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/*! This library describes the API surface of WebGPU that is agnostic of the backend. * This API is used for targeting both Web and Native. */ #![allow( // The intra doc links to the wgpu crate in this crate actually successfully 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. broken_intra_doc_links, // We don't use syntax sugar where it's not necessary. clippy::match_like_matches_macro, )] #![warn(missing_docs)] #[cfg(feature = "serde")] use serde::{Deserialize, Serialize}; use std::{num::NonZeroU32, 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; /// Integral type used for binding locations in shaders. pub type ShaderLocation = u32; /// Integral type used for dynamic bind group offsets. pub type DynamicOffset = u32; /// Buffer-Texture copies must have [`bytes_per_row`] aligned to this number. /// /// This doesn't apply to [`Queue::write_texture`]. /// /// [`bytes_per_row`]: ImageDataLayout::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 as well as buffer clear offsets and sizes must be aligned to this number. pub const COPY_BUFFER_ALIGNMENT: BufferAddress = 4; /// Size to align mappings. pub const MAP_ALIGNMENT: BufferAddress = 8; /// Vertex buffer strides have to be aligned to this number. pub const VERTEX_STRIDE_ALIGNMENT: BufferAddress = 4; /// Alignment all push constants need pub const PUSH_CONSTANT_ALIGNMENT: u32 = 4; /// Maximum queries in a query set pub const QUERY_SET_MAX_QUERIES: u32 = 8192; /// Size of a single piece of query data. pub const QUERY_SIZE: u32 = 8; /// 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 { /// Dummy backend, used for testing. Empty = 0, /// Vulkan API Vulkan = 1, /// Metal API (Apple platforms) Metal = 2, /// Direct3D-12 (Windows) Dx12 = 3, /// Direct3D-11 (Windows) Dx11 = 4, /// OpenGL ES-3 (Linux, Android) Gl = 5, /// WebGPU in the browser 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 { /// Adapter that uses the least possible power. This is often an integrated GPU. LowPower = 0, /// Adapter that has the highest performance. This is often a discrete GPU. HighPerformance = 1, } impl Default for PowerPreference { fn default() -> Self { Self::LowPower } } 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 Backends: 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 Backends { fn from(backend: Backend) -> Self { Self::from_bits(1 << backend as u32).unwrap() } } /// Options for requesting adapter. #[repr(C)] #[derive(Clone, Debug, 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>, } impl<S> Default for RequestAdapterOptions<S> { fn default() -> Self { Self { power_preference: PowerPreference::default(), compatible_surface: None, } } } //TODO: make robust resource access configurable 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 = 1 << 0; /// Enables BCn family of compressed textures. All BCn textures use 4x4 pixel blocks /// with 8 or 16 bytes per block. /// /// Compressed textures sacrifice some quality in exchange for significantly reduced /// bandwidth usage. /// /// Support for this feature guarantees availability of [`TextureUsages::COPY_SRC | TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING`] for BCn formats. /// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] may enable additional usages. /// /// Supported Platforms: /// - desktops /// /// This is a web and native feature. const TEXTURE_COMPRESSION_BC = 1 << 1; /// Enables use of Timestamp Queries. These queries tell the current gpu timestamp when /// all work before the query is finished. Call [`CommandEncoder::write_timestamp`], /// [`RenderPassEncoder::write_timestamp`], or [`ComputePassEncoder::write_timestamp`] to /// write out a timestamp. /// /// They must be resolved using [`CommandEncoder::resolve_query_sets`] into a buffer, /// then the result must be multiplied by the timestamp period [`Device::get_timestamp_period`] /// to get the timestamp in nanoseconds. Multiple timestamps can then be diffed to get the /// time for operations between them to finish. /// /// Due to gfx-hal limitations, this is only supported on vulkan for now. /// /// Supported Platforms: /// - Vulkan (works) /// - DX12 (works) /// /// This is a web and native feature. const TIMESTAMP_QUERY = 1 << 2; /// Enables use of Pipeline Statistics Queries. These queries tell the count of various operations /// performed between the start and stop call. Call [`RenderPassEncoder::begin_pipeline_statistics_query`] to start /// a query, then call [`RenderPassEncoder::end_pipeline_statistics_query`] to stop one. /// /// They must be resolved using [`CommandEncoder::resolve_query_sets`] into a buffer. /// The rules on how these resolve into buffers are detailed in the documentation for [`PipelineStatisticsTypes`]. /// /// Due to gfx-hal limitations, this is only supported on vulkan for now. /// /// Supported Platforms: /// - Vulkan (works) /// - DX12 (works) /// /// This is a web and native feature. const PIPELINE_STATISTICS_QUERY = 1 << 3; /// 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 = 1 << 16; /// Allows the user to create uniform arrays of textures in shaders: /// /// eg. `uniform texture2D textures[10]`. /// /// If [`Features::STORAGE_RESOURCE_BINDING_ARRAY`] is supported as well as this, the user /// may also create uniform arrays of storage textures. /// /// eg. `uniform image2D textures[10]`. /// /// This capability allows them to exist and to be indexed by dynamically uniform /// values. /// /// Supported platforms: /// - DX12 /// - Metal (with MSL 2.0+ on macOS 10.13+) /// - Vulkan /// /// This is a native only feature. const TEXTURE_BINDING_ARRAY = 1 << 17; /// Allows the user to create arrays of buffers in shaders: /// /// eg. `uniform myBuffer { .... } buffer_array[10]`. /// /// This capability allows them to exist and to be indexed by dynamically uniform /// values. /// /// If [`Features::STORAGE_RESOURCE_BINDING_ARRAY`] is supported as well as this, the user /// may also create arrays of storage buffers. /// /// eg. `buffer myBuffer { ... } buffer_array[10]` /// /// Supported platforms: /// - DX12 /// - Vulkan /// /// This is a native only feature. const BUFFER_BINDING_ARRAY = 1 << 18; /// Allows the user to create uniform arrays of storage buffers or textures in shaders, /// if resp. [`Features::BUFFER_BINDING_ARRAY`] or [`Features::TEXTURE_BINDING_ARRAY`] /// is supported. /// /// This capability allows them to exist and to be indexed by dynamically uniform /// values. /// /// Supported platforms: /// - Metal (with MSL 2.2+ on macOS 10.13+) /// - Vulkan /// /// This is a native only feature. const STORAGE_RESOURCE_BINDING_ARRAY = 1 << 19; /// Allows shaders to index sampled texture and storage buffer resource 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` /// /// and then used either as `nonuniformEXT` qualifier in variable declaration: /// /// eg. `layout(location = 0) nonuniformEXT flat in int vertex_data;` /// /// or as `nonuniformEXT` constructor: /// /// eg. `texture_array[nonuniformEXT(vertex_data)]` /// /// HLSL does not need any extension. /// /// Supported platforms: /// - DX12 /// - Metal (with MSL 2.0+ on macOS 10.13+) /// - Vulkan 1.2+ (or VK_EXT_descriptor_indexing)'s shaderSampledImageArrayNonUniformIndexing & shaderStorageBufferArrayNonUniformIndexing feature) /// /// This is a native only feature. const SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING = 1 << 20; /// Allows shaders to index uniform buffer and storage texture resource 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` /// /// and then used either as `nonuniformEXT` qualifier in variable declaration: /// /// eg. `layout(location = 0) nonuniformEXT flat in int vertex_data;` /// /// or as `nonuniformEXT` constructor: /// /// eg. `texture_array[nonuniformEXT(vertex_data)]` /// /// HLSL does not need any extension. /// /// Supported platforms: /// - DX12 /// - Metal (with MSL 2.0+ on macOS 10.13+) /// - Vulkan 1.2+ (or VK_EXT_descriptor_indexing)'s shaderUniformBufferArrayNonUniformIndexing & shaderStorageTextureArrayNonUniformIndexing feature) /// /// This is a native only feature. const UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING = 1 << 21; /// Allows the user to create unsized uniform arrays of bindings: /// /// eg. `uniform texture2D textures[]`. /// /// Supported platforms: /// - DX12 /// - Vulkan 1.2+ (or VK_EXT_descriptor_indexing)'s runtimeDescriptorArray feature /// /// This is a native only feature. const UNSIZED_BINDING_ARRAY = 1 << 22; /// 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 /// - Vulkan /// /// This is a native only feature. const MULTI_DRAW_INDIRECT = 1 << 23; /// 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. /// /// Supported platforms: /// - DX12 /// - Vulkan 1.2+ (or VK_KHR_draw_indirect_count) /// /// This is a native only feature. const MULTI_DRAW_INDIRECT_COUNT = 1 << 24; /// 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`]. /// /// A block of push constants can be declared with `layout(push_constant) uniform Name {..}` in shaders. /// /// Supported platforms: /// - DX12 /// - Vulkan /// - Metal /// - DX11 (emulated with uniforms) /// - OpenGL (emulated with uniforms) /// /// This is a native only feature. const PUSH_CONSTANTS = 1 << 25; /// Allows the use of [`AddressMode::ClampToBorder`]. /// /// Supported platforms: /// - DX12 /// - Vulkan /// - Metal (macOS 10.12+ only) /// - DX11 /// - OpenGL /// /// This is a web and native feature. const ADDRESS_MODE_CLAMP_TO_BORDER = 1 << 26; /// Allows the user to set a non-fill polygon mode in [`PrimitiveState::polygon_mode`] /// /// This allows drawing polygons/triangles as lines (wireframe) or points instead of filled /// /// Supported platforms: /// - DX12 /// - Vulkan /// /// This is a native only feature. const NON_FILL_POLYGON_MODE = 1 << 27; /// Enables ETC family of compressed textures. All ETC textures use 4x4 pixel blocks. /// ETC2 RGB and RGBA1 are 8 bytes per block. RTC2 RGBA8 and EAC are 16 bytes per block. /// /// Compressed textures sacrifice some quality in exchange for significantly reduced /// bandwidth usage. /// /// Support for this feature guarantees availability of [`TextureUsages::COPY_SRC | TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING`] for ETC2 formats. /// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] may enable additional usages. /// /// Supported Platforms: /// - Intel/Vulkan /// - Mobile (some) /// /// This is a native-only feature. const TEXTURE_COMPRESSION_ETC2 = 1 << 28; /// Enables ASTC family of compressed textures. ASTC textures use pixel blocks varying from 4x4 to 12x12. /// Blocks are always 16 bytes. /// /// Compressed textures sacrifice some quality in exchange for significantly reduced /// bandwidth usage. /// /// Support for this feature guarantees availability of [`TextureUsages::COPY_SRC | TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING`] for ASTC formats. /// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] may enable additional usages. /// /// Supported Platforms: /// - Intel/Vulkan /// - Mobile (some) /// /// This is a native-only feature. const TEXTURE_COMPRESSION_ASTC_LDR = 1 << 29; /// Enables device specific texture format features. /// /// See `TextureFormatFeatures` for a listing of the features in question. /// /// By default only texture format properties as defined by the WebGPU specification are allowed. /// Enabling this feature flag extends the features of each format to the ones supported by the current device. /// Note that without this flag, read/write storage access is not allowed at all. /// /// This extension does not enable additional formats. /// /// This is a native-only feature. const TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES = 1 << 30; /// Enables 64-bit floating point types in SPIR-V shaders. /// /// Note: even when supported by GPU hardware, 64-bit floating point operations are /// frequently between 16 and 64 _times_ slower than equivalent operations on 32-bit floats. /// /// Supported Platforms: /// - Vulkan /// /// This is a native-only feature. const SHADER_FLOAT64 = 1 << 31; /// Enables using 64-bit types for vertex attributes. /// /// Requires SHADER_FLOAT64. /// /// Supported Platforms: N/A /// /// This is a native-only feature. const VERTEX_ATTRIBUTE_64BIT = 1 << 32; /// Allows the user to set a overestimation-conservative-rasterization in [`PrimitiveState::conservative`] /// /// Processing of degenerate triangles/lines is hardware specific. /// Only triangles are supported. /// /// Supported platforms: /// - Vulkan /// /// This is a native only feature. const CONSERVATIVE_RASTERIZATION = 1 << 33; /// Enables bindings of writable storage buffers and textures visible to vertex shaders. /// /// Note: some (tiled-based) platforms do not support vertex shaders with any side-effects. /// /// Supported Platforms: /// - All /// /// This is a native-only feature. const VERTEX_WRITABLE_STORAGE = 1 << 34; /// Enables clear to zero for buffers & images. /// /// Supported platforms: /// - All /// /// This is a native only feature. const CLEAR_COMMANDS = 1 << 35; /// Enables creating shader modules from SPIR-V binary data (unsafe). /// /// SPIR-V data is not parsed or interpreted in any way; you can use /// [`wgpu::make_spirv_raw!