Files
wgpu/src/lib.rs
2019-11-21 21:42:22 -08:00

1421 lines
45 KiB
Rust

//! A cross-platform graphics and compute library based on WebGPU.
mod future;
use future::GpuFutureCompletion;
pub use future::GpuFuture;
use arrayvec::ArrayVec;
use std::ffi::CString;
use std::ops::Range;
use std::ptr;
use std::slice;
use std::thread;
pub use wgc::{
binding_model::ShaderStage,
command::{
CommandBufferDescriptor,
CommandEncoderDescriptor,
LoadOp,
RenderPassDepthStencilAttachmentDescriptor,
StoreOp,
},
instance::{
AdapterInfo,
BackendBit,
DeviceDescriptor,
Extensions,
Limits,
PowerPreference,
RequestAdapterOptions,
},
pipeline::{
BlendDescriptor,
BlendFactor,
BlendOperation,
ColorStateDescriptor,
ColorWrite,
CullMode,
DepthStencilStateDescriptor,
FrontFace,
IndexFormat,
InputStepMode,
PrimitiveTopology,
RasterizationStateDescriptor,
ShaderLocation,
ShaderModuleDescriptor,
StencilOperation,
StencilStateFaceDescriptor,
VertexAttributeDescriptor,
VertexFormat,
},
read_spirv,
resource::{
AddressMode,
BufferDescriptor,
BufferMapAsyncStatus,
BufferUsage,
CompareFunction,
FilterMode,
SamplerDescriptor,
TextureAspect,
TextureDescriptor,
TextureDimension,
TextureFormat,
TextureUsage,
TextureViewDescriptor,
TextureViewDimension,
},
swap_chain::{PresentMode, SwapChainDescriptor},
BufferAddress,
Color,
Extent3d,
Origin3d,
};
//TODO: avoid heap allocating vectors during resource creation.
#[derive(Default, Debug)]
struct Temp {
//bind_group_descriptors: Vec<wgn::BindGroupDescriptor>,
//vertex_buffers: Vec<wgn::VertexBufferDescriptor>,
}
/// A handle to a physical graphics and/or compute device.
///
/// An `Adapter` can be used to open a connection to the corresponding device on the host system,
/// yielding a [`Device`] object.
#[derive(Debug)]
pub struct Adapter {
id: wgc::id::AdapterId,
}
/// An open connection to a graphics and/or compute device.
///
/// The `Device` is the responsible for the creation of most rendering and compute resources, as
/// well as exposing [`Queue`] objects.
#[derive(Debug)]
pub struct Device {
id: wgc::id::DeviceId,
temp: Temp,
}
/// A handle to a GPU-accessible buffer.
#[derive(Debug)]
pub struct Buffer {
id: wgc::id::BufferId,
device_id: wgc::id::DeviceId,
}
/// A handle to a texture on the GPU.
#[derive(Debug)]
pub struct Texture {
id: wgc::id::TextureId,
owned: bool,
}
/// A handle to a texture view.
///
/// A `TextureView` object describes a texture and associated metadata needed by a
/// [`RenderPipeline`] or [`BindGroup`].
#[derive(Debug)]
pub struct TextureView {
id: wgc::id::TextureViewId,
owned: bool,
}
/// A handle to a sampler.
///
/// A `Sampler` object defines how a pipeline will sample from a [`TextureView`]. Samplers define
/// image filters (including anisotropy) and address (wrapping) modes, among other things. See
/// the documentation for [`SamplerDescriptor`] for more information.
#[derive(Debug)]
pub struct Sampler {
id: wgc::id::SamplerId,
}
/// A handle to a presentable surface.
///
/// A `Surface` represents a platform-specific surface (e.g. a window) to which rendered images may
/// be presented. A `Surface` may be created with [`Surface::create`].
#[derive(Debug)]
pub struct Surface {
id: wgc::id::SurfaceId,
}
/// A handle to a swap chain.
///
/// A `SwapChain` represents the image or series of images that will be presented to a [`Surface`].
/// A `SwapChain` may be created with [`Device::create_swap_chain`].
#[derive(Debug)]
pub struct SwapChain {
id: wgc::id::SwapChainId,
}
/// An opaque handle to a binding group layout.
///
/// A `BindGroupLayout` is a handle to the GPU-side layout of a binding group. It can be used to
/// create a [`BindGroupDescriptor`] object, which in turn can be used to create a [`BindGroup`]
/// object with [`Device::create_bind_group`]. A series of `BindGroupLayout`s can also be used to
/// create a [`PipelineLayoutDescriptor`], which can be used to create a [`PipelineLayout`].
#[derive(Debug)]
pub struct BindGroupLayout {
id: wgc::id::BindGroupLayoutId,
}
/// An opaque handle to a binding group.
