Files
wgpu/wgpu-info/src/human.rs

246 lines
10 KiB
Rust

use std::io;
use bitflags::Flags;
use crate::{
report::{AdapterReport, GpuReport},
texture::{self, TEXTURE_FORMAT_LIST},
};
trait FlagsExt: Flags {
fn name(&self) -> &'static str {
self.iter_names().next().unwrap().0
}
fn valid_bits() -> std::iter::Enumerate<bitflags::iter::Iter<Self>> {
Self::all().iter().enumerate()
}
fn max_debug_print_width() -> usize {
let mut width = 0;
for bit in Self::all().iter() {
width = width.max(bit.name().len());
}
width
}
fn println_table_header(output: &mut impl io::Write) -> io::Result<()> {
write!(output, "┌─")?;
for (i, bit) in Self::valid_bits() {
if i != 0 {
write!(output, "─┬─")?;
}
let length = bit.name().len();
write!(output, "{}", "".repeat(length))?;
}
writeln!(output, "─┐")?;
Ok(())
}
fn println_table_footer(output: &mut impl io::Write) -> io::Result<()> {
write!(output, "└─")?;
for (i, bit) in Self::valid_bits() {
if i != 0 {
write!(output, "─┴─")?;
}
let length = bit.name().len();
write!(output, "{}", "".repeat(length))?;
}
writeln!(output, "─┘")?;
Ok(())
}
}
impl<T> FlagsExt for T where T: Flags {}
// Lets keep these print statements on one line
#[rustfmt::skip]
fn print_adapter(output: &mut impl io::Write, report: &AdapterReport, idx: usize) -> io::Result<()> {
let AdapterReport {
info,
features,
limits,
downlevel_caps:
downlevel,
texture_format_features
} = &report;
//////////////////
// Adapter Info //
//////////////////
writeln!(output, "Adapter {idx}:")?;
writeln!(output, "\t Backend: {:?}", info.backend)?;
writeln!(output, "\t Name: {:?}", info.name)?;
writeln!(output, "\t VendorID: {:?}", info.vendor)?;
writeln!(output, "\t DeviceID: {:?}", info.device)?;
writeln!(output, "\t Type: {:?}", info.device_type)?;
writeln!(output, "\t Driver: {:?}", info.driver)?;
writeln!(output, "\tDriverInfo: {:?}", info.driver_info)?;
writeln!(output, "\t Compliant: {:?}", downlevel.is_webgpu_compliant())?;
//////////////
// Features //
//////////////
writeln!(output, "\tFeatures:")?;
let max_feature_flag_width = wgpu::Features::max_debug_print_width();
for bit in wgpu::Features::all().iter() {
writeln!(output, "\t\t{:>width$}: {}", bit.name(), features.contains(bit), width = max_feature_flag_width)?;
}
////////////
// Limits //
////////////
writeln!(output, "\tLimits:")?;
let wgpu::Limits {
max_texture_dimension_1d,
max_texture_dimension_2d,
max_texture_dimension_3d,
max_texture_array_layers,
max_bind_groups,
max_bindings_per_bind_group,
max_dynamic_uniform_buffers_per_pipeline_layout,
max_dynamic_storage_buffers_per_pipeline_layout,
max_sampled_textures_per_shader_stage,
max_samplers_per_shader_stage,
max_storage_buffers_per_shader_stage,
max_storage_textures_per_shader_stage,
max_uniform_buffers_per_shader_stage,
max_uniform_buffer_binding_size,
max_storage_buffer_binding_size,
max_buffer_size,
max_vertex_buffers,
max_vertex_attributes,
max_vertex_buffer_array_stride,
max_push_constant_size,
min_uniform_buffer_offset_alignment,
min_storage_buffer_offset_alignment,
max_inter_stage_shader_components,
max_compute_workgroup_storage_size,
max_compute_invocations_per_workgroup,
max_compute_workgroup_size_x,
max_compute_workgroup_size_y,
max_compute_workgroup_size_z,
max_compute_workgroups_per_dimension,
max_non_sampler_bindings,
} = limits;
writeln!(output, "\t\t Max Texture Dimension 1d: {max_texture_dimension_1d}")?;
writeln!(output, "\t\t Max Texture Dimension 2d: {max_texture_dimension_2d}")?;
writeln!(output, "\t\t Max Texture Dimension 3d: {max_texture_dimension_3d}")?;
writeln!(output, "\t\t Max Texture Array Layers: {max_texture_array_layers}")?;
writeln!(output, "\t\t Max Bind Groups: {max_bind_groups}")?;
writeln!(output, "\t\t Max Bindings Per Bind Group: {max_bindings_per_bind_group}")?;
writeln!(output, "\t\t Max Dynamic Uniform Buffers Per Pipeline Layout: {max_dynamic_uniform_buffers_per_pipeline_layout}")?;
writeln!(output, "\t\t Max Dynamic Storage Buffers Per Pipeline Layout: {max_dynamic_storage_buffers_per_pipeline_layout}")?;
writeln!(output, "\t\t Max Sampled Textures Per Shader Stage: {max_sampled_textures_per_shader_stage}")?;
writeln!(output, "\t\t Max Samplers Per Shader Stage: {max_samplers_per_shader_stage}")?;
writeln!(output, "\t\t Max Storage Buffers Per Shader Stage: {max_storage_buffers_per_shader_stage}")?;
