 component is ignored, other data can be packed there, such as setting vertex stride to 6 bytes
//
//
// Vulkan does not express a minimum stride.
Self::Float16x4 | Self::Snorm16x4 => 6,
_ => unreachable!(),
}
}
/// Returns the alignment required for `wgpu::BlasTriangleGeometry::vertex_stride`
#[must_use]
pub const fn acceleration_structure_stride_alignment(&self) -> u64 {
match self {
Self::Float16x4 | Self::Float16x2 | Self::Snorm16x4 | Self::Snorm16x2 => 2,
Self::Float32x2 | Self::Float32x3 => 4,
_ => unreachable!(),
}
}
}
bitflags::bitflags! {
/// Different ways that you can use a buffer.
///
/// The usages determine what kind of memory the buffer is allocated from and what
/// actions the buffer can partake in.
///
/// Corresponds to [WebGPU `GPUBufferUsageFlags`](
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct BufferUsages: u32 {
/// Allow a buffer to be mapped for reading using [`Buffer::map_async`] + [`Buffer::get_mapped_range`].
/// This does not include creating a buffer with [`BufferDescriptor::mapped_at_creation`] set.
///
/// If [`Features::MAPPABLE_PRIMARY_BUFFERS`] isn't enabled, the only other usage a buffer
/// may have is COPY_DST.
const MAP_READ = 1 << 0;
/// Allow a buffer to be mapped for writing using [`Buffer::map_async`] + [`Buffer::get_mapped_range_mut`].
/// This does not include creating a buffer with [`BufferDescriptor::mapped_at_creation`] set.
///
/// If [`Features::MAPPABLE_PRIMARY_BUFFERS`] feature isn't enabled, the only other usage a buffer
/// may have is COPY_SRC.
const MAP_WRITE = 1 << 1;
/// Allow a buffer to be the source buffer for a [`CommandEncoder::copy_buffer_to_buffer`] or [`CommandEncoder::copy_buffer_to_texture`]
/// operation.
const COPY_SRC = 1 << 2;
/// Allow a buffer to be the destination buffer for a [`CommandEncoder::copy_buffer_to_buffer`], [`CommandEncoder::copy_texture_to_buffer`],
/// [`CommandEncoder::clear_buffer`] or [`Queue::write_buffer`] operation.
const COPY_DST = 1 << 3;
/// Allow a buffer to be the index buffer in a draw operation.
const INDEX = 1 << 4;
/// Allow a buffer to be the vertex buffer in a draw operation.
const VERTEX = 1 << 5;
/// Allow a buffer to be a [`BufferBindingType::Uniform`] inside a bind group.
const UNIFORM = 1 << 6;
/// Allow a buffer to be a [`BufferBindingType::Storage`] inside a bind group.
const STORAGE = 1 << 7;
/// Allow a buffer to be the indirect buffer in an indirect draw call.
const INDIRECT = 1 << 8;
/// Allow a buffer to be the destination buffer for a [`CommandEncoder::resolve_query_set`] operation.
const QUERY_RESOLVE = 1 << 9;
/// Allows a buffer to be used as input for a bottom level acceleration structure build
const BLAS_INPUT = 1 << 10;
/// Allows a buffer to be used as input for a top level acceleration structure build
const TLAS_INPUT = 1 << 11;
}
}
bitflags::bitflags! {
/// Similar to `BufferUsages`, but used only for `CommandEncoder::transition_resources`.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct BufferUses: u16 {
/// The argument to a read-only mapping.
const MAP_READ = 1 << 0;
/// The argument to a write-only mapping.
const MAP_WRITE = 1 << 1;
/// The source of a hardware copy.
/// cbindgen:ignore
const COPY_SRC = 1 << 2;
/// The destination of a hardware copy.
/// cbindgen:ignore
const COPY_DST = 1 << 3;
/// The index buffer used for drawing.
const INDEX = 1 << 4;
/// A vertex buffer used for drawing.
const VERTEX = 1 << 5;
/// A uniform buffer bound in a bind group.
const UNIFORM = 1 << 6;
/// A read-only storage buffer used in a bind group.
/// cbindgen:ignore
const STORAGE_READ_ONLY = 1 << 7;
/// A read-write buffer used in a bind group.
/// cbindgen:ignore
const STORAGE_READ_WRITE = 1 << 8;
/// The indirect or count buffer in a indirect draw or dispatch.
const INDIRECT = 1 << 9;
/// A buffer used to store query results.
const QUERY_RESOLVE = 1 << 10;
/// Buffer used for acceleration structure building.
const ACCELERATION_STRUCTURE_SCRATCH = 1 << 11;
/// Buffer used for bottom level acceleration structure building.
const BOTTOM_LEVEL_ACCELERATION_STRUCTURE_INPUT = 1 << 12;
/// Buffer used for top level acceleration structure building.
const TOP_LEVEL_ACCELERATION_STRUCTURE_INPUT = 1 << 13;
/// A buffer used to store the compacted size of an acceleration structure
const ACCELERATION_STRUCTURE_QUERY = 1 << 14;
/// The combination of states that a buffer may be in _at the same time_.
const INCLUSIVE = Self::MAP_READ.bits() | Self::COPY_SRC.bits() |
Self::INDEX.bits() | Self::VERTEX.bits() | Self::UNIFORM.bits() |
Self::STORAGE_READ_ONLY.bits() | Self::INDIRECT.bits() | Self::BOTTOM_LEVEL_ACCELERATION_STRUCTURE_INPUT.bits() | Self::TOP_LEVEL_ACCELERATION_STRUCTURE_INPUT.bits();
/// The combination of states that a buffer must exclusively be in.
const EXCLUSIVE = Self::MAP_WRITE.bits() | Self::COPY_DST.bits() | Self::STORAGE_READ_WRITE.bits() | Self::ACCELERATION_STRUCTURE_SCRATCH.bits();
/// The combination of all usages that the are guaranteed to be be ordered by the hardware.
/// If a usage is ordered, then if the buffer state doesn't change between draw calls, there
/// are no barriers needed for synchronization.
const ORDERED = Self::INCLUSIVE.bits() | Self::MAP_WRITE.bits();
}
}
/// A buffer transition for use with `CommandEncoder::transition_resources`.
#[derive(Debug)]
pub struct BufferTransition<T> {
/// The buffer to transition.
pub buffer: T,
/// The new state to transition to.
pub state: BufferUses,
}
/// Describes a [`Buffer`](../wgpu/struct.Buffer.html).
///
/// Corresponds to [WebGPU `GPUBufferDescriptor`](
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct BufferDescriptor<L> {
/// Debug label of a buffer. This will show up in graphics debuggers for easy identification.
pub label: L,
/// Size of a buffer, in bytes.
pub size: BufferAddress,
/// Usages of a buffer. If the buffer is used in any way that isn't specified here, the operation
/// will panic.
pub usage: BufferUsages,
/// Allows a buffer to be mapped immediately after they are made. It does not have to be [`BufferUsages::MAP_READ`] or
/// [`BufferUsages::MAP_WRITE`], all buffers are allowed to be mapped at creation.
///
/// If this is `true`, [`size`](#structfield.size) must be a multiple of
/// [`COPY_BUFFER_ALIGNMENT`].
pub mapped_at_creation: bool,
}
impl<L> BufferDescriptor<L> {
/// Takes a closure and maps the label of the buffer descriptor into another.
#[must_use]
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> BufferDescriptor<K> {
BufferDescriptor {
label: fun(&self.label),
size: self.size,
usage: self.usage,
mapped_at_creation: self.mapped_at_creation,
}
}
}
/// Describes a [`CommandEncoder`](../wgpu/struct.CommandEncoder.html).
///
/// Corresponds to [WebGPU `GPUCommandEncoderDescriptor`](
#[repr(C)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
pub struct CommandEncoderDescriptor<L> {
/// Debug label for the command encoder. This will show up in graphics debuggers for easy identification.
pub label: L,
}
impl<L> CommandEncoderDescriptor<L> {
/// Takes a closure and maps the label of the command encoder descriptor into another.
#[must_use]
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> CommandEncoderDescriptor<K> {
CommandEncoderDescriptor {
label: fun(&self.label),
}
}
}
impl<T> Default for CommandEncoderDescriptor<Option<T>> {
fn default() -> Self {
Self { label: None }
}
}
/// Timing and queueing with which frames are actually displayed to the user.
///
/// Use this as part of a [`SurfaceConfiguration`] to control the behavior of
/// [`SurfaceTexture::present()`].
///
/// Some modes are only supported by some backends.
/// You can use one of the `Auto*` modes, [`Fifo`](Self::Fifo),
/// or choose one of the supported modes from [`SurfaceCapabilities::present_modes`].
///
/// [presented]: ../wgpu/struct.SurfaceTexture.html#method.present
/// [`SurfaceTexture::present()`]: ../wgpu/struct.SurfaceTexture.html#method.present
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum PresentMode {
/// Chooses the first supported mode out of:
///
/// 1. [`FifoRelaxed`](Self::FifoRelaxed)
/// 2. [`Fifo`](Self::Fifo)
///
/// Because of the fallback behavior, this is supported everywhere.
AutoVsync = 0,
/// Chooses the first supported mode out of:
///
/// 1. [`Immediate`](Self::Immediate)
/// 2. [`Mailbox`](Self::Mailbox)
/// 3. [`Fifo`](Self::Fifo)
///
/// Because of the fallback behavior, this is supported everywhere.
AutoNoVsync = 1,
/// Presentation frames are kept in a First-In-First-Out queue approximately 3 frames
/// long. Every vertical blanking period, the presentation engine will pop a frame
/// off the queue to display. If there is no frame to display, it will present the same
/// frame again until the next vblank.
///
/// When a present command is executed on the GPU, the presented image is added on the queue.
///
/// Calls to [`Surface::get_current_texture()`] will block until there is a spot in the queue.
///
/// * **Tearing:** No tearing will be observed.
/// * **Supported on**: All platforms.
/// * **Also known as**: "Vsync On"
///
/// This is the [default](Self::default) value for `PresentMode`.
/// If you don't know what mode to choose, choose this mode.
///
/// [`Surface::get_current_texture()`]: ../wgpu/struct.Surface.html#method.get_current_texture
#[default]
Fifo = 2,
/// Presentation frames are kept in a First-In-First-Out queue approximately 3 frames
/// long. Every vertical blanking period, the presentation engine will pop a frame
/// off the queue to display. If there is no frame to display, it will present the
/// same frame until there is a frame in the queue. The moment there is a frame in the
/// queue, it will immediately pop the frame off the queue.
///
/// When a present command is executed on the GPU, the presented image is added on the queue.
///
/// Calls to [`Surface::get_current_texture()`] will block until there is a spot in the queue.
///
/// * **Tearing**:
/// Tearing will be observed if frames last more than one vblank as the front buffer.
/// * **Supported on**: AMD on Vulkan.
/// * **Also known as**: "Adaptive Vsync"
///
/// [`Surface::get_current_texture()`]: ../wgpu/struct.Surface.html#method.get_current_texture
FifoRelaxed = 3,
/// Presentation frames are not queued at all. The moment a present command
/// is executed on the GPU, the presented image is swapped onto the front buffer
/// immediately.
