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lib.rs
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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
// The intra doc links to the wgpu crate in this crate actually succesfully link to the types in the wgpu crate, when built from the wgpu crate.
// However when building from both the wgpu crate or this crate cargo doc will claim all the links cannot be resolved
// despite the fact that it works fine when it needs to.
// So we just disable those warnings.
#![allow(intra_doc_link_resolution_failure)]
#[cfg(feature = "serde")]
use serde::{Deserialize, Serialize};
use std::{borrow::Cow, ops::Range};
/// Integral type used for buffer offsets.
pub type BufferAddress = u64;
/// Integral type used for buffer slice sizes.
pub type BufferSize = std::num::NonZeroU64;
/// Buffer-Texture copies must have [`bytes_per_row`] aligned to this number.
///
/// This doesn't apply to [`Queue::write_texture`].
///
/// [`bytes_per_row`]: TextureDataLayout::bytes_per_row
pub const COPY_BYTES_PER_ROW_ALIGNMENT: u32 = 256;
/// Bound uniform/storage buffer offsets must be aligned to this number.
pub const BIND_BUFFER_ALIGNMENT: BufferAddress = 256;
/// Buffer to buffer copy offsets and sizes must be aligned to this number.
pub const COPY_BUFFER_ALIGNMENT: BufferAddress = 4;
/// Alignment all push constants need
pub const PUSH_CONSTANT_ALIGNMENT: u32 = 4;
/// Backends supported by wgpu.
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum Backend {
Empty = 0,
Vulkan = 1,
Metal = 2,
Dx12 = 3,
Dx11 = 4,
Gl = 5,
BrowserWebGpu = 6,
}
/// Power Preference when choosing a physical adapter.
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum PowerPreference {
/// Prefer low power when on battery, high performance when on mains.
Default = 0,
/// Adapter that uses the least possible power. This is often an integerated GPU.
LowPower = 1,
/// Adapter that has the highest performance. This is often a discrete GPU.
HighPerformance = 2,
}
impl Default for PowerPreference {
fn default() -> PowerPreference {
PowerPreference::Default
}
}
bitflags::bitflags! {
/// Represents the backends that wgpu will use.
#[repr(transparent)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct BackendBit: u32 {
/// Supported on Windows, Linux/Android, and macOS/iOS via Vulkan Portability (with the Vulkan feature enabled)
const VULKAN = 1 << Backend::Vulkan as u32;
/// Currently unsupported
const GL = 1 << Backend::Gl as u32;
/// Supported on macOS/iOS
const METAL = 1 << Backend::Metal as u32;
/// Supported on Windows 10
const DX12 = 1 << Backend::Dx12 as u32;
/// Supported on Windows 7+
const DX11 = 1 << Backend::Dx11 as u32;
/// Supported when targeting the web through webassembly
const BROWSER_WEBGPU = 1 << Backend::BrowserWebGpu as u32;
/// All the apis that wgpu offers first tier of support for.
///
/// Vulkan + Metal + DX12 + 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.
///
/// OpenGL + DX11
const SECONDARY = Self::GL.bits | Self::DX11.bits;
}
}
impl From<Backend> for BackendBit {
fn from(backend: Backend) -> Self {
BackendBit::from_bits(1 << backend as u32).unwrap()
}
}
/// Options for requesting adapter.
#[repr(C)]
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct RequestAdapterOptions<S> {
/// Power preference for the adapter.
pub power_preference: PowerPreference,
/// 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.
pub compatible_surface: Option<S>,
}
bitflags::bitflags! {
/// Features that are not guaranteed to be supported.
///
/// These are either part of the webgpu standard, or are extension features supported by
/// wgpu when targeting native.
///
/// If you want to use a feature, you need to first verify that the adapter supports
/// the feature. If the adapter does not support the feature, requesting a device with it enabled
/// will panic.
#[repr(transparent)]
#[derive(Default)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct Features: u64 {
/// By default, polygon depth is clipped to 0-1 range. Anything outside of that range
/// is rejected, and respective fragments are not touched.