///
/// A `BindGroup` represents the set of resources bound to the bindings described by a
/// [`BindGroupLayout`]. It can be created with [`Device::create_bind_group`]. A `BindGroup` can
/// be bound to a particular [`RenderPass`] with [`RenderPass::set_bind_group`], or to a
/// [`ComputePass`] with [`ComputePass::set_bind_group`].
#[derive(Debug)]
pub struct BindGroup {
id: wgc::id::BindGroupId,
}
impl Drop for BindGroup {
fn drop(&mut self) {
wgn::wgpu_bind_group_destroy(self.id);
}
}
/// A handle to a compiled shader module.
///
/// A `ShaderModule` represents a compiled shader module on the GPU. It can be created by passing
/// valid SPIR-V source code to [`Device::create_shader_module`]. Shader modules are used to define
/// programmable stages of a pipeline.
#[derive(Debug)]
pub struct ShaderModule {
id: wgc::id::ShaderModuleId,
}
/// An opaque handle to a pipeline layout.
///
/// A `PipelineLayout` object describes the available binding groups of a pipeline.
#[derive(Debug)]
pub struct PipelineLayout {
id: wgc::id::PipelineLayoutId,
}
/// A handle to a rendering (graphics) pipeline.
///
/// A `RenderPipeline` object represents a graphics pipeline and its stages, bindings, vertex
/// buffers and targets. A `RenderPipeline` may be created with [`Device::create_render_pipeline`].
#[derive(Debug)]
pub struct RenderPipeline {
id: wgc::id::RenderPipelineId,
}
/// A handle to a compute pipeline.
#[derive(Debug)]
pub struct ComputePipeline {
id: wgc::id::ComputePipelineId,
}
/// An opaque handle to a command buffer on the GPU.
///
/// A `CommandBuffer` represents a complete sequence of commands that may be submitted to a command
/// queue with [`Queue::submit`]. A `CommandBuffer` is obtained by recording a series of commands to
/// a [`CommandEncoder`] and then calling [`CommandEncoder::finish`].
#[derive(Debug)]
pub struct CommandBuffer {
id: wgc::id::CommandBufferId,
}
/// An object that encodes GPU operations.
///
/// A `CommandEncoder` can record [`RenderPass`]es, [`ComputePass`]es, and transfer operations
/// between driver-managed resources like [`Buffer`]s and [`Texture`]s.
///
/// When finished recording, call [`CommandEncoder::finish`] to obtain a [`CommandBuffer`] which may
/// be submitted for execution.
#[derive(Debug)]
pub struct CommandEncoder {
id: wgc::id::CommandEncoderId,
}
/// An in-progress recording of a render pass.
#[derive(Debug)]
pub struct RenderPass<'a> {
id: wgc::id::RenderPassId,
_parent: &'a mut CommandEncoder,
}
/// An in-progress recording of a compute pass.
#[derive(Debug)]
pub struct ComputePass<'a> {
id: wgc::id::ComputePassId,
_parent: &'a mut CommandEncoder,
}
/// A handle to a command queue on a device.
///
/// A `Queue` executes recorded [`CommandBuffer`] objects.
#[derive(Debug)]
pub struct Queue {
id: wgc::id::QueueId,
temp_command_buffers: Vec<wgc::id::CommandBufferId>,
}
/// A resource that can be bound to a pipeline.
#[derive(Clone, Debug)]
pub enum BindingResource<'a> {
Buffer {
buffer: &'a Buffer,
range: Range<BufferAddress>,
},
Sampler(&'a Sampler),
TextureView(&'a TextureView),
}
/// A bindable resource and the slot to bind it to.
#[derive(Clone, Debug)]
pub struct Binding<'a> {
pub binding: u32,
pub resource: BindingResource<'a>,
}
/// Specific type of a binding..
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
pub enum BindingType {
UniformBuffer {
dynamic: bool,
},
StorageBuffer {
dynamic: bool,
readonly: bool,
},
Sampler,
SampledTexture {
multisampled: bool,
dimension: TextureViewDimension,
},
StorageTexture {
dimension: TextureViewDimension,
},
}
/// A description of a single binding inside a bind group.
#[derive(Clone, Debug, Hash)]
pub struct BindGroupLayoutBinding {
pub binding: u32,
pub visibility: ShaderStage,
pub ty: BindingType,
}
#[derive(Clone, Debug)]
pub struct BindGroupLayoutDescriptor<'a> {
pub bindings: &'a [BindGroupLayoutBinding],
}
/// A description of a group of bindings and the resources to be bound.
#[derive(Clone, Debug)]
pub struct BindGroupDescriptor<'a> {
/// The layout for this bind group.
pub layout: &'a BindGroupLayout,
/// The resources to bind to this bind group.
pub bindings: &'a [Binding<'a>],
}
/// A description of a pipeline layout.
///
/// A `PipelineLayoutDescriptor` can be passed to [`Device::create_pipeline_layout`] to obtain a
/// [`PipelineLayout`].