///
/// * **Tearing**: Tearing can be observed.
/// * **Supported on**: Most platforms except older DX12 and Wayland.
/// * **Also known as**: "Vsync Off"
Immediate = 4,
/// Presentation frames are kept in a single-frame queue. Every vertical blanking period,
/// the presentation engine will pop a frame from the queue. If there is no frame to display,
/// it will present the same frame again until the next vblank.
///
/// When a present command is executed on the GPU, the frame will be put into the queue.
/// If there was already a frame in the queue, the new frame will _replace_ the old frame
/// on the queue.
///
/// * **Tearing**: No tearing will be observed.
/// * **Supported on**: DX12 on Windows 10, NVidia on Vulkan and Wayland on Vulkan.
/// * **Also known as**: "Fast Vsync"
Mailbox = 5,
}
/// Specifies how the alpha channel of the textures should be handled during
/// compositing.
#[repr(C)]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "lowercase"))]
pub enum CompositeAlphaMode {
/// Chooses either `Opaque` or `Inherit` automatically,depending on the
/// `alpha_mode` that the current surface can support.
Auto = 0,
/// The alpha channel, if it exists, of the textures is ignored in the
/// compositing process. Instead, the textures is treated as if it has a
/// constant alpha of 1.0.
Opaque = 1,
/// The alpha channel, if it exists, of the textures is respected in the
/// compositing process. The non-alpha channels of the textures are
/// expected to already be multiplied by the alpha channel by the
/// application.
PreMultiplied = 2,
/// The alpha channel, if it exists, of the textures is respected in the
/// compositing process. The non-alpha channels of the textures are not
/// expected to already be multiplied by the alpha channel by the
/// application; instead, the compositor will multiply the non-alpha
/// channels of the texture by the alpha channel during compositing.
PostMultiplied = 3,
/// The alpha channel, if it exists, of the textures is unknown for processing
/// during compositing. Instead, the application is responsible for setting
/// the composite alpha blending mode using native WSI command. If not set,
/// then a platform-specific default will be used.
Inherit = 4,
}
impl Default for CompositeAlphaMode {
fn default() -> Self {
Self::Auto
}
}
bitflags::bitflags! {
/// Different ways that you can use a texture.
///
/// The usages determine what kind of memory the texture is allocated from and what
/// actions the texture can partake in.
///
/// Corresponds to [WebGPU `GPUTextureUsageFlags`](
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct TextureUsages: u32 {
//
// ---- Start numbering at 1 << 0 ----
//
// WebGPU features:
//
/// Allows a texture to be the source in a [`CommandEncoder::copy_texture_to_buffer`] or
/// [`CommandEncoder::copy_texture_to_texture`] operation.
const COPY_SRC = 1 << 0;
/// Allows a texture to be the destination in a [`CommandEncoder::copy_buffer_to_texture`],
/// [`CommandEncoder::copy_texture_to_texture`], or [`Queue::write_texture`] operation.
const COPY_DST = 1 << 1;
/// Allows a texture to be a [`BindingType::Texture`] in a bind group.
const TEXTURE_BINDING = 1 << 2;
/// Allows a texture to be a [`BindingType::StorageTexture`] in a bind group.
const STORAGE_BINDING = 1 << 3;
/// Allows a texture to be an output attachment of a render pass.
const RENDER_ATTACHMENT = 1 << 4;
//
// ---- Restart Numbering for Native Features ---
//
// Native Features:
//
/// Allows a texture to be used with image atomics. Requires [`Features::TEXTURE_ATOMIC`].
const STORAGE_ATOMIC = 1 << 16;
}
}
bitflags::bitflags! {
/// Similar to `TextureUsages`, but used only for `CommandEncoder::transition_resources`.
#[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.
/// cbindgen:ignore
const COPY_SRC = 1 << 2;
/// The destination of a hardware copy.
/// cbindgen:ignore
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 texture usage. Corresponds to a UAV in d3d, so is exclusive, despite being read only.
/// cbindgen:ignore
const STORAGE_READ_ONLY = 1 << 8;
/// Write-only storage texture usage.
/// cbindgen:ignore
const STORAGE_WRITE_ONLY = 1 << 9;
/// Read-write storage texture usage.
/// cbindgen:ignore
const STORAGE_READ_WRITE = 1 << 10;
/// Image atomic enabled storage.
/// cbindgen:ignore
const STORAGE_ATOMIC = 1 << 11;
/// The combination of states that a texture may be in _at the same time_.
/// cbindgen:ignore
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.
/// cbindgen:ignore
const EXCLUSIVE = Self::COPY_DST.bits() | Self::COLOR_TARGET.bits() | Self::DEPTH_STENCIL_WRITE.bits() | Self::STORAGE_READ_ONLY.bits() | Self::STORAGE_WRITE_ONLY.bits() | Self::STORAGE_READ_WRITE.bits() | Self::STORAGE_ATOMIC.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.
/// cbindgen:ignore
const ORDERED = Self::INCLUSIVE.bits() | Self::COLOR_TARGET.bits() | Self::DEPTH_STENCIL_WRITE.bits() | Self::STORAGE_READ_ONLY.bits();
/// Flag used by the wgpu-core texture tracker to say a texture is in different states for every sub-resource
const COMPLEX = 1 << 12;
/// 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 << 13;
}
}
/// A texture transition for use with `CommandEncoder::transition_resources`.
#[derive(Debug)]
pub struct TextureTransition<T> {
/// The texture to transition.
pub texture: T,
/// An optional selector to transition only part of the texture.
///
/// If None, the entire texture will be transitioned.
pub selector: Option<TextureSelector>,
/// The new state to transition to.
pub state: TextureUses,
}
/// Specifies a particular set of subresources in a texture.
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct TextureSelector {
/// Range of mips to use.
pub mips: Range<u32>,
/// Range of layers to use.
pub layers: Range<u32>,
}
/// Defines the capabilities of a given surface and adapter.
#[derive(Debug)]
pub struct SurfaceCapabilities {
/// List of supported formats to use with the given adapter. The first format in the vector is preferred.
///
/// Returns an empty vector if the surface is incompatible with the adapter.
pub formats: Vec<TextureFormat>,
/// List of supported presentation modes to use with the given adapter.
///
/// Returns an empty vector if the surface is incompatible with the adapter.
pub present_modes: Vec<PresentMode>,
/// List of supported alpha modes to use with the given adapter.
///
/// Will return at least one element, [`CompositeAlphaMode::Opaque`] or [`CompositeAlphaMode::Inherit`].
pub alpha_modes: Vec<CompositeAlphaMode>,
/// Bitflag of supported texture usages for the surface to use with the given adapter.
///
/// The usage [`TextureUsages::RENDER_ATTACHMENT`] is guaranteed.
pub usages: TextureUsages,
}
impl Default for SurfaceCapabilities {
fn default() -> Self {
Self {
formats: Vec::new(),
present_modes: Vec::new(),
alpha_modes: vec![CompositeAlphaMode::Opaque],
usages: TextureUsages::RENDER_ATTACHMENT,
}
}
}
/// Configures a [`Surface`] for presentation.
///
/// [`Surface`]: ../wgpu/struct.Surface.html
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct SurfaceConfiguration<V> {
/// The usage of the swap chain. The only usage guaranteed to be supported is [`TextureUsages::RENDER_ATTACHMENT`].
pub usage: TextureUsages,
/// The texture format of the swap chain. The only formats that are guaranteed are
/// [`TextureFormat::Bgra8Unorm`] and [`TextureFormat::Bgra8UnormSrgb`].
pub format: TextureFormat,
/// Width of the swap chain. Must be the same size as the surface, and nonzero.
///
/// If this is not the same size as the underlying surface (e.g. if it is
/// set once, and the window is later resized), the behaviour is defined
/// but platform-specific, and may change in the future (currently macOS
/// scales the surface, other platforms may do something else).
pub width: u32,
/// Height of the swap chain. Must be the same size as the surface, and nonzero.
///
/// If this is not the same size as the underlying surface (e.g. if it is
/// set once, and the window is later resized), the behaviour is defined
/// but platform-specific, and may change in the future (currently macOS
/// scales the surface, other platforms may do something else).
pub height: u32,
/// Presentation mode of the swap chain. Fifo is the only mode guaranteed to be supported.
/// `FifoRelaxed`, `Immediate`, and `Mailbox` will crash if unsupported, while `AutoVsync` and
/// `AutoNoVsync` will gracefully do a designed sets of fallbacks if their primary modes are
/// unsupported.
pub present_mode: PresentMode,
/// Desired maximum number of frames that the presentation engine should queue in advance.
///
/// This is a hint to the backend implementation and will always be clamped to the supported range.
/// As a consequence, either the maximum frame latency is set directly on the swap chain,
/// or waits on present are scheduled to avoid exceeding the maximum frame latency if supported,
/// or the swap chain size is set to (max-latency + 1).
///
/// Defaults to 2 when created via `Surface::get_default_config`.
///
/// Typical values range from 3 to 1, but higher values are possible:
/// * Choose 2 or higher for potentially smoother frame display, as it allows to be at least one frame
/// to be queued up. This typically avoids starving the GPU's work queue.
/// Higher values are useful for achieving a constant flow of frames to the display under varying load.
/// * Choose 1 for low latency from frame recording to frame display.
/// ⚠️ If the backend does not support waiting on present, this will cause the CPU to wait for the GPU
/// to finish all work related to the previous frame when calling `Surface::get_current_texture`,
/// causing CPU-GPU serialization (i.e. when `Surface::get_current_texture` returns, the GPU might be idle).
/// * A value of 0 is generally not supported and always clamped to a higher value.
pub desired_maximum_frame_latency: u32,
/// Specifies how the alpha channel of the textures should be handled during compositing.
pub alpha_mode: CompositeAlphaMode,
/// Specifies what view formats will be allowed when calling `Texture::create_view` on the texture returned by `Surface::get_current_texture`.
///
/// View formats of the same format as the texture are always allowed.
///
/// Note: currently, only the srgb-ness is allowed to change. (ex: `Rgba8Unorm` texture + `Rgba8UnormSrgb` view)
pub view_formats: V,
}
impl<V: Clone> SurfaceConfiguration<V> {
/// Map `view_formats` of the texture descriptor into another.
pub fn map_view_formats<M>(&self, fun: impl FnOnce(V) -> M) -> SurfaceConfiguration<M> {
SurfaceConfiguration {
usage: self.usage,
format: self.format,
width: self.width,
height: self.height,
present_mode: self.present_mode,
desired_maximum_frame_latency: self.desired_maximum_frame_latency,
alpha_mode: self.alpha_mode,
view_formats: fun(self.view_formats.clone()),
}
}
}
/// Status of the received surface image.
#[repr(C)]
#[derive(Debug)]
pub enum SurfaceStatus {
/// No issues.
Good,
/// The swap chain is operational, but it does no longer perfectly
/// match the surface. A re-configuration is needed.
Suboptimal,
/// Unable to get the next frame, timed out.
