mirror of
https://github.com/gfx-rs/wgpu.git
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[rs] Merge #11
11: Add docs to most items r=kvark a=cormac-obrien This does not include items re-exported from wgpu-native. We also still need examples, comprehensive panic documentation, etc. Co-authored-by: Mac O'Brien <cormac@c-obrien.org>
This commit is contained in:
248
wgpu/src/lib.rs
248
wgpu/src/lib.rs
@@ -1,3 +1,5 @@
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//! A cross-platform graphics and compute library based on WebGPU.
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use arrayvec::ArrayVec;
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use std::ffi::CString;
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@@ -66,49 +68,92 @@ struct Temp {
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command_buffers: Vec<wgn::CommandBufferId>,
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}
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/// A handle to an active `wgpu` instance.
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///
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/// An `Instance` represents the entire context of a running `wgpu` instance. The `Instance`
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/// allows the querying of [`Adapter`] objects and the creation of [`Surface`] objects.
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pub struct Instance {
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id: wgn::InstanceId,
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}
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/// A handle to a physical graphics and/or compute device.
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///
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/// An `Adapter` can be used to open a connection to the corresponding device on the host system,
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/// yielding a [`Device`] object.
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pub struct Adapter {
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id: wgn::AdapterId,
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}
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/// An open connection to a graphics and/or compute device.
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///
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/// The `Device` is the responsible for the creation of most rendering and compute resources, as
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/// well as exposing [`Queue`] objects.
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pub struct Device {
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id: wgn::DeviceId,
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temp: Temp,
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}
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/// A handle to a GPU-accessible buffer.
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pub struct Buffer {
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id: wgn::BufferId,
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}
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/// A handle to a texture on the GPU.
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pub struct Texture {
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id: wgn::TextureId,
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owned: bool,
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}
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/// A handle to a texture view.
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///
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/// A `TextureView` object describes a texture and associated metadata needed by a
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/// [`RenderPipeline`] or [`BindGroup`].
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pub struct TextureView {
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id: wgn::TextureViewId,
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owned: bool,
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}
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/// A handle to a sampler.
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///
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/// A `Sampler` object defines how a pipeline will sample from a [`TextureView`]. Samplers define
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/// image filters (including anisotropy) and address (wrapping) modes, among other things. See
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/// the documentation for [`SamplerDescriptor`] for more information.
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pub struct Sampler {
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id: wgn::SamplerId,
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}
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/// A handle to a presentable surface.
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///
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/// A `Surface` represents a platform-specific surface (e.g. a window) to which rendered images may
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/// be presented. A `Surface` may be created with [`Instance::create_surface`].
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pub struct Surface {
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id: wgn::SurfaceId,
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}
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/// A handle to a swap chain.
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///
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/// A `SwapChain` represents the image or series of images that will be presented to a [`Surface`].
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/// A `SwapChain` may be created with [`Device::create_swap_chain`].
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pub struct SwapChain {
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id: wgn::SwapChainId,
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}
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/// An opaque handle to a binding group layout.
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///
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/// A `BindGroupLayout` is a handle to the GPU-side layout of a binding group. It can be used to
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/// create a [`BindGroupDescriptor`] object, which in turn can be used to create a [`BindGroup`]
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/// object with [`Device::create_bind_group`]. A series of `BindGroupLayout`s can also be used to
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/// create a [`PipelineLayoutDescriptor`], which can be used to create a [`PipelineLayout`].
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pub struct BindGroupLayout {
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id: wgn::BindGroupLayoutId,
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}
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/// An opaque handle to a binding group.
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///
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/// A `BindGroup` represents the set of resources bound to the bindings described by a
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/// [`BindGroupLayout`]. It can be created with [`Device::create_bind_group`]. A `BindGroup` can
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/// be bound to a particular [`RenderPass`] with [`RenderPass::set_bind_group`], or to a
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/// [`ComputePass`] with [`ComputePass::set_bind_group`].
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pub struct BindGroup {
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id: wgn::BindGroupId,
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}
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@@ -119,45 +164,76 @@ impl Drop for BindGroup {
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}
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}
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/// A handle to a compiled shader module.