#[derive(Clone, Debug)]
pub struct PipelineLayoutDescriptor<'a> {
pub bind_group_layouts: &'a [&'a BindGroupLayout],
}
/// A description of a programmable pipeline stage.
#[derive(Clone, Debug)]
pub struct ProgrammableStageDescriptor<'a> {
/// The compiled shader module for this stage.
pub module: &'a ShaderModule,
/// The name of the entry point in the compiled shader.
pub entry_point: &'a str,
}
/// A description of a vertex buffer.
#[derive(Clone, Debug)]
pub struct VertexBufferDescriptor<'a> {
/// The stride, in bytes, between elements of this buffer.
pub stride: BufferAddress,
pub step_mode: InputStepMode,
/// The list of attributes which comprise a single vertex.
pub attributes: &'a [VertexAttributeDescriptor],
}
/// A complete description of a render (graphics) pipeline.
#[derive(Clone, Debug)]
pub struct RenderPipelineDescriptor<'a> {
/// The layout of bind groups for this pipeline.
pub layout: &'a PipelineLayout,
/// The compiled vertex stage and its entry point.
pub vertex_stage: ProgrammableStageDescriptor<'a>,
/// The compiled fragment stage and its entry point, if any.
pub fragment_stage: Option<ProgrammableStageDescriptor<'a>>,
/// The rasterization process for this pipeline.
pub rasterization_state: Option<RasterizationStateDescriptor>,
/// The primitive topology used to interpret vertices.
pub primitive_topology: PrimitiveTopology,
/// The effect of draw calls on the color aspect of the output target.
pub color_states: &'a [ColorStateDescriptor],
/// The effect of draw calls on the depth and stencil aspects of the output target, if any.
pub depth_stencil_state: Option<DepthStencilStateDescriptor>,
/// The format of any index buffers used with this pipeline.
pub index_format: IndexFormat,
/// The format of any vertex buffers used with this pipeline.
pub vertex_buffers: &'a [VertexBufferDescriptor<'a>],
/// The number of samples calculated per pixel (for MSAA).
pub sample_count: u32,
/// Bitmask that restricts the samples of a pixel modified by this pipeline.
pub sample_mask: u32,
/// 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,
}
/// A complete description of a compute pipeline.
#[derive(Clone, Debug)]
pub struct ComputePipelineDescriptor<'a> {
/// The layout of bind groups for this pipeline.
pub layout: &'a PipelineLayout,
/// The compiled compute stage and its entry point.
pub compute_stage: ProgrammableStageDescriptor<'a>,
}
/// A description of all the attachments of a render pass.
#[derive(Debug)]
pub struct RenderPassDescriptor<'a> {
/// The color attachments of the render pass.
pub color_attachments: &'a [RenderPassColorAttachmentDescriptor<'a>],
/// The depth and stencil attachment of the render pass, if any.
pub depth_stencil_attachment:
Option<RenderPassDepthStencilAttachmentDescriptor<&'a TextureView>>,
}
/// A description of a color attachment.
#[derive(Clone, Debug)]
pub struct RenderPassColorAttachmentDescriptor<'a> {
/// The actual color attachment.
pub attachment: &'a TextureView,
/// The resolve target for this color attachment, if any.
pub resolve_target: Option<&'a TextureView>,
/// The beginning-of-pass load operation for this color attachment.
pub load_op: LoadOp,
/// The end-of-pass store operation for this color attachment.
pub store_op: StoreOp,
/// The color that will be assigned to every pixel of this attachment when cleared.
pub clear_color: Color,
}
/// A swap chain image that can be rendered to.
#[derive(Debug)]
pub struct SwapChainOutput<'a> {
pub view: TextureView,
swap_chain_id: &'a wgc::id::SwapChainId,
}
/// A view of a buffer which can be used to copy to or from a texture.
#[derive(Clone, Debug)]
pub struct BufferCopyView<'a> {
/// The buffer to be copied to or from.
pub buffer: &'a Buffer,
/// The offset in bytes from the start of the buffer. This must be aligned to 512 bytes.
pub offset: BufferAddress,
/// The size in bytes of a single row of the texture. This must be a multiple of 256 bytes.
pub row_pitch: u32,
/// The height in texels of the imaginary texture view overlaid on the buffer.
pub image_height: u32,
}
impl<'a> BufferCopyView<'a> {
fn into_native(self) -> wgc::command::BufferCopyView {
wgc::command::BufferCopyView {
buffer: self.buffer.id,
offset: self.offset,
row_pitch: self.row_pitch,
image_height: self.image_height,
}
}
}
/// A view of a texture which can be used to copy to or from a buffer or another texture.