Timeout,
/// The surface under the swap chain has changed.
Outdated,
/// The surface under the swap chain is lost.
Lost,
/// The surface status is not known since `Surface::get_current_texture` previously failed.
Unknown,
}
/// Nanosecond timestamp used by the presentation engine.
///
/// The specific clock depends on the window system integration (WSI) API used.
///
/// <table>
/// <tr>
/// <td>WSI</td>
/// <td>Clock</td>
/// </tr>
/// <tr>
/// <td>IDXGISwapchain</td>
/// <td><a href="https://docs.microsoft.com/en-us/windows/win32/api/profileapi/nf-profileapi-queryperformancecounter">QueryPerformanceCounter</a></td>
/// </tr>
/// <tr>
/// <td>IPresentationManager</td>
/// <td><a href="https://docs.microsoft.com/en-us/windows/win32/api/realtimeapiset/nf-realtimeapiset-queryinterrupttimeprecise">QueryInterruptTimePrecise</a></td>
/// </tr>
/// <tr>
/// <td>CAMetalLayer</td>
/// <td><a href="https://developer.apple.com/documentation/kernel/1462446-mach_absolute_time">mach_absolute_time</a></td>
/// </tr>
/// <tr>
/// <td>VK_GOOGLE_display_timing</td>
/// </tr>
/// </table>
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord)]
pub struct PresentationTimestamp(
/// Timestamp in nanoseconds.
pub u128,
);
impl PresentationTimestamp {
/// A timestamp that is invalid due to the platform not having a timestamp system.
pub const INVALID_TIMESTAMP: Self = Self(u128::MAX);
/// Returns true if this timestamp is the invalid timestamp.
#[must_use]
pub fn is_invalid(self) -> bool {
self == Self::INVALID_TIMESTAMP
}
}
/// RGBA double precision color.
///
/// This is not to be used as a generic color type, only for specific wgpu interfaces.
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct Color {
/// Red component of the color
pub r: f64,
/// Green component of the color
pub g: f64,
/// Blue component of the color
pub b: f64,
/// Alpha component of the color
pub a: f64,
}
#[allow(missing_docs)]
impl Color {
pub const TRANSPARENT: Self = Self {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
};
pub const BLACK: Self = Self {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
};
pub const WHITE: Self = Self {
r: 1.0,
g: 1.0,
b: 1.0,
a: 1.0,
};
pub const RED: Self = Self {
r: 1.0,
g: 0.0,
b: 0.0,
a: 1.0,
};
pub const GREEN: Self = Self {
r: 0.0,
g: 1.0,
b: 0.0,
a: 1.0,
};
pub const BLUE: Self = Self {
r: 0.0,
g: 0.0,
b: 1.0,
a: 1.0,
};
}
/// Dimensionality of a texture.
///
/// Corresponds to [WebGPU `GPUTextureDimension`](
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum TextureDimension {
/// 1D texture
#[cfg_attr(feature = "serde", serde(rename = "1d"))]
D1,
/// 2D texture
#[cfg_attr(feature = "serde", serde(rename = "2d"))]
D2,
/// 3D texture
#[cfg_attr(feature = "serde", serde(rename = "3d"))]
D3,
}
/// Origin of a copy from a 2D image.
///
/// Corresponds to [WebGPU `GPUOrigin2D`](
#[repr(C)]
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct Origin2d {
#[allow(missing_docs)]
pub x: u32,
#[allow(missing_docs)]
pub y: u32,
}
impl Origin2d {
/// Zero origin.
pub const ZERO: Self = Self { x: 0, y: 0 };
/// Adds the third dimension to this origin
#[must_use]
pub fn to_3d(self, z: u32) -> Origin3d {
Origin3d {
x: self.x,
y: self.y,
z,
}
}
}
impl core::fmt::Debug for Origin2d {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
(self.x, self.y).fmt(f)
}
}
/// Origin of a copy to/from a texture.
///
/// Corresponds to [WebGPU `GPUOrigin3D`](
#[repr(C)]
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct Origin3d {
/// X position of the origin
pub x: u32,
/// Y position of the origin
pub y: u32,
/// Z position of the origin
pub z: u32,
}
impl Origin3d {
/// Zero origin.
pub const ZERO: Self = Self { x: 0, y: 0, z: 0 };
/// Removes the third dimension from this origin
#[must_use]
pub fn to_2d(self) -> Origin2d {
Origin2d {
x: self.x,
y: self.y,
}
}
}
impl Default for Origin3d {
fn default() -> Self {
Self::ZERO
}
}
impl core::fmt::Debug for Origin3d {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
(self.x, self.y, self.z).fmt(f)
}
}
/// Extent of a texture related operation.
///
/// Corresponds to [WebGPU `GPUExtent3D`](
#[repr(C)]
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct Extent3d {
/// Width of the extent
pub width: u32,
/// Height of the extent
pub height: u32,
/// The depth of the extent or the number of array layers
#[cfg_attr(feature = "serde", serde(default = "default_depth"))]
pub depth_or_array_layers: u32,
}
impl core::fmt::Debug for Extent3d {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
(self.width, self.height, self.depth_or_array_layers).fmt(f)
}
}
#[cfg(feature = "serde")]
fn default_depth() -> u32 {
1
}
impl Default for Extent3d {
fn default() -> Self {
Self {
width: 1,
height: 1,
depth_or_array_layers: 1,
}
}
}
impl Extent3d {
/// Calculates the [physical size] backing a texture of the given
/// format and extent. This includes padding to the block width
/// and height of the format.
///
/// This is the texture extent that you must upload at when uploading to _mipmaps_ of compressed textures.
///
#[must_use]
pub fn physical_size(&self, format: TextureFormat) -> Self {
let (block_width, block_height) = format.block_dimensions();
let width = self.width.div_ceil(block_width) * block_width;
let height = self.height.div_ceil(block_height) * block_height;
Self {
width,
height,
depth_or_array_layers: self.depth_or_array_layers,
}
}
/// Calculates the maximum possible count of mipmaps.
///
/// Treats the depth as part of the mipmaps. If calculating
/// for a 2DArray texture, which does not mipmap depth, set depth to 1.
#[must_use]
pub fn max_mips(&self, dim: TextureDimension) -> u32 {
match dim {
TextureDimension::D1 => 1,
TextureDimension::D2 => {
let max_dim = self.width.max(self.height);
32 - max_dim.leading_zeros()
}
TextureDimension::D3 => {
let max_dim = self.width.max(self.height.max(self.depth_or_array_layers));
32 - max_dim.leading_zeros()
}
}
}
/// Calculates the extent at a given mip level.
/// Does *not* account for memory size being a multiple of block size.
///
#[must_use]
pub fn mip_level_size(&self, level: u32, dim: TextureDimension) -> Self {
Self {
width: u32::max(1, self.width >> level),
height: match dim {
TextureDimension::D1 => 1,
_ => u32::max(1, self.height >> level),
},
depth_or_array_layers: match dim {
TextureDimension::D1 => 1,
TextureDimension::D2 => self.depth_or_array_layers,
TextureDimension::D3 => u32::max(1, self.depth_or_array_layers >> level),
},
}
}
}
#[test]
fn test_physical_size() {
let format = TextureFormat::Bc1RgbaUnormSrgb; // 4x4 blocks
assert_eq!(
Extent3d {
width: 7,
height: 7,
depth_or_array_layers: 1
}
.physical_size(format),
Extent3d {
width: 8,
height: 8,
depth_or_array_layers: 1
}
);
// Doesn't change, already aligned
assert_eq!(
Extent3d {
width: 8,
height: 8,
depth_or_array_layers: 1
}
.physical_size(format),
Extent3d {
width: 8,
height: 8,
depth_or_array_layers: 1
}
);
let format = TextureFormat::Astc {
block: AstcBlock::B8x5,
channel: AstcChannel::Unorm,
}; // 8x5 blocks
assert_eq!(
Extent3d {
width: 7,
height: 7,
depth_or_array_layers: 1
}
.physical_size(format),
Extent3d {
width: 8,
height: 10,
depth_or_array_layers: 1
}
);
}
#[test]
fn test_max_mips() {
// 1D
assert_eq!(
Extent3d {
width: 240,
height: 1,
depth_or_array_layers: 1
}
.max_mips(TextureDimension::D1),
1
);
// 2D
assert_eq!(
Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1
}
.max_mips(TextureDimension::D2),
1
);
assert_eq!(
Extent3d {
width: 60,
height: 60,
depth_or_array_layers: 1
}
.max_mips(TextureDimension::D2),
6
);
assert_eq!(
Extent3d {
width: 240,
height: 1,
depth_or_array_layers: 1000
}
.max_mips(TextureDimension::D2),
8
);
// 3D
assert_eq!(
Extent3d {
width: 16,
height: 30,
depth_or_array_layers: 60
}
.max_mips(TextureDimension::D3),
6
);
}
/// Describes a [`TextureView`].
///
/// For use with [`Texture::create_view()`].
///
/// Corresponds to [WebGPU `GPUTextureViewDescriptor`](
///
/// [`TextureView`]: ../wgpu/struct.TextureView.html
/// [`Texture::create_view()`]: ../wgpu/struct.Texture.html#method.create_view
#[derive(Clone, Debug, Default, Eq, PartialEq)]
pub struct TextureViewDescriptor<L> {
/// Debug label of the texture view. This will show up in graphics debuggers for easy identification.
pub label: L,
/// Format of the texture view. Either must be the same as the texture format or in the list
/// of `view_formats` in the texture's descriptor.
pub format: Option<TextureFormat>,
/// The dimension of the texture view. For 1D textures, this must be `D1`. For 2D textures it must be one of
/// `D2`, `D2Array`, `Cube`, and `CubeArray`. For 3D textures it must be `D3`
pub dimension: Option<TextureViewDimension>,
/// The allowed usage(s) for the texture view. Must be a subset of the usage flags of the texture.
/// If not provided, defaults to the full set of usage flags of the texture.
pub usage: Option<TextureUsages>,
/// Aspect of the texture. Color textures must be [`TextureAspect::All`].
pub aspect: TextureAspect,
/// Base mip level.
pub base_mip_level: u32,
/// Mip level count.
/// If `Some(count)`, `base_mip_level + count` must be less or equal to underlying texture mip count.
/// If `None`, considered to include the rest of the mipmap levels, but at least 1 in total.
pub mip_level_count: Option<u32>,
/// Base array layer.
pub base_array_layer: u32,
/// Layer count.
/// If `Some(count)`, `base_array_layer + count` must be less or equal to the underlying array count.
/// If `None`, considered to include the rest of the array layers, but at least 1 in total.
pub array_layer_count: Option<u32>,
}
/// Describes a [`Texture`](../wgpu/struct.Texture.html).
