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* Update wgpu and revamp RenderPass * Set good expectations * Set one bad expectation * send_render_command * small fixups * docs * doc * Put RenderPass inside PassState * Use Pass enum for ComputePass too * fix docs
53 lines
2.1 KiB
Rust
53 lines
2.1 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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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 malloc_size_of::{MallocSizeOf, MallocSizeOfOps};
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use serde::{Deserialize, Serialize};
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pub use crate::wgc::id::markers::{
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ComputePassEncoder as ComputePass, RenderPassEncoder as RenderPass,
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};
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use crate::wgc::id::{
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AdapterId, BindGroupId, BindGroupLayoutId, BufferId, CommandBufferId, CommandEncoderId,
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ComputePipelineId, DeviceId, PipelineLayoutId, QueueId, RenderBundleId, RenderPipelineId,
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SamplerId, ShaderModuleId, SurfaceId, TextureId, TextureViewId,
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};
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pub use crate::wgc::id::{
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ComputePassEncoderId as ComputePassId, RenderPassEncoderId as RenderPassId,
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};
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macro_rules! webgpu_resource {
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($name:ident, $id:ty) => {
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#[derive(Clone, Copy, Debug, Deserialize, Hash, PartialEq, Serialize)]
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pub struct $name(pub $id);
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impl MallocSizeOf for $name {
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fn size_of(&self, _ops: &mut MallocSizeOfOps) -> usize {
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0
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}
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}
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impl Eq for $name {}
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};
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}
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webgpu_resource!(WebGPUAdapter, AdapterId);
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webgpu_resource!(WebGPUBindGroup, BindGroupId);
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webgpu_resource!(WebGPUBindGroupLayout, BindGroupLayoutId);
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webgpu_resource!(WebGPUBuffer, BufferId);
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webgpu_resource!(WebGPUCommandBuffer, CommandBufferId);
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webgpu_resource!(WebGPUCommandEncoder, CommandEncoderId);
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webgpu_resource!(WebGPUComputePipeline, ComputePipelineId);
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webgpu_resource!(WebGPUDevice, DeviceId);
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webgpu_resource!(WebGPUPipelineLayout, PipelineLayoutId);
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webgpu_resource!(WebGPUQueue, QueueId);
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webgpu_resource!(WebGPURenderBundle, RenderBundleId);
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webgpu_resource!(WebGPURenderPipeline, RenderPipelineId);
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webgpu_resource!(WebGPUSampler, SamplerId);
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webgpu_resource!(WebGPUShaderModule, ShaderModuleId);
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webgpu_resource!(WebGPUSurface, SurfaceId);
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webgpu_resource!(WebGPUTexture, TextureId);
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webgpu_resource!(WebGPUTextureView, TextureViewId);
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webgpu_resource!(WebGPUComputePass, ComputePassId);
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webgpu_resource!(WebGPURenderPass, RenderPassId);
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