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///
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/// A `ShaderModule` represents a compiled shader module on the GPU. It can be created by passing
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/// valid SPIR-V source code to [`Device::create_shader_module`]. Shader modules are used to define
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/// programmable stages of a pipeline.
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pub struct ShaderModule {
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id: wgn::ShaderModuleId,
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}
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/// An opaque handle to a pipeline layout.
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///
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/// A `PipelineLayout` object describes the available binding groups of a pipeline.
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pub struct PipelineLayout {
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id: wgn::PipelineLayoutId,
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}
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/// A handle to a rendering (graphics) pipeline.
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///
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/// A `RenderPipeline` object represents a graphics pipeline and its stages, bindings, vertex
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/// buffers and targets. A `RenderPipeline` may be created with [`Device::create_render_pipeline`].
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pub struct RenderPipeline {
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id: wgn::RenderPipelineId,
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}
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/// A handle to a compute pipeline.
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pub struct ComputePipeline {
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id: wgn::ComputePipelineId,
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}
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/// An opaque handle to a command buffer on the GPU.
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///
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/// A `CommandBuffer` represents a complete sequence of commands that may be submitted to a command
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/// queue with [`Queue::submit`]. A `CommandBuffer` is obtained by recording a series of commands to
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/// a [`CommandEncoder`] and then calling [`CommandEncoder::finish`].
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pub struct CommandBuffer {
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id: wgn::CommandBufferId,
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}
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/// An object that encodes GPU operations.
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///
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/// A `CommandEncoder` can record [`RenderPass`]es, [`ComputePass`]es, and transfer operations
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/// between driver-managed resources like [`Buffer`]s and [`Texture`]s.
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///
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/// When finished recording, call [`CommandEncoder::finish`] to obtain a [`CommandBuffer`] which may
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/// be submitted for execution.
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pub struct CommandEncoder {
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id: wgn::CommandEncoderId,
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}
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/// An in-progress recording of a render pass.
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pub struct RenderPass<'a> {
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id: wgn::RenderPassId,
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_parent: &'a mut CommandEncoder,
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}
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/// An in-progress recording of a compute pass.
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pub struct ComputePass<'a> {
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id: wgn::ComputePassId,
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_parent: &'a mut CommandEncoder,
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}
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/// A handle to a command queue on a device.
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///
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/// A `Queue` executes finished [`CommandBuffer`] objects.
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pub struct Queue<'a> {
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id: wgn::QueueId,
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temp: &'a mut Temp,
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}
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/// A resource that can be bound to a pipeline.
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pub enum BindingResource<'a> {
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Buffer {
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buffer: &'a Buffer,
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@@ -167,78 +243,147 @@ pub enum BindingResource<'a> {
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TextureView(&'a TextureView),
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}
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/// A bindable resource and the slot to bind it to.
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pub struct Binding<'a> {
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pub binding: u32,
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pub resource: BindingResource<'a>,
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}
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/// A description of a bind group layout.
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///
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/// A `BindGroupLayoutDescriptor` can be passed to [`Device::create_bind_group_layout`] to obtain a
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/// [`BindGroupLayout`].
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pub struct BindGroupLayoutDescriptor<'a> {
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pub bindings: &'a [BindGroupLayoutBinding],
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}
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/// A description of a group of bindings and the resources to be bound.
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pub struct BindGroupDescriptor<'a> {
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/// The layout for this bind group.
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pub layout: &'a BindGroupLayout,
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/// The resources to bind to this bind group.
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pub bindings: &'a [Binding<'a>],
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}
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/// A description of a pipeline layout.
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///
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/// A `PipelineLayoutDescriptor` can be passed to [`Device::create_pipeline_layout`] to obtain a
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/// [`PipelineLayout`].
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pub struct PipelineLayoutDescriptor<'a> {
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pub bind_group_layouts: &'a [&'a BindGroupLayout],
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}
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/// A description of a programmable pipeline stage.
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pub struct PipelineStageDescriptor<'a> {
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/// The compiled shader module for this stage.
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pub module: &'a ShaderModule,
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/// The name of the entry point in the compiled shader.
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pub entry_point: &'a str,
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}
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/// A description of a vertex buffer.
