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chore: Update wgpu (#33506)
* Update wgpu Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com> * use all backends at runtime Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com> * clean up some adapter stuff Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com> * Update expectations Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com> * flakes Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com> --------- Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
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33 changed files with 206 additions and 361 deletions
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@ -2,7 +2,6 @@
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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use smallvec::SmallVec;
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use webgpu::identity::{ComputePass, ComputePassId, RenderPass, RenderPassId};
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use webgpu::wgc::id::markers::{
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Adapter, BindGroup, BindGroupLayout, Buffer, CommandEncoder, ComputePipeline, Device,
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@ -15,7 +14,6 @@ use webgpu::wgc::id::{
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ShaderModuleId, TextureId, TextureViewId,
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};
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use webgpu::wgc::identity::IdentityManager;
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use webgpu::wgt::Backend;
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#[derive(Debug)]
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pub struct IdentityHub {
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@ -39,7 +37,7 @@ pub struct IdentityHub {
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}
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impl IdentityHub {
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fn new() -> Self {
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pub fn new() -> Self {
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IdentityHub {
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adapters: IdentityManager::new(),
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devices: IdentityManager::new(),
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@ -62,205 +60,140 @@ impl IdentityHub {
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}
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}
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#[derive(Debug)]
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pub struct Identities {
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#[cfg(any(target_os = "linux", target_os = "windows"))]
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vk_hub: IdentityHub,
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#[cfg(target_os = "windows")]
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dx12_hub: IdentityHub,
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#[cfg(any(target_os = "ios", target_os = "macos"))]
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metal_hub: IdentityHub,
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#[cfg(any(target_os = "linux", target_os = "windows"))]
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gl_hub: IdentityHub,
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dummy_hub: IdentityHub,
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}
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impl Identities {
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pub fn new() -> Self {
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Identities {
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#[cfg(any(target_os = "linux", target_os = "windows"))]
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vk_hub: IdentityHub::new(),
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#[cfg(target_os = "windows")]
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dx12_hub: IdentityHub::new(),
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#[cfg(any(target_os = "ios", target_os = "macos"))]
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metal_hub: IdentityHub::new(),
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#[cfg(any(target_os = "linux", target_os = "windows"))]
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gl_hub: IdentityHub::new(),
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dummy_hub: IdentityHub::new(),
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}
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}
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fn select(&self, backend: Backend) -> &IdentityHub {
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match backend {
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#[cfg(any(target_os = "linux", target_os = "windows"))]
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Backend::Vulkan => &self.vk_hub,
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#[cfg(target_os = "windows")]
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Backend::Dx12 => &self.dx12_hub,
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#[cfg(any(target_os = "ios", target_os = "macos"))]
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Backend::Metal => &self.metal_hub,
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#[cfg(any(target_os = "linux", target_os = "windows"))]
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Backend::Gl => &self.gl_hub,
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_ => &self.dummy_hub,
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}
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}
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fn hubs(&self) -> Vec<(&IdentityHub, Backend)> {
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vec![
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#[cfg(any(target_os = "linux", target_os = "windows"))]
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(&self.vk_hub, Backend::Vulkan),
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#[cfg(target_os = "windows")]
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(&self.dx12_hub, Backend::Dx12),
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#[cfg(any(target_os = "ios", target_os = "macos"))]
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(&self.metal_hub, Backend::Metal),
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#[cfg(any(target_os = "linux", target_os = "windows"))]
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(&self.gl_hub, Backend::Gl),
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(&self.dummy_hub, Backend::Empty),
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]
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}
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pub fn create_device_id(&self, backend: Backend) -> DeviceId {
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self.select(backend).devices.process(backend)
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impl IdentityHub {
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pub fn create_device_id(&self) -> DeviceId {
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self.devices.process()
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}
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pub fn free_device_id(&self, id: DeviceId) {
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self.select(id.backend()).devices.free(id);
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self.devices.free(id);
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}
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pub fn create_queue_id(&self, backend: Backend) -> QueueId {
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self.select(backend).queues.process(backend)
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pub fn create_queue_id(&self) -> QueueId {
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self.queues.process()
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}
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pub fn free_queue_id(&self, id: QueueId) {
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self.select(id.backend()).queues.free(id);
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self.queues.free(id);
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}
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pub fn create_adapter_ids(&self) -> SmallVec<[AdapterId; 4]> {
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let mut ids = SmallVec::new();
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for hubs in self.hubs() {
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ids.push(hubs.0.adapters.process(hubs.1));
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}
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ids
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pub fn create_adapter_id(&self) -> AdapterId {
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self.adapters.process()
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}
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pub fn free_adapter_id(&self, id: AdapterId) {
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self.select(id.backend()).adapters.free(id);
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self.adapters.free(id);
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}
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pub fn create_buffer_id(&self, backend: Backend) -> BufferId {
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self.select(backend).buffers.process(backend)
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pub fn create_buffer_id(&self) -> BufferId {
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self.buffers.process()
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}
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pub fn free_buffer_id(&self, id: BufferId) {
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self.select(id.backend()).buffers.free(id);
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self.buffers.free(id);
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}
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pub fn create_bind_group_id(&self, backend: Backend) -> BindGroupId {
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self.select(backend).bind_groups.process(backend)
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pub fn create_bind_group_id(&self) -> BindGroupId {
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self.bind_groups.process()
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}
