/* 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 https://mozilla.org/MPL/2.0/. */ use smallvec::SmallVec; use webgpu::identity::{ComputePass, ComputePassId, RenderPass, RenderPassId}; use webgpu::wgc::id::markers::{ Adapter, BindGroup, BindGroupLayout, Buffer, CommandEncoder, ComputePipeline, Device, PipelineLayout, Queue, RenderBundle, RenderPipeline, Sampler, ShaderModule, Texture, TextureView, }; use webgpu::wgc::id::{ AdapterId, BindGroupId, BindGroupLayoutId, BufferId, CommandEncoderId, ComputePipelineId, DeviceId, PipelineLayoutId, QueueId, RenderBundleId, RenderPipelineId, SamplerId, ShaderModuleId, TextureId, TextureViewId, }; use webgpu::wgc::identity::IdentityManager; use webgpu::wgt::Backend; #[derive(Debug)] pub struct IdentityHub { adapters: IdentityManager, devices: IdentityManager, queues: IdentityManager, buffers: IdentityManager, bind_groups: IdentityManager, bind_group_layouts: IdentityManager, compute_pipelines: IdentityManager, pipeline_layouts: IdentityManager, shader_modules: IdentityManager, command_encoders: IdentityManager, textures: IdentityManager, texture_views: IdentityManager, samplers: IdentityManager, render_pipelines: IdentityManager, render_bundles: IdentityManager, compute_passes: IdentityManager, render_passes: IdentityManager, } impl IdentityHub { fn new() -> Self { IdentityHub { adapters: IdentityManager::new(), devices: IdentityManager::new(), queues: IdentityManager::new(), buffers: IdentityManager::new(), bind_groups: IdentityManager::new(), bind_group_layouts: IdentityManager::new(), compute_pipelines: IdentityManager::new(), pipeline_layouts: IdentityManager::new(), shader_modules: IdentityManager::new(), command_encoders: IdentityManager::new(), textures: IdentityManager::new(), texture_views: IdentityManager::new(), samplers: IdentityManager::new(), render_pipelines: IdentityManager::new(), render_bundles: IdentityManager::new(), compute_passes: IdentityManager::new(), render_passes: IdentityManager::new(), } } } #[derive(Debug)] pub struct Identities { #[cfg(any(target_os = "linux", target_os = "windows"))] vk_hub: IdentityHub, #[cfg(target_os = "windows")] dx12_hub: IdentityHub, #[cfg(any(target_os = "ios", target_os = "macos"))] metal_hub: IdentityHub, #[cfg(any(target_os = "linux", target_os = "windows"))] gl_hub: IdentityHub, dummy_hub: IdentityHub, } impl Identities { pub fn new() -> Self { Identities { #[cfg(any(target_os = "linux", target_os = "windows"))] vk_hub: IdentityHub::new(), #[cfg(target_os = "windows")] dx12_hub: IdentityHub::new(), #[cfg(any(target_os = "ios", target_os = "macos"))] metal_hub: IdentityHub::new(), #[cfg(any(target_os = "linux", target_os = "windows"))] gl_hub: IdentityHub::new(), dummy_hub: IdentityHub::new(), } } fn select(&self, backend: Backend) -> &IdentityHub { match backend { #[cfg(any(target_os = "linux", target_os = "windows"))] Backend::Vulkan => &self.vk_hub, #[cfg(target_os = "windows")] Backend::Dx12 => &self.dx12_hub, #[cfg(any(target_os = "ios", target_os = "macos"))] Backend::Metal => &self.metal_hub, #[cfg(any(target_os = "linux", target_os = "windows"))] Backend::Gl => &self.gl_hub, _ => &self.dummy_hub, } } fn hubs(&self) -> Vec<(&IdentityHub, Backend)> { vec![ #[cfg(any(target_os = "linux", target_os = "windows"))] (&self.vk_hub, Backend::Vulkan), #[cfg(target_os = "windows")] (&self.dx12_hub, Backend::Dx12), #[cfg(any(target_os = "ios", target_os = "macos"))] (&self.metal_hub, Backend::Metal), #[cfg(any(target_os = "linux", target_os = "windows"))] (&self.gl_hub, Backend::Gl), (&self.dummy_hub, Backend::Empty), ] } pub fn create_device_id(&self, backend: Backend) -> DeviceId { self.select(backend).devices.process(backend) } pub fn free_device_id(&self, id: DeviceId) { self.select(id.backend()).devices.free(id); } pub fn create_queue_id(&self, backend: Backend) -> QueueId { self.select(backend).queues.process(backend) } pub fn free_queue_id(&self, id: QueueId) { self.select(id.backend()).queues.free(id); } pub fn create_adapter_ids(&self) -> SmallVec<[AdapterId; 4]> { let mut ids = SmallVec::new(); for hubs in self.hubs() { ids.push(hubs.0.adapters.process(hubs.1)); } ids } pub fn free_adapter_id(&self, id: AdapterId) { self.select(id.backend()).adapters.free(id); } pub fn create_buffer_id(&self, backend: Backend) -> BufferId { self.select(backend).buffers.process(backend) } pub fn free_buffer_id(&self, id: BufferId) { self.select(id.backend()).buffers.free(id); } pub fn create_bind_group_id(&self, backend: Backend) -> BindGroupId { self.select(backend).bind_groups.process(backend) } pub fn free_bind_group_id(&self, id: BindGroupId) { self.select(id.backend()).bind_groups.free(id); } pub fn create_bind_group_layout_id(&self, backend: Backend) -> BindGroupLayoutId { self.select(backend).bind_group_layouts.process(backend) } pub fn free_bind_group_layout_id(&self, id: BindGroupLayoutId) { self.select(id.backend()).bind_group_layouts.free(id); } pub fn create_compute_pipeline_id(&self, backend: Backend) -> ComputePipelineId { self.select(backend).compute_pipelines.process(backend) } pub fn free_compute_pipeline_id(&self, id: ComputePipelineId) { self.select(id.backend()).compute_pipelines.free(id); } pub fn create_pipeline_layout_id(&self, backend: Backend) -> PipelineLayoutId { self.select(backend).pipeline_layouts.process(backend) } pub fn free_pipeline_layout_id(&self, id: PipelineLayoutId) { self.select(id.backend()).pipeline_layouts.free(id); } pub fn create_shader_module_id(&self, backend: Backend) -> ShaderModuleId { self.select(backend).shader_modules.process(backend) } pub fn free_shader_module_id(&self, id: ShaderModuleId) { self.select(id.backend()).shader_modules.free(id); } pub fn create_command_encoder_id(&self, backend: Backend) -> CommandEncoderId { self.select(backend).command_encoders.process(backend) } pub fn free_command_buffer_id(&self, id: CommandEncoderId) { self.select(id.backend()).command_encoders.free(id); } pub fn create_sampler_id(&self, backend: Backend) -> SamplerId { self.select(backend).samplers.process(backend) } pub fn free_sampler_id(&self, id: SamplerId) { self.select(id.backend()).samplers.free(id); } pub fn create_render_pipeline_id(&self, backend: Backend) -> RenderPipelineId { self.select(backend).render_pipelines.process(backend) } pub fn free_render_pipeline_id(&self, id: RenderPipelineId) { self.select(id.backend()).render_pipelines.free(id); } pub fn create_texture_id(&self, backend: Backend) -> TextureId { self.select(backend).textures.process(backend) } pub fn free_texture_id(&self, id: TextureId) { self.select(id.backend()).textures.free(id); } pub fn create_texture_view_id(&self, backend: Backend) -> TextureViewId { self.select(backend).texture_views.process(backend) } pub fn free_texture_view_id(&self, id: TextureViewId) { self.select(id.backend()).texture_views.free(id); } pub fn create_render_bundle_id(&self, backend: Backend) -> RenderBundleId { self.select(backend).render_bundles.process(backend) } pub fn free_render_bundle_id(&self, id: RenderBundleId) { self.select(id.backend()).render_bundles.free(id); } pub fn create_compute_pass_id(&self, backend: Backend) -> ComputePassId { self.select(backend).compute_passes.process(backend) } pub fn free_compute_pass_id(&self, id: ComputePassId) { self.select(id.backend()).compute_passes.free(id); } pub fn create_render_pass_id(&self, backend: Backend) -> RenderPassId { self.select(backend).render_passes.process(backend) } pub fn free_render_pass_id(&self, id: RenderPassId) { self.select(id.backend()).render_passes.free(id); } } impl Default for Identities { fn default() -> Self { Self::new() } }