#[derive(Clone, Debug)]
pub struct TextureCopyView<'a> {
/// The texture to be copied to or from.
pub texture: &'a Texture,
/// The target mip level of the texture.
pub mip_level: u32,
/// The target layer of the texture.
pub array_layer: u32,
/// The base texel of the texture in the selected `mip_level`.
pub origin: Origin3d,
}
impl<'a> TextureCopyView<'a> {
fn into_native(self) -> wgc::command::TextureCopyView {
wgc::command::TextureCopyView {
texture: self.texture.id,
mip_level: self.mip_level,
array_layer: self.array_layer,
origin: self.origin,
}
}
}
/// A buffer being created, mapped in host memory.
pub struct CreateBufferMapped<'a> {
id: wgc::id::BufferId,
pub data: &'a mut [u8],
device_id: wgc::id::DeviceId,
}
impl CreateBufferMapped<'_> {
/// Unmaps the buffer from host memory and returns a [`Buffer`].
pub fn finish(self) -> Buffer {
wgn::wgpu_buffer_unmap(self.id);
Buffer { device_id: self.device_id, id: self.id }
}
}
impl Surface {
/// Creates a surface from a raw window handle.
pub fn create<W: raw_window_handle::HasRawWindowHandle>(window: &W) -> Self {
Surface {
id: wgn::wgpu_create_surface(window.raw_window_handle()),
}
}
#[cfg(any(target_os = "ios", target_os = "macos"))]
pub fn create_surface_from_core_animation_layer(layer: *mut std::ffi::c_void) -> Self {
Surface {
id: wgn::wgpu_create_surface_from_metal_layer(layer),
}
}
}
impl Adapter {
/// Retrieves an [`Adapter`] which matches the given options.
///
/// Some options are "soft", so treated as non-mandatory. Others are "hard".
///
/// If no adapters are found that suffice all the "hard" options, `None` is returned.
pub fn request(options: &RequestAdapterOptions, backends: BackendBit) -> Option<Self> {
unsafe extern "C" fn adapter_callback(
id: wgc::id::AdapterId,
user_data: *mut std::ffi::c_void,
) {
*(user_data as *mut wgc::id::AdapterId) = id;
}
let mut id = wgc::id::AdapterId::ERROR;
wgn::wgpu_request_adapter_async(
Some(options),
backends,
adapter_callback,
&mut id as *mut _ as *mut std::ffi::c_void,
);
Some(Adapter { id })
}
/// Requests a connection to a physical device, creating a logical device.
/// Returns the device together with a queue that executes command buffers.
///
/// # Panics
///
/// Panics if the extensions specified by `desc` are not supported by this adapter.
pub fn request_device(&self, desc: &DeviceDescriptor) -> (Device, Queue) {
let device = Device {
id: wgn::wgpu_adapter_request_device(self.id, Some(desc)),
temp: Temp::default(),
};
let queue = Queue {
id: wgn::wgpu_device_get_queue(device.id),
temp_command_buffers: Vec::new(),
};
(device, queue)
}
pub fn get_info(&self) -> AdapterInfo {
wgn::wgpu_adapter_get_info(self.id)
}
}
impl Device {
/// Check for resource cleanups and mapping callbacks.
pub fn poll(&self, force_wait: bool) {
wgn::wgpu_device_poll(self.id, force_wait);
}
/// Creates a shader module from SPIR-V source code.
pub fn create_shader_module(&self, spv: &[u32]) -> ShaderModule {
let desc = wgc::pipeline::ShaderModuleDescriptor {
code: wgc::U32Array {
bytes: spv.as_ptr(),
length: spv.len(),
},
};
ShaderModule {
id: wgn::wgpu_device_create_shader_module(self.id, &desc),
}
}
/// Creates an empty [`CommandEncoder`].
pub fn create_command_encoder(&self, desc: &CommandEncoderDescriptor) -> CommandEncoder {
CommandEncoder {
id: wgn::wgpu_device_create_command_encoder(self.id, Some(desc)),
}
}
/// Creates a new bind group.
pub fn create_bind_group(&self, desc: &BindGroupDescriptor) -> BindGroup {
use wgc::binding_model as bm;
let bindings = desc
.bindings
.iter()
.map(|binding| bm::BindGroupBinding {
binding: binding.binding,
resource: match binding.resource {
BindingResource::Buffer {
ref buffer,
ref range,
} => bm::BindingResource::Buffer(bm::BufferBinding {
buffer: buffer.id,
offset: range.start,
size: range.end - range.start,
}),
BindingResource::Sampler(ref sampler) => {
bm::BindingResource::Sampler(sampler.id)
}
BindingResource::TextureView(ref texture_view) => {
bm::BindingResource::TextureView(texture_view.id)
}
},
})
.collect::<Vec<_>>();
BindGroup {
id: wgn::wgpu_device_create_bind_group(
self.id,
&bm::BindGroupDescriptor {
layout: desc.layout.id,
bindings: bindings.as_ptr(),
bindings_length: bindings.len(),
},
),
}
}
/// Creates a bind group layout.
pub fn create_bind_group_layout(&self, desc: &BindGroupLayoutDescriptor) -> BindGroupLayout {
use wgc::binding_model as bm;
let temp_layouts = desc
.bindings
.iter()
.map(|bind| bm::BindGroupLayoutBinding {
binding: bind.binding,
visibility: bind.visibility,
ty: match bind.ty {
BindingType::UniformBuffer { .. } => bm::BindingType::UniformBuffer,
BindingType::StorageBuffer {
readonly: false, ..