`] to check for alignment and magic number when converting from /// raw bytes. /// /// Supported platforms: /// - Vulkan, in case shader's requested capabilities and extensions agree with /// Vulkan implementation. /// /// This is a native only feature. const SPIRV_SHADER_PASSTHROUGH = 1 << 36; /// Enables `builtin(primitive_index)` in fragment shaders. /// /// Note: enables geometry processing for pipelines using the builtin. /// This may come with a significant performance impact on some hardware. /// Other pipelines are not affected. /// /// Supported platforms: /// - Vulkan /// /// This is a native only feature. const SHADER_PRIMITIVE_INDEX = 1 << 37; } } impl Features { /// Mask of all features which are part of the upstream WebGPU standard. pub const fn all_webgpu_mask() -> Self { Self::from_bits_truncate(0x0000_0000_0000_FFFF) } /// Mask of all features that are only available when targeting native (not web). pub const fn all_native_mask() -> Self { Self::from_bits_truncate(0xFFFF_FFFF_FFFF_0000) } } /// Represents the sets of limits an adapter/device supports. /// /// We provide two different defaults. /// - [`Limits::downlevel_defaults()]. This is a set of limits that is guaranteed to /// work on all backends, including "downlevel" backends such /// as OpenGL and D3D11. For most applications we recommend using these /// limits, assuming they are high enough for your application. /// - [`Limits::default()`]. This is the set of limits that is guaranteed to /// work on all modern backends and is guaranteed to be supported by WebGPU. /// Applications needing more modern features can use this as a reasonable set of /// limits if they are targeting only desktop and modern mobile devices. /// /// We recommend starting with the most restrictive limits you can and manually /// increasing the limits you need boosted. This will let you stay running on /// all hardware that supports the limits you need. /// /// 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 { /// Maximum allowed value for the `size.width` of a texture created with `TextureDimension::D1`. /// Defaults to 8192. Higher is "better". pub max_texture_dimension_1d: u32, /// Maximum allowed value for the `size.width` and `size.height` of a texture created with `TextureDimension::D2`. /// Defaults to 8192. Higher is "better". pub max_texture_dimension_2d: u32, /// Maximum allowed value for the `size.width`, `size.height`, and `size.depth_or_array_layers` /// of a texture created with `TextureDimension::D3`. /// Defaults to 2048. Higher is "better". pub max_texture_dimension_3d: u32, /// Maximum allowed value for the `size.depth_or_array_layers` of a texture created with /// `TextureDimension::D1` or `TextureDimension::D2`. /// Defaults to 2048. Higher is "better". pub max_texture_array_layers: u32, /// 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, /// Maximum size in bytes of a binding to a storage buffer. Defaults to 128 MB. Higher is "better". pub max_storage_buffer_binding_size: u32, /// Maximum length of `VertexState::buffers` when creating a `RenderPipeline`. /// Defaults to 8. Higher is "better". pub max_vertex_buffers: u32, /// Maximum length of `VertexBufferLayout::attributes`, summed over all `VertexState::buffers`, /// when creating a `RenderPipeline`. /// Defaults to 16. Higher is "better". pub max_vertex_attributes: u32, /// Maximum value for `VertexBufferLayout::array_stride` when creating a `RenderPipeline`. /// Defaults to 2048. Higher is "better". pub max_vertex_buffer_array_stride: 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 but likely 256. pub max_push_constant_size: u32, } impl Default for Limits { fn default() -> Self { Self { max_texture_dimension_1d: 8192, max_texture_dimension_2d: 8192, max_texture_dimension_3d: 2048, max_texture_array_layers: 2048, 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: 8, max_storage_textures_per_shader_stage: 8, max_uniform_buffers_per_shader_stage: 12, max_uniform_buffer_binding_size: 16384, max_storage_buffer_binding_size: 128 << 20, max_vertex_buffers: 8, max_vertex_attributes: 16, max_vertex_buffer_array_stride: 2048, max_push_constant_size: 0, } } } impl Limits { /// These default limits are guaranteed to be compatible with GLES3, WebGL, and D3D11 pub fn downlevel_defaults() -> Self { Self { max_texture_dimension_1d: 2096, max_texture_dimension_2d: 2096, max_texture_dimension_3d: 256, max_texture_array_layers: 256, 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_storage_buffer_binding_size: 128 << 20, max_vertex_buffers: 8, max_vertex_attributes: 16, max_vertex_buffer_array_stride: 2048, max_push_constant_size: 0, } } /// Modify the current limits to use the resolution limits of the other. /// /// This is useful because the swapchain might need to be larger than any other image in the application. /// /// If your application only needs 512x512, you might be running on a 4k display and need extremely high resolution limits. pub fn using_resolution(self, other: Self) -> Self { Self { max_texture_dimension_1d: other.max_texture_dimension_1d, max_texture_dimension_2d: other.max_texture_dimension_2d, max_texture_dimension_3d: other.max_texture_dimension_3d, ..self } } } /// Represents the sets of additional limits on an adapter, /// which take place when running on downlevel backends. #[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct DownlevelLimits {} impl Default for DownlevelLimits { fn default() -> Self { DownlevelLimits {} } } /// Lists various ways the underlying platform does not conform to the WebGPU standard. #[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct DownlevelCapabilities { /// Combined boolean flags. pub flags: DownlevelFlags, /// Additional limits pub limits: DownlevelLimits, /// Which collections of features shaders support. Defined in terms of D3D's shader models. pub shader_model: ShaderModel, } impl Default for DownlevelCapabilities { fn default() -> Self { Self { flags: DownlevelFlags::compliant(), limits: DownlevelLimits::default(), shader_model: ShaderModel::Sm5, } } } impl DownlevelCapabilities { /// Returns true if the underlying platform offers complete support of the baseline WebGPU standard. /// /// If this returns false, some parts of the API will result in validation errors where they would not normally. /// These parts can be determined by the values in this structure. pub fn is_webgpu_compliant(&self) -> bool { self.flags.contains(DownlevelFlags::compliant()) && self.limits == DownlevelLimits::default() && self.shader_model >= ShaderModel::Sm5 } } bitflags::bitflags! { /// Binary flags listing features that may or may not be present on downlevel adapters. /// /// A downlevel adapter is a GPU adapter that WGPU supports, but with potentially limited /// features, due to the lack of hardware feature support. /// /// Flags that are **not** present for a downlevel adapter or device usually indicates /// non-compliance with the WebGPU specification, but not always. /// /// You can check whether a set of flags is compliant through the /// [`DownlevelCapabilities::is_webgpu_compliant()`] function. pub struct DownlevelFlags: u32 { /// The device supports compiling and using compute shaders. const COMPUTE_SHADERS = 1 << 0; /// Supports binding storage buffers and textures to fragment shaders. const FRAGMENT_WRITABLE_STORAGE = 1 << 1; /// Supports indirect drawing and dispatching. const INDIRECT_EXECUTION = 1 << 2; /// Supports non-zero `base_vertex` parameter to indexed draw calls. const BASE_VERTEX = 1 << 3; /// Supports reading from a depth/stencil buffer while using as a read-only depth/stencil /// attachment. const READ_ONLY_DEPTH_STENCIL = 1 << 4; /// Supports: /// - copy_image_to_image /// - copy_buffer_to_image and copy_image_to_buffer with a buffer without a MAP_* usage const DEVICE_LOCAL_IMAGE_COPIES = 1 << 5; /// Supports textures with mipmaps which have a non power of two size. const NON_POWER_OF_TWO_MIPMAPPED_TEXTURES = 1 << 6; /// Supports textures that are cube arrays. const CUBE_ARRAY_TEXTURES = 1 << 7; /// Supports comparison samplers. const COMPARISON_SAMPLERS = 1 << 8; /// Supports different blending modes per color target. const INDEPENDENT_BLENDING = 1 << 9; /// Supports storage buffers in vertex shaders. const VERTEX_STORAGE = 1 << 10; /// Supports samplers with anisotropic filtering. Note this isn't actually required by /// WebGPU, the implementation is allowed to completely ignore aniso clamp. This flag is /// here for native backends so they can comunicate to the user of aniso is enabled. const ANISOTROPIC_FILTERING = 1 << 11; } } impl DownlevelFlags { /// All flags that indicate if the backend is WebGPU compliant pub const fn compliant() -> Self { // We use manual bit twiddling to make this a const fn as `Sub` and `.remove` aren't const // WebGPU doesn't actually require aniso Self::from_bits_truncate(Self::all().bits() & !Self::ANISOTROPIC_FILTERING.bits) } } /// Collections of shader features a device supports if they support less than WebGPU normally allows. // TODO: Fill out the differences between shader models more completely #[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)] pub enum ShaderModel { /// Extremely limited shaders, including a total instruction limit. Sm2, /// Missing minor features and storage images. Sm4, /// WebGPU supports shader module 5. Sm5, } /// Supported physical device types. #[repr(u8)] #[derive(Clone, Copy, Debug, PartialEq)] #[cfg_attr(feature = "trace", derive(serde::Serialize))] #[cfg_attr(feature = "replay", derive(serde::Deserialize))] pub enum DeviceType { /// Other. Other, /// Integrated GPU with shared CPU/GPU memory. IntegratedGpu, /// Discrete GPU with separate CPU/GPU memory. DiscreteGpu, /// Virtual / Hosted. VirtualGpu, /// Cpu / Software Rendering. Cpu, } /// Information about an adapter. #[derive(Clone, Debug, PartialEq)] #[cfg_attr(feature = "trace", derive(serde::Serialize))] #[cfg_attr(feature = "replay", derive(serde::Deserialize))] pub struct AdapterInfo { /// Adapter name pub name: String, /// Vendor PCI id of the adapter pub vendor: usize, /// PCI id of the adapter pub device: usize, /// Type of device