///
/// Corresponds to [WebGPU `GPUTextureDescriptor`](
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct TextureDescriptor<L, V> {
/// Debug label of the texture. This will show up in graphics debuggers for easy identification.
pub label: L,
/// Size of the texture. All components must be greater than zero. For a
/// regular 1D/2D texture, the unused sizes will be 1. For 2DArray textures,
/// Z is the number of 2D textures in that array.
pub size: Extent3d,
/// Mip count of texture. For a texture with no extra mips, this must be 1.
pub mip_level_count: u32,
/// Sample count of texture. If this is not 1, texture must have [`BindingType::Texture::multisampled`] set to true.
pub sample_count: u32,
/// Dimensions of the texture.
pub dimension: TextureDimension,
/// Format of the texture.
pub format: TextureFormat,
/// Allowed usages of the texture. If used in other ways, the operation will panic.
pub usage: TextureUsages,
/// Specifies what view formats will be allowed when calling `Texture::create_view` on this texture.
///
/// View formats of the same format as the texture are always allowed.
///
/// Note: currently, only the srgb-ness is allowed to change. (ex: `Rgba8Unorm` texture + `Rgba8UnormSrgb` view)
pub view_formats: V,
}
impl<L, V> TextureDescriptor<L, V> {
/// Takes a closure and maps the label of the texture descriptor into another.
#[must_use]
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> TextureDescriptor<K, V>
where
V: Clone,
{
TextureDescriptor {
label: fun(&self.label),
size: self.size,
mip_level_count: self.mip_level_count,
sample_count: self.sample_count,
dimension: self.dimension,
format: self.format,
usage: self.usage,
view_formats: self.view_formats.clone(),
}
}
/// Maps the label and view formats of the texture descriptor into another.
#[must_use]
pub fn map_label_and_view_formats<K, M>(
&self,
l_fun: impl FnOnce(&L) -> K,
v_fun: impl FnOnce(V) -> M,
) -> TextureDescriptor<K, M>
where
V: Clone,
{
TextureDescriptor {
label: l_fun(&self.label),
size: self.size,
mip_level_count: self.mip_level_count,
sample_count: self.sample_count,
dimension: self.dimension,
format: self.format,
usage: self.usage,
view_formats: v_fun(self.view_formats.clone()),
}
}
/// Calculates the extent at a given mip level.
///
/// If the given mip level is larger than possible, returns None.
///
/// Treats the depth as part of the mipmaps. If calculating
/// for a 2DArray texture, which does not mipmap depth, set depth to 1.
///
/// ```rust
/// # use wgpu_types as wgpu;
/// # type TextureDescriptor<'a> = wgpu::TextureDescriptor<(), &'a [wgpu::TextureFormat]>;
/// let desc = TextureDescriptor {
/// label: (),
/// size: wgpu::Extent3d { width: 100, height: 60, depth_or_array_layers: 1 },
/// mip_level_count: 7,
/// sample_count: 1,
/// dimension: wgpu::TextureDimension::D3,
/// format: wgpu::TextureFormat::Rgba8Sint,
/// usage: wgpu::TextureUsages::empty(),
/// view_formats: &[],
/// };
///
/// assert_eq!(desc.mip_level_size(0), Some(wgpu::Extent3d { width: 100, height: 60, depth_or_array_layers: 1 }));
/// assert_eq!(desc.mip_level_size(1), Some(wgpu::Extent3d { width: 50, height: 30, depth_or_array_layers: 1 }));
/// assert_eq!(desc.mip_level_size(2), Some(wgpu::Extent3d { width: 25, height: 15, depth_or_array_layers: 1 }));
/// assert_eq!(desc.mip_level_size(3), Some(wgpu::Extent3d { width: 12, height: 7, depth_or_array_layers: 1 }));
/// assert_eq!(desc.mip_level_size(4), Some(wgpu::Extent3d { width: 6, height: 3, depth_or_array_layers: 1 }));
/// assert_eq!(desc.mip_level_size(5), Some(wgpu::Extent3d { width: 3, height: 1, depth_or_array_layers: 1 }));
/// assert_eq!(desc.mip_level_size(6), Some(wgpu::Extent3d { width: 1, height: 1, depth_or_array_layers: 1 }));
/// assert_eq!(desc.mip_level_size(7), None);
/// ```
#[must_use]
pub fn mip_level_size(&self, level: u32) -> Option<Extent3d> {
if level >= self.mip_level_count {
return None;
}
Some(self.size.mip_level_size(level, self.dimension))
}
/// Computes the render extent of this texture.
///
#[must_use]
pub fn compute_render_extent(&self, mip_level: u32) -> Extent3d {
Extent3d {
width: u32::max(1, self.size.width >> mip_level),
height: u32::max(1, self.size.height >> mip_level),
depth_or_array_layers: 1,
}
}
/// Returns the number of array layers.
///
#[must_use]
pub fn array_layer_count(&self) -> u32 {
match self.dimension {
TextureDimension::D1 | TextureDimension::D3 => 1,
TextureDimension::D2 => self.size.depth_or_array_layers,
}
}
}
/// Describes a `Sampler`.
///
/// For use with `Device::create_sampler`.
///
/// Corresponds to [WebGPU `GPUSamplerDescriptor`](
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct SamplerDescriptor<L> {
/// Debug label of the sampler. This will show up in graphics debuggers for easy identification.
pub label: L,
/// How to deal with out of bounds accesses in the u (i.e. x) direction
pub address_mode_u: AddressMode,
/// How to deal with out of bounds accesses in the v (i.e. y) direction
pub address_mode_v: AddressMode,
/// How to deal with out of bounds accesses in the w (i.e. z) direction
pub address_mode_w: AddressMode,
/// How to filter the texture when it needs to be magnified (made larger)
pub mag_filter: FilterMode,
/// How to filter the texture when it needs to be minified (made smaller)
pub min_filter: FilterMode,
/// How to filter between mip map levels
pub mipmap_filter: FilterMode,
/// Minimum level of detail (i.e. mip level) to use
pub lod_min_clamp: f32,
/// Maximum level of detail (i.e. mip level) to use
pub lod_max_clamp: f32,
/// If this is enabled, this is a comparison sampler using the given comparison function.
pub compare: Option<CompareFunction>,
/// Must be at least 1. If this is not 1, all filter modes must be linear.
pub anisotropy_clamp: u16,
/// Border color to use when `address_mode` is [`AddressMode::ClampToBorder`]
pub border_color: Option<SamplerBorderColor>,
}
impl<L: Default> Default for SamplerDescriptor<L> {
fn default() -> Self {
Self {
label: Default::default(),
address_mode_u: Default::default(),
address_mode_v: Default::default(),
address_mode_w: Default::default(),
mag_filter: Default::default(),
min_filter: Default::default(),
mipmap_filter: Default::default(),
lod_min_clamp: 0.0,
lod_max_clamp: 32.0,
compare: None,
anisotropy_clamp: 1,
border_color: None,
}
}
}
/// Selects a subset of the data a [`Texture`] holds.
///
/// Used in [texture views](TextureViewDescriptor) and
/// [texture copy operations](TexelCopyTextureInfo).
///
/// Corresponds to [WebGPU `GPUTextureAspect`](
///
/// [`Texture`]: ../wgpu/struct.Texture.html
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum TextureAspect {
/// Depth, Stencil, and Color.
#[default]
All,
/// Stencil.
StencilOnly,
/// Depth.
DepthOnly,
/// Plane 0.
Plane0,
/// Plane 1.
Plane1,
/// Plane 2.
Plane2,
}
/// How edges should be handled in texture addressing.
///
/// Corresponds to [WebGPU `GPUAddressMode`](
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum AddressMode {
/// Clamp the value to the edge of the texture
///
/// -0.25 -> 0.0
/// 1.25 -> 1.0
#[default]
ClampToEdge = 0,
/// Repeat the texture in a tiling fashion
///
/// -0.25 -> 0.75
/// 1.25 -> 0.25
Repeat = 1,
/// Repeat the texture, mirroring it every repeat
///
/// -0.25 -> 0.25
/// 1.25 -> 0.75
MirrorRepeat = 2,
/// Clamp the value to the border of the texture
/// Requires feature [`Features::ADDRESS_MODE_CLAMP_TO_BORDER`]
///
/// -0.25 -> border
/// 1.25 -> border
ClampToBorder = 3,
}
/// Texel mixing mode when sampling between texels.
///
/// Corresponds to [WebGPU `GPUFilterMode`](
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum FilterMode {
/// Nearest neighbor sampling.
///
/// This creates a pixelated effect when used as a mag filter
#[default]
Nearest = 0,
/// Linear Interpolation
///
/// This makes textures smooth but blurry when used as a mag filter.
Linear = 1,
}
/// A range of push constant memory to pass to a shader stage.
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct PushConstantRange {
/// Stage push constant range is visible from. Each stage can only be served by at most one range.
/// One range can serve multiple stages however.
pub stages: ShaderStages,
/// Range in push constant memory to use for the stage. Must be less than [`Limits::max_push_constant_size`].
/// Start and end must be aligned to the 4s.
pub range: Range<u32>,
}
/// Describes a [`CommandBuffer`](../wgpu/struct.CommandBuffer.html).
///
/// Corresponds to [WebGPU `GPUCommandBufferDescriptor`](
#[repr(C)]
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct CommandBufferDescriptor<L> {
/// Debug label of this command buffer.
pub label: L,
}
impl<L> CommandBufferDescriptor<L> {
/// Takes a closure and maps the label of the command buffer descriptor into another.
#[must_use]
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> CommandBufferDescriptor<K> {
CommandBufferDescriptor {
label: fun(&self.label),
}
}
}
/// Describes the depth/stencil attachment for render bundles.
///
/// Corresponds to a portion of [WebGPU `GPURenderBundleEncoderDescriptor`](
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct RenderBundleDepthStencil {
/// Format of the attachment.
pub format: TextureFormat,
/// If the depth aspect of the depth stencil attachment is going to be written to.
///
/// This must match the [`RenderPassDepthStencilAttachment::depth_ops`] of the renderpass this render bundle is executed in.
/// If `depth_ops` is `Some(..)` this must be false. If it is `None` this must be true.
///
/// [`RenderPassDepthStencilAttachment::depth_ops`]: ../wgpu/struct.RenderPassDepthStencilAttachment.html#structfield.depth_ops
pub depth_read_only: bool,
/// If the stencil aspect of the depth stencil attachment is going to be written to.
///
/// This must match the [`RenderPassDepthStencilAttachment::stencil_ops`] of the renderpass this render bundle is executed in.
/// If `depth_ops` is `Some(..)` this must be false. If it is `None` this must be true.
///
/// [`RenderPassDepthStencilAttachment::stencil_ops`]: ../wgpu/struct.RenderPassDepthStencilAttachment.html#structfield.stencil_ops
pub stencil_read_only: bool,
}
/// Describes a [`RenderBundle`](../wgpu/struct.RenderBundle.html).
///
/// Corresponds to [WebGPU `GPURenderBundleDescriptor`](
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct RenderBundleDescriptor<L> {
/// Debug label of the render bundle encoder. This will show up in graphics debuggers for easy identification.
pub label: L,
}
impl<L> RenderBundleDescriptor<L> {
/// Takes a closure and maps the label of the render bundle descriptor into another.
