servo/components/script/dom/identityhub.rs
Zakor Gyula 4facd3d4d2 Initial implementation of GPUCommandEncoder
Added WebIDL bindings for `GPUCommandEncoder`, `GPUCommandBuffer`, `GPUComputePassEncoder`, `GPUProgrammablePassEncoder`.
Implemented the `beginComputePass`, `copyBufferToBuffer` and `finish` functions of `GPUCommandEncoder`.
Implemented the `createCommandEncoder` function of `GPUDevice`.
2020-02-11 10:20:34 +01:00

179 lines
5.8 KiB
Rust

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use smallvec::SmallVec;
use webgpu::wgpu::{
hub::IdentityManager,
id::{
AdapterId, BindGroupId, BindGroupLayoutId, BufferId, CommandEncoderId, ComputePipelineId,
DeviceId, PipelineLayoutId, ShaderModuleId,
},
Backend,
};
#[derive(Debug)]
pub struct IdentityHub {
adapters: IdentityManager,
devices: IdentityManager,
buffers: IdentityManager,
bind_groups: IdentityManager,
bind_group_layouts: IdentityManager,
compute_pipelines: IdentityManager,
pipeline_layouts: IdentityManager,
shader_modules: IdentityManager,
command_encoders: IdentityManager,
backend: Backend,
}
impl IdentityHub {
fn new(backend: Backend) -> Self {
IdentityHub {
adapters: IdentityManager::default(),
devices: IdentityManager::default(),
buffers: IdentityManager::default(),
bind_groups: IdentityManager::default(),
bind_group_layouts: IdentityManager::default(),
compute_pipelines: IdentityManager::default(),
pipeline_layouts: IdentityManager::default(),
shader_modules: IdentityManager::default(),
command_encoders: IdentityManager::default(),
backend,
}
}
fn create_adapter_id(&mut self) -> AdapterId {
self.adapters.alloc(self.backend)
}
fn create_device_id(&mut self) -> DeviceId {
self.devices.alloc(self.backend)
}
fn create_buffer_id(&mut self) -> BufferId {
self.buffers.alloc(self.backend)
}
fn create_bind_group_id(&mut self) -> BindGroupId {
self.bind_groups.alloc(self.backend)
}
fn create_bind_group_layout_id(&mut self) -> BindGroupLayoutId {
self.bind_group_layouts.alloc(self.backend)
}
fn create_compute_pipeline_id(&mut self) -> ComputePipelineId {
self.compute_pipelines.alloc(self.backend)
}
fn create_pipeline_layout_id(&mut self) -> PipelineLayoutId {
self.pipeline_layouts.alloc(self.backend)
}
fn create_shader_module_id(&mut self) -> ShaderModuleId {
self.shader_modules.alloc(self.backend)
}
pub fn create_command_encoder_id(&mut self) -> CommandEncoderId {
self.command_encoders.alloc(self.backend)
}
}
#[derive(Debug)]
pub struct Identities {
surface: IdentityManager,
#[cfg(any(target_os = "linux", target_os = "windows"))]
vk_hub: IdentityHub,
#[cfg(target_os = "windows")]
dx12_hub: IdentityHub,
#[cfg(target_os = "windows")]
dx11_hub: IdentityHub,
#[cfg(any(target_os = "ios", target_os = "macos"))]
metal_hub: IdentityHub,
dummy_hub: IdentityHub,
}
impl Identities {
pub fn new() -> Self {
Identities {
surface: IdentityManager::default(),
#[cfg(any(target_os = "linux", target_os = "windows"))]
vk_hub: IdentityHub::new(Backend::Vulkan),
#[cfg(target_os = "windows")]
dx12_hub: IdentityHub::new(Backend::Dx12),
#[cfg(target_os = "windows")]
dx11_hub: IdentityHub::new(Backend::Dx11),
#[cfg(any(target_os = "ios", target_os = "macos"))]
metal_hub: IdentityHub::new(Backend::Metal),
dummy_hub: IdentityHub::new(Backend::Empty),
}
}
fn select(&mut self, backend: Backend) -> &mut IdentityHub {
match backend {
#[cfg(any(target_os = "linux", target_os = "windows"))]
Backend::Vulkan => &mut self.vk_hub,
#[cfg(target_os = "windows")]
Backend::Dx12 => &mut self.dx12_hub,
#[cfg(target_os = "windows")]
Backend::Dx11 => &mut self.dx11_hub,
#[cfg(any(target_os = "ios", target_os = "macos"))]
Backend::Metal => &mut self.metal_hub,
_ => &mut self.dummy_hub,
}
}
fn hubs(&mut self) -> Vec<&mut IdentityHub> {
vec![
#[cfg(any(target_os = "linux", target_os = "windows"))]
&mut self.vk_hub,
#[cfg(target_os = "windows")]
&mut self.dx12_hub,
#[cfg(target_os = "windows")]
&mut self.dx11_hub,
#[cfg(any(target_os = "ios", target_os = "macos"))]
&mut self.metal_hub,
&mut self.dummy_hub,
]
}
pub fn create_device_id(&mut self, backend: Backend) -> DeviceId {
self.select(backend).create_device_id()
}
pub fn create_adapter_ids(&mut self) -> SmallVec<[AdapterId; 4]> {
let mut ids = SmallVec::new();
for hub in self.hubs() {
ids.push(hub.create_adapter_id())
}
ids
}
pub fn create_buffer_id(&mut self, backend: Backend) -> BufferId {
self.select(backend).create_buffer_id()
}
pub fn create_bind_group_id(&mut self, backend: Backend) -> BindGroupId {
self.select(backend).create_bind_group_id()
}
pub fn create_bind_group_layout_id(&mut self, backend: Backend) -> BindGroupLayoutId {
self.select(backend).create_bind_group_layout_id()
}
pub fn create_compute_pipeline_id(&mut self, backend: Backend) -> ComputePipelineId {
self.select(backend).create_compute_pipeline_id()
}
pub fn create_pipeline_layout_id(&mut self, backend: Backend) -> PipelineLayoutId {
self.select(backend).create_pipeline_layout_id()
}
pub fn create_shader_module_id(&mut self, backend: Backend) -> ShaderModuleId {
self.select(backend).create_shader_module_id()
}
pub fn create_command_encoder_id(&mut self, backend: Backend) -> CommandEncoderId {
self.select(backend).create_command_encoder_id()
}
}