///
/// With this extension, we can force clamping of the polygon depth to 0-1. That allows
/// shadow map occluders to be rendered into a tighter depth range.
///
/// Supported platforms:
/// - desktops
/// - some mobile chips
///
/// This is a web and native feature.
const DEPTH_CLAMPING = 0x0000_0000_0000_0001;
/// Webgpu only allows the MAP_READ and MAP_WRITE buffer usage to be matched with
/// COPY_DST and COPY_SRC respectively. This removes this requirement.
///
/// This is only beneficial on systems that share memory between CPU and GPU. If enabled
/// on a system that doesn't, this can severely hinder performance. Only use if you understand
/// the consequences.
///
/// Supported platforms:
/// - All
///
/// This is a native only feature.
const MAPPABLE_PRIMARY_BUFFERS = 0x0000_0000_0001_0000;
/// Allows the user to create uniform arrays of sampled textures in shaders:
///
/// eg. `uniform texture2D textures[10]`.
///
/// This capability allows them to exist and to be indexed by compile time constant
/// values.
///
/// Supported platforms:
/// - DX12
/// - Metal (with MSL 2.0+ on macOS 10.13+)
/// - Vulkan
///
/// This is a native only feature.
const SAMPLED_TEXTURE_BINDING_ARRAY = 0x0000_0000_0002_0000;
/// Allows shaders to index sampled texture arrays with dynamically uniform values:
///
/// eg. `texture_array[uniform_value]`
///
/// This capability means the hardware will also support SAMPLED_TEXTURE_BINDING_ARRAY.
///
/// Supported platforms:
/// - DX12
/// - Metal (with MSL 2.0+ on macOS 10.13+)
/// - Vulkan's shaderSampledImageArrayDynamicIndexing feature
///
/// This is a native only feature.
const SAMPLED_TEXTURE_ARRAY_DYNAMIC_INDEXING = 0x0000_0000_0004_0000;
/// Allows shaders to index sampled texture arrays with dynamically non-uniform values:
///
/// eg. `texture_array[vertex_data]`
///
/// In order to use this capability, the corresponding GLSL extension must be enabled like so:
///
/// `#extension GL_EXT_nonuniform_qualifier : require`
///
/// HLSL does not need any extension.
///
/// This capability means the hardware will also support SAMPLED_TEXTURE_ARRAY_DYNAMIC_INDEXING
/// and SAMPLED_TEXTURE_BINDING_ARRAY.
///
/// Supported platforms:
/// - DX12
/// - Metal (with MSL 2.0+ on macOS 10.13+)
/// - Vulkan 1.2+ (or VK_EXT_descriptor_indexing)'s shaderSampledImageArrayNonUniformIndexing feature)
///
/// This is a native only feature.
const SAMPLED_TEXTURE_ARRAY_NON_UNIFORM_INDEXING = 0x0000_0000_0008_0000;
/// Allows the user to create unsized uniform arrays of bindings:
///
/// eg. `uniform texture2D textures[]`.
///
/// If this capability is supported, SAMPLED_TEXTURE_ARRAY_NON_UNIFORM_INDEXING is very likely
/// to also be supported
///
/// Supported platforms:
/// - DX12
/// - Vulkan 1.2+ (or VK_EXT_descriptor_indexing)'s runtimeDescriptorArray feature
///
/// This is a native only feature.
const UNSIZED_BINDING_ARRAY = 0x0000_0000_0010_0000;
/// Allows the user to call [`RenderPass::multi_draw_indirect`] and [`RenderPass::multi_draw_indexed_indirect`].
///
/// Allows multiple indirect calls to be dispatched from a single buffer.
///
/// Supported platforms:
/// - DX12
/// - Metal
/// - Vulkan
///
/// This is a native only feature.
const MULTI_DRAW_INDIRECT = 0x0000_0000_0020_0000;
/// Allows the user to call [`RenderPass::multi_draw_indirect_count`] and [`RenderPass::multi_draw_indexed_indirect_count`].