pub device_type: DeviceType, /// Backend used for device pub backend: Backend, } /// Describes a [`Device`]. #[repr(C)] #[derive(Clone, Debug, Default)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct DeviceDescriptor<L> { /// Debug label for the device. pub label: L, /// 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, } impl<L> DeviceDescriptor<L> { /// pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> DeviceDescriptor<K> { DeviceDescriptor { label: fun(&self.label), features: self.features, limits: self.limits.clone(), } } } 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: /// /// `ShaderStages::VERTEX | ShaderStages::FRAGMENT` #[repr(transparent)] #[cfg_attr(feature = "serde", derive(Deserialize, Serialize))] pub struct ShaderStages: 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 << 0; /// Binding is visible from the fragment shader of a render pipeline. const FRAGMENT = 1 << 1; /// Binding is visible from the compute shader of a compute pipeline. const COMPUTE = 1 << 2; /// Binding is visible from the vertex and fragment shaders of a render pipeline. const VERTEX_FRAGMENT = Self::VERTEX.bits | Self::FRAGMENT.bits; } } /// 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, } impl Default for TextureViewDimension { fn default() -> Self { Self::D2 } } impl TextureViewDimension { /// Get the texture dimension required fo this texture view dimension. pub fn compatible_texture_dimension(self) -> TextureDimension { match self { Self::D1 => TextureDimension::D1, Self::D2 | Self::D2Array | Self::Cube | Self::CubeArray => TextureDimension::D2, Self::D3 => TextureDimension::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 { /// 0.0 Zero = 0, /// 1.0 One = 1, /// S.component Src = 2, /// 1.0 - S.component OneMinusSrc = 3, /// S.alpha SrcAlpha = 4, /// 1.0 - S.alpha OneMinusSrcAlpha = 5, /// D.component Dst = 6, /// 1.0 - D.component OneMinusDst = 7, /// D.alpha DstAlpha = 8, /// 1.0 - D.alpha OneMinusDstAlpha = 9, /// min(S.alpha, 1.0 - D.alpha) SrcAlphaSaturated = 10, /// Constant Constant = 11, /// 1.0 - Constant OneMinusConstant = 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 { /// Src + Dst Add = 0, /// Src - Dst Subtract = 1, /// Dst - Src ReverseSubtract = 2, /// min(Src, Dst) Min = 3, /// max(Src, Dst) Max = 4, } impl Default for BlendOperation { fn default() -> Self { Self::Add } } /// Describes the blend component of a pipeline. #[repr(C)] #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct BlendComponent { /// Multiplier for the source, which is produced by the fragment shader. pub src_factor: BlendFactor, /// Multiplier for the destination, which is stored in the target. pub dst_factor: BlendFactor, /// The binary operation applied to the source and destination, /// multiplied by their respective factors. pub operation: BlendOperation, } impl BlendComponent { /// Default blending state that replaces destination with the source. pub const REPLACE: Self = Self { src_factor: BlendFactor::One, dst_factor: BlendFactor::Zero, operation: BlendOperation::Add, }; /// Blend state of (1 * src) + ((1 - src_alpha) * dst) pub const OVER: Self = Self { src_factor: BlendFactor::One, dst_factor: BlendFactor::OneMinusSrcAlpha, operation: BlendOperation::Add, }; /// Returns true if the state relies on the constant color, which is /// set independently on a render command encoder. pub fn uses_constant(&self) -> bool { match (self.src_factor, self.dst_factor) { (BlendFactor::Constant, _) | (BlendFactor::OneMinusConstant, _) | (_, BlendFactor::Constant) | (_, BlendFactor::OneMinusConstant) => true, (_, _) => false, } } } impl Default for BlendComponent { fn default() -> Self { Self::REPLACE } } /// Describe the blend state of a render pipeline. /// /// See the OpenGL or Vulkan spec for more information. #[repr(C)] #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct BlendState { /// Color equation. pub color: BlendComponent, /// Alpha equation. pub alpha: BlendComponent, } impl BlendState { /// Blend mode that does no color blending, just overwrites the output with the contents of the shader. pub const REPLACE: Self = Self { color: BlendComponent::REPLACE, alpha: BlendComponent::REPLACE, }; /// Blend mode that does standard alpha blending with non-premultiplied alpha. pub const ALPHA_BLENDING: Self = Self { color: BlendComponent { src_factor: BlendFactor::SrcAlpha, dst_factor: BlendFactor::OneMinusSrcAlpha, operation: BlendOperation::Add, }, alpha: BlendComponent::OVER, }; /// Blend mode that does standard alpha blending with premultiplied alpha. pub const PREMULTIPLIED_ALPHA_BLENDING: Self = Self { color: BlendComponent::OVER, alpha: BlendComponent::OVER, }; } /// 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 ColorTargetState { /// 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 blending that is used for this pipeline. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub blend: Option<BlendState>, /// Mask which enables/disables writes to different color/alpha channel. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub write_mask: ColorWrites, } impl From<TextureFormat> for ColorTargetState { fn from(format: TextureFormat) -> Self { Self { format, blend: None, write_mask: ColorWrites::ALL, } } } /// 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, } impl Default for PrimitiveTopology { fn default() -> Self { PrimitiveTopology::TriangleList } } impl PrimitiveTopology { /// Returns true for strip topologies. pub fn is_strip(&self) -> bool { match *self { Self::PointList | Self::LineList | Self::TriangleList => false, Self::LineStrip | Self::TriangleStrip => true, } } } /// Winding order which classifies the "front" face. #[repr(C)] #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] #[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 { Self::Ccw } } /// Face of a vertex. #[repr(C)] #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum Face { /// Front face Front = 0, /// Back face Back = 1, } /// Type of drawing mode for polygons #[repr(C)] #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum PolygonMode { /// Polygons are filled Fill = 0, /// Polygons are drawn as line segments Line = 1, /// Polygons are drawn as points Point = 2, } impl Default for PolygonMode { fn default() -> Self { Self::Fill } } /// Describes the state of primitive assembly and rasterization in a render pipeline. #[repr(C)] #[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct PrimitiveState { /// The primitive topology used to interpret vertices. pub topology: PrimitiveTopology, /// When drawing strip topologies with indices, this is the required format for the index buffer. /// This has no effect on non-indexed or non-strip draws. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub strip_index_format: Option<IndexFormat>, /// The face to consider the front for the purpose of culling and stencil operations. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub front_face: FrontFace, /// The face culling mode. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub cull_mode: Option<Face>, /// If set to true, the polygon depth is clamped to 0-1 range instead of being clipped. /// /// Enabling this requires `Features::DEPTH_CLAMPING` to be enabled. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub clamp_depth: bool, /// Controls the way each polygon is rasterized. Can be either `Fill` (default), `Line` or `Point` /// /// Setting this to something other than `Fill` requires `Features::NON_FILL_POLYGON_MODE` to be enabled. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub polygon_mode: PolygonMode, /// If set to true, the primitives are rendered with conservative overestimation. I.e. any rastered pixel touched by it is filled. /// Only valid for PolygonMode::Fill! /// /// Enabling this requires `Features::CONSERVATIVE_RASTERIZATION` to be enabled. pub conservative: bool, } /// Describes the multi-sampling state of a render pipeline. #[repr(C)] #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct MultisampleState { /// The number of samples calculated per pixel (for MSAA). For non-multisampled textures, /// this should be `1` pub count: u32, /// Bitmask that restricts the samples of a pixel modified by this pipeline. All samples /// can be enabled using the value `!0` pub mask: u64, /// 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, } impl Default for MultisampleState { fn default() -> Self { MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false, } } } bitflags::bitflags! { /// Feature flags for a texture format. #[repr(transparent)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct TextureFormatFeatureFlags: u32 { /// When used as a STORAGE texture, then a texture with this format can be bound with /// [`StorageTextureAccess::ReadOnly`] or [`StorageTextureAccess::ReadWrite`]. const STORAGE_READ_WRITE = 1 << 0; /// When used as a STORAGE texture, then a texture with this format can be written to with atomics. // TODO: No access flag exposed as of writing const STORAGE_ATOMICS = 1 << 1; } } /// Features supported by a given texture format /// /// Features are defined by WebGPU specification unless `Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES` is enabled. #[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)] pub struct TextureFormatFeatures { /// Valid bits for `TextureDescriptor::Usage` provided for format creation. pub allowed_usages: TextureUsages, /// Additional property flags for the format. pub flags: TextureFormatFeatureFlags, /// If `filterable` is false, the texture can't be sampled with a filtering sampler. /// This may overwrite TextureSampleType::Float.filterable pub filterable: bool, } /// Information about a texture format. #[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)] pub struct TextureFormatInfo { /// Features required (if any) to use the texture. pub required_features: Features, /// Type of sampling that is valid for the texture. pub sample_type: TextureSampleType, /// Dimension of a "block" of texels. This is always (1, 1) on uncompressed textures. pub block_dimensions: (u8, u8), /// Size in bytes of a "block" of texels. This is the size per pixel on uncompressed textures. pub block_size: u8, /// Format will have colors be converted from srgb to linear on read and from linear to srgb on write. pub srgb: bool, /// Format features guaranteed by the WebGPU spec. Additional features are available if `Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES` is enabled. pub guaranteed_format_features: TextureFormatFeatures, } /// 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, /// Red channel only. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader. R8Snorm, /// Red channel only. 8 bit integer per channel. Unsigned in shader. R8Uint, /// Red channel only. 8 bit integer per channel. Signed in shader. R8Sint, // Normal 16 bit formats /// Red channel only. 16 bit integer per channel. Unsigned in shader. R16Uint, /// Red channel only. 16 bit integer per channel. Signed in shader. R16Sint, /// Red channel only. 16 bit float per channel. Float in shader. R16Float, /// Red and green channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader. Rg8Unorm, /// Red and green channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader. Rg8Snorm, /// Red and green channels. 8 bit integer per channel. Unsigned in shader. Rg8Uint, /// Red and green channel s. 8 bit integer per channel. Signed in shader. Rg8Sint, // Normal 32 bit formats /// Red channel only. 32 bit integer per channel. Unsigned in shader. R32Uint, /// Red channel only. 32 bit integer per channel. Signed in shader. R32Sint, /// Red channel only. 32 bit float per channel. Float in shader. R32Float, /// Red and green channels. 