} => bm::BindingType::StorageBuffer,
BindingType::StorageBuffer { readonly: true, .. } => {
bm::BindingType::ReadonlyStorageBuffer
}
BindingType::Sampler => bm::BindingType::Sampler,
BindingType::SampledTexture { .. } => bm::BindingType::SampledTexture,
BindingType::StorageTexture { .. } => bm::BindingType::StorageTexture,
},
dynamic: match bind.ty {
BindingType::UniformBuffer { dynamic }
| BindingType::StorageBuffer { dynamic, .. } => dynamic,
_ => false,
},
multisampled: match bind.ty {
BindingType::SampledTexture { multisampled, .. } => multisampled,
_ => false,
},
texture_dimension: match bind.ty {
BindingType::SampledTexture { dimension, .. }
| BindingType::StorageTexture { dimension } => dimension,
_ => TextureViewDimension::D2,
},
})
.collect::<Vec<_>>();
BindGroupLayout {
id: wgn::wgpu_device_create_bind_group_layout(
self.id,
&bm::BindGroupLayoutDescriptor {
bindings: temp_layouts.as_ptr(),
bindings_length: temp_layouts.len(),
},
),
}
}
/// Creates a pipeline layout.
pub fn create_pipeline_layout(&self, desc: &PipelineLayoutDescriptor) -> PipelineLayout {
//TODO: avoid allocation here
let temp_layouts = desc
.bind_group_layouts
.iter()
.map(|bgl| bgl.id)
.collect::<Vec<_>>();
PipelineLayout {
id: wgn::wgpu_device_create_pipeline_layout(
self.id,
&wgc::binding_model::PipelineLayoutDescriptor {
bind_group_layouts: temp_layouts.as_ptr(),
bind_group_layouts_length: temp_layouts.len(),
},
),
}
}
/// Creates a render pipeline.
pub fn create_render_pipeline(&self, desc: &RenderPipelineDescriptor) -> RenderPipeline {
use wgc::pipeline as pipe;
let vertex_entry_point = CString::new(desc.vertex_stage.entry_point).unwrap();
let vertex_stage = pipe::ProgrammableStageDescriptor {
module: desc.vertex_stage.module.id,
entry_point: vertex_entry_point.as_ptr(),
};
let (_fragment_entry_point, fragment_stage) =
if let Some(fragment_stage) = &desc.fragment_stage {
let fragment_entry_point = CString::new(fragment_stage.entry_point).unwrap();
let fragment_stage = pipe::ProgrammableStageDescriptor {
module: fragment_stage.module.id,
entry_point: fragment_entry_point.as_ptr(),
};
(fragment_entry_point, Some(fragment_stage))
} else {
(CString::default(), None)
};
let temp_color_states = desc.color_states.to_vec();
let temp_vertex_buffers = desc
.vertex_buffers
.iter()
.map(|vbuf| pipe::VertexBufferDescriptor {
stride: vbuf.stride,
step_mode: vbuf.step_mode,
attributes: vbuf.attributes.as_ptr(),
attributes_length: vbuf.attributes.len(),
})
.collect::<Vec<_>>();
RenderPipeline {
id: wgn::wgpu_device_create_render_pipeline(
self.id,
&pipe::RenderPipelineDescriptor {
layout: desc.layout.id,
vertex_stage,
fragment_stage: fragment_stage
.as_ref()
.map_or(ptr::null(), |fs| fs as *const _),
rasterization_state: desc
.rasterization_state
.as_ref()
.map_or(ptr::null(), |p| p as *const _),
primitive_topology: desc.primitive_topology,
color_states: temp_color_states.as_ptr(),
color_states_length: temp_color_states.len(),
depth_stencil_state: desc
.depth_stencil_state
.as_ref()
.map_or(ptr::null(), |p| p as *const _),
vertex_input: pipe::VertexInputDescriptor {
index_format: desc.index_format,
vertex_buffers: temp_vertex_buffers.as_ptr(),
vertex_buffers_length: temp_vertex_buffers.len(),
},
sample_count: desc.sample_count,
sample_mask: desc.sample_mask,
alpha_to_coverage_enabled: desc.alpha_to_coverage_enabled,
},
),
}
}
/// Creates a compute pipeline.