///
/// This allows the use of a buffer containing the actual number of draw calls.
///
/// A block of push constants can be declared with `layout(push_constant) uniform Name {..}` in shaders.
///
/// Supported platforms:
/// - DX12
/// - Vulkan 1.2+ (or VK_KHR_draw_indirect_count)
///
/// This is a native only feature.
const MULTI_DRAW_INDIRECT_COUNT = 0x0000_0000_0040_0000;
/// Allows the use of push constants: small, fast bits of memory that can be updated
/// inside a [`RenderPass`].
///
/// Allows the user to call [`RenderPass::set_push_constants`], provide a non-empty array
/// to [`PipelineLayoutDescriptor`], and provide a non-zero limit to [`Limits::max_push_constant_size`].
///
/// Supported platforms:
/// - DX12
/// - Vulkan
/// - Metal
/// - DX11 (emulated with uniforms)
/// - OpenGL (emulated with uniforms)
///
/// This is a native only feature.
const PUSH_CONSTANTS = 0x0000_0000_0080_0000;
/// Features which are part of the upstream WebGPU standard.
const ALL_WEBGPU = 0x0000_0000_0000_FFFF;
/// Features that are only available when targeting native (not web).
const ALL_NATIVE = 0xFFFF_FFFF_FFFF_0000;
}
}
/// Represents the sets of limits an adapter/device supports.
///
/// 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.
///
/// See also: https://gpuweb.github.io/gpuweb/#dictdef-gpulimits
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct Limits {
/// 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,
/// 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 4. 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,
/// Maximum size in bytes of a binding to a uniform buffer. Defaults to 16384. Higher is "better".
pub max_uniform_buffer_binding_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
/// - DX11 & OpenGL don't natively support push constants, and are emulated with uniforms,
/// so this number is less useful.
pub max_push_constant_size: u32,
}
impl Default for Limits {
fn default() -> Self {
Limits {
max_bind_groups: 4,
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_uniform_buffer_binding_size: 16384,
max_push_constant_size: 0,
}
}
}
/// Describes a [`Device`].
#[repr(C)]
#[derive(Clone, Debug, Default)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct DeviceDescriptor {
/// Features that the device should support. If any feature is not supported by
/// the adapter, creating a device will panic.
pub features: Features,
/// Limits that the device should support. If any limit is "better" than the limit exposed by
/// the adapter, creating a device will panic.
pub limits: Limits,
/// Switch shader validation on/off. This is a temporary field
/// that will be removed once our validation logic is complete.
pub shader_validation: bool,
}
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:
///
/// `ShaderStage::VERTEX | ShaderStage::FRAGMENT`
#[repr(transparent)]
#[cfg_attr(feature = "serde", derive(Deserialize, Serialize))]
pub struct ShaderStage: 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;
/// Binding is visible from the fragment shader of a render pipeline
const FRAGMENT = 2;
/// Binding is visible from the compute shader of a compute pipeline
const COMPUTE = 4;
}
}
/// Dimensions of a particular texture view.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum TextureViewDimension {
/// A one dimensional texture. `texture1D` in glsl shaders.
D1,
/// A two dimensional texture. `texture2D` in glsl shaders.
D2,
/// A two dimensional array texture. `texture2DArray` in glsl shaders.
D2Array,
/// A cubemap texture. `textureCube` in glsl shaders.
Cube,
/// A cubemap array texture. `textureCubeArray` in glsl shaders.
CubeArray,
/// A three dimensional texture. `texture3D` in glsl shaders.
D3,
}
/// Alpha blend factor.
///
/// Alpha blending is very complicated: see the OpenGL or Vulkan spec for more information.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum BlendFactor {
Zero = 0,
One = 1,
SrcColor = 2,
OneMinusSrcColor = 3,
SrcAlpha = 4,
OneMinusSrcAlpha = 5,
DstColor = 6,
OneMinusDstColor = 7,
DstAlpha = 8,
OneMinusDstAlpha = 9,
SrcAlphaSaturated = 10,
BlendColor = 11,
OneMinusBlendColor = 12,
}
/// Alpha blend operation.