16 bit integer per channel. Unsigned in shader. Rg16Uint, /// Red and green channels. 16 bit integer per channel. Signed in shader. Rg16Sint, /// Red and green channels. 16 bit float per channel. Float in shader. Rg16Float, /// Red, green, blue, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader. Rgba8Unorm, /// 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, /// Red, green, blue, and alpha channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader. Rgba8Snorm, /// Red, green, blue, and alpha channels. 8 bit integer per channel. Unsigned in shader. Rgba8Uint, /// Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader. Rgba8Sint, /// Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader. Bgra8Unorm, /// 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, // 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, /// Red, green, and blue channels. 11 bit float with no sign bit for RG channels. 10 bit float with no sign bit for blue channel. Float in shader. Rg11b10Float, // Normal 64 bit formats /// Red and green channels. 32 bit integer per channel. Unsigned in shader. Rg32Uint, /// Red and green channels. 32 bit integer per channel. Signed in shader. Rg32Sint, /// Red and green channels. 32 bit float per channel. Float in shader. Rg32Float, /// Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader. Rgba16Uint, /// Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader. Rgba16Sint, /// Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader. Rgba16Float, // Normal 128 bit formats /// Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader. Rgba32Uint, /// Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader. Rgba32Sint, /// Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader. Rgba32Float, // Depth and stencil formats /// Special depth format with 32 bit floating point depth. Depth32Float, /// Special depth format with at least 24 bit integer depth. Depth24Plus, /// Special depth/stencil format with at least 24 bit integer depth and 8 bits integer stencil. Depth24PlusStencil8, // Packed uncompressed texture formats /// Packed unsigned float with 9 bits mantisa for each RGB component, then a common 5 bits exponent Rgb9e5Ufloat, // Compressed textures usable with `TEXTURE_COMPRESSION_BC` feature. /// 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. /// [0, 63] ([0, 1] for alpha) converted to/from float [0, 1] in shader. /// /// Also known as DXT1. /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc1RgbaUnorm, /// 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. /// Srgb-color [0, 63] ([0, 15] for alpha) converted to/from linear-color float [0, 1] in shader. /// /// Also known as DXT1. /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc1RgbaUnormSrgb, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. /// [0, 63] ([0, 15] for alpha) converted to/from float [0, 1] in shader. /// /// Also known as DXT3. /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc2RgbaUnorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. /// Srgb-color [0, 63] ([0, 255] for alpha) converted to/from linear-color float [0, 1] in shader. /// /// Also known as DXT3. /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc2RgbaUnormSrgb, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. /// [0, 63] ([0, 255] for alpha) converted to/from float [0, 1] in shader. /// /// Also known as DXT5. /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc3RgbaUnorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. /// Srgb-color [0, 63] ([0, 255] for alpha) converted to/from linear-color float [0, 1] in shader. /// /// Also known as DXT5. /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc3RgbaUnormSrgb, /// 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. /// [0, 255] converted to/from float [0, 1] in shader. /// /// Also known as RGTC1. /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc4RUnorm, /// 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. /// [-127, 127] converted to/from float [-1, 1] in shader. /// /// Also known as RGTC1. /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc4RSnorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. /// [0, 255] converted to/from float [0, 1] in shader. /// /// Also known as RGTC2. /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc5RgUnorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. /// [-127, 127] converted to/from float [-1, 1] in shader. /// /// Also known as RGTC2. /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc5RgSnorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit unsigned float RGB. Float in shader. /// /// Also known as BPTC (float). /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc6hRgbUfloat, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit signed float RGB. Float in shader. /// /// Also known as BPTC (float). /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc6hRgbSfloat, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// Also known as BPTC (unorm). /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc7RgbaUnorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// Also known as BPTC (unorm). /// /// [`Features::TEXTURE_COMPRESSION_BC`] must be enabled to use this texture format. Bc7RgbaUnormSrgb, /// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format. Etc2RgbUnorm, /// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format. Etc2RgbUnormSrgb, /// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha. /// [0, 255] ([0, 1] for alpha) converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format. Etc2RgbA1Unorm, /// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha. /// Srgb-color [0, 255] ([0, 1] for alpha) converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format. Etc2RgbA1UnormSrgb, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format. //Etc2RgbA8Unorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format. //Etc2RgbA8UnormSrgb, /// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer R. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format. EacRUnorm, /// 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer R. /// [-127, 127] converted to/from float [-1, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format. EacRSnorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer R + 8 bit integer G. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format. EacRgUnorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer R + 8 bit integer G. /// [-127, 127] converted to/from float [-1, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ETC2`] must be enabled to use this texture format. EacRgSnorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc4x4RgbaUnorm, /// 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc4x4RgbaUnormSrgb, /// 5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc5x4RgbaUnorm, /// 5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc5x4RgbaUnormSrgb, /// 5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc5x5RgbaUnorm, /// 5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc5x5RgbaUnormSrgb, /// 6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc6x5RgbaUnorm, /// 6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc6x5RgbaUnormSrgb, /// 6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc6x6RgbaUnorm, /// 6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc6x6RgbaUnormSrgb, /// 8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc8x5RgbaUnorm, /// 8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc8x5RgbaUnormSrgb, /// 8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc8x6RgbaUnorm, /// 8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc8x6RgbaUnormSrgb, /// 10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc10x5RgbaUnorm, /// 10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc10x5RgbaUnormSrgb, /// 10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc10x6RgbaUnorm, /// 10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc10x6RgbaUnormSrgb, /// 8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc8x8RgbaUnorm, /// 8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc8x8RgbaUnormSrgb, /// 10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc10x8RgbaUnorm, /// 10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc10x8RgbaUnormSrgb, /// 10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc10x10RgbaUnorm, /// 10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc10x10RgbaUnormSrgb, /// 12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc12x10RgbaUnorm, /// 12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc12x10RgbaUnormSrgb, /// 12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA. /// [0, 255] converted to/from float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc12x12RgbaUnorm, /// 12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA. /// Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader. /// /// [`Features::TEXTURE_COMPRESSION_ASTC_LDR`] must be enabled to use this texture format. Astc12x12RgbaUnormSrgb, } impl TextureFormat { /// Get useful information about the texture format. pub fn describe(&self) -> TextureFormatInfo { // Features let native = Features::empty(); let bc = Features::TEXTURE_COMPRESSION_BC; let etc2 = Features::TEXTURE_COMPRESSION_ETC2; let astc_ldr = Features::TEXTURE_COMPRESSION_ASTC_LDR; // Sample Types let uint = TextureSampleType::Uint; let sint = TextureSampleType::Sint; let nearest = TextureSampleType::Float { filterable: false }; let float = TextureSampleType::Float { filterable: true }; let depth = TextureSampleType::Depth; // Color spaces let linear = false; let srgb = true; // Flags let basic = TextureUsages::COPY_SRC | TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING; let attachment = basic | TextureUsages::RENDER_ATTACHMENT; let storage = basic | TextureUsages::STORAGE_BINDING; let all_flags = TextureUsages::all(); // See <https://gpuweb.github.io/gpuweb/#texture-format-caps> for reference let (required_features, sample_type, srgb, block_dimensions, block_size, allowed_usages) = match self { // Normal 8 bit textures Self::R8Unorm => (native, float, linear, (1, 1), 1, attachment), Self::R8Snorm => (native, float, linear, (1, 1), 1, basic), Self::R8Uint => (native, uint, linear, (1, 1), 1, attachment), Self::R8Sint => (native, sint, linear, (1, 1), 1, attachment), // Normal 16 bit textures Self::R16Uint => (native, uint, linear, (1, 1), 2, attachment), Self::R16Sint => (native, sint, linear, (1, 1), 2, attachment), Self::R16Float => (native, float, linear, (1, 1), 2, attachment), Self::Rg8Unorm => (native, float, linear, (1, 1), 2, attachment), Self::Rg8Snorm => (native, float, linear, (1, 1), 2, attachment), Self::Rg8Uint => (native, uint, linear, (1, 1), 2, attachment), Self::Rg8Sint => (native, sint, linear, (1, 1), 2, basic), // Normal 32 bit textures Self::R32Uint => (native, uint, linear, (1, 1), 4, all_flags), Self::R32Sint => (native, sint, linear, (1, 1), 4, all_flags), Self::R32Float => (native, nearest, linear, (1, 1), 4, all_flags), Self::Rg16Uint => (native, uint, linear, (1, 1), 4, attachment), Self::Rg16Sint => (native, sint, linear, (1, 1), 4, attachment), Self::Rg16Float => (native, float, linear, (1, 1), 4, attachment), Self::Rgba8Unorm => (native, float, linear, (1, 1), 4, all_flags), Self::Rgba8UnormSrgb => (native, float, srgb, (1, 1), 4, attachment), Self::Rgba8Snorm => (native, float, linear, (1, 1), 4, storage), Self::Rgba8Uint => (native, uint, linear, (1, 1), 4, all_flags), Self::Rgba8Sint => (native, sint, linear, (1, 1), 4, all_flags), Self::Bgra8Unorm => (native, float, linear, (1, 1), 4, attachment), Self::Bgra8UnormSrgb => (native, float, srgb, (1, 1), 4, attachment), // Packed 32 bit textures Self::Rgb10a2Unorm => (native, float, linear, (1, 1), 4, attachment), Self::Rg11b10Float => (native, float, linear, (1, 1), 4, basic), // Packed 32 bit textures Self::Rg32Uint => (native, uint, linear, (1, 1), 8, all_flags), Self::Rg32Sint => (native, sint, linear, (1, 1), 8, all_flags), Self::Rg32Float => (native, nearest, linear, (1, 1), 8, all_flags), Self::Rgba16Uint => (native, uint, linear, (1, 1), 8, all_flags), Self::Rgba16Sint => (native, sint, linear, (1, 1), 8, all_flags), Self::Rgba16Float => (native, float, linear, (1, 1), 8, all_flags), // Packed 32 bit textures Self::Rgba32Uint => (native, uint, linear, (1, 1), 16, all_flags), Self::Rgba32Sint => (native, sint, linear, (1, 1), 16, all_flags), Self::Rgba32Float => (native, nearest, linear, (1, 1), 16, all_flags), // Depth-stencil textures Self::Depth32Float => (native, depth, linear, (1, 1), 4, attachment), Self::Depth24Plus => (native, depth, linear, (1, 1), 4, attachment), Self::Depth24PlusStencil8 => (native, depth, linear, (1, 1), 4, attachment), // Packed uncompressed Self::Rgb9e5Ufloat => (native, float, linear, (1, 1), 4, basic), // BCn compressed textures Self::Bc1RgbaUnorm => (bc, float, linear, (4, 4), 8, basic), Self::Bc1RgbaUnormSrgb => (bc, float, srgb, (4, 4), 8, basic), Self::Bc2RgbaUnorm => (bc, float, linear, (4, 4), 16, basic), Self::Bc2RgbaUnormSrgb => (bc, float, srgb, (4, 4), 16, basic), Self::Bc3RgbaUnorm => (bc, float, linear, (4, 4), 16, basic), Self::Bc3RgbaUnormSrgb => (bc, float, srgb, (4, 4), 16, basic), Self::Bc4RUnorm => (bc, float, linear, (4, 4), 8, basic), Self::Bc4RSnorm => (bc, float, linear, (4, 4), 8, basic), Self::Bc5RgUnorm => (bc, float, linear, (4, 4), 16, basic), Self::Bc5RgSnorm => (bc, float, linear, (4, 4), 16, basic), Self::Bc6hRgbUfloat => (bc, float, linear, (4, 4), 16, basic), Self::Bc6hRgbSfloat => (bc, float, linear, (4, 4), 16, basic), Self::Bc7RgbaUnorm => (bc, float, linear, (4, 4), 16, basic), Self::Bc7RgbaUnormSrgb => (bc, float, srgb, (4, 4), 16, basic), // ETC compressed textures Self::Etc2RgbUnorm => (etc2, float, linear, (4, 4), 8, basic), Self::Etc2RgbUnormSrgb => (etc2, float, srgb, (4, 4), 8, basic), Self::Etc2RgbA1Unorm => (etc2, float, linear, (4, 4), 8, basic), Self::Etc2RgbA1UnormSrgb => (etc2, float, srgb, (4, 4), 8, basic), //Self::Etc2RgbA8Unorm => (etc2, float, linear, (4, 4), 16, basic), //Self::Etc2RgbA8UnormSrgb => (etc2, float, srgb, (4, 4), 16, basic), Self::EacRUnorm => (etc2, float, linear, (4, 4), 8, basic), Self::EacRSnorm => (etc2, float, linear, (4, 4), 8, basic), Self::EacRgUnorm => (etc2, float, linear, (4, 4), 16, basic), Self::EacRgSnorm => (etc2, float, linear, (4, 4), 16, basic), // ASTC compressed textures Self::Astc4x4RgbaUnorm => (astc_ldr, float, linear, (4, 4), 16, basic), Self::Astc4x4RgbaUnormSrgb => (astc_ldr, float, srgb, (4, 4), 16, basic), Self::Astc5x4RgbaUnorm => (astc_ldr, float, linear, (5, 4), 16, basic), Self::Astc5x4RgbaUnormSrgb => (astc_ldr, float, srgb, (5, 4), 16, basic), Self::Astc5x5RgbaUnorm => (astc_ldr, float, linear, (5, 5), 16, basic), Self::Astc5x5RgbaUnormSrgb => (astc_ldr, float, srgb, (5, 5), 16, basic), Self::Astc6x5RgbaUnorm => (astc_ldr, float, linear, (6, 5), 16, basic), Self::Astc6x5RgbaUnormSrgb => (astc_ldr, float, srgb, (6, 5), 16, basic), Self::Astc6x6RgbaUnorm => (astc_ldr, float, linear, (6, 6), 16, basic), Self::Astc6x6RgbaUnormSrgb => (astc_ldr, float, srgb, (6, 6), 16, basic), Self::Astc8x5RgbaUnorm => (astc_ldr, float, linear, (8, 5), 16, basic), Self::Astc8x5RgbaUnormSrgb => (astc_ldr, float, srgb, (8, 5), 16, basic), Self::Astc8x6RgbaUnorm => (astc_ldr, float, linear, (8, 6), 16, basic), Self::Astc8x6RgbaUnormSrgb => (astc_ldr, float, srgb, (8, 6), 16, basic), Self::Astc10x5RgbaUnorm => (astc_ldr, float, linear, (10, 5), 16, basic), Self::Astc10x5RgbaUnormSrgb => (astc_ldr, float, srgb, (10, 5), 16, basic), Self::Astc10x6RgbaUnorm => (astc_ldr, float, linear, (10, 6), 16, basic), Self::Astc10x6RgbaUnormSrgb => (astc_ldr, float, srgb, (10, 6), 16, basic), Self::Astc8x8RgbaUnorm => (astc_ldr, float, linear, (8, 8), 16, basic), Self::Astc8x8RgbaUnormSrgb => (astc_ldr, float, srgb, (8, 8), 16, basic), Self::Astc10x8RgbaUnorm => (astc_ldr, float, linear, (10, 8), 16, basic), Self::Astc10x8RgbaUnormSrgb => (astc_ldr, float, srgb, (10, 8), 16, basic), Self::Astc10x10RgbaUnorm => (astc_ldr, float, linear, (10, 10), 16, basic), Self::Astc10x10RgbaUnormSrgb => (astc_ldr, float, srgb, (10, 10), 16, basic), Self::Astc12x10RgbaUnorm => (astc_ldr, float, linear, (12, 10), 16, basic), Self::Astc12x10RgbaUnormSrgb => (astc_ldr, float, srgb, (12, 10), 16, basic), Self::Astc12x12RgbaUnorm => (astc_ldr, float, linear, (12, 12), 16, basic), Self::Astc12x12RgbaUnormSrgb => (astc_ldr, float, srgb, (12, 12), 16, basic), }; TextureFormatInfo { required_features, sample_type, block_dimensions, block_size, srgb, guaranteed_format_features: TextureFormatFeatures { allowed_usages, flags: TextureFormatFeatureFlags::empty(), filterable: sample_type == TextureSampleType::Float { filterable: true }, }, } } } 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 ColorWrites: u32 { /// Enable red channel writes const RED = 1 << 0; /// Enable green channel writes const GREEN = 1 << 1; /// Enable blue channel writes const BLUE = 1 << 2; /// Enable alpha channel writes const ALPHA = 1 << 3; /// Enable red, green, and blue channel writes const COLOR = Self::RED.bits | Self::GREEN.bits | Self::BLUE.bits; /// Enable writes to all channels. const ALL = Self::RED.bits | Self::GREEN.bits | Self::BLUE.bits | Self::ALPHA.bits; } } impl Default for ColorWrites { fn default() -> Self { Self::ALL } } /// State of the stencil operation (fixed-pipeline stage). #[repr(C)] #[derive(Clone, Debug, Default, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct StencilState { /// Front face mode. pub front: StencilFaceState, /// Back face mode. pub back: StencilFaceState, /// Stencil values are AND'd with this mask when reading and writing from the stencil buffer. Only low 8 bits are used. pub read_mask: u32, /// Stencil values are AND'd with this mask when writing to the stencil buffer. Only low 8 bits are used. pub write_mask: u32, } impl StencilState { /// Returns true if the stencil test is enabled. pub fn is_enabled(&self) -> bool { (self.front != StencilFaceState::IGNORE || self.back != StencilFaceState::IGNORE) && (self.read_mask != 0 || self.write_mask != 0) } /// Returns true if the state doesn't mutate the target values. pub fn is_read_only(&self) -> bool { self.write_mask == 0 } /// Returns true if the stencil state uses the reference value for testing. pub fn needs_ref_value(&self) -> bool { self.front.needs_ref_value() || self.back.needs_ref_value() } } /// Describes the biasing setting for the depth target. #[repr(C)] #[derive(Clone, Copy, Debug, Default, PartialEq)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct DepthBiasState { /// Constant depth biasing factor, in basic units of the depth format. pub constant: i32, /// Slope depth biasing factor. pub slope_scale: f32, /// Depth bias clamp value (absolute). pub clamp: f32, } impl DepthBiasState { /// Returns true if the depth biasing is enabled. pub fn is_enabled(&self) -> bool { self.constant != 0 || self.slope_scale != 0.0 } } /// Describes the depth/stencil state in a render pipeline. #[repr(C)] #[derive(Clone, Debug, PartialEq)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct DepthStencilState { /// 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. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub stencil: StencilState, /// Depth bias state. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub bias: DepthBiasState, } impl DepthStencilState { /// Returns true if the depth testing is enabled. pub fn is_depth_enabled(&self) -> bool { self.depth_compare != CompareFunction::Always || self.depth_write_enabled } /// Returns true if the state doesn't mutate either depth or stencil of the target. pub fn is_read_only(&self) -> bool { !self.depth_write_enabled && self.stencil.is_read_only() } } /// Format of indices used with pipeline. #[repr(C)] #[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)] #[cfg_attr(feature = "serde", derive(Deserialize, Serialize))] 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 { Self::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 { Self::Keep } } /// Describes stencil state in a render pipeline. /// /// If you are not using stencil state, set this to [`StencilFaceState::IGNORE`]. #[repr(C)] #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct StencilFaceState { /// 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 StencilFaceState { /// Ignore the stencil state for the face. pub const IGNORE: Self = StencilFaceState { compare: CompareFunction::Always, fail_op: StencilOperation::Keep, depth_fail_op: StencilOperation::Keep, pass_op: StencilOperation::Keep, }; /// Returns true if the face state uses the reference value for testing or operation. pub fn needs_ref_value(&self) -> bool { self.compare.needs_ref_value() || self.fail_op == StencilOperation::Replace || self.depth_fail_op == StencilOperation::Replace || self.pass_op == StencilOperation::Replace } } impl Default for StencilFaceState { fn default() -> Self { Self::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 { /// 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 { /// Returns true if the comparison depends on the reference value. pub fn needs_ref_value(self) -> bool { match self { Self::Never | Self::Always => false, _ => true, } } } /// 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 VertexStepMode { /// Vertex data is advanced every vertex. Vertex = 0, /// Vertex data is advanced every instance. Instance = 1, } impl Default for VertexStepMode { fn default() -> Self { VertexStepMode::Vertex } } /// 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, Copy, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct VertexAttribute { /// Format of the input pub format: VertexFormat, /// Byte offset of the start of the input pub offset: BufferAddress, /// Location for this input. Must match the location in the shader. pub shader_location: ShaderLocation, } /// 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. Uint8x2 = 0, /// Four unsigned bytes (u8). `uvec4` in shaders. Uint8x4 = 1, /// Two signed bytes (i8). `ivec2` in shaders. Sint8x2 = 2, /// Four signed bytes (i8). `ivec4` in shaders. Sint8x4 = 3, /// Two unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec2` in shaders. Unorm8x2 = 4, /// Four unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec4` in shaders. Unorm8x4 = 5, /// Two signed bytes (i8). [-127, 127] converted to float [-1, 1] `vec2` in shaders. Snorm8x2 = 6, /// Four signed bytes (i8). [-127, 127] converted to float [-1, 1] `vec4` in shaders. Snorm8x4 = 7, /// Two unsigned shorts (u16). `uvec2` in shaders. Uint16x2 = 8, /// Four unsigned shorts (u16). `uvec4` in shaders. Uint16x4 = 9, /// Two signed shorts (i16). `ivec2` in shaders. Sint16x2 = 10, /// Four signed shorts (i16). `ivec4` in shaders. Sint16x4 = 11, /// Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec2` in shaders. Unorm16x2 = 12, /// Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec4` in shaders. Unorm16x4 = 13, /// Two signed shorts (i16). [-32767, 32767] converted to float [-1, 1] `vec2` in shaders. Snorm16x2 = 14, /// Four signed shorts (i16). [-32767, 32767] converted to float [-1, 1] `vec4` in shaders. Snorm16x4 = 15, /// Two half-precision floats (no Rust equiv). `vec2` in shaders. Float16x2 = 16, /// Four half-precision floats (no Rust equiv). `vec4` in shaders. Float16x4 = 17, /// One single-precision float (f32). `float` in shaders. Float32 = 18, /// Two single-precision