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#[derive(Clone, Debug)]
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pub struct VertexBufferDescriptor<'a> {
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/// The stride, in bytes, between elements of this buffer.
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pub stride: BufferAddress,
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pub step_mode: InputStepMode,
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/// The list of attributes which comprise a single vertex.
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pub attributes: &'a [VertexAttributeDescriptor],
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}
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/// A complete description of a render (graphics) pipeline.
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pub struct RenderPipelineDescriptor<'a> {
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/// The layout of bind groups for this pipeline.
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pub layout: &'a PipelineLayout,
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/// The compiled vertex stage and its entry point.
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pub vertex_stage: PipelineStageDescriptor<'a>,
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/// The compiled fragment stage and its entry point, if any.
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pub fragment_stage: Option<PipelineStageDescriptor<'a>>,
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/// The rasterization process for this pipeline.
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pub rasterization_state: RasterizationStateDescriptor,
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/// The primitive topology used to interpret vertices.
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pub primitive_topology: PrimitiveTopology,
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/// The effect of draw calls on the color aspect of the output target.
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pub color_states: &'a [ColorStateDescriptor],
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/// The effect of draw calls on the depth and stencil aspects of the output target, if any.
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pub depth_stencil_state: Option<DepthStencilStateDescriptor>,
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/// The format of any index buffers used with this pipeline.
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pub index_format: IndexFormat,
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/// The format of any vertex buffers used with this pipeline.
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pub vertex_buffers: &'a [VertexBufferDescriptor<'a>],
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/// The number of samples calculated per pixel (for MSAA).
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pub sample_count: u32,
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}
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/// A complete description of a compute pipeline.
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pub struct ComputePipelineDescriptor<'a> {
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/// The layout of bind groups for this pipeline.
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pub layout: &'a PipelineLayout,
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/// The compiled compute stage and its entry point.
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pub compute_stage: PipelineStageDescriptor<'a>,
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}
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/// A description of all the attachments of a render pass.
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pub struct RenderPassDescriptor<'a> {
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/// The color attachments of the render pass.
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pub color_attachments: &'a [RenderPassColorAttachmentDescriptor<'a>],
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/// The depth and stencil attachment of the render pass, if any.
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pub depth_stencil_attachment:
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Option<RenderPassDepthStencilAttachmentDescriptor<&'a TextureView>>,
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}
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/// A description of a color attachment.
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pub struct RenderPassColorAttachmentDescriptor<'a> {
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/// The actual color attachment.
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pub attachment: &'a TextureView,
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/// The resolve target for this color attachment, if any.
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pub resolve_target: Option<&'a TextureView>,
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/// The beginning-of-pass load operation for this color attachment.
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pub load_op: LoadOp,
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/// The end-of-pass store operation for this color attachment.
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pub store_op: StoreOp,
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/// The color that will be assigned to every pixel of this attachment when cleared.
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pub clear_color: Color,
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}
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/// A swap chain image that can be rendered to.
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pub struct SwapChainOutput<'a> {
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pub texture: Texture,
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pub view: TextureView,
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swap_chain_id: &'a wgn::SwapChainId,
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}
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/// A view of a buffer which can be used to copy to or from a texture.
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pub struct BufferCopyView<'a> {
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/// The buffer to be copied to or from.
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pub buffer: &'a Buffer,
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/// The offset in bytes from the start of the buffer. This must be aligned to 512 bytes.
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pub offset: BufferAddress,
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/// The size in bytes of a single row of the texture. This must be a multiple of 256 bytes.
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pub row_pitch: u32,
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/// The height in texels of the imaginary texture view overlaid on the buffer.
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pub image_height: u32,
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}
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@@ -253,10 +398,18 @@ impl<'a> BufferCopyView<'a> {
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}
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}
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/// A view of a texture which can be used to copy to or from a buffer or another texture.
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pub struct TextureCopyView<'a> {
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/// The texture to be copied to or from.
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pub texture: &'a Texture,
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/// The target mip level of the texture.
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pub mip_level: u32,
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/// The target layer of the texture.
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pub array_layer: u32,
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/// The base texel of the texture in the selected `mip_level`.