///
/// Alpha blending is very complicated: see the OpenGL or Vulkan spec for more information.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum BlendOperation {
Add = 0,
Subtract = 1,
ReverseSubtract = 2,
Min = 3,
Max = 4,
}
impl Default for BlendOperation {
fn default() -> Self {
BlendOperation::Add
}
}
/// Describes the blend state of a pipeline.
///
/// Alpha blending is very complicated: see the OpenGL or Vulkan spec for more information.
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct BlendDescriptor {
pub src_factor: BlendFactor,
pub dst_factor: BlendFactor,
pub operation: BlendOperation,
}
impl BlendDescriptor {
pub const REPLACE: Self = BlendDescriptor {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::Zero,
operation: BlendOperation::Add,
};
pub fn uses_color(&self) -> bool {
match (self.src_factor, self.dst_factor) {
(BlendFactor::BlendColor, _)
| (BlendFactor::OneMinusBlendColor, _)
| (_, BlendFactor::BlendColor)
| (_, BlendFactor::OneMinusBlendColor) => true,
(_, _) => false,
}
}
}
impl Default for BlendDescriptor {
fn default() -> Self {
BlendDescriptor::REPLACE
}
}
/// Describes the color state of a render pipeline.
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct ColorStateDescriptor {
/// The [`TextureFormat`] of the image that this pipeline will render to. Must match the the format
/// of the corresponding color attachment in [`CommandEncoder::begin_render_pass`].
pub format: TextureFormat,
/// The alpha blending that is used for this pipeline.
pub alpha_blend: BlendDescriptor,
/// The color blending that is used for this pipeline.
pub color_blend: BlendDescriptor,
/// Mask which enables/disables writes to different color/alpha channel.
pub write_mask: ColorWrite,
}
/// Primitive type the input mesh is composed of.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
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`
TriangleList = 3,
/// Vertex data is a triangle strip. Each set of three adjacent vertices form a triangle.
///
/// Vertices `0 1 2 3 4 5` creates four triangles `0 1 2`, `2 1 3`, `3 2 4`, and `4 3 5`
TriangleStrip = 4,
}
/// Winding order which classifies the "front" face.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum FrontFace {
/// Triangles with vertices in counter clockwise order are considered the front face.
///
/// This is the default with right handed coordinate spaces.
Ccw = 0,
/// Triangles with vertices in clockwise order are considered the front face.
///
/// This is the default with left handed coordinate spaces.
Cw = 1,
}
impl Default for FrontFace {
fn default() -> Self {
FrontFace::Ccw
}
}
/// Type of faces to be culled.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum CullMode {
/// No faces should be culled
None = 0,
/// Front faces should be culled
Front = 1,
/// Back faces should be culled
Back = 2,
}
impl Default for CullMode {
fn default() -> Self {
CullMode::None
}
}
/// Describes the state of the rasterizer in a render pipeline.
#[repr(C)]
#[derive(Clone, Debug, Default, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct RasterizationStateDescriptor {
pub front_face: FrontFace,
pub cull_mode: CullMode,
/// If enabled polygon depth is clamped to 0-1 range instead of being clipped.
///
/// Requires `Features::DEPTH_CLAMPING` enabled.
pub clamp_depth: bool,
pub depth_bias: i32,
pub depth_bias_slope_scale: f32,
pub depth_bias_clamp: f32,
}
/// Underlying texture data format.
///
/// If there is a conversion in the format (such as srgb -> linear), The conversion listed is for
/// loading from texture in a shader. When writing to the texture, the opposite conversion takes place.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(Deserialize, Serialize))]
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 = 0,
/// Red channel only. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.
R8Snorm = 1,
/// Red channel only. 8 bit integer per channel. Unsigned in shader.
R8Uint = 2,
/// Red channel only. 8 bit integer per channel. Signed in shader.
R8Sint = 3,
// Normal 16 bit formats
/// Red channel only. 16 bit integer per channel. Unsigned in shader.