#[must_use]
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> RenderBundleDescriptor<K> {
RenderBundleDescriptor {
label: fun(&self.label),
}
}
}
impl<T> Default for RenderBundleDescriptor<Option<T>> {
fn default() -> Self {
Self { label: None }
}
}
/// Layout of a texture in a buffer's memory.
///
/// The bytes per row and rows per image can be hard to figure out so here are some examples:
///
/// | Resolution | Format | Bytes per block | Pixels per block | Bytes per row | Rows per image |
/// |------------|--------|-----------------|------------------|----------------------------------------|------------------------------|
/// | 256x256 | RGBA8 | 4 | 1 * 1 * 1 | 256 * 4 = Some(1024) | None |
/// | 32x16x8 | RGBA8 | 4 | 1 * 1 * 1 | 32 * 4 = 128 padded to 256 = Some(256) | None |
/// | 256x256 | BC3 | 16 | 4 * 4 * 1 | 16 * (256 / 4) = 1024 = Some(1024) | None |
/// | 64x64x8 | BC3 | 16 | 4 * 4 * 1 | 16 * (64 / 4) = 256 = Some(256) | 64 / 4 = 16 = Some(16) |
///
/// Corresponds to [WebGPU `GPUTexelCopyBufferLayout`](
#[repr(C)]
#[derive(Clone, Copy, Debug, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct TexelCopyBufferLayout {
/// Offset into the buffer that is the start of the texture. Must be a multiple of texture block size.
/// For non-compressed textures, this is 1.
pub offset: BufferAddress,
/// Bytes per "row" in an image.
///
/// A row is one row of pixels or of compressed blocks in the x direction.
///
/// This value is required if there are multiple rows (i.e. height or depth is more than one pixel or pixel block for compressed textures)
///
/// Must be a multiple of 256 for [`CommandEncoder::copy_buffer_to_texture`][CEcbtt]
/// and [`CommandEncoder::copy_texture_to_buffer`][CEcttb]. You must manually pad the
/// image such that this is a multiple of 256. It will not affect the image data.
///
/// [`Queue::write_texture`][Qwt] does not have this requirement.
///
/// Must be a multiple of the texture block size. For non-compressed textures, this is 1.
///
/// [CEcbtt]: ../wgpu/struct.CommandEncoder.html#method.copy_buffer_to_texture
/// [CEcttb]: ../wgpu/struct.CommandEncoder.html#method.copy_texture_to_buffer
/// [Qwt]: ../wgpu/struct.Queue.html#method.write_texture
pub bytes_per_row: Option<u32>,
/// "Rows" that make up a single "image".
///
/// A row is one row of pixels or of compressed blocks in the x direction.
///
/// An image is one layer in the z direction of a 3D image or 2DArray texture.
///
/// The amount of rows per image may be larger than the actual amount of rows of data.
///
/// Required if there are multiple images (i.e. the depth is more than one).
pub rows_per_image: Option<u32>,
}
/// Specific type of a buffer binding.
///
/// Corresponds to [WebGPU `GPUBufferBindingType`](
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum BufferBindingType {
/// A buffer for uniform values.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// struct Globals {
/// a_uniform: vec2<f32>,
/// another_uniform: vec2<f32>,
/// }
/// @group(0) @binding(0)
/// var<uniform> globals: Globals;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(std140, binding = 0)
/// uniform Globals {
/// vec2 aUniform;
/// vec2 anotherUniform;
/// };
/// ```
#[default]
Uniform,
/// A storage buffer.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var<storage, read_write> my_element: array<vec4<f32>>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout (set=0, binding=0) buffer myStorageBuffer {
/// vec4 myElement[];
/// };
/// ```
Storage {
/// If `true`, the buffer can only be read in the shader,
/// and it:
/// - may or may not be annotated with `read` (WGSL).
/// - must be annotated with `readonly` (GLSL).
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var<storage, read> my_element: array<vec4<f32>>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout (set=0, binding=0) readonly buffer myStorageBuffer {
/// vec4 myElement[];
/// };
/// ```
read_only: bool,
},
}
/// Specific type of a sample in a texture binding.
///
/// Corresponds to [WebGPU `GPUTextureSampleType`](
#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum TextureSampleType {
/// Sampling returns floats.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var t: texture_2d<f32>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(binding = 0)
/// uniform texture2D t;
/// ```
Float {
/// If this is `false`, the texture can't be sampled with
/// a filtering sampler.
///
/// Even if this is `true`, it's possible to sample with
/// a **non-filtering** sampler.
filterable: bool,
},
/// Sampling does the depth reference comparison.
///
/// This is also compatible with a non-filtering sampler.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var t: texture_depth_2d;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(binding = 0)
/// uniform texture2DShadow t;
/// ```
Depth,
/// Sampling returns signed integers.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var t: texture_2d<i32>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(binding = 0)
/// uniform itexture2D t;
/// ```
Sint,
/// Sampling returns unsigned integers.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var t: texture_2d<u32>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(binding = 0)
/// uniform utexture2D t;
/// ```
Uint,
}
impl Default for TextureSampleType {
fn default() -> Self {
Self::Float { filterable: true }
}
}
/// Specific type of a sample in a texture binding.
///
/// For use in [`BindingType::StorageTexture`].
///
/// Corresponds to [WebGPU `GPUStorageTextureAccess`](
#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum StorageTextureAccess {
/// The texture can only be written in the shader and it:
/// - may or may not be annotated with `write` (WGSL).
/// - must be annotated with `writeonly` (GLSL).
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var my_storage_image: texture_storage_2d<r32float, write>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(set=0, binding=0, r32f) writeonly uniform image2D myStorageImage;
/// ```
WriteOnly,
/// The texture can only be read in the shader and it must be annotated with `read` (WGSL) or
/// `readonly` (GLSL).
///
/// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] must be enabled to use this access
/// mode. This is a native-only extension.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var my_storage_image: texture_storage_2d<r32float, read>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(set=0, binding=0, r32f) readonly uniform image2D myStorageImage;
/// ```
ReadOnly,
/// The texture can be both read and written in the shader and must be annotated with
/// `read_write` in WGSL.
///
/// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] must be enabled to use this access
/// mode. This is a nonstandard, native-only extension.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var my_storage_image: texture_storage_2d<r32float, read_write>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(set=0, binding=0, r32f) uniform image2D myStorageImage;
/// ```
ReadWrite,
/// The texture can be both read and written in the shader via atomics and must be annotated
/// with `read_write` in WGSL.
///
/// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] must be enabled to use this access
/// mode. This is a nonstandard, native-only extension.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var my_storage_image: texture_storage_2d<r32uint, atomic>;
/// ```
Atomic,
}
/// Specific type of a sampler binding.
///
/// For use in [`BindingType::Sampler`].
///
/// Corresponds to [WebGPU `GPUSamplerBindingType`](
#[repr(C)]
#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum SamplerBindingType {
/// The sampling result is produced based on more than a single color sample from a texture,
/// e.g. when bilinear interpolation is enabled.
Filtering,
/// The sampling result is produced based on a single color sample from a texture.
NonFiltering,
/// Use as a comparison sampler instead of a normal sampler.
/// For more info take a look at the analogous functionality in OpenGL: <https://www.khronos.org/opengl/wiki/Sampler_Object#Comparison_mode>.
Comparison,
}
/// Type of a binding in a [bind group layout][`BindGroupLayoutEntry`].
///
/// For each binding in a layout, a [`BindGroup`] must provide a [`BindingResource`] of the
/// corresponding type.
///
/// Corresponds to WebGPU's mutually exclusive fields within [`GPUBindGroupLayoutEntry`](
///
/// [`BindingResource`]: ../wgpu/enum.BindingResource.html
/// [`BindGroup`]: ../wgpu/struct.BindGroup.html
#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum BindingType {
/// A buffer binding.
///
/// Corresponds to [WebGPU `GPUBufferBindingLayout`](
Buffer {
/// Sub-type of the buffer binding.
ty: BufferBindingType,
/// Indicates that the binding has a dynamic offset.
///
/// One offset must be passed to [`RenderPass::set_bind_group`][RPsbg]
/// for each dynamic binding in increasing order of binding number.
///
/// [RPsbg]: ../wgpu/struct.RenderPass.html#method.set_bind_group
#[cfg_attr(feature = "serde", serde(default))]
has_dynamic_offset: bool,
/// The minimum size for a [`BufferBinding`] matching this entry, in bytes.
///
/// If this is `Some(size)`:
///
/// - When calling [`create_bind_group`], the resource at this bind point
/// must be a [`BindingResource::Buffer`] whose effective size is at
/// least `size`.
///
/// - When calling [`create_render_pipeline`] or [`create_compute_pipeline`],
/// `size` must be at least the [minimum buffer binding size] for the
/// shader module global at this bind point: large enough to hold the
/// global's value, along with one element of a trailing runtime-sized
/// array, if present.
///
/// If this is `None`:
///
/// - Each draw or dispatch command checks that the buffer range at this
/// bind point satisfies the [minimum buffer binding size].
///
/// [`BufferBinding`]: ../wgpu/struct.BufferBinding.html
/// [`create_bind_group`]: ../wgpu/struct.Device.html#method.create_bind_group
/// [`BindingResource::Buffer`]: ../wgpu/enum.BindingResource.html#variant.Buffer
/// [`create_render_pipeline`]: ../wgpu/struct.Device.html#method.create_render_pipeline
/// [`create_compute_pipeline`]: ../wgpu/struct.Device.html#method.create_compute_pipeline
#[cfg_attr(feature = "serde", serde(default))]
min_binding_size: Option<BufferSize>,
},
/// A sampler that can be used to sample a texture.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var s: sampler;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(binding = 0)
/// uniform sampler s;
/// ```
///
/// Corresponds to [WebGPU `GPUSamplerBindingLayout`](
Sampler(SamplerBindingType),
/// A texture binding.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var t: texture_2d<f32>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(binding = 0)
/// uniform texture2D t;
/// ```
///
/// Corresponds to [WebGPU `GPUTextureBindingLayout`](
Texture {
/// Sample type of the texture binding.
sample_type: TextureSampleType,
/// Dimension of the texture view that is going to be sampled.
view_dimension: TextureViewDimension,
/// True if the texture has a sample count greater than 1. If this is true,
/// the texture must be declared as `texture_multisampled_2d` or
/// `texture_depth_multisampled_2d` in the shader, and read using `textureLoad`.
multisampled: bool,
},
/// A storage texture.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var my_storage_image: texture_storage_2d<r32float, write>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(set=0, binding=0, r32f) writeonly uniform image2D myStorageImage;
/// ```
/// Note that the texture format must be specified in the shader, along with the
/// access mode. For WGSL, the format must be one of the enumerants in the list
///
/// Corresponds to [WebGPU `GPUStorageTextureBindingLayout`](
StorageTexture {
/// Allowed access to this texture.
access: StorageTextureAccess,
/// Format of the texture.
format: TextureFormat,
/// Dimension of the texture view that is going to be sampled.
view_dimension: TextureViewDimension,
},
/// A ray-tracing acceleration structure binding.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var as: acceleration_structure;
/// ```
///
/// or with vertex return enabled
/// ```rust,ignore
/// @group(0) @binding(0)
/// var as: acceleration_structure<vertex_return>;
/// ```
///
/// Example GLSL syntax:
/// ```cpp,ignore
/// layout(binding = 0)
/// uniform accelerationStructureEXT as;
/// ```
AccelerationStructure {
/// Whether this acceleration structure can be used to
/// create a ray query that has flag vertex return in the shader
///
/// If enabled requires [`Features::EXPERIMENTAL_RAY_HIT_VERTEX_RETURN`]
vertex_return: bool,
},
/// An external texture binding.