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pub origin: Origin3d,
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}
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@@ -271,6 +424,7 @@ impl<'a> TextureCopyView<'a> {
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}
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}
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/// A buffer being created, mapped in host memory.
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pub struct CreateBufferMapped<'a, T> {
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id: wgn::BufferId,
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pub data: &'a mut [T],
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@@ -280,11 +434,19 @@ impl<'a, T> CreateBufferMapped<'a, T>
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where
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T: Copy,
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{
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/// Copies a slice into the mapped buffer and unmaps it, returning a [`Buffer`].
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///
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/// `slice` and `self.data` must have the same length.
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///
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/// # Panics
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///
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/// Panics if the slices have different lengths.
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pub fn fill_from_slice(self, slice: &[T]) -> Buffer {
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self.data.copy_from_slice(slice);
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self.finish()
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}
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/// Unmaps the buffer from host memory and returns a [`Buffer`].
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pub fn finish(self) -> Buffer {
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wgn::wgpu_buffer_unmap(self.id);
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Buffer { id: self.id }
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@@ -292,18 +454,29 @@ where
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}
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impl Instance {
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/// Create a new `Instance` object.
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pub fn new() -> Self {
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Instance {
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id: wgn::wgpu_create_instance(),
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}
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}
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/// Retrieves an [`Adapter`] which matches the given descriptor.
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///
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/// If there are no available adapters matching `desc`, this function will return another
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/// adapter.
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///
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/// # Panics
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///
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/// Panics if there are no available adapters. This will occur if none of the graphics backends
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/// are enabled.
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pub fn get_adapter(&self, desc: &AdapterDescriptor) -> Adapter {
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Adapter {
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id: wgn::wgpu_instance_get_adapter(self.id, desc),
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}
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}
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/// Creates a surface from a window.
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pub fn create_surface(&self, window: &winit::Window) -> Surface {
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Surface {
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id: wgn::wgpu_instance_create_surface_from_winit(self.id, window),
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@@ -319,6 +492,11 @@ impl Instance {
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}
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impl Adapter {
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/// Requests a connection to a physical device, creating a logical device.
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///
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/// # Panics
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///
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/// Panics if the extensions specified by `desc` are not supported by this adapter.
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pub fn request_device(&self, desc: &DeviceDescriptor) -> Device {
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Device {
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id: wgn::wgpu_adapter_request_device(self.id, desc),
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@@ -333,6 +511,7 @@ impl Device {
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wgn::wgpu_device_poll(self.id, force_wait);
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}
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/// Creates a shader module from SPIR-V source code.
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pub fn create_shader_module(&self, spv: &[u8]) -> ShaderModule {
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let desc = wgn::ShaderModuleDescriptor {
|
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code: wgn::ByteArray {
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@@ -345,6 +524,7 @@ impl Device {
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}
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}
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/// Obtains a queue which can accept [`CommandBuffer`] submissions.
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pub fn get_queue(&mut self) -> Queue {
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Queue {
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id: wgn::wgpu_device_get_queue(self.id),
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@@ -352,12 +532,14 @@ impl Device {
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||||
}
|
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}
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/// Creates an empty [`CommandEncoder`].
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pub fn create_command_encoder(&self, desc: &CommandEncoderDescriptor) -> CommandEncoder {
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CommandEncoder {
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id: wgn::wgpu_device_create_command_encoder(self.id, desc),
|
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}
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}
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/// Creates a new bind group.
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pub fn create_bind_group(&self, desc: &BindGroupDescriptor) -> BindGroup {
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let bindings = desc
|
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.bindings
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@@ -394,6 +576,7 @@ impl Device {
|
||||
}
|
||||
}
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/// Creates a bind group layout.
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pub fn create_bind_group_layout(&self, desc: &BindGroupLayoutDescriptor) -> BindGroupLayout {
|
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BindGroupLayout {
|
||||
id: wgn::wgpu_device_create_bind_group_layout(
|
||||
@@ -406,6 +589,7 @@ impl Device {
|
||||
}
|
||||
}
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/// Creates a pipeline layout.
|
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pub fn create_pipeline_layout(&self, desc: &PipelineLayoutDescriptor) -> PipelineLayout {
|
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//TODO: avoid allocation here
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let temp_layouts = desc
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@@ -424,6 +608,7 @@ impl Device {
|
||||
}
|
||||
}
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/// Creates a render pipeline.