R16Uint = 4,
/// Red channel only. 16 bit integer per channel. Signed in shader.
R16Sint = 5,
/// Red channel only. 16 bit float per channel. Float in shader.
R16Float = 6,
/// Red and green channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
Rg8Unorm = 7,
/// Red and green channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.
Rg8Snorm = 8,
/// Red and green channels. 8 bit integer per channel. Unsigned in shader.
Rg8Uint = 9,
/// Red and green channel s. 8 bit integer per channel. Signed in shader.
Rg8Sint = 10,
// Normal 32 bit formats
/// Red channel only. 32 bit integer per channel. Unsigned in shader.
R32Uint = 11,
/// Red channel only. 32 bit integer per channel. Signed in shader.
R32Sint = 12,
/// Red channel only. 32 bit float per channel. Float in shader.
R32Float = 13,
/// Red and green channels. 16 bit integer per channel. Unsigned in shader.
Rg16Uint = 14,
/// Red and green channels. 16 bit integer per channel. Signed in shader.
Rg16Sint = 15,
/// Red and green channels. 16 bit float per channel. Float in shader.
Rg16Float = 16,
/// Red, green, blue, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
Rgba8Unorm = 17,
/// 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 = 18,
/// Red, green, blue, and alpha channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.
Rgba8Snorm = 19,
/// Red, green, blue, and alpha channels. 8 bit integer per channel. Unsigned in shader.
Rgba8Uint = 20,
/// Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader.
Rgba8Sint = 21,
/// Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
Bgra8Unorm = 22,
/// 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 = 23,
// Packed 32 bit formats
/// 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 = 24,
/// Red, green, and blue channels. 11 bit float with no sign bit for RG channels. 10 bit float with no sign bti for blue channel. Float in shader.
Rg11b10Float = 25,
// Normal 64 bit formats
/// Red and green channels. 32 bit integer per channel. Unsigned in shader.
Rg32Uint = 26,
/// Red and green channels. 32 bit integer per channel. Signed in shader.
Rg32Sint = 27,
/// Red and green channels. 32 bit float per channel. Float in shader.
Rg32Float = 28,
/// Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader.
Rgba16Uint = 29,
/// Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader.
Rgba16Sint = 30,
/// Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader.
Rgba16Float = 31,
// Normal 128 bit formats
/// Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader.
Rgba32Uint = 32,
/// Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader.
Rgba32Sint = 33,
/// Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader.
Rgba32Float = 34,
// Depth and stencil formats
/// Special depth format with 32 bit floating point depth.
Depth32Float = 35,
/// Special depth format with at least 24 bit integer depth.
Depth24Plus = 36,
/// Special depth/stencil format with at least 24 bit integer depth and 8 bits integer stencil.
Depth24PlusStencil8 = 37,
}
bitflags::bitflags! {
/// Color write mask. Disabled color channels will not be written to.
#[repr(transparent)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct ColorWrite: u32 {
/// Enable red channel writes
const RED = 1;
/// Enable green channel writes
const GREEN = 2;
/// Enable blue channel writes
const BLUE = 4;
/// Enable alpha channel writes
const ALPHA = 8;
/// Enable red, green, and blue channel writes
const COLOR = 7;
/// Enable writes to all channels.
const ALL = 15;
}
}
impl Default for ColorWrite {
fn default() -> Self {
ColorWrite::ALL
}
}
/// Describes the depth/stencil state in a render pipeline.
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct DepthStencilStateDescriptor {
/// Format of the depth/stencil buffer, must be special depth format. Must match the the format
/// of the depth/stencil attachment in [`CommandEncoder::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 used for front faces.
pub stencil_front: StencilStateFaceDescriptor,
/// Stencil state used for back faces.
pub stencil_back: StencilStateFaceDescriptor,
/// Stencil values are AND'd with this mask when reading and writing from the stencil buffer. Only low 8 bits are used.
pub stencil_read_mask: u32,
/// Stencil values are AND'd with this mask when writing to the stencil buffer. Only low 8 bits are used.
pub stencil_write_mask: u32,
}
impl DepthStencilStateDescriptor {
pub fn needs_stencil_reference(&self) -> bool {
!self.stencil_front.compare.is_trivial() || !self.stencil_back.compare.is_trivial()
}
pub fn is_read_only(&self) -> bool {
!self.depth_write_enabled && self.stencil_write_mask == 0
}
}
/// Format of indices used with pipeline.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum IndexFormat {
/// Indices are 16 bit unsigned integers.