pub fn create_compute_pipeline(&self, desc: &ComputePipelineDescriptor) -> ComputePipeline {
use wgc::pipeline as pipe;
let entry_point = CString::new(desc.compute_stage.entry_point).unwrap();
ComputePipeline {
id: wgn::wgpu_device_create_compute_pipeline(
self.id,
&pipe::ComputePipelineDescriptor {
layout: desc.layout.id,
compute_stage: pipe::ProgrammableStageDescriptor {
module: desc.compute_stage.module.id,
entry_point: entry_point.as_ptr(),
},
},
),
}
}
/// Creates a new buffer.
pub fn create_buffer(&self, desc: &BufferDescriptor) -> Buffer {
Buffer {
device_id: self.id,
id: wgn::wgpu_device_create_buffer(self.id, desc),
}
}
/// Creates a new buffer and maps it into host-visible memory.
///
/// This returns a [`CreateBufferMapped`], which exposes a `&mut [u8]`. The actual [`Buffer`]
/// will not be created until calling [`CreateBufferMapped::finish`].
pub fn create_buffer_mapped(&self, size: usize, usage: BufferUsage) -> CreateBufferMapped<'_> {
assert_ne!(size, 0);
let desc = BufferDescriptor {
size: size as BufferAddress,
usage,
};
let mut ptr: *mut u8 = std::ptr::null_mut();
let id = wgn::wgpu_device_create_buffer_mapped(self.id, &desc, &mut ptr as *mut *mut u8);
let data = unsafe { std::slice::from_raw_parts_mut(ptr as *mut u8, size) };
CreateBufferMapped { device_id: self.id, id, data }
}
/// Creates a new buffer, maps it into host-visible memory, copies data from the given slice,
/// and finally unmaps it, returning a [`Buffer`].
pub fn create_buffer_with_data(&self, data: &[u8], usage: BufferUsage) -> Buffer {
let mapped = self.create_buffer_mapped(data.len(), usage);
mapped.data.copy_from_slice(data);
mapped.finish()
}
/// 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),
owned: true,
}
}
/// 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),
}
}
}
impl Drop for Device {
fn drop(&mut self) {
wgn::wgpu_device_poll(self.id, true);
//TODO: make this work in general
#[cfg(feature = "metal-auto-capture")]
wgn::wgpu_device_destroy(self.id);
}
}
pub struct BufferReadMapping {
data: *const u8,
size: usize,
buffer_id: wgc::id::BufferId,
}
//TODO: proper error type
pub type BufferMapReadResult = Result<BufferReadMapping, ()>;
impl BufferReadMapping
{
pub fn as_slice(&self) -> &[u8] {
unsafe {
slice::from_raw_parts(self.data as *const u8, self.size)
}
}
}
impl Drop for BufferReadMapping {
fn drop(&mut self) {
wgn::wgpu_buffer_unmap(self.buffer_id);
}
}
pub struct BufferWriteMapping {
data: *mut u8,
size: usize,
buffer_id: wgc::id::BufferId,
}
//TODO: proper error type
pub type BufferMapWriteResult = Result<BufferWriteMapping, ()>;
impl BufferWriteMapping
{
pub fn as_slice(&mut self) -> &mut [u8] {
unsafe {
slice::from_raw_parts_mut(self.data as *mut u8, self.size)
}
}
}
impl Drop for BufferWriteMapping {
fn drop(&mut self) {
wgn::wgpu_buffer_unmap(self.buffer_id);
}
}
pub struct BufferAsyncMapping<T> {
pub data: T,
buffer_id: wgc::id::BufferId,
}
//TODO: proper error type
pub type BufferMapAsyncResult<T> = Result<BufferAsyncMapping<T>, ()>;
impl<T> Drop for BufferAsyncMapping<T> {
fn drop(&mut self) {
wgn::wgpu_buffer_unmap(self.buffer_id);
}
}
struct BufferMapReadFutureUserData
{
size: BufferAddress,
completion: GpuFutureCompletion<BufferMapReadResult>,
buffer_id: wgc::id::BufferId,
}
struct BufferMapWriteFutureUserData
{
size: BufferAddress,
completion: GpuFutureCompletion<BufferMapWriteResult>,
buffer_id: wgc::id::BufferId,
}
impl Buffer {
/// Map the buffer for reading. The result is returned in a future.
pub fn map_read(&self, start: BufferAddress, size: BufferAddress) -> GpuFuture<BufferMapReadResult>
{
let (future, completion) = future::new_gpu_future(self.device_id);
extern "C" fn buffer_map_read_future_wrapper(
status: wgc::resource::BufferMapAsyncStatus,
data: *const u8,
user_data: *mut u8,
)
{
let user_data =
unsafe { Box::from_raw(user_data as *mut BufferMapReadFutureUserData) };
if let wgc::resource::BufferMapAsyncStatus::Success = status {
user_data.completion.complete(Ok(BufferReadMapping {
data,
size: user_data.size as usize,
buffer_id: user_data.buffer_id,
}));
} else {
user_data.completion.complete(Err(()));
}
}
let user_data = Box::new(BufferMapReadFutureUserData {
size,
completion,
buffer_id: self.id,
});
wgn::wgpu_buffer_map_read_async(
self.id,
start,
size,
buffer_map_read_future_wrapper,
Box::into_raw(user_data) as *mut u8,
);
future
}
/// Map the buffer for writing. The result is returned in a future.