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pub fn create_render_pipeline(&self, desc: &RenderPipelineDescriptor) -> RenderPipeline {
|
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let vertex_entry_point = CString::new(desc.vertex_stage.entry_point).unwrap();
|
||||
let vertex_stage = wgn::PipelineStageDescriptor {
|
||||
@@ -479,6 +664,7 @@ impl Device {
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a compute pipeline.
|
||||
pub fn create_compute_pipeline(&self, desc: &ComputePipelineDescriptor) -> ComputePipeline {
|
||||
let entry_point = CString::new(desc.compute_stage.entry_point).unwrap();
|
||||
|
||||
@@ -496,12 +682,17 @@ impl Device {
|
||||
}
|
||||
}
|
||||
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||||
/// Creates a new buffer.
|
||||
pub fn create_buffer(&self, desc: &BufferDescriptor) -> Buffer {
|
||||
Buffer {
|
||||
id: wgn::wgpu_device_create_buffer(self.id, desc),
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a new buffer and maps it into host-visible memory.
|
||||
///
|
||||
/// This returns a [`CreateBufferMapped<T>`], which exposes a `&mut [T]`. The actual [`Buffer`]
|
||||
/// will not be created until calling [`CreateBufferMapped::finish`].
|
||||
pub fn create_buffer_mapped<'a, T>(
|
||||
&self,
|
||||
count: usize,
|
||||
@@ -526,6 +717,9 @@ impl Device {
|
||||
CreateBufferMapped { id, data }
|
||||
}
|
||||
|
||||
/// Creates a new [`Texture`].
|
||||
///
|
||||
/// `desc` specifies the general format of the texture.
|
||||
pub fn create_texture(&self, desc: &TextureDescriptor) -> Texture {
|
||||
Texture {
|
||||
id: wgn::wgpu_device_create_texture(self.id, desc),
|
||||
@@ -533,12 +727,16 @@ impl Device {
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a new [`Sampler`].
|
||||
///
|
||||
/// `desc` specifies the behavior of the sampler.
|
||||
pub fn create_sampler(&self, desc: &SamplerDescriptor) -> Sampler {
|
||||
Sampler {
|
||||
id: wgn::wgpu_device_create_sampler(self.id, desc),
|
||||
}
|
||||
}
|
||||
|
||||
/// Create a new [`SwapChain`] which targets `surface`.
|
||||
pub fn create_swap_chain(&self, surface: &Surface, desc: &SwapChainDescriptor) -> SwapChain {
|
||||
SwapChain {
|
||||
id: wgn::wgpu_device_create_swap_chain(self.id, surface.id, desc),
|
||||
@@ -687,6 +885,7 @@ impl Buffer {
|
||||
);
|
||||
}
|
||||
|
||||
/// Flushes any pending write operations and unmaps the buffer from host memory.
|
||||
pub fn unmap(&self) {
|
||||
wgn::wgpu_buffer_unmap(self.id);
|
||||
}
|
||||
@@ -699,6 +898,7 @@ impl Drop for Buffer {
|
||||
}
|
||||
|
||||
impl Texture {
|
||||
/// Creates a view of this texture.
|
||||
pub fn create_view(&self, desc: &TextureViewDescriptor) -> TextureView {
|
||||
TextureView {
|
||||
id: wgn::wgpu_texture_create_view(self.id, desc),
|
||||
@@ -706,6 +906,10 @@ impl Texture {
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates the default view of this texture.
|
||||
///
|
||||
/// The default view reflects the full dimensions and size of the texture and matches its
|
||||
/// format.
|
||||
pub fn create_default_view(&self) -> TextureView {
|
||||
TextureView {
|
||||
id: wgn::wgpu_texture_create_default_view(self.id),
|
||||
@@ -731,12 +935,16 @@ impl Drop for TextureView {
|
||||
}
|
||||
|
||||
impl CommandEncoder {
|
||||
/// Finishes recording and returns a [`CommandBuffer`] that can be submitted for execution.