Uint16 = 0,
/// Indices are 32 bit unsigned integers.
Uint32 = 1,
}
impl Default for IndexFormat {
fn default() -> Self {
IndexFormat::Uint32
}
}
/// Operation to perform on the stencil value.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum StencilOperation {
/// Keep stencil value unchanged.
Keep = 0,
/// Set stencil value to zero.
Zero = 1,
/// Replace stencil value with value provided in most recent call to [`RenderPass::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,
}
impl Default for StencilOperation {
fn default() -> Self {
StencilOperation::Keep
}
}
/// Describes stencil state in a render pipeline.
///
/// If you are not using stencil state, set this to [`StencilStateFaceDescriptor::IGNORE`].
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct StencilStateFaceDescriptor {
/// Comparison function that determines if the fail_op or pass_op is used on the stencil buffer.
pub compare: CompareFunction,
/// Operation that is preformed 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 StencilStateFaceDescriptor {
pub const IGNORE: Self = StencilStateFaceDescriptor {
compare: CompareFunction::Always,
fail_op: StencilOperation::Keep,
depth_fail_op: StencilOperation::Keep,
pass_op: StencilOperation::Keep,
};
}
impl Default for StencilStateFaceDescriptor {
fn default() -> Self {
StencilStateFaceDescriptor::IGNORE
}
}
/// Comparison function used for depth and stencil operations.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum CompareFunction {
/// Invalid value, do not use
Undefined = 0,
/// 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
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
NotEqual = 6,
/// Function passes if new value is greater than or equal to existing value
GreaterEqual = 7,
/// Function always passes
Always = 8,
}
impl CompareFunction {
pub fn is_trivial(self) -> bool {
match self {
CompareFunction::Never | CompareFunction::Always => true,
_ => false,
}
}
}
/// Integral type used for binding locations in shaders.
pub type ShaderLocation = u32;
/// Rate that determines when vertex data is advanced.
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum InputStepMode {
/// Input data is advanced every vertex. This is the standard value for vertex data.
Vertex = 0,
/// Input data is advanced every instance.
Instance = 1,
}
/// Vertex inputs (attributes) to shaders.
///
/// Arrays of these can be made with the [`vertex_attr_array`] macro. Vertex attributes are assumed to be tightly packed.
#[repr(C)]
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct VertexAttributeDescriptor {
/// Byte offset of the start of the input
pub offset: BufferAddress,
/// Format of the input
pub format: VertexFormat,
/// Location for this input. Must match the location in the shader.
pub shader_location: ShaderLocation,
}
/// Describes how the vertex buffer is interpreted.
#[derive(Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(serde::Serialize))]
#[cfg_attr(feature = "replay", derive(serde::Deserialize))]
pub struct VertexBufferDescriptor<'a> {
/// The stride, in bytes, between elements of this buffer.
pub stride: BufferAddress,
/// How often this vertex buffer is "stepped" forward.
pub step_mode: InputStepMode,
/// The list of attributes which comprise a single vertex.
pub attributes: Cow<'a, [VertexAttributeDescriptor]>,
}
/// Describes vertex input state for a render pipeline.
#[derive(Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(serde::Serialize))]
#[cfg_attr(feature = "replay", derive(serde::Deserialize))]
pub struct VertexStateDescriptor<'a> {
/// 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: Cow<'a, [VertexBufferDescriptor<'a>]>,
}
/// Vertex Format for a Vertex Attribute (input).
#[repr(C)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "trace", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub enum VertexFormat {
/// Two unsigned bytes (u8). `uvec2` in shaders.