writeln!(output, "\t\t Max Storage Textures Per Shader Stage: {max_storage_textures_per_shader_stage}")?;
writeln!(output, "\t\t Max Uniform Buffers Per Shader Stage: {max_uniform_buffers_per_shader_stage}")?;
writeln!(output, "\t\t Max Uniform Buffer Binding Size: {max_uniform_buffer_binding_size}")?;
writeln!(output, "\t\t Max Storage Buffer Binding Size: {max_storage_buffer_binding_size}")?;
writeln!(output, "\t\t Max Buffer Size: {max_buffer_size}")?;
writeln!(output, "\t\t Max Vertex Buffers: {max_vertex_buffers}")?;
writeln!(output, "\t\t Max Vertex Attributes: {max_vertex_attributes}")?;
writeln!(output, "\t\t Max Vertex Buffer Array Stride: {max_vertex_buffer_array_stride}")?;
writeln!(output, "\t\t Max Push Constant Size: {max_push_constant_size}")?;
writeln!(output, "\t\t Min Uniform Buffer Offset Alignment: {min_uniform_buffer_offset_alignment}")?;
writeln!(output, "\t\t Min Storage Buffer Offset Alignment: {min_storage_buffer_offset_alignment}")?;
writeln!(output, "\t\t Max Inter-Stage Shader Component: {max_inter_stage_shader_components}")?;
writeln!(output, "\t\t Max Compute Workgroup Storage Size: {max_compute_workgroup_storage_size}")?;
writeln!(output, "\t\t Max Compute Invocations Per Workgroup: {max_compute_invocations_per_workgroup}")?;
writeln!(output, "\t\t Max Compute Workgroup Size X: {max_compute_workgroup_size_x}")?;
writeln!(output, "\t\t Max Compute Workgroup Size Y: {max_compute_workgroup_size_y}")?;
writeln!(output, "\t\t Max Compute Workgroup Size Z: {max_compute_workgroup_size_z}")?;
writeln!(output, "\t\t Max Compute Workgroups Per Dimension: {max_compute_workgroups_per_dimension}")?;
// This one reflects more of a wgpu implementation limitations than a hardware limit
// so don't show it here.
let _ = max_non_sampler_bindings;
//////////////////////////
// Downlevel Properties //
//////////////////////////
writeln!(output, "\tDownlevel Properties:")?;
let wgpu::DownlevelCapabilities {
shader_model,
limits: _,
flags,
} = downlevel;
writeln!(output, "\t\t Shader Model: {shader_model:?}")?;
let max_downlevel_flag_width = wgpu::DownlevelFlags::max_debug_print_width();
for bit in wgpu::DownlevelFlags::all().iter() {
writeln!(output, "\t\t{:>width$}: {}", bit.name(), flags.contains(bit), width = max_downlevel_flag_width)?;
};
////////////////////
// Texture Usages //
////////////////////
let max_format_name_size = texture::max_texture_format_string_size();
let texture_format_whitespace = " ".repeat(max_format_name_size);
writeln!(output, "\n\t Texture Format Allowed Usages:")?;
write!(output, "\t\t {texture_format_whitespace}")?;
wgpu::TextureUsages::println_table_header(output)?;
for format in TEXTURE_FORMAT_LIST {
let features = texture_format_features[&format];
let format_name = texture::texture_format_name(format);
write!(output, "\t\t{format_name:>0$}", max_format_name_size)?;
for bit in wgpu::TextureUsages::all().iter() {
write!(output, "")?;
if features.allowed_usages.contains(bit) {
write!(output, "{}", bit.name())?;
}
else {
let length = bit.name().len();
write!(output, "{}", " ".repeat(length))?;
}
};
writeln!(output, "")?;
}
write!(output, "\t\t {texture_format_whitespace}")?;
wgpu::TextureUsages::println_table_footer(output)?;
//////////////////////////
// Texture Format Flags //
//////////////////////////
writeln!(output, "\n\t Texture Format Flags:")?;
write!(output, "\t\t {texture_format_whitespace}")?;
wgpu::TextureFormatFeatureFlags::println_table_header(output)?;
for format in TEXTURE_FORMAT_LIST {
let features = texture_format_features[&format];
let format_name = texture::texture_format_name(format);
write!(output, "\t\t{format_name:>0$}", max_format_name_size)?;
for bit in wgpu::TextureFormatFeatureFlags::all().iter() {
write!(output, "")?;
if features.flags.contains(bit) {
write!(output, "{}", bit.name())?;
}
else {
let length = bit.name().len();
write!(output, "{}", " ".repeat(length))?;
}
};
writeln!(output, "")?;
}
write!(output, "\t\t {texture_format_whitespace}")?;
wgpu::TextureFormatFeatureFlags::println_table_footer(output)?;
Ok(())
}
pub fn print_adapters(output: &mut impl io::Write, report: &GpuReport) -> io::Result<()> {
for (idx, adapter) in report.devices.iter().enumerate() {
print_adapter(output, adapter, idx)?;
}
Ok(())
}