pub fn map_write(&self, start: BufferAddress, size: BufferAddress) -> GpuFuture<BufferMapWriteResult>
{
let (future, completion) = future::new_gpu_future(self.device_id);
extern "C" fn buffer_map_write_future_wrapper(
status: wgc::resource::BufferMapAsyncStatus,
data: *mut u8,
user_data: *mut u8,
)
{
let user_data =
unsafe { Box::from_raw(user_data as *mut BufferMapWriteFutureUserData) };
if let wgc::resource::BufferMapAsyncStatus::Success = status {
user_data.completion.complete(Ok(BufferWriteMapping {
data,
size: user_data.size as usize,
buffer_id: user_data.buffer_id,
}));
} else {
user_data.completion.complete(Err(()));
}
}
let user_data = Box::new(BufferMapWriteFutureUserData {
size,
completion,
buffer_id: self.id,
});
wgn::wgpu_buffer_map_write_async(
self.id,
start,
size,
buffer_map_write_future_wrapper,
Box::into_raw(user_data) as *mut u8,
);
future
}
/// Flushes any pending write operations and unmaps the buffer from host memory.
pub fn unmap(&self) {
wgn::wgpu_buffer_unmap(self.id);
}
}
impl Drop for Buffer {
fn drop(&mut self) {
wgn::wgpu_buffer_destroy(self.id);
}
}
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, Some(desc)),
owned: true,
}
}
/// Creates a default view of this whole texture.
pub fn create_default_view(&self) -> TextureView {
TextureView {
id: wgn::wgpu_texture_create_view(self.id, None),
owned: true,
}
}
}
impl Drop for Texture {
fn drop(&mut self) {
if self.owned {
wgn::wgpu_texture_destroy(self.id);
}
}
}
impl Drop for TextureView {
fn drop(&mut self) {
if self.owned {
wgn::wgpu_texture_view_destroy(self.id);
}
}
}
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, None),
}
}
/// 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
.iter()
.map(|ca| wgc::command::RenderPassColorAttachmentDescriptor {
attachment: ca.attachment.id,
resolve_target: ca.resolve_target.map_or(ptr::null(), |v| &v.id as *const _),
load_op: ca.load_op,
store_op: ca.store_op,
clear_color: ca.clear_color,
})
.collect::<ArrayVec<[_; 4]>>();
let depth_stencil = desc.depth_stencil_attachment.as_ref().map(|dsa| {
RenderPassDepthStencilAttachmentDescriptor {
attachment: dsa.attachment.id,
depth_load_op: dsa.depth_load_op,
depth_store_op: dsa.depth_store_op,
clear_depth: dsa.clear_depth,
stencil_load_op: dsa.stencil_load_op,
stencil_store_op: dsa.stencil_store_op,
clear_stencil: dsa.clear_stencil,
}
});
RenderPass {
id: wgn::wgpu_command_encoder_begin_render_pass(
self.id,
&wgc::command::RenderPassDescriptor {
color_attachments: colors.as_ptr(),
color_attachments_length: colors.len(),
depth_stencil_attachment: depth_stencil
.as_ref()
.map(|at| at as *const _)
.unwrap_or(ptr::null()),
},
),
_parent: self,
}
}
/// 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, None),
_parent: self,
}
}
/// Copy data from one buffer to another.
pub fn copy_buffer_to_buffer(
&mut self,
source: &Buffer,
source_offset: BufferAddress,
destination: &Buffer,
destination_offset: BufferAddress,
copy_size: BufferAddress,
) {
wgn::wgpu_command_encoder_copy_buffer_to_buffer(
self.id,
source.id,
source_offset,
destination.id,
destination_offset,
copy_size,
);
}
/// Copy data from a buffer to a texture.
pub fn copy_buffer_to_texture(
&mut self,
source: BufferCopyView,
destination: TextureCopyView,
copy_size: Extent3d,
) {
wgn::wgpu_command_encoder_copy_buffer_to_texture(
self.id,
&source.into_native(),
&destination.into_native(),
copy_size,
);
}
/// Copy data from a texture to a buffer.
pub fn copy_texture_to_buffer(
&mut self,
source: TextureCopyView,
destination: BufferCopyView,
copy_size: Extent3d,
) {
wgn::wgpu_command_encoder_copy_texture_to_buffer(
self.id,
&source.into_native(),
&destination.into_native(),
copy_size,
);
}
/// Copy data from one texture to another.
pub fn copy_texture_to_texture(
&mut self,
source: TextureCopyView,
destination: TextureCopyView,
copy_size: Extent3d,
) {
wgn::wgpu_command_encoder_copy_texture_to_texture(
self.id,
&source.into_native(),
&destination.into_native(),
copy_size,
);
}
}
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: &[BufferAddress],
) {
wgn::wgpu_render_pass_set_bind_group(
self.id,
index,
bind_group.id,
offsets.as_ptr(),
offsets.len(),
);
}
/// 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);
}
pub fn set_blend_color(&mut self, color: Color) {
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, starting from `start_slot`.