Uchar2 = 0,
/// Four unsigned bytes (u8). `uvec4` in shaders.
Uchar4 = 1,
/// Two signed bytes (i8). `ivec2` in shaders.
Char2 = 2,
/// Four signed bytes (i8). `ivec4` in shaders.
Char4 = 3,
/// Two unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec2` in shaders.
Uchar2Norm = 4,
/// Four unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec4` in shaders.
Uchar4Norm = 5,
/// Two signed bytes (i8). [-127, 127] converted to float [-1, 1] `vec2` in shaders.
Char2Norm = 6,
/// Four signed bytes (i8). [-127, 127] converted to float [-1, 1] `vec4` in shaders.
Char4Norm = 7,
/// Two unsigned shorts (u16). `uvec2` in shaders.
Ushort2 = 8,
/// Four unsigned shorts (u16). `uvec4` in shaders.
Ushort4 = 9,
/// Two unsigned shorts (i16). `ivec2` in shaders.
Short2 = 10,
/// Four unsigned shorts (i16). `ivec4` in shaders.
Short4 = 11,
/// Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec2` in shaders.
Ushort2Norm = 12,
/// Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec4` in shaders.
Ushort4Norm = 13,
/// Two signed shorts (i16). [-32767, 32767] converted to float [-1, 1] `vec2` in shaders.
Short2Norm = 14,
/// Four signed shorts (i16). [-32767, 32767] converted to float [-1, 1] `vec4` in shaders.
Short4Norm = 15,
/// Two half-precision floats (no Rust equiv). `vec2` in shaders.
Half2 = 16,
/// Four half-precision floats (no Rust equiv). `vec4` in shaders.
Half4 = 17,
/// One single-precision float (f32). `float` in shaders.
Float = 18,
/// Two single-precision floats (f32). `vec2` in shaders.
Float2 = 19,
/// Three single-precision floats (f32). `vec3` in shaders.
Float3 = 20,
/// Four single-precision floats (f32). `vec4` in shaders.
Float4 = 21,
/// One unsigned int (u32). `uint` in shaders.
Uint = 22,
/// Two unsigned ints (u32). `uvec2` in shaders.
Uint2 = 23,
/// Three unsigned ints (u32). `uvec3` in shaders.
Uint3 = 24,
/// Four unsigned ints (u32). `uvec4` in shaders.
Uint4 = 25,
/// One signed int (i32). `int` in shaders.
Int = 26,
/// Two signed ints (i32). `ivec2` in shaders.
Int2 = 27,
/// Three signed ints (i32). `ivec3` in shaders.
Int3 = 28,
/// Four signed ints (i32). `ivec4` in shaders.
Int4 = 29,
}
impl VertexFormat {
pub fn size(&self) -> u64 {
match self {
VertexFormat::Uchar2
| VertexFormat::Char2
| VertexFormat::Uchar2Norm
| VertexFormat::Char2Norm => 2,
VertexFormat::Uchar4
| VertexFormat::Char4
| VertexFormat::Uchar4Norm
| VertexFormat::Char4Norm
| VertexFormat::Ushort2
| VertexFormat::Short2
| VertexFormat::Ushort2Norm
| VertexFormat::Short2Norm
| VertexFormat::Half2
| VertexFormat::Float
| VertexFormat::Uint
| VertexFormat::Int => 4,
VertexFormat::Ushort4
| VertexFormat::Short4
| VertexFormat::Ushort4Norm
| VertexFormat::Short4Norm
| VertexFormat::Half4
| VertexFormat::Float2
| VertexFormat::Uint2
| VertexFormat::Int2 => 8,
VertexFormat::Float3 | VertexFormat::Uint3 | VertexFormat::Int3 => 12,
VertexFormat::Float4 | VertexFormat::Uint4 | VertexFormat::Int4 => 16,
}
}
}
bitflags::bitflags! {
/// Different ways that you can use a buffer.
///
/// The usages determine what kind of memory the buffer is allocated from and what