|
||||
pub fn finish(self) -> CommandBuffer {
|
||||
CommandBuffer {
|
||||
id: wgn::wgpu_command_encoder_finish(self.id),
|
||||
}
|
||||
}
|
||||
|
||||
/// Begins recording of a render pass.
|
||||
///
|
||||
/// This function returns a [`RenderPass`] object which records a single render pass.
|
||||
pub fn begin_render_pass(&mut self, desc: &RenderPassDescriptor) -> RenderPass {
|
||||
let colors = desc
|
||||
.color_attachments
|
||||
@@ -778,6 +986,9 @@ impl CommandEncoder {
|
||||
}
|
||||
}
|
||||
|
||||
/// Begins recording of a compute pass.
|
||||
///
|
||||
/// This function returns a [`ComputePass`] object which records a single compute pass.
|
||||
pub fn begin_compute_pass(&mut self) -> ComputePass {
|
||||
ComputePass {
|
||||
id: wgn::wgpu_command_encoder_begin_compute_pass(self.id),
|
||||
@@ -785,6 +996,7 @@ impl CommandEncoder {
|
||||
}
|
||||
}
|
||||
|
||||
/// Copy data from one buffer to another.
|
||||
pub fn copy_buffer_to_buffer(
|
||||
&mut self,
|
||||
source: &Buffer,
|
||||
@@ -803,6 +1015,7 @@ impl CommandEncoder {
|
||||
);
|
||||
}
|
||||
|
||||
/// Copy data from a buffer to a texture.
|
||||
pub fn copy_buffer_to_texture(
|
||||
&mut self,
|
||||
source: BufferCopyView,
|
||||
@@ -817,6 +1030,7 @@ impl CommandEncoder {
|
||||
);
|
||||
}
|
||||
|
||||
/// Copy data from a texture to a buffer.
|
||||
pub fn copy_texture_to_buffer(
|
||||
&mut self,
|
||||
source: TextureCopyView,
|
||||
@@ -831,6 +1045,7 @@ impl CommandEncoder {
|
||||
);
|
||||
}
|
||||
|
||||
/// Copy data from one texture to another.
|
||||
pub fn copy_texture_to_texture(
|
||||
&mut self,
|
||||
source: TextureCopyView,
|
||||
@@ -847,6 +1062,7 @@ impl CommandEncoder {
|
||||
}
|
||||
|
||||
impl<'a> RenderPass<'a> {
|
||||
/// Sets the active bind group for a given bind group index.
|
||||
pub fn set_bind_group(&mut self, index: u32, bind_group: &BindGroup, offsets: &[u32]) {
|
||||
wgn::wgpu_render_pass_set_bind_group(
|
||||
self.id,
|
||||
@@ -857,6 +1073,9 @@ impl<'a> RenderPass<'a> {
|
||||
);
|
||||
}
|
||||
|
||||
/// Sets the active render pipeline.
|
||||
///
|
||||
/// Subsequent draw calls will exhibit the behavior defined by `pipeline`.
|
||||
pub fn set_pipeline(&mut self, pipeline: &RenderPipeline) {
|
||||
wgn::wgpu_render_pass_set_pipeline(self.id, pipeline.id);
|
||||
}
|
||||
@@ -865,10 +1084,19 @@ impl<'a> RenderPass<'a> {
|
||||
wgn::wgpu_render_pass_set_blend_color(self.id, &color);
|
||||
}
|
||||
|
||||
/// Sets the active index buffer.
|
||||
///
|
||||
/// Subsequent calls to [`draw_indexed`](RenderPass::draw_indexed) on this [`RenderPass`] will
|
||||
/// use `buffer` as the source index buffer.
|
||||
pub fn set_index_buffer(&mut self, buffer: &Buffer, offset: BufferAddress) {
|
||||
wgn::wgpu_render_pass_set_index_buffer(self.id, buffer.id, offset);
|
||||
}
|
||||
|
||||
/// Sets the active vertex buffers.
|
||||
///
|
||||
/// Each element of `buffer_pairs` describes a vertex buffer and an offset in bytes into that
|
||||
/// buffer. The offset must be aligned to a multiple of 4 bytes.