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pub fn free_bind_group_id(&self, id: BindGroupId) {
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self.select(id.backend()).bind_groups.free(id);
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self.bind_groups.free(id);
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}
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pub fn create_bind_group_layout_id(&self, backend: Backend) -> BindGroupLayoutId {
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self.select(backend).bind_group_layouts.process(backend)
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pub fn create_bind_group_layout_id(&self) -> BindGroupLayoutId {
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self.bind_group_layouts.process()
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}
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pub fn free_bind_group_layout_id(&self, id: BindGroupLayoutId) {
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self.select(id.backend()).bind_group_layouts.free(id);
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self.bind_group_layouts.free(id);
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}
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pub fn create_compute_pipeline_id(&self, backend: Backend) -> ComputePipelineId {
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self.select(backend).compute_pipelines.process(backend)
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pub fn create_compute_pipeline_id(&self) -> ComputePipelineId {
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self.compute_pipelines.process()
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}
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pub fn free_compute_pipeline_id(&self, id: ComputePipelineId) {
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self.select(id.backend()).compute_pipelines.free(id);
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self.compute_pipelines.free(id);
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}
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pub fn create_pipeline_layout_id(&self, backend: Backend) -> PipelineLayoutId {
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self.select(backend).pipeline_layouts.process(backend)
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pub fn create_pipeline_layout_id(&self) -> PipelineLayoutId {
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self.pipeline_layouts.process()
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}
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pub fn free_pipeline_layout_id(&self, id: PipelineLayoutId) {
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self.select(id.backend()).pipeline_layouts.free(id);
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self.pipeline_layouts.free(id);
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}
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pub fn create_shader_module_id(&self, backend: Backend) -> ShaderModuleId {
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self.select(backend).shader_modules.process(backend)
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pub fn create_shader_module_id(&self) -> ShaderModuleId {
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self.shader_modules.process()
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}
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pub fn free_shader_module_id(&self, id: ShaderModuleId) {
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self.select(id.backend()).shader_modules.free(id);
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self.shader_modules.free(id);
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}
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pub fn create_command_encoder_id(&self, backend: Backend) -> CommandEncoderId {
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self.select(backend).command_encoders.process(backend)
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pub fn create_command_encoder_id(&self) -> CommandEncoderId {
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self.command_encoders.process()
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}
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pub fn free_command_buffer_id(&self, id: CommandEncoderId) {
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self.select(id.backend()).command_encoders.free(id);
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self.command_encoders.free(id);
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}
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pub fn create_sampler_id(&self, backend: Backend) -> SamplerId {
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self.select(backend).samplers.process(backend)
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pub fn create_sampler_id(&self) -> SamplerId {
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self.samplers.process()
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}
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pub fn free_sampler_id(&self, id: SamplerId) {
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self.select(id.backend()).samplers.free(id);
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self.samplers.free(id);
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}
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pub fn create_render_pipeline_id(&self, backend: Backend) -> RenderPipelineId {
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self.select(backend).render_pipelines.process(backend)
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pub fn create_render_pipeline_id(&self) -> RenderPipelineId {
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self.render_pipelines.process()
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}
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pub fn free_render_pipeline_id(&self, id: RenderPipelineId) {
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self.select(id.backend()).render_pipelines.free(id);
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self.render_pipelines.free(id);
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}
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pub fn create_texture_id(&self, backend: Backend) -> TextureId {
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self.select(backend).textures.process(backend)
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pub fn create_texture_id(&self) -> TextureId {
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self.textures.process()
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}
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pub fn free_texture_id(&self, id: TextureId) {
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self.select(id.backend()).textures.free(id);
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self.textures.free(id);
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}
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pub fn create_texture_view_id(&self, backend: Backend) -> TextureViewId {
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self.select(backend).texture_views.process(backend)
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pub fn create_texture_view_id(&self) -> TextureViewId {
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self.texture_views.process()
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}
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pub fn free_texture_view_id(&self, id: TextureViewId) {
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self.select(id.backend()).texture_views.free(id);
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self.texture_views.free(id);
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}
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pub fn create_render_bundle_id(&self, backend: Backend) -> RenderBundleId {
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self.select(backend).render_bundles.process(backend)
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pub fn create_render_bundle_id(&self) -> RenderBundleId {
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self.render_bundles.process()
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}
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pub fn free_render_bundle_id(&self, id: RenderBundleId) {
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self.select(id.backend()).render_bundles.free(id);
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self.render_bundles.free(id);
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}
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pub fn create_compute_pass_id(&self, backend: Backend) -> ComputePassId {
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self.select(backend).compute_passes.process(backend)
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pub fn create_compute_pass_id(&self) -> ComputePassId {
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self.compute_passes.process()
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}
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pub fn free_compute_pass_id(&self, id: ComputePassId) {
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self.select(id.backend()).compute_passes.free(id);
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self.compute_passes.free(id);
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}
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pub fn create_render_pass_id(&self, backend: Backend) -> RenderPassId {
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self.select(backend).render_passes.process(backend)
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pub fn create_render_pass_id(&self) -> RenderPassId {
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self.render_passes.process()
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}
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pub fn free_render_pass_id(&self, id: RenderPassId) {
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self.select(id.backend()).render_passes.free(id);
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}
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}
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impl Default for Identities {
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fn default() -> Self {
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Self::new()
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self.render_passes.free(id);
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}
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}
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