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Fixing some style related issues in WebGPU.
Changed the Requests/Response from tuples to named struct variants and also sorted in alphabetical order. Replaced the ID generator functions from `globalscope` with a single function, which returns a `RefMut` and can call the appropriate method to generate resource IDs.
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10 changed files with 561 additions and 472 deletions
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@ -91,9 +91,8 @@ use script_traits::{
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};
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use script_traits::{TimerEventId, TimerSchedulerMsg, TimerSource};
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use servo_url::{MutableOrigin, ServoUrl};
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use smallvec::SmallVec;
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use std::borrow::Cow;
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use std::cell::{Cell, RefCell};
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use std::cell::{Cell, RefCell, RefMut};
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use std::collections::hash_map::Entry;
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use std::collections::{HashMap, VecDeque};
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use std::ffi::CString;
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@ -104,13 +103,6 @@ use std::sync::atomic::{AtomicBool, Ordering};
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use std::sync::Arc;
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use time::{get_time, Timespec};
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use uuid::Uuid;
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use webgpu::wgpu::{
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id::{
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AdapterId, BindGroupId, BindGroupLayoutId, BufferId, CommandEncoderId, ComputePipelineId,
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DeviceId, PipelineLayoutId, ShaderModuleId,
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},
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Backend,
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};
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#[derive(JSTraceable)]
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pub struct AutoCloseWorker(Arc<AtomicBool>);
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@ -2429,50 +2421,8 @@ impl GlobalScope {
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None
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}
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pub fn wgpu_create_adapter_ids(&self) -> SmallVec<[AdapterId; 4]> {
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self.gpu_id_hub.borrow_mut().create_adapter_ids()
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}
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pub fn wgpu_create_bind_group_id(&self, backend: Backend) -> BindGroupId {
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self.gpu_id_hub.borrow_mut().create_bind_group_id(backend)
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}
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pub fn wgpu_create_bind_group_layout_id(&self, backend: Backend) -> BindGroupLayoutId {
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self.gpu_id_hub
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.borrow_mut()
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.create_bind_group_layout_id(backend)
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}
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pub fn wgpu_create_buffer_id(&self, backend: Backend) -> BufferId {
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self.gpu_id_hub.borrow_mut().create_buffer_id(backend)
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}
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pub fn wgpu_create_device_id(&self, backend: Backend) -> DeviceId {
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self.gpu_id_hub.borrow_mut().create_device_id(backend)
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}
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pub fn wgpu_create_pipeline_layout_id(&self, backend: Backend) -> PipelineLayoutId {
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self.gpu_id_hub
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.borrow_mut()
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.create_pipeline_layout_id(backend)
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}
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pub fn wgpu_create_shader_module_id(&self, backend: Backend) -> ShaderModuleId {
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self.gpu_id_hub
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.borrow_mut()
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.create_shader_module_id(backend)
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}
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pub fn wgpu_create_compute_pipeline_id(&self, backend: Backend) -> ComputePipelineId {
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self.gpu_id_hub
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.borrow_mut()
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.create_compute_pipeline_id(backend)
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}
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pub fn wgpu_create_command_encoder_id(&self, backend: Backend) -> CommandEncoderId {
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self.gpu_id_hub
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.borrow_mut()
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.create_command_encoder_id(backend)
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pub fn wgpu_id_hub(&self) -> RefMut<Identities> {
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self.gpu_id_hub.borrow_mut()
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}
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}
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