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Initial implementation of GPUShaderModule
Added WebIDL bindings for `GPUShaderModule`. Implemented the `createShaderModule` function of `GPUDevice`.
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5f55cd5d71
commit
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9 changed files with 156 additions and 17 deletions
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@ -5,7 +5,10 @@
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use smallvec::SmallVec;
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use webgpu::wgpu::{
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hub::IdentityManager,
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id::{AdapterId, BindGroupId, BindGroupLayoutId, BufferId, DeviceId, PipelineLayoutId},
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id::{
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AdapterId, BindGroupId, BindGroupLayoutId, BufferId, DeviceId, PipelineLayoutId,
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ShaderModuleId,
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},
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Backend,
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};
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@ -17,6 +20,7 @@ pub struct IdentityHub {
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bind_groups: IdentityManager,
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bind_group_layouts: IdentityManager,
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pipeline_layouts: IdentityManager,
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shader_modules: IdentityManager,
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backend: Backend,
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}
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@ -29,6 +33,7 @@ impl IdentityHub {
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bind_groups: IdentityManager::default(),
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bind_group_layouts: IdentityManager::default(),
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pipeline_layouts: IdentityManager::default(),
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shader_modules: IdentityManager::default(),
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backend,
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}
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}
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@ -56,6 +61,10 @@ impl IdentityHub {
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fn create_pipeline_layout_id(&mut self) -> PipelineLayoutId {
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self.pipeline_layouts.alloc(self.backend)
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}
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fn create_shader_module_id(&mut self) -> ShaderModuleId {
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self.shader_modules.alloc(self.backend)
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}
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}
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#[derive(Debug)]
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@ -133,17 +142,7 @@ impl Identities {
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}
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pub fn create_bind_group_id(&mut self, backend: Backend) -> BindGroupId {
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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.create_bind_group_id(),
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#[cfg(target_os = "windows")]
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Backend::Dx12 => self.dx12_hub.create_bind_group_id(),
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#[cfg(target_os = "windows")]
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Backend::Dx11 => self.dx11_hub.create_bind_group_id(),
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#[cfg(any(target_os = "ios", target_os = "macos"))]
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Backend::Metal => self.metal_hub.create_bind_group_id(),
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_ => self.dummy_hub.create_bind_group_id(),
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}
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self.select(backend).create_bind_group_id()
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}
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pub fn create_bind_group_layout_id(&mut self, backend: Backend) -> BindGroupLayoutId {
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@ -153,4 +152,8 @@ impl Identities {
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pub fn create_pipeline_layout_id(&mut self, backend: Backend) -> PipelineLayoutId {
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self.select(backend).create_pipeline_layout_id()
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}
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pub fn create_shader_module_id(&mut self, backend: Backend) -> ShaderModuleId {
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self.select(backend).create_shader_module_id()
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}
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}
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