///
/// Example WGSL syntax:
/// ```rust,ignore
/// @group(0) @binding(0)
/// var t: texture_external;
/// ```
///
/// Corresponds to [WebGPU `GPUExternalTextureBindingLayout`](
///
/// Requires [`Features::EXTERNAL_TEXTURE`]
ExternalTexture,
}
impl BindingType {
/// Returns true for buffer bindings with dynamic offset enabled.
#[must_use]
pub fn has_dynamic_offset(&self) -> bool {
match *self {
Self::Buffer {
has_dynamic_offset, ..
} => has_dynamic_offset,
_ => false,
}
}
}
/// Describes a single binding inside a bind group.
///
/// Corresponds to [WebGPU `GPUBindGroupLayoutEntry`](
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct BindGroupLayoutEntry {
/// Binding index. Must match shader index and be unique inside a `BindGroupLayout`. A binding
/// of index 1, would be described as `@group(0) @binding(1)` in shaders.
pub binding: u32,
/// Which shader stages can see this binding.
pub visibility: ShaderStages,
/// The type of the binding
pub ty: BindingType,
/// If the binding is an array of multiple resources. Corresponds to `binding_array<T>` in the shader.
///
/// When this is `Some` the following validation applies:
/// - Size must be of value 1 or greater.
/// - When `ty == BindingType::Texture`, [`Features::TEXTURE_BINDING_ARRAY`] must be supported.
/// - When `ty == BindingType::Sampler`, [`Features::TEXTURE_BINDING_ARRAY`] must be supported.
/// - When `ty == BindingType::Buffer`, [`Features::BUFFER_BINDING_ARRAY`] must be supported.
/// - When `ty == BindingType::Buffer` and `ty.ty == BufferBindingType::Storage`, [`Features::STORAGE_RESOURCE_BINDING_ARRAY`] must be supported.
/// - When `ty == BindingType::StorageTexture`, [`Features::STORAGE_RESOURCE_BINDING_ARRAY`] must be supported.
/// - When any binding in the group is an array, no `BindingType::Buffer` in the group may have `has_dynamic_offset == true`
/// - When any binding in the group is an array, no `BindingType::Buffer` in the group may have `ty.ty == BufferBindingType::Uniform`.
///
#[cfg_attr(feature = "serde", serde(default))]
pub count: Option<NonZeroU32>,
}
/// View of a buffer which can be used to copy to/from a texture.
///
/// Corresponds to [WebGPU `GPUTexelCopyBufferInfo`](
#[repr(C)]
#[derive(Copy, Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct TexelCopyBufferInfo<B> {
/// The buffer to be copied to/from.
pub buffer: B,
/// The layout of the texture data in this buffer.
pub layout: TexelCopyBufferLayout,
}
/// View of a texture which can be used to copy to/from a buffer/texture.
///
/// Corresponds to [WebGPU `GPUTexelCopyTextureInfo`](
#[repr(C)]
#[derive(Copy, Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct TexelCopyTextureInfo<T> {
/// The texture to be copied to/from.
pub texture: T,
/// The target mip level of the texture.
pub mip_level: u32,
/// The base texel of the texture in the selected `mip_level`. Together
/// with the `copy_size` argument to copy functions, defines the
/// sub-region of the texture to copy.
#[cfg_attr(feature = "serde", serde(default))]
pub origin: Origin3d,
/// The copy aspect.
#[cfg_attr(feature = "serde", serde(default))]
pub aspect: TextureAspect,
}
impl<T> TexelCopyTextureInfo<T> {
/// Adds color space and premultiplied alpha information to make this
/// descriptor tagged.
pub fn to_tagged(
self,
color_space: PredefinedColorSpace,
premultiplied_alpha: bool,
) -> CopyExternalImageDestInfo<T> {
CopyExternalImageDestInfo {
texture: self.texture,
mip_level: self.mip_level,
origin: self.origin,
aspect: self.aspect,
color_space,
premultiplied_alpha,
}
}
}
/// View of an external texture that can be used to copy to a texture.
///
/// Corresponds to [WebGPU `GPUCopyExternalImageSourceInfo`](
#[cfg(all(target_arch = "wasm32", feature = "web"))]
#[derive(Clone, Debug)]
pub struct CopyExternalImageSourceInfo {
/// The texture to be copied from. The copy source data is captured at the moment
/// the copy is issued.
pub source: ExternalImageSource,
/// The base texel used for copying from the external image. Together
/// with the `copy_size` argument to copy functions, defines the
/// sub-region of the image to copy.
///
/// Relative to the top left of the image.
///
/// Must be [`Origin2d::ZERO`] if [`DownlevelFlags::UNRESTRICTED_EXTERNAL_TEXTURE_COPIES`] is not supported.
pub origin: Origin2d,
/// If the Y coordinate of the image should be flipped. Even if this is
/// true, `origin` is still relative to the top left.
pub flip_y: bool,
}
/// Source of an external texture copy.
///
/// Corresponds to the [implicit union type on WebGPU `GPUCopyExternalImageSourceInfo.source`](
#[cfg(all(target_arch = "wasm32", feature = "web"))]
#[derive(Clone, Debug)]
pub enum ExternalImageSource {
/// Copy from a previously-decoded image bitmap.
ImageBitmap(web_sys::ImageBitmap),
/// Copy from an image element.
HTMLImageElement(web_sys::HtmlImageElement),
/// Copy from a current frame of a video element.
HTMLVideoElement(web_sys::HtmlVideoElement),
/// Copy from an image.
ImageData(web_sys::ImageData),
/// Copy from a on-screen canvas.
HTMLCanvasElement(web_sys::HtmlCanvasElement),
/// Copy from a off-screen canvas.
///
/// Requires [`DownlevelFlags::UNRESTRICTED_EXTERNAL_TEXTURE_COPIES`]
OffscreenCanvas(web_sys::OffscreenCanvas),
/// Copy from a video frame.
#[cfg(web_sys_unstable_apis)]
VideoFrame(web_sys::VideoFrame),
}
#[cfg(all(target_arch = "wasm32", feature = "web"))]
impl ExternalImageSource {
/// Gets the pixel, not css, width of the source.
pub fn width(&self) -> u32 {
match self {
ExternalImageSource::ImageBitmap(b) => b.width(),
ExternalImageSource::HTMLImageElement(i) => i.width(),
ExternalImageSource::HTMLVideoElement(v) => v.video_width(),
ExternalImageSource::ImageData(i) => i.width(),
ExternalImageSource::HTMLCanvasElement(c) => c.width(),
ExternalImageSource::OffscreenCanvas(c) => c.width(),
#[cfg(web_sys_unstable_apis)]
ExternalImageSource::VideoFrame(v) => v.display_width(),
}
}
/// Gets the pixel, not css, height of the source.
pub fn height(&self) -> u32 {
match self {
ExternalImageSource::ImageBitmap(b) => b.height(),
ExternalImageSource::HTMLImageElement(i) => i.height(),
ExternalImageSource::HTMLVideoElement(v) => v.video_height(),
ExternalImageSource::ImageData(i) => i.height(),
ExternalImageSource::HTMLCanvasElement(c) => c.height(),
ExternalImageSource::OffscreenCanvas(c) => c.height(),
#[cfg(web_sys_unstable_apis)]
ExternalImageSource::VideoFrame(v) => v.display_height(),
}
}
}
#[cfg(all(target_arch = "wasm32", feature = "web"))]
impl core::ops::Deref for ExternalImageSource {
type Target = js_sys::Object;
fn deref(&self) -> &Self::Target {
match self {
Self::ImageBitmap(b) => b,
Self::HTMLImageElement(i) => i,
Self::HTMLVideoElement(v) => v,
Self::ImageData(i) => i,
Self::HTMLCanvasElement(c) => c,
Self::OffscreenCanvas(c) => c,
#[cfg(web_sys_unstable_apis)]
Self::VideoFrame(v) => v,
}
}
}
#[cfg(all(
target_arch = "wasm32",
feature = "web",
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
))]
unsafe impl Send for ExternalImageSource {}
#[cfg(all(
target_arch = "wasm32",
feature = "web",
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
))]
unsafe impl Sync for ExternalImageSource {}
/// Color spaces supported on the web.
///
/// Corresponds to [HTML Canvas `PredefinedColorSpace`](
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "kebab-case"))]
pub enum PredefinedColorSpace {
/// sRGB color space
Srgb,
/// Display-P3 color space
DisplayP3,
}
/// View of a texture which can be used to copy to a texture, including
/// color space and alpha premultiplication information.
///
/// Corresponds to [WebGPU `GPUCopyExternalImageDestInfo`](
#[derive(Copy, Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct CopyExternalImageDestInfo<T> {
/// The texture to be copied to/from.
pub texture: T,
/// The target mip level of the texture.
pub mip_level: u32,
/// The base texel of the texture in the selected `mip_level`.
pub origin: Origin3d,
/// The copy aspect.
pub aspect: TextureAspect,
/// The color space of this texture.
pub color_space: PredefinedColorSpace,
/// The premultiplication of this texture
pub premultiplied_alpha: bool,
}
impl<T> CopyExternalImageDestInfo<T> {
/// Removes the colorspace information from the type.
pub fn to_untagged(self) -> TexelCopyTextureInfo<T> {
TexelCopyTextureInfo {
texture: self.texture,
mip_level: self.mip_level,
origin: self.origin,
aspect: self.aspect,
}
}
}
/// Subresource range within an image
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct ImageSubresourceRange {
/// Aspect of the texture. Color textures must be [`TextureAspect::All`][TAA].
///
/// [TAA]: ../wgpu/enum.TextureAspect.html#variant.All
pub aspect: TextureAspect,
/// Base mip level.
pub base_mip_level: u32,
/// Mip level count.
/// If `Some(count)`, `base_mip_level + count` must be less or equal to underlying texture mip count.
/// If `None`, considered to include the rest of the mipmap levels, but at least 1 in total.
pub mip_level_count: Option<u32>,
/// Base array layer.
pub base_array_layer: u32,
/// Layer count.
/// If `Some(count)`, `base_array_layer + count` must be less or equal to the underlying array count.
/// If `None`, considered to include the rest of the array layers, but at least 1 in total.
pub array_layer_count: Option<u32>,
}
impl ImageSubresourceRange {
/// Returns if the given range represents a full resource, with a texture of the given
/// layer count and mip count.