floats (f32). `vec2` in shaders. Float32x2 = 19, /// Three single-precision floats (f32). `vec3` in shaders. Float32x3 = 20, /// Four single-precision floats (f32). `vec4` in shaders. Float32x4 = 21, /// One unsigned int (u32). `uint` in shaders. Uint32 = 22, /// Two unsigned ints (u32). `uvec2` in shaders. Uint32x2 = 23, /// Three unsigned ints (u32). `uvec3` in shaders. Uint32x3 = 24, /// Four unsigned ints (u32). `uvec4` in shaders. Uint32x4 = 25, /// One signed int (i32). `int` in shaders. Sint32 = 26, /// Two signed ints (i32). `ivec2` in shaders. Sint32x2 = 27, /// Three signed ints (i32). `ivec3` in shaders. Sint32x3 = 28, /// Four signed ints (i32). `ivec4` in shaders. Sint32x4 = 29, /// One double-precision float (f64). `double` in shaders. Requires VERTEX_ATTRIBUTE_64BIT features. Float64 = 30, /// Two double-precision floats (f64). `dvec2` in shaders. Requires VERTEX_ATTRIBUTE_64BIT features. Float64x2 = 31, /// Three double-precision floats (f64). `dvec3` in shaders. Requires VERTEX_ATTRIBUTE_64BIT features. Float64x3 = 32, /// Four double-precision floats (f64). `dvec4` in shaders. Requires VERTEX_ATTRIBUTE_64BIT features. Float64x4 = 33, } impl VertexFormat { /// Returns the byte size of the format. pub const fn size(&self) -> u64 { match self { Self::Uint8x2 | Self::Sint8x2 | Self::Unorm8x2 | Self::Snorm8x2 => 2, Self::Uint8x4 | Self::Sint8x4 | Self::Unorm8x4 | Self::Snorm8x4 | Self::Uint16x2 | Self::Sint16x2 | Self::Unorm16x2 | Self::Snorm16x2 | Self::Float16x2 | Self::Float32 | Self::Uint32 | Self::Sint32 => 4, Self::Uint16x4 | Self::Sint16x4 | Self::Unorm16x4 | Self::Snorm16x4 | Self::Float16x4 | Self::Float32x2 | Self::Uint32x2 | Self::Sint32x2 | Self::Float64 => 8, Self::Float32x3 | Self::Uint32x3 | Self::Sint32x3 => 12, Self::Float32x4 | Self::Uint32x4 | Self::Sint32x4 | Self::Float64x2 => 16, Self::Float64x3 => 24, Self::Float64x4 => 32, } } } bitflags::bitflags! { /// Different ways that you can use a buffer. /// /// The usages determine what kind of memory the buffer is allocated from and what /// actions the buffer can partake in. #[repr(transparent)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct BufferUsages: u32 { /// Allow a buffer to be mapped for reading using [`Buffer::map_async`] + [`Buffer::get_mapped_range`]. /// This does not include creating a buffer with [`BufferDescriptor::mapped_at_creation`] set. /// /// If [`Features::MAPPABLE_PRIMARY_BUFFERS`] isn't enabled, the only other usage a buffer /// may have is COPY_DST. const MAP_READ = 1 << 0; /// Allow a buffer to be mapped for writing using [`Buffer::map_async`] + [`Buffer::get_mapped_range_mut`]. /// This does not include creating a buffer with `mapped_at_creation` set. /// /// If [`Features::MAPPABLE_PRIMARY_BUFFERS`] feature isn't enabled, the only other usage a buffer /// may have is COPY_SRC. const MAP_WRITE = 1 << 1; /// Allow a buffer to be the source buffer for a [`CommandEncoder::copy_buffer_to_buffer`] or [`CommandEncoder::copy_buffer_to_texture`] /// operation. const COPY_SRC = 1 << 2; /// Allow a buffer to be the destination buffer for a [`CommandEncoder::copy_buffer_to_buffer`], [`CommandEncoder::copy_texture_to_buffer`], /// [`CommandEncoder::fill_buffer`] or [`Queue::write_buffer`] operation. const COPY_DST = 1 << 3; /// Allow a buffer to be the index buffer in a draw operation. const INDEX = 1 << 4; /// Allow a buffer to be the vertex buffer in a draw operation. const VERTEX = 1 << 5; /// Allow a buffer to be a [`BufferBindingType::Uniform`] inside a bind group. const UNIFORM = 1 << 6; /// Allow a buffer to be a [`BufferBindingType::Storage`] inside a bind group. const STORAGE = 1 << 7; /// Allow a buffer to be the indirect buffer in an indirect draw call. const INDIRECT = 1 << 8; } } /// Describes a [`Buffer`]. #[repr(C)] #[derive(Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct BufferDescriptor<L> { /// Debug label of a buffer. This will show up in graphics debuggers for easy identification. pub label: L, /// Size of a buffer. pub size: BufferAddress, /// Usages of a buffer. If the buffer is used in any way that isn't specified here, the operation /// will panic. pub usage: BufferUsages, /// Allows a buffer to be mapped immediately after they are made. It does not have to be [`BufferUsages::MAP_READ`] or /// [`BufferUsages::MAP_WRITE`], all buffers are allowed to be mapped at creation. pub mapped_at_creation: bool, } impl<L> BufferDescriptor<L> { /// pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> BufferDescriptor<K> { BufferDescriptor { label: fun(&self.label), size: self.size, usage: self.usage, mapped_at_creation: self.mapped_at_creation, } } } /// Describes a [`CommandEncoder`]. #[repr(C)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] #[derive(Clone, Debug, PartialEq, Eq, Hash)] pub struct CommandEncoderDescriptor<L> { /// Debug label for the command encoder. This will show up in graphics debuggers for easy identification. pub label: L, } impl<L> CommandEncoderDescriptor<L> { /// pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> CommandEncoderDescriptor<K> { CommandEncoderDescriptor { label: fun(&self.label), } } } impl<T> Default for CommandEncoderDescriptor<Option<T>> { fn default() -> Self { Self { label: None } } } /// Behavior of the presentation engine based on frame rate. #[repr(C)] #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum PresentMode { /// The presentation engine does **not** wait for a vertical blanking period and /// the request is presented immediately. This is a low-latency presentation mode, /// but visible tearing may be observed. Will fallback to `Fifo` if unavailable on the /// selected platform and backend. Not optimal for mobile. Immediate = 0, /// The presentation engine waits for the next vertical blanking period to update /// the current image, but frames may be submitted without delay. This is a low-latency /// presentation mode and visible tearing will **not** be observed. Will fallback to `Fifo` /// if unavailable on the selected platform and backend. Not optimal for mobile. Mailbox = 1, /// The presentation engine waits for the next vertical blanking period to update /// the current image. The framerate will be capped at the display refresh rate, /// corresponding to the `VSync`. Tearing cannot be observed. Optimal for mobile. Fifo = 2, } bitflags::bitflags! { /// Different ways that you can use a texture. /// /// The usages determine what kind of memory the texture is allocated from and what /// actions the texture can partake in. #[repr(transparent)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct TextureUsages: u32 { /// Allows a texture to be the source in a [`CommandEncoder::copy_texture_to_buffer`] or /// [`CommandEncoder::copy_texture_to_texture`] operation. const COPY_SRC = 1 << 0; /// Allows a texture to be the destination in a [`CommandEncoder::copy_texture_to_buffer`], /// [`CommandEncoder::copy_texture_to_texture`], or [`Queue::write_texture`] operation. const COPY_DST = 1 << 1; /// Allows a texture to be a [`BindingType::Texture`] in a bind group. const TEXTURE_BINDING = 1 << 2; /// Allows a texture to be a [`BindingType::StorageTexture`] in a bind group. const STORAGE_BINDING = 1 << 3; /// Allows a texture to be an output attachment of a renderpass. const RENDER_ATTACHMENT = 1 << 4; } } /// Configures a [`Surface`] for presentation. #[repr(C)] #[derive(Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct SurfaceConfiguration { /// The usage of the swap chain. The only supported usage is `RENDER_ATTACHMENT`. pub usage: TextureUsages, /// The texture format of the swap chain. The only formats that are guaranteed are /// `Bgra8Unorm` and `Bgra8UnormSrgb` pub format: TextureFormat, /// Width of the swap chain. Must be the same size as the surface. pub width: u32, /// Height of the swap chain. Must be the same size as the surface. pub height: u32, /// Presentation mode of the swap chain. FIFO is the only guaranteed to be supported, though /// other formats will automatically fall back to FIFO. pub present_mode: PresentMode, } /// Status of the recieved surface image. #[repr(C)] #[derive(Debug)] pub enum SurfaceStatus { /// No issues. Good, /// The swap chain is operational, but it does no longer perfectly /// match the surface. A re-configuration is needed. Suboptimal, /// Unable to get the next frame, timed out. Timeout, /// The surface under the swap chain has changed. Outdated, /// The surface under the swap chain is lost. Lost, } /// RGBA double precision color. /// /// This is not to be used as a generic color type, only for specific wgpu interfaces. #[repr(C)] #[derive(Clone, Copy, Debug, Default, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct Color { /// pub r: f64, /// pub g: f64, /// pub b: f64, /// pub a: f64, } #[allow(missing_docs)] impl Color { pub const TRANSPARENT: Self = Self { r: 0.0, g: 0.0, b: 0.0, a: 0.0, }; pub const BLACK: Self = Self { r: 0.0, g: 0.0, b: 0.0, a: 1.0, }; pub const WHITE: Self = Self { r: 1.0, g: 1.0, b: 1.0, a: 1.0, }; pub const RED: Self = Self { r: 1.0, g: 0.0, b: 0.0, a: 1.0, }; pub const GREEN: Self = Self { r: 0.0, g: 1.0, b: 0.0, a: 1.0, }; pub const BLUE: Self = Self { r: 0.0, g: 0.0, b: 1.0, a: 1.0, }; } /// Dimensionality of a texture. #[repr(C)] #[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum TextureDimension { /// 1D texture D1, /// 2D texture D2, /// 3D texture D3, } /// Origin of a copy to/from a texture. #[repr(C)] #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct Origin3d { /// pub x: u32, /// pub y: u32, /// pub z: u32, } impl Origin3d { /// Zero origin. pub const ZERO: Self = Self { x: 0, y: 0, z: 0 }; } impl Default for Origin3d { fn default() -> Self { Self::ZERO } } /// Extent of a texture related operation. #[repr(C)] #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct Extent3d { /// pub width: u32, /// pub height: u32, /// pub depth_or_array_layers: u32, } impl Default for Extent3d { fn default() -> Self { Self { width: 1, height: 1, depth_or_array_layers: 1, } } } impl Extent3d { /// Calculates the [physical size] is backing an texture of the given format and extent. /// This includes padding to the block width and height of the format. /// /// This is the texture extent that you must upload at when uploading to _mipmaps_ of compressed textures. /// /// ```rust /// # use wgpu_types as wgpu; /// let format = wgpu::TextureFormat::Bc1RgbaUnormSrgb; // 4x4 blocks /// assert_eq!( /// wgpu::Extent3d { width: 7, height: 7, depth_or_array_layers: 1 }.physical_size(format), /// wgpu::Extent3d { width: 8, height: 8, depth_or_array_layers: 1 } /// ); /// // Doesn't change, already aligned /// assert_eq!( /// wgpu::Extent3d { width: 8, height: 8, depth_or_array_layers: 1 }.physical_size(format), /// wgpu::Extent3d { width: 8, height: 8, depth_or_array_layers: 1 } /// ); /// let format = wgpu::TextureFormat::Astc8x5RgbaUnorm; // 8x5 blocks /// assert_eq!( /// wgpu::Extent3d { width: 7, height: 7, depth_or_array_layers: 1 }.physical_size(format), /// wgpu::Extent3d { width: 8, height: 10, depth_or_array_layers: 1 } /// ); /// ``` /// /// [physical size]: https://gpuweb.github.io/gpuweb/#physical-size pub fn physical_size(&self, format: TextureFormat) -> Self { let (block_width, block_height) = format.describe().block_dimensions; let block_width = block_width as u32; let block_height = block_height as u32; let width = ((self.width + block_width - 1) / block_width) * block_width; let height = ((self.height + block_height - 1) / block_height) * block_height; Self { width, height, depth_or_array_layers: self.depth_or_array_layers, } } /// Calculates the maximum possible count of mipmaps. /// /// Treats the depth as part of the mipmaps. If calculating /// for a 2DArray texture, which does not mipmap depth, set depth to 1. /// /// ```rust /// # use wgpu_types as wgpu; /// assert_eq!