use smallvec::SmallVec;
use webgpu::wgpu::id::{
AdapterId, BindGroupId, BindGroupLayoutId, BufferId, CommandEncoderId, ComputePipelineId,
DeviceId, PipelineLayoutId, RenderBundleId, RenderPipelineId, SamplerId, ShaderModuleId,
TextureId, TextureViewId,
};
use webgpu::wgpu::identity::IdentityManager;
use webgpu::wgt::Backend;
#[derive(Debug, Default)]
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,
textures: IdentityManager,
texture_views: IdentityManager,
samplers: IdentityManager,
render_pipelines: IdentityManager,
render_bundles: IdentityManager,
}
#[derive(Debug, Default)]
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 {
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, Backend)> {
vec![
#[cfg(any(target_os = "linux", target_os = "windows"))]
(&mut self.vk_hub, Backend::Vulkan),
#[cfg(target_os = "windows")]
(&mut self.dx12_hub, Backend::Dx12),
#[cfg(target_os = "windows")]
(&mut self.dx11_hub, Backend::Dx11),
#[cfg(any(target_os = "ios", target_os = "macos"))]
(&mut self.metal_hub, Backend::Metal),
(&mut self.dummy_hub, Backend::Empty),
]
}
pub fn create_device_id(&mut self, backend: Backend) -> DeviceId {
self.select(backend).devices.alloc(backend)
}
pub fn kill_device_id(&mut self, id: DeviceId) {
self.select(id.backend()).devices.free(id);
}
pub fn create_adapter_ids(&mut self) -> SmallVec<[AdapterId; 4]> {
let mut ids = SmallVec::new();
for hubs in self.hubs() {
ids.push(hubs.0.adapters.alloc(hubs.1));
}
ids
}
pub fn kill_adapter_id(&mut self, id: AdapterId) {
self.select(id.backend()).adapters.free(id);
}
pub fn create_buffer_id(&mut self, backend: Backend) -> BufferId {
self.select(backend).buffers.alloc(backend)
}
pub fn kill_buffer_id(&mut self, id: BufferId) {
self.select(id.backend()).buffers.free(id);
}
pub fn create_bind_group_id(&mut self, backend: Backend) -> BindGroupId {
self.select(backend).bind_groups.alloc(backend)
}
pub fn kill_bind_group_id(&mut self, id: BindGroupId) {
self.select(id.backend()).bind_groups.free(id);
}
pub fn create_bind_group_layout_id(&mut self, backend: Backend) -> BindGroupLayoutId {
self.select(backend).bind_group_layouts.alloc(backend)
}
pub fn kill_bind_group_layout_id(&mut self, id: BindGroupLayoutId) {
self.select(id.backend()).bind_group_layouts.free(id);
}
pub fn create_compute_pipeline_id(&mut self, backend: Backend) -> ComputePipelineId {
self.select(backend).compute_pipelines.alloc(backend)
}
pub fn kill_compute_pipeline_id(&mut self, id: ComputePipelineId) {
self.select(id.backend()).compute_pipelines.free(id);
}
pub fn create_pipeline_layout_id(&mut self, backend: Backend) -> PipelineLayoutId {
self.select(backend).pipeline_layouts.alloc(backend)
}
pub fn kill_pipeline_layout_id(&mut self, id: PipelineLayoutId) {
self.select(id.backend()).pipeline_layouts.free(id);
}
pub fn create_shader_module_id(&mut self, backend: Backend) -> ShaderModuleId {
self.select(backend).shader_modules.alloc(backend)
}
pub fn kill_shader_module_id(&mut self, id: ShaderModuleId) {
self.select(id.backend()).shader_modules.free(id);
}
pub fn create_command_encoder_id(&mut self, backend: Backend) -> CommandEncoderId {
self.select(backend).command_encoders.alloc(backend)
}
pub fn kill_command_buffer_id(&mut self, id: CommandEncoderId) {
self.select(id.backend()).command_encoders.free(id);
}
pub fn create_sampler_id(&mut self, backend: Backend) -> SamplerId {
self.select(backend).samplers.alloc(backend)
}
pub fn kill_sampler_id(&mut self, id: SamplerId) {
self.select(id.backend()).samplers.free(id);
}
pub fn create_render_pipeline_id(&mut self, backend: Backend) -> RenderPipelineId {
self.select(backend).render_pipelines.alloc(backend)
}
pub fn kill_render_pipeline_id(&mut self, id: RenderPipelineId) {
self.select(id.backend()).render_pipelines.free(id);
}
pub fn create_texture_id(&mut self, backend: Backend) -> TextureId {
self.select(backend).textures.alloc(backend)
}
pub fn kill_texture_id(&mut self, id: TextureId) {
self.select(id.backend()).textures.free(id);
}
pub fn create_texture_view_id(&mut self, backend: Backend) -> TextureViewId {
self.select(backend).texture_views.alloc(backend)
}
pub fn kill_texture_view_id(&mut self, id: TextureViewId) {
self.select(id.backend()).texture_views.free(id);
}
pub fn create_render_bundle_id(&mut self, backend: Backend) -> RenderBundleId {
self.select(backend).render_bundles.alloc(backend)
}
pub fn kill_render_bundle_id(&mut self, id: RenderBundleId) {
self.select(id.backend()).render_bundles.free(id);
}
}