///
/// ```rust
/// # use wgpu_types as wgpu;
///
/// let range_none = wgpu::ImageSubresourceRange {
/// aspect: wgpu::TextureAspect::All,
/// base_mip_level: 0,
/// mip_level_count: None,
/// base_array_layer: 0,
/// array_layer_count: None,
/// };
/// assert_eq!(range_none.is_full_resource(wgpu::TextureFormat::Stencil8, 5, 10), true);
///
/// let range_some = wgpu::ImageSubresourceRange {
/// aspect: wgpu::TextureAspect::All,
/// base_mip_level: 0,
/// mip_level_count: Some(5),
/// base_array_layer: 0,
/// array_layer_count: Some(10),
/// };
/// assert_eq!(range_some.is_full_resource(wgpu::TextureFormat::Stencil8, 5, 10), true);
///
/// let range_mixed = wgpu::ImageSubresourceRange {
/// aspect: wgpu::TextureAspect::StencilOnly,
/// base_mip_level: 0,
/// // Only partial resource
/// mip_level_count: Some(3),
/// base_array_layer: 0,
/// array_layer_count: None,
/// };
/// assert_eq!(range_mixed.is_full_resource(wgpu::TextureFormat::Stencil8, 5, 10), false);
/// ```
#[must_use]
pub fn is_full_resource(
&self,
format: TextureFormat,
mip_levels: u32,
array_layers: u32,
) -> bool {
// Mip level count and array layer count need to deal with both the None and Some(count) case.
let mip_level_count = self.mip_level_count.unwrap_or(mip_levels);
let array_layer_count = self.array_layer_count.unwrap_or(array_layers);
let aspect_eq = Some(format) == format.aspect_specific_format(self.aspect);
let base_mip_level_eq = self.base_mip_level == 0;
let mip_level_count_eq = mip_level_count == mip_levels;
let base_array_layer_eq = self.base_array_layer == 0;
let array_layer_count_eq = array_layer_count == array_layers;
aspect_eq
&& base_mip_level_eq
&& mip_level_count_eq
&& base_array_layer_eq
&& array_layer_count_eq
}
/// Returns the mip level range of a subresource range describes for a specific texture.
#[must_use]
pub fn mip_range(&self, mip_level_count: u32) -> Range<u32> {
self.base_mip_level..match self.mip_level_count {
Some(mip_level_count) => self.base_mip_level + mip_level_count,
None => mip_level_count,
}
}
/// Returns the layer range of a subresource range describes for a specific texture.
#[must_use]
pub fn layer_range(&self, array_layer_count: u32) -> Range<u32> {
self.base_array_layer..match self.array_layer_count {
Some(array_layer_count) => self.base_array_layer + array_layer_count,
None => array_layer_count,
}
}
}
/// Color variation to use when sampler addressing mode is [`AddressMode::ClampToBorder`]
#[repr(C)]
#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum SamplerBorderColor {
/// [0, 0, 0, 0]
TransparentBlack,
/// [0, 0, 0, 1]
OpaqueBlack,
/// [1, 1, 1, 1]
OpaqueWhite,
/// On the Metal backend, this is equivalent to `TransparentBlack` for
/// textures that have an alpha component, and equivalent to `OpaqueBlack`
/// for textures that do not have an alpha component. On other backends,
/// this is equivalent to `TransparentBlack`. Requires
/// [`Features::ADDRESS_MODE_CLAMP_TO_ZERO`]. Not supported on the web.
Zero,
}
/// Describes how to create a `QuerySet`.
///
/// Corresponds to [WebGPU `GPUQuerySetDescriptor`](
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct QuerySetDescriptor<L> {
/// Debug label for the query set.
pub label: L,
/// Kind of query that this query set should contain.
pub ty: QueryType,
/// Total count of queries the set contains. Must not be zero.
/// Must not be greater than [`QUERY_SET_MAX_QUERIES`].
pub count: u32,
}
impl<L> QuerySetDescriptor<L> {
/// Takes a closure and maps the label of the query set descriptor into another.
#[must_use]
pub fn map_label<'a, K>(&'a self, fun: impl FnOnce(&'a L) -> K) -> QuerySetDescriptor<K> {
QuerySetDescriptor {
label: fun(&self.label),
ty: self.ty,
count: self.count,
}
}
}
/// Type of query contained in a [`QuerySet`].
///
/// Corresponds to [WebGPU `GPUQueryType`](
///
/// [`QuerySet`]: ../wgpu/struct.QuerySet.html
#[derive(Copy, Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum QueryType {
/// Query returns a single 64-bit number, serving as an occlusion boolean.
Occlusion,
/// Query returns up to 5 64-bit numbers based on the given flags.
///
/// See [`PipelineStatisticsTypes`]'s documentation for more information
/// on how they get resolved.
///
/// [`Features::PIPELINE_STATISTICS_QUERY`] must be enabled to use this query type.
PipelineStatistics(PipelineStatisticsTypes),
/// Query returns a 64-bit number indicating the GPU-timestamp
/// where all previous commands have finished executing.
///
/// Must be multiplied by [`Queue::get_timestamp_period`][Qgtp] to get
/// the value in nanoseconds. Absolute values have no meaning,
/// but timestamps can be subtracted to get the time it takes
/// for a string of operations to complete.
///
/// [`Features::TIMESTAMP_QUERY`] must be enabled to use this query type.
///
/// [Qgtp]: ../wgpu/struct.Queue.html#method.get_timestamp_period
Timestamp,
}
bitflags::bitflags! {
/// Flags for which pipeline data should be recorded in a query.
///
/// Used in [`QueryType`].
///
/// The amount of values written when resolved depends
/// on the amount of flags set. For example, if 3 flags are set, 3
/// 64-bit values will be written per query.
///
/// The order they are written is the order they are declared
/// in these bitflags. For example, if you enabled `CLIPPER_PRIMITIVES_OUT`
/// and `COMPUTE_SHADER_INVOCATIONS`, it would write 16 bytes,
/// the first 8 bytes being the primitive out value, the last 8
/// bytes being the compute shader invocation count.
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct PipelineStatisticsTypes : u8 {
/// Amount of times the vertex shader is ran. Accounts for
/// the vertex cache when doing indexed rendering.
const VERTEX_SHADER_INVOCATIONS = 1 << 0;
/// Amount of times the clipper is invoked. This
/// is also the amount of triangles output by the vertex shader.
const CLIPPER_INVOCATIONS = 1 << 1;
/// Amount of primitives that are not culled by the clipper.
/// This is the amount of triangles that are actually on screen
/// and will be rasterized and rendered.
const CLIPPER_PRIMITIVES_OUT = 1 << 2;
/// Amount of times the fragment shader is ran. Accounts for
/// fragment shaders running in 2x2 blocks in order to get
/// derivatives.
const FRAGMENT_SHADER_INVOCATIONS = 1 << 3;
/// Amount of times a compute shader is invoked. This will
/// be equivalent to the dispatch count times the workgroup size.
const COMPUTE_SHADER_INVOCATIONS = 1 << 4;
}
}
/// Argument buffer layout for `draw_indirect` commands.
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Pod, Zeroable)]
pub struct DrawIndirectArgs {
/// The number of vertices to draw.
pub vertex_count: u32,
/// The number of instances to draw.
pub instance_count: u32,
/// The Index of the first vertex to draw.
pub first_vertex: u32,
/// The instance ID of the first instance to draw.
///
/// Has to be 0, unless [`Features::INDIRECT_FIRST_INSTANCE`](crate::Features::INDIRECT_FIRST_INSTANCE) is enabled.
pub first_instance: u32,
}
impl DrawIndirectArgs {
/// Returns the bytes representation of the struct, ready to be written in a buffer.
#[must_use]
pub fn as_bytes(&self) -> &[u8] {
bytemuck::bytes_of(self)
}
}
/// Argument buffer layout for `draw_indexed_indirect` commands.
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Pod, Zeroable)]
pub struct DrawIndexedIndirectArgs {
/// The number of indices to draw.
pub index_count: u32,
/// The number of instances to draw.
pub instance_count: u32,
/// The first index within the index buffer.
pub first_index: u32,
/// The value added to the vertex index before indexing into the vertex buffer.
pub base_vertex: i32,
/// The instance ID of the first instance to draw.
///
/// Has to be 0, unless [`Features::INDIRECT_FIRST_INSTANCE`](crate::Features::INDIRECT_FIRST_INSTANCE) is enabled.
pub first_instance: u32,
}
impl DrawIndexedIndirectArgs {
/// Returns the bytes representation of the struct, ready to be written in a buffer.
#[must_use]
pub fn as_bytes(&self) -> &[u8] {
bytemuck::bytes_of(self)
}
}
/// Argument buffer layout for `dispatch_indirect` commands.
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, Pod, Zeroable)]
pub struct DispatchIndirectArgs {
/// The number of work groups in X dimension.
pub x: u32,
/// The number of work groups in Y dimension.
pub y: u32,
/// The number of work groups in Z dimension.
pub z: u32,
}
impl DispatchIndirectArgs {
/// Returns the bytes representation of the struct, ready to be written into a buffer.
#[must_use]
pub fn as_bytes(&self) -> &[u8] {
bytemuck::bytes_of(self)
}
}
/// Describes how shader bound checks should be performed.
#[derive(Copy, Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct ShaderRuntimeChecks {
/// Enforce bounds checks in shaders, even if the underlying driver doesn't
/// support doing so natively.
///
/// When this is `true`, `wgpu` promises that shaders can only read or
/// write the accessible region of a bindgroup's buffer bindings. If
/// the underlying graphics platform cannot implement these bounds checks
/// itself, `wgpu` will inject bounds checks before presenting the
/// shader to the platform.
///
/// When this is `false`, `wgpu` only enforces such bounds checks if the
/// underlying platform provides a way to do so itself. `wgpu` does not
/// itself add any bounds checks to generated shader code.
///
/// Note that `wgpu` users may try to initialize only those portions of
/// buffers that they anticipate might be read from. Passing `false` here
/// may allow shaders to see wider regions of the buffers than expected,
/// making such deferred initialization visible to the application.
pub bounds_checks: bool,
///
/// If false, the caller MUST ensure that all passed shaders do not contain any infinite loops.
///
/// If it does, backend compilers MAY treat such a loop as unreachable code and draw
/// conclusions about other safety-critical code paths. This option SHOULD NOT be disabled
/// when running untrusted code.
pub force_loop_bounding: bool,
}
impl ShaderRuntimeChecks {
/// Creates a new configuration where the shader is fully checked.
#[must_use]
pub fn checked() -> Self {
unsafe { Self::all(true) }
}
/// Creates a new configuration where none of the checks are performed.
///
/// # Safety
///
/// See the documentation for the `set_*` methods for the safety requirements
/// of each sub-configuration.
#[must_use]
pub fn unchecked() -> Self {
unsafe { Self::all(false) }
}
/// Creates a new configuration where all checks are enabled or disabled. To safely
/// create a configuration with all checks enabled, use [`ShaderRuntimeChecks::checked`].
///
/// # Safety
///
/// See the documentation for the `set_*` methods for the safety requirements
/// of each sub-configuration.