|
||||
// TODO: buffer_pairs should be a &[(&Buffer, BufferAddress)]
|
||||
pub fn set_vertex_buffers(&mut self, buffer_pairs: &[(&Buffer, u32)]) {
|
||||
let mut buffers = Vec::new();
|
||||
let mut offsets = Vec::new();
|
||||
@@ -884,10 +1112,16 @@ impl<'a> RenderPass<'a> {
|
||||
);
|
||||
}
|
||||
|
||||
/// Sets the scissor region.
|
||||
///
|
||||
/// Subsequent draw calls will discard any fragments that fall outside this region.
|
||||
pub fn set_scissor_rect(&mut self, x: u32, y: u32, w: u32, h: u32) {
|
||||
wgn::wgpu_render_pass_set_scissor_rect(self.id, x, y, w, h)
|
||||
}
|
||||
|
||||
/// Draws primitives from the active vertex buffer(s).
|
||||
///
|
||||
/// The active vertex buffers can be set with [`RenderPass::set_vertex_buffers`].
|
||||
pub fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>) {
|
||||
wgn::wgpu_render_pass_draw(
|
||||
self.id,
|
||||
@@ -898,6 +1132,10 @@ impl<'a> RenderPass<'a> {
|
||||
);
|
||||
}
|
||||
|
||||
/// Draws indexed primitives using the active index buffer and the active vertex buffers.
|
||||
///
|
||||
/// The active index buffer can be set with [`RenderPass::set_index_buffer`], while the active
|
||||
/// vertex buffers can be set with [`RenderPass::set_vertex_buffers`].
|
||||
pub fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>) {
|
||||
wgn::wgpu_render_pass_draw_indexed(
|
||||
self.id,
|
||||
@@ -917,6 +1155,7 @@ impl<'a> Drop for RenderPass<'a> {
|
||||
}
|
||||
|
||||
impl<'a> ComputePass<'a> {
|
||||
/// Sets the active bind group for a given bind group index.
|
||||
pub fn set_bind_group(&mut self, index: u32, bind_group: &BindGroup, offsets: &[u32]) {
|
||||
wgn::wgpu_compute_pass_set_bind_group(
|
||||
self.id,
|
||||
@@ -927,10 +1166,14 @@ impl<'a> ComputePass<'a> {
|
||||
);
|
||||
}
|
||||
|
||||
/// Sets the active compute pipeline.
|
||||
pub fn set_pipeline(&mut self, pipeline: &ComputePipeline) {
|
||||
wgn::wgpu_compute_pass_set_pipeline(self.id, pipeline.id);
|
||||
}
|
||||
|
||||
/// Dispatches compute work operations.
|
||||
///
|
||||
/// `x`, `y` and `z` denote the number of work groups to dispatch in each dimension.
|
||||
pub fn dispatch(&mut self, x: u32, y: u32, z: u32) {
|
||||
wgn::wgpu_compute_pass_dispatch(self.id, x, y, z);
|
||||
}
|
||||
@@ -943,6 +1186,7 @@ impl<'a> Drop for ComputePass<'a> {
|
||||
}
|
||||
|
||||
impl<'a> Queue<'a> {
|
||||
/// Submits a series of finished command buffers for execution.
|
||||
pub fn submit(&mut self, command_buffers: &[CommandBuffer]) {
|
||||
self.temp.command_buffers.clear();
|
||||
self.temp
|
||||
@@ -964,6 +1208,10 @@ impl<'a> Drop for SwapChainOutput<'a> {
|
||||
}
|
||||
|
||||
impl SwapChain {
|
||||
/// Returns the next texture to be presented by the swapchain for drawing.
|
||||
///
|
||||
/// When the [`SwapChainOutput`] returned by this method is dropped, the swapchain will present
|
||||
/// the texture to the associated [`Surface`].
|
||||
pub fn get_next_texture(&mut self) -> SwapChainOutput {
|
||||
let output = wgn::wgpu_swap_chain_get_next_texture(self.id);
|
||||
SwapChainOutput {
|
||||
|
||||
Reference in New Issue
Block a user