///
/// 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.
pub fn set_vertex_buffers(
&mut self,
start_slot: u32,
buffer_pairs: &[(&Buffer, BufferAddress)],
) {
let mut buffers = Vec::new();
let mut offsets = Vec::new();
for &(buffer, offset) in buffer_pairs {
buffers.push(buffer.id);
offsets.push(offset);
}
wgn::wgpu_render_pass_set_vertex_buffers(
self.id,
start_slot,
buffers.as_ptr(),
offsets.as_ptr(),
buffer_pairs.len(),
);
}
/// 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)
}
/// Sets the viewport region.
///
/// Subsequent draw calls will draw any fragments in this region.
pub fn set_viewport(&mut self, x: f32, y: f32, w: f32, h: f32, min_depth: f32, max_depth: f32) {
wgn::wgpu_render_pass_set_viewport(self.id, x, y, w, h, min_depth, max_depth)
}
/// Sets the stencil reference.
///
/// Subsequent stencil tests will test against this value.
pub fn set_stencil_reference(&mut self, reference: u32) {
wgn::wgpu_render_pass_set_stencil_reference(self.id, reference)
}
/// 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,
vertices.end - vertices.start,
instances.end - instances.start,
vertices.start,
instances.start,
);
}
/// 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,
indices.end - indices.start,
instances.end - instances.start,
indices.start,
base_vertex,
instances.start,
);
}
/// Draws primitives from the active vertex buffer(s) based on the contents of the `indirect_buffer`.
///
/// The active vertex buffers can be set with [`RenderPass::set_vertex_buffers`].
pub fn draw_indirect(&mut self, indirect_buffer: &Buffer, indirect_offset: BufferAddress) {
wgn::wgpu_render_pass_draw_indirect(self.id, indirect_buffer.id, indirect_offset);
}
/// Draws indexed primitives using the active index buffer and the active vertex buffers,
/// based on the contents of the `indirect_buffer`.
///
/// 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_indirect(
&mut self,
indirect_buffer: &Buffer,
indirect_offset: BufferAddress,
) {
wgn::wgpu_render_pass_draw_indexed_indirect(self.id, indirect_buffer.id, indirect_offset);
}
}
impl<'a> Drop for RenderPass<'a> {
fn drop(&mut self) {
if !thread::panicking() {
wgn::wgpu_render_pass_end_pass(self.id);
}
}
}
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: &[BufferAddress],
) {
wgn::wgpu_compute_pass_set_bind_group(
self.id,
index,
bind_group.id,
offsets.as_ptr(),
offsets.len(),
);
}
/// 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);
}
/// Dispatches compute work operations, based on the contents of the `indirect_buffer`.
pub fn dispatch_indirect(&mut self, indirect_buffer: &Buffer, indirect_offset: BufferAddress) {
wgn::wgpu_compute_pass_dispatch_indirect(self.id, indirect_buffer.id, indirect_offset);
}
}
impl<'a> Drop for ComputePass<'a> {
fn drop(&mut self) {
if !thread::panicking() {
wgn::wgpu_compute_pass_end_pass(self.id);
}
}
}
impl Queue {
/// Submits a series of finished command buffers for execution.
pub fn submit(&mut self, command_buffers: &[CommandBuffer]) {
self.temp_command_buffers.clear();
self.temp_command_buffers
.extend(command_buffers.iter().map(|cb| cb.id));
wgn::wgpu_queue_submit(
self.id,
self.temp_command_buffers.as_ptr(),
command_buffers.len(),
);
}
}
impl<'a> Drop for SwapChainOutput<'a> {
fn drop(&mut self) {
if !thread::panicking() {
wgn::wgpu_swap_chain_present(*self.swap_chain_id);
}
}
}
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`].
///
/// Returns an `Err` if the GPU timed out when attempting to acquire the next texture.
pub fn get_next_texture(&mut self) -> Result<SwapChainOutput, ()> {
let output = wgn::wgpu_swap_chain_get_next_texture(self.id);
if output.view_id == wgc::id::Id::ERROR {
Err(())
} else {
Ok(SwapChainOutput {
view: TextureView {
id: output.view_id,
owned: false,
},
swap_chain_id: &self.id,
})
}
}
}