#[must_use]
pub unsafe fn all(all_checks: bool) -> Self {
Self {
bounds_checks: all_checks,
force_loop_bounding: all_checks,
}
}
}
impl Default for ShaderRuntimeChecks {
fn default() -> Self {
Self::checked()
}
}
#[derive(Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Descriptor for all size defining attributes of a single triangle geometry inside a bottom level acceleration structure.
pub struct BlasTriangleGeometrySizeDescriptor {
/// Format of a vertex position, must be [`VertexFormat::Float32x3`]
/// with just [`Features::EXPERIMENTAL_RAY_TRACING_ACCELERATION_STRUCTURE`]
/// but [`Features::EXTENDED_ACCELERATION_STRUCTURE_VERTEX_FORMATS`] adds more.
pub vertex_format: VertexFormat,
/// Number of vertices.
pub vertex_count: u32,
/// Format of an index. Only needed if an index buffer is used.
/// If `index_format` is provided `index_count` is required.
pub index_format: Option<IndexFormat>,
/// Number of indices. Only needed if an index buffer is used.
/// If `index_count` is provided `index_format` is required.
pub index_count: Option<u32>,
/// Flags for the geometry.
pub flags: AccelerationStructureGeometryFlags,
}
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Descriptor for all size defining attributes of all geometries inside a bottom level acceleration structure.
pub enum BlasGeometrySizeDescriptors {
/// Triangle geometry version.
Triangles {
/// Descriptor for each triangle geometry.
descriptors: Vec<BlasTriangleGeometrySizeDescriptor>,
},
}
#[repr(u8)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Update mode for acceleration structure builds.
pub enum AccelerationStructureUpdateMode {
/// Always perform a full build.
Build,
/// If possible, perform an incremental update.
///
/// Not advised for major topology changes.
/// (Useful for e.g. skinning)
PreferUpdate,
}
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Descriptor for creating a bottom level acceleration structure.
pub struct CreateBlasDescriptor<L> {
/// Label for the bottom level acceleration structure.
pub label: L,
/// Flags for the bottom level acceleration structure.
pub flags: AccelerationStructureFlags,
/// Update mode for the bottom level acceleration structure.
pub update_mode: AccelerationStructureUpdateMode,
}
impl<L> CreateBlasDescriptor<L> {
/// Takes a closure and maps the label of the blas descriptor into another.
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> CreateBlasDescriptor<K> {
CreateBlasDescriptor {
label: fun(&self.label),
flags: self.flags,
update_mode: self.update_mode,
}
}
}
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
/// Descriptor for creating a top level acceleration structure.
pub struct CreateTlasDescriptor<L> {
/// Label for the top level acceleration structure.
pub label: L,
/// Number of instances that can be stored in the acceleration structure.
pub max_instances: u32,
/// Flags for the bottom level acceleration structure.
pub flags: AccelerationStructureFlags,
/// Update mode for the bottom level acceleration structure.
pub update_mode: AccelerationStructureUpdateMode,
}
impl<L> CreateTlasDescriptor<L> {
/// Takes a closure and maps the label of the blas descriptor into another.
pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> CreateTlasDescriptor<K> {
CreateTlasDescriptor {
label: fun(&self.label),
flags: self.flags,
update_mode: self.update_mode,
max_instances: self.max_instances,
}
}
}
bitflags::bitflags!(
/// Flags for acceleration structures
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct AccelerationStructureFlags: u8 {
/// Allow for incremental updates (no change in size), currently this is unimplemented
/// and will build as normal (this is fine, update vs build should be unnoticeable)
const ALLOW_UPDATE = 1 << 0;
/// Allow the acceleration structure to be compacted in a copy operation
/// (`Blas::prepare_for_compaction`, `CommandEncoder::compact_blas`).
const ALLOW_COMPACTION = 1 << 1;
/// Optimize for fast ray tracing performance, recommended if the geometry is unlikely
/// to change (e.g. in a game: non-interactive scene geometry)
const PREFER_FAST_TRACE = 1 << 2;
/// Optimize for fast build time, recommended if geometry is likely to change frequently
/// (e.g. in a game: player model).
const PREFER_FAST_BUILD = 1 << 3;
/// Optimize for low memory footprint (both while building and in the output BLAS).
const LOW_MEMORY = 1 << 4;
/// Use `BlasTriangleGeometry::transform_buffer` when building a BLAS (only allowed in
/// BLAS creation)
const USE_TRANSFORM = 1 << 5;
/// Allow retrieval of the vertices of the triangle hit by a ray.
const ALLOW_RAY_HIT_VERTEX_RETURN = 1 << 6;
}
);
bitflags::bitflags!(
/// Flags for acceleration structure geometries
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(transparent))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct AccelerationStructureGeometryFlags: u8 {
/// Is OPAQUE (is there no alpha test) recommended as currently in naga there is no
/// candidate intersections yet so currently BLASes without this flag will not have hits.
/// Not enabling this makes the BLAS unable to be interacted with in WGSL.
const OPAQUE = 1 << 0;
/// NO_DUPLICATE_ANY_HIT_INVOCATION, not useful unless using hal with wgpu, ray-tracing
/// pipelines are not supported in wgpu so any-hit shaders do not exist. For when any-hit
/// shaders are implemented (or experienced users who combine this with an underlying library:
/// for any primitive (triangle or AABB) multiple any-hit shaders sometimes may be invoked
/// (especially in AABBs like a sphere), if this flag in present only one hit on a primitive may
/// invoke an any-hit shader.
const NO_DUPLICATE_ANY_HIT_INVOCATION = 1 << 1;
}
);
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
/// What a copy between acceleration structures should do
pub enum AccelerationStructureCopy {
/// Directly duplicate an acceleration structure to another
Clone,
/// Duplicate and compact an acceleration structure
Compact,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
/// What type the data of an acceleration structure is
pub enum AccelerationStructureType {
/// The types of the acceleration structure are triangles
Triangles,
/// The types of the acceleration structure are axis aligned bounding boxes
AABBs,
/// The types of the acceleration structure are instances
Instances,
}
/// Alignment requirement for transform buffers used in acceleration structure builds
pub const TRANSFORM_BUFFER_ALIGNMENT: BufferAddress = 16;
/// Alignment requirement for instance buffers used in acceleration structure builds (`build_acceleration_structures_unsafe_tlas`)
pub const INSTANCE_BUFFER_ALIGNMENT: BufferAddress = 16;
pub use send_sync::*;
#[doc(hidden)]
mod send_sync {
pub trait WasmNotSendSync: WasmNotSend + WasmNotSync {}
impl<T: WasmNotSend + WasmNotSync> WasmNotSendSync for T {}
#[cfg(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
))]
pub trait WasmNotSend: Send {}
#[cfg(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
))]
impl<T: Send> WasmNotSend for T {}
#[cfg(not(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
)))]
pub trait WasmNotSend {}
#[cfg(not(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
)))]
impl<T> WasmNotSend for T {}
#[cfg(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
))]
pub trait WasmNotSync: Sync {}
#[cfg(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
))]
impl<T: Sync> WasmNotSync for T {}
#[cfg(not(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
)))]
pub trait WasmNotSync {}
#[cfg(not(any(
not(target_arch = "wasm32"),
all(
feature = "fragile-send-sync-non-atomic-wasm",
not(target_feature = "atomics")
)
)))]
impl<T> WasmNotSync for T {}
}
/// Reason for "lose the device".
///
/// Corresponds to [WebGPU `GPUDeviceLostReason`](https://gpuweb.github.io/gpuweb/#enumdef-gpudevicelostreason).
#[repr(u8)]
#[derive(Debug, Copy, Clone, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum DeviceLostReason {
/// Triggered by driver
Unknown = 0,
/// After `Device::destroy`
Destroyed = 1,
}
/// Descriptor for creating a shader module.
///
/// This type is unique to the Rust API of `wgpu`. In the WebGPU specification,
/// only WGSL source code strings are accepted.
#[derive(Debug, Clone)]
pub enum CreateShaderModuleDescriptorPassthrough<'a, L> {
/// Passthrough for SPIR-V binaries.
SpirV(ShaderModuleDescriptorSpirV<'a, L>),
/// Passthrough for MSL source code.
Msl(ShaderModuleDescriptorMsl<'a, L>),
}
impl<'a, L> CreateShaderModuleDescriptorPassthrough<'a, L> {
/// Takes a closure and maps the label of the shader module descriptor into another.
pub fn map_label<K>(
&self,
fun: impl FnOnce(&L) -> K,
) -> CreateShaderModuleDescriptorPassthrough<'_, K> {
match self {
CreateShaderModuleDescriptorPassthrough::SpirV(inner) => {
CreateShaderModuleDescriptorPassthrough::<'_, K>::SpirV(
ShaderModuleDescriptorSpirV {
label: fun(&inner.label),
source: inner.source.clone(),
},
)
}
CreateShaderModuleDescriptorPassthrough::Msl(inner) => {
CreateShaderModuleDescriptorPassthrough::<'_, K>::Msl(ShaderModuleDescriptorMsl {
entry_point: inner.entry_point.clone(),
label: fun(&inner.label),
num_workgroups: inner.num_workgroups,
source: inner.source.clone(),
})
}
}
}
/// Returns the label of shader module passthrough descriptor.
pub fn label(&'a self) -> &'a L {
match self {
CreateShaderModuleDescriptorPassthrough::SpirV(inner) => &inner.label,
CreateShaderModuleDescriptorPassthrough::Msl(inner) => &inner.label,
}
}
#[cfg(feature = "trace")]
/// Returns the source data for tracing purpose.
pub fn trace_data(&self) -> &[u8] {
match self {
CreateShaderModuleDescriptorPassthrough::SpirV(inner) => {
bytemuck::cast_slice(&inner.source)
}
CreateShaderModuleDescriptorPassthrough::Msl(inner) => inner.source.as_bytes(),
}
}
#[cfg(feature = "trace")]
/// Returns the binary file extension for tracing purpose.
pub fn trace_binary_ext(&self) -> &'static str {
match self {
CreateShaderModuleDescriptorPassthrough::SpirV(..) => "spv",
CreateShaderModuleDescriptorPassthrough::Msl(..) => "msl",
}
}
}
/// Descriptor for a shader module given by Metal MSL source.
///
/// This type is unique to the Rust API of `wgpu`. In the WebGPU specification,
/// only WGSL source code strings are accepted.
#[derive(Debug, Clone)]
pub struct ShaderModuleDescriptorMsl<'a, L> {
/// Entrypoint.
pub entry_point: String,
/// Debug label of the shader module. This will show up in graphics debuggers for easy identification.
pub label: L,
/// Number of workgroups in each dimension x, y and z.
pub num_workgroups: (u32, u32, u32),
/// Shader MSL source.
pub source: Cow<'a, str>,
}
/// Descriptor for a shader module given by SPIR-V binary.
///
/// This type is unique to the Rust API of `wgpu`. In the WebGPU specification,
/// only WGSL source code strings are accepted.
#[derive(Debug, Clone)]
pub struct ShaderModuleDescriptorSpirV<'a, L> {
/// Debug label of the shader module. This will show up in graphics debuggers for easy identification.
pub label: L,
/// Binary SPIR-V data, in 4-byte words.
pub source: Cow<'a, [u32]>,
}