(wgpu::Extent3d { width: 1, height: 1, depth_or_array_layers: 1 }.max_mips(), 1); /// assert_eq!(wgpu::Extent3d { width: 60, height: 60, depth_or_array_layers: 1 }.max_mips(), 6); /// assert_eq!(wgpu::Extent3d { width: 240, height: 1, depth_or_array_layers: 1 }.max_mips(), 8); /// ``` pub fn max_mips(&self) -> u32 { let max_dim = self.width.max(self.height.max(self.depth_or_array_layers)); 32 - max_dim.leading_zeros() } } /// Describes a [`Texture`]. #[repr(C)] #[derive(Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct TextureDescriptor<L> { /// Debug label of the texture. This will show up in graphics debuggers for easy identification. pub label: L, /// Size of the texture. All components must be greater than zero. For a /// regular 1D/2D texture, the unused sizes will be 1. For 2DArray textures, /// Z is the number of 2D textures in that array. pub size: Extent3d, /// Mip count of texture. For a texture with no extra mips, this must be 1. pub mip_level_count: u32, /// Sample count of texture. If this is not 1, texture must have [`BindingType::Texture::multisampled`] set to true. pub sample_count: u32, /// Dimensions of the texture. pub dimension: TextureDimension, /// Format of the texture. pub format: TextureFormat, /// Allowed usages of the texture. If used in other ways, the operation will panic. pub usage: TextureUsages, } impl<L> TextureDescriptor<L> { /// pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> TextureDescriptor<K> { TextureDescriptor { label: fun(&self.label), size: self.size, mip_level_count: self.mip_level_count, sample_count: self.sample_count, dimension: self.dimension, format: self.format, usage: self.usage, } } /// Calculates the extent at a given mip level. /// /// If the given mip level is larger than possible, returns None. /// /// Treats the depth as part of the mipmaps. If calculating /// for a 2DArray texture, which does not mipmap depth, set depth to 1. /// /// ```rust /// # use wgpu_types as wgpu; /// let desc = wgpu::TextureDescriptor { /// label: (), /// size: Extent3d { width: 100, height: 60, depth_or_array_layers: 2 }, /// mip_level_count: 7, /// sample_count: 1, /// dimension: wgpu::TextureDimension::D3, /// format: wgpu::TextureFormat::Rgba8Sint, /// usage: wgpu::TextureUsages::empty(), /// }; /// /// assert_eq!(desc.mip_level_size(0), Some(wgpu::Extent3d { width: 100, height: 60, depth_or_array_layers: 1 })); /// assert_eq!(desc.mip_level_size(1), Some(wgpu::Extent3d { width: 50, height: 30, depth_or_array_layers: 1 })); /// assert_eq!(desc.mip_level_size(2), Some(wgpu::Extent3d { width: 25, height: 15, depth_or_array_layers: 1 })); /// assert_eq!(desc.mip_level_size(3), Some(wgpu::Extent3d { width: 12, height: 7, depth_or_array_layers: 1 })); /// assert_eq!(desc.mip_level_size(4), Some(wgpu::Extent3d { width: 6, height: 3, depth_or_array_layers: 1 })); /// assert_eq!(desc.mip_level_size(5), Some(wgpu::Extent3d { width: 3, height: 1, depth_or_array_layers: 1 })); /// assert_eq!(desc.mip_level_size(6), Some(wgpu::Extent3d { width: 1, height: 1, depth_or_array_layers: 1 })); /// assert_eq!(desc.mip_level_size(7), None); /// ``` pub fn mip_level_size(&self, level: u32) -> Option<Extent3d> { if level >= self.mip_level_count { return None; } Some(Extent3d { width: u32::max(1, self.size.width >> level), height: u32::max(1, self.size.height >> level), depth_or_array_layers: match self.dimension { TextureDimension::D1 | TextureDimension::D2 => self.size.depth_or_array_layers, TextureDimension::D3 => u32::max(1, self.size.depth_or_array_layers >> level), }, }) } /// Returns the number of array layers. pub fn array_layer_count(&self) -> u32 { match self.dimension { TextureDimension::D1 | TextureDimension::D2 => self.size.depth_or_array_layers, TextureDimension::D3 => 1, } } } /// Kind of data the texture holds. #[repr(C)] #[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum TextureAspect { /// Depth, Stencil, and Color. All, /// Stencil. StencilOnly, /// Depth. DepthOnly, } impl Default for TextureAspect { fn default() -> Self { Self::All } } /// How edges should be handled in texture addressing. #[repr(C)] #[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum AddressMode { /// Clamp the value to the edge of the texture /// /// -0.25 -> 0.0 /// 1.25 -> 1.0 ClampToEdge = 0, /// Repeat the texture in a tiling fashion /// /// -0.25 -> 0.75 /// 1.25 -> 0.25 Repeat = 1, /// Repeat the texture, mirroring it every repeat /// /// -0.25 -> 0.25 /// 1.25 -> 0.75 MirrorRepeat = 2, /// Clamp the value to the border of the texture /// Requires feature [`Features::ADDRESS_MODE_CLAMP_TO_BORDER`] /// /// -0.25 -> border /// 1.25 -> border ClampToBorder = 3, } impl Default for AddressMode { fn default() -> Self { Self::ClampToEdge } } /// Texel mixing mode when sampling between texels. #[repr(C)] #[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum FilterMode { /// Nearest neighbor sampling. /// /// This creates a pixelated effect when used as a mag filter Nearest = 0, /// Linear Interpolation /// /// This makes textures smooth but blurry when used as a mag filter. Linear = 1, } impl Default for FilterMode { fn default() -> Self { Self::Nearest } } /// A range of push constant memory to pass to a shader stage. #[derive(Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct PushConstantRange { /// Stage push constant range is visible from. Each stage can only be served by at most one range. /// One range can serve multiple stages however. pub stages: ShaderStages, /// Range in push constant memory to use for the stage. Must be less than [`Limits::max_push_constant_size`]. /// Start and end must be aligned to the 4s. pub range: Range<u32>, } /// Describes a [`CommandBuffer`]. #[repr(C)] #[derive(Clone, Debug, Default, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct CommandBufferDescriptor<L> { /// Debug label of this command buffer. pub label: L, } impl<L> CommandBufferDescriptor<L> { /// pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> CommandBufferDescriptor<K> { CommandBufferDescriptor { label: fun(&self.label), } } } /// Describes the depth/stencil attachment for render bundles. #[repr(C)] #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(serde::Serialize))] #[cfg_attr(feature = "replay", derive(serde::Deserialize))] pub struct RenderBundleDepthStencil { /// Format of the attachment. pub format: TextureFormat, /// True if the depth aspect is used but not modified. pub depth_read_only: bool, /// True if the stencil aspect is used but not modified. pub stencil_read_only: bool, } /// Describes a [`RenderBundle`]. #[repr(C)] #[derive(Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct RenderBundleDescriptor<L> { /// Debug label of the render bundle encoder. This will show up in graphics debuggers for easy identification. pub label: L, } impl<L> RenderBundleDescriptor<L> { /// pub fn map_label<K>(&self, fun: impl FnOnce(&L) -> K) -> RenderBundleDescriptor<K> { RenderBundleDescriptor { label: fun(&self.label), } } } impl<T> Default for RenderBundleDescriptor<Option<T>> { fn default() -> Self { Self { label: None } } } /// Layout of a texture in a buffer's memory. /// /// The bytes per row and rows per image can be hard to figure out so here are some examples: /// /// | Resolution | Format | Bytes per block | Pixels per block | Bytes per row | Rows per image | /// |------------|--------|-----------------|------------------|----------------------------------------|------------------------------| /// | 256x256 | RGBA8 | 4 | 1 * 1 * 1 | 256 * 4 = Some(1024) | None | /// | 32x16x8 | RGBA8 | 4 | 1 * 1 * 1 | 32 * 4 = 128 padded to 256 = Some(256) | None | /// | 256x256 | BC3 | 16 | 4 * 4 * 1 | 16 * (256 / 4) = 1024 = Some(1024) | None | /// | 64x64x8 | BC3 | 16 | 4 * 4 * 1 | 16 * (64 / 4) = 256 = Some(256) | 64 / 4 = 16 = Some(16) | #[repr(C)] #[derive(Clone, Copy, Debug, Default)] #[cfg_attr(feature = "trace", derive(serde::Serialize))] #[cfg_attr(feature = "replay", derive(serde::Deserialize))] pub struct ImageDataLayout { /// Offset into the buffer that is the start of the texture. Must be a multiple of texture block size. /// For non-compressed textures, this is 1. pub offset: BufferAddress, /// Bytes per "row" in an image. /// /// A row is one row of pixels or of compressed blocks in the x direction. /// /// This value is required if there are multiple rows (i.e. height or depth is more than one pixel or pixel block for compressed textures) /// /// Must be a multiple of 256 for [`CommandEncoder::copy_buffer_to_texture`] and [`CommandEncoder::copy_texture_to_buffer`]. You must manually pad /// the image such that this is a multiple of 256. It will not affect the image data. /// /// [`Queue::write_texture`] does not have this requirement. /// /// Must be a multiple of the texture block size. For non-compressed textures, this is 1. pub bytes_per_row: Option<NonZeroU32>, /// "Rows" that make up a single "image". /// /// A row is one row of pixels or of compressed blocks in the x direction. /// /// An image is one layer in the z direction of a 3D image or 2DArray texture. /// /// The amount of rows per image may be larger than the actual amount of rows of data. /// /// Required if there are multiple images (i.e. the depth is more than one). pub rows_per_image: Option<NonZeroU32>, } /// Specific type of a buffer binding. /// /// WebGPU spec: <https://gpuweb.github.io/gpuweb/#enumdef-gpubufferbindingtype> #[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum BufferBindingType { /// A buffer for uniform values. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(std140, binding = 0) /// uniform Globals { /// vec2 aUniform; /// vec2 anotherUniform; /// }; /// ``` Uniform, /// A storage buffer. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout (set=0, binding=0) buffer myStorageBuffer { /// vec4 myElement[]; /// }; /// ``` Storage { /// If `true`, the buffer can only be read in the shader, /// and it must be annotated with `readonly`. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout (set=0, binding=0) readonly buffer myStorageBuffer { /// vec4 myElement[]; /// }; /// ``` read_only: bool, }, } impl Default for BufferBindingType { fn default() -> Self { Self::Uniform } } /// Specific type of a sample in a texture binding. /// /// WebGPU spec: <https://gpuweb.github.io/gpuweb/#enumdef-gputexturesampletype> #[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum TextureSampleType { /// Sampling returns floats. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(binding = 0) /// uniform texture2D t; /// ``` Float { /// If `filterable` is false, the texture can't be sampled with /// a filtering sampler. filterable: bool, }, /// Sampling does the depth reference comparison. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(binding = 0) /// uniform texture2DShadow t; /// ``` Depth, /// Sampling returns signed integers. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(binding = 0) /// uniform itexture2D t; /// ``` Sint, /// Sampling returns unsigned integers. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(binding = 0) /// uniform utexture2D t; /// ``` Uint, } impl Default for TextureSampleType { fn default() -> Self { Self::Float { filterable: true } } } /// Specific type of a sample in a texture binding. /// /// WebGPU spec: <https://gpuweb.github.io/gpuweb/#enumdef-gpustoragetextureaccess> #[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum StorageTextureAccess { /// The texture can only be written in the shader and it must be annotated with `writeonly`. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(set=0, binding=0, r32f) writeonly uniform image2D myStorageImage; /// ``` WriteOnly, /// The texture can only be read in the shader and it must be annotated with `readonly`. /// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] must be enabled to use this access mode, /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(set=0, binding=0, r32f) readonly uniform image2D myStorageImage; /// ``` ReadOnly, /// The texture can be both read and written in the shader. /// [`Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`] must be enabled to use this access mode. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(set=0, binding=0, r32f) uniform image2D myStorageImage; /// ``` ReadWrite, } /// Specific type of a binding. /// /// WebGPU spec: the enum of /// - <https://gpuweb.github.io/gpuweb/#dictdef-gpubufferbindinglayout> /// - <https://gpuweb.github.io/gpuweb/#dictdef-gpusamplerbindinglayout> /// - <https://gpuweb.github.io/gpuweb/#dictdef-gputexturebindinglayout> /// - <https://gpuweb.github.io/gpuweb/#dictdef-gpustoragetexturebindinglayout> #[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub enum BindingType { /// A buffer binding. Buffer { /// Sub-type of the buffer binding. ty: BufferBindingType, /// Indicates that the binding has a dynamic offset. /// One offset must be passed to [`RenderPass::set_bind_group`] for each dynamic binding in increasing order of binding number. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] has_dynamic_offset: bool, /// Minimum size of the corresponding `BufferBinding` required to match this entry. /// When pipeline is created, the size has to cover at least the corresponding structure in the shader /// plus one element of the unbound array, which can only be last in the structure. /// If `None`, the check is performed at draw call time instead of pipeline and bind group creation. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] min_binding_size: Option<BufferSize>, }, /// A sampler that can be used to sample a texture. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(binding = 0) /// uniform sampler s; /// ``` Sampler { /// The sampling result is produced based on more than a single color sample from a texture, /// e.g. when bilinear interpolation is enabled. /// /// A filtering sampler can only be used with a filterable texture. filtering: bool, /// Use as a comparison sampler instead of a normal sampler. /// For more info take a look at the analogous functionality in OpenGL: <https://www.khronos.org/opengl/wiki/Sampler_Object#Comparison_mode>. comparison: bool, }, /// A texture binding. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(binding = 0) /// uniform texture2D t; /// ``` Texture { /// Sample type of the texture binding. sample_type: TextureSampleType, /// Dimension of the texture view that is going to be sampled. view_dimension: TextureViewDimension, /// True if the texture has a sample count greater than 1. If this is true, /// the texture must be read from shaders with `texture1DMS`, `texture2DMS`, or `texture3DMS`, /// depending on `dimension`. multisampled: bool, }, /// A storage texture. /// /// Example GLSL syntax: /// ```cpp,ignore /// layout(set=0, binding=0, r32f) uniform image2D myStorageImage; /// ``` /// Note that the texture format must be specified in the shader as well. /// A list of valid formats can be found in the specification here: <https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.html#layout-qualifiers> StorageTexture { /// Allowed access to this texture. access: StorageTextureAccess, /// Format of the texture. format: TextureFormat, /// Dimension of the texture view that is going to be sampled. view_dimension: TextureViewDimension, }, } impl BindingType { /// Returns true for buffer bindings with dynamic offset enabled. pub fn has_dynamic_offset(&self) -> bool { match *self { Self::Buffer { has_dynamic_offset, .. } => has_dynamic_offset, _ => false, } } } /// Describes a single binding inside a bind group. #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct BindGroupLayoutEntry { /// Binding index. Must match shader index and be unique inside a BindGroupLayout. A binding /// of index 1, would be described as `layout(set = 0, binding = 1) uniform` in shaders. pub binding: u32, /// Which shader stages can see this binding. pub visibility: ShaderStages, /// The type of the binding pub ty: BindingType, /// If this value is Some, indicates this entry is an array. Array size must be 1 or greater. /// /// If this value is Some and `ty` is `BindingType::Texture`, [`Features::TEXTURE_BINDING_ARRAY`] must be supported. /// /// If this value is Some and `ty` is any other variant, bind group creation will fail. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub count: Option<NonZeroU32>, } /// View of a buffer which can be used to copy to/from a texture. #[repr(C)] #[derive(Clone, Debug)] #[cfg_attr(feature = "trace", derive(serde::Serialize))] #[cfg_attr(feature = "replay", derive(serde::Deserialize))] pub struct ImageCopyBuffer<B> { /// The buffer to be copied to/from. pub buffer: B, /// The layout of the texture data in this buffer. pub layout: ImageDataLayout, } /// View of a texture which can be used to copy to/from a buffer/texture. #[repr(C)] #[derive(Clone, Debug)] #[cfg_attr(feature = "trace", derive(serde::Serialize))] #[cfg_attr(feature = "replay", derive(serde::Deserialize))] pub struct ImageCopyTexture<T> { /// The texture to be copied to/from. pub texture: T, /// The target mip level of the texture. pub mip_level: u32, /// The base texel of the texture in the selected `mip_level`. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub origin: Origin3d, /// The copy aspect. #[cfg_attr(any(feature = "trace", feature = "replay"), serde(default))] pub aspect: TextureAspect, } /// Subresource range within an image #[repr(C)] #[derive(Clone, Debug, Default, PartialEq)] #[cfg_attr(feature = "trace", derive(serde::Serialize))] #[cfg_attr(feature = "replay", derive(serde::Deserialize))] pub struct ImageSubresourceRange { /// Aspect of the texture. Color textures must be [`TextureAspect::All`](wgt::TextureAspect::All). pub aspect: TextureAspect, /// Base mip level. pub base_mip_level: u32, /// Mip level count. /// If `Some(count)`, `base_mip_level + count` must be less or equal to underlying texture mip count. /// If `None`, considered to include the rest of the mipmap levels, but at least 1 in total. pub mip_level_count: Option<NonZeroU32>, /// Base array layer. pub base_array_layer: u32, /// Layer count. /// If `Some(count)`, `base_array_layer + count` must be less or equal to the underlying array count. /// If `None`, considered to include the rest of the array layers, but at least 1 in total. pub array_layer_count: Option<NonZeroU32>, } /// Color variation to use when sampler addressing mode is [`AddressMode::ClampToBorder`] #[repr(C)] #[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)] #[cfg_attr(feature = "trace", derive(serde::Serialize))] #[cfg_attr(feature = "replay", derive(serde::Deserialize))] pub enum SamplerBorderColor { /// [0, 0, 0, 0] TransparentBlack, /// [0, 0, 0, 1] OpaqueBlack, /// [1, 1, 1, 1] OpaqueWhite, } /// Describes how to create a QuerySet. #[derive(Clone, Debug)] #[cfg_attr(feature = "trace", derive(serde::Serialize))] #[cfg_attr(feature = "replay", derive(serde::Deserialize))] pub struct QuerySetDescriptor<L> { /// Debug label for the query set. pub label: L, /// Kind of query that this query set should contain. pub ty: QueryType, /// Total count of queries the set contains. Must not be zero. /// Must not be greater than [`QUERY_SET_MAX_QUERIES`]. pub count: u32, } impl<L> QuerySetDescriptor<L> { /// pub fn map_label<'a, K>(&'a self, fun: impl FnOnce(&'a L) -> K) -> QuerySetDescriptor<K> { QuerySetDescriptor { label: fun(&self.label), ty: self.ty, count: self.count, } } } /// Type of query contained in a QuerySet. #[derive(Copy, Clone, Debug)] #[cfg_attr(feature = "trace", derive(serde::Serialize))] #[cfg_attr(feature = "replay", derive(serde::Deserialize))] pub enum QueryType { /// Query returns a single 64-bit number, serving as an occlusion boolean. Occlusion, /// Query returns up to 5 64-bit numbers based on the given flags. /// /// See [`PipelineStatisticsTypes`]'s documentation for more information /// on how they get resolved. /// /// [`Features::PIPELINE_STATISTICS_QUERY`] must be enabled to use this query type. PipelineStatistics(PipelineStatisticsTypes), /// Query returns a 64-bit number indicating the GPU-timestamp /// where all previous commands have finished executing. /// /// Must be multiplied by [`Device::get_timestamp_period`] to get /// the value in nanoseconds. Absolute values have no meaning, /// but timestamps can be subtracted to get the time it takes /// for a string of operations to complete. /// /// [`Features::TIMESTAMP_QUERY`] must be enabled to use this query type. Timestamp, } bitflags::bitflags! { /// Flags for which pipeline data should be recorded. /// /// The amount of values written when resolved depends /// on the amount of flags. If 3 flags are enabled, 3 /// 64-bit values will be written per-query. /// /// The order they are written is the order they are declared /// in this bitflags. If you enabled `CLIPPER_PRIMITIVES_OUT` /// and `COMPUTE_SHADER_INVOCATIONS`, it would write 16 bytes, /// the first 8 bytes being the primitive out value, the last 8 /// bytes being the compute shader invocation count. #[repr(transparent)] #[cfg_attr(feature = "trace", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct PipelineStatisticsTypes : u8 { /// Amount of times the vertex shader is ran. Accounts for /// the vertex cache when doing indexed rendering. const VERTEX_SHADER_INVOCATIONS = 1 << 0; /// Amount of times the clipper is invoked. This /// is also the amount of triangles output by the vertex shader. const CLIPPER_INVOCATIONS = 1 << 1; /// Amount of primitives that are not culled by the clipper. /// This is the amount of triangles that are actually on screen /// and will be rasterized and rendered. const CLIPPER_PRIMITIVES_OUT = 1 << 2; /// Amount of times the fragment shader is ran. Accounts for /// fragment shaders running in 2x2 blocks in order to get /// derivatives. const FRAGMENT_SHADER_INVOCATIONS = 1 << 3; /// Amount of times a compute shader is invoked. This will /// be equivalent to the dispatch count times the workgroup size. const COMPUTE_SHADER_INVOCATIONS = 1 << 4; } } /// Argument buffer layout for draw_indirect commands. #[repr(C)] #[derive(Clone, Copy, Debug)] pub struct DrawIndirectArgs { /// The number of vertices to draw. pub vertex_count: u32, /// The number of instances to draw. pub instance_count: u32, /// Offset into the vertex buffers, in vertices, to begin drawing from. pub first_vertex: u32, /// First instance to draw. pub first_instance: u32, } /// Argument buffer layout for draw_indexed_indirect commands. #[repr(C)] #[derive(Clone, Copy, Debug)] pub struct DrawIndexedIndirectArgs { /// The number of indices to draw. pub index_count: u32, /// The number of instances to draw. pub instance_count: u32, /// Offset into the index buffer, in indices, begin drawing from. pub first_index: u32, /// Added to each index value before indexing into the vertex buffers. pub base_vertex: i32, /// First instance to draw. pub first_instance: u32, } /// Argument buffer layout for dispatch_indirect commands. #[repr(C)] #[derive(Clone, Copy, Debug)] pub struct DispatchIndirectArgs { /// X dimension of the grid of workgroups to dispatch. pub group_size_x: u32, /// Y dimension of the grid of workgroups to dispatch. pub group_size_y: u32, /// Z dimension of the grid of workgroups to dispatch. pub group_size_z: u32, }