use smallvec::SmallVec;
use webgpu::identity::{ComputePass, ComputePassId, RenderPass, RenderPassId};
use webgpu::wgc::id::markers::{
Adapter, BindGroup, BindGroupLayout, Buffer, CommandEncoder, ComputePipeline, Device,
PipelineLayout, RenderBundle, RenderPipeline, Sampler, ShaderModule, Texture, TextureView,
};
use webgpu::wgc::id::{
AdapterId, BindGroupId, BindGroupLayoutId, BufferId, CommandEncoderId, ComputePipelineId,
DeviceId, PipelineLayoutId, RenderBundleId, RenderPipelineId, SamplerId, ShaderModuleId,
TextureId, TextureViewId,
};
use webgpu::wgc::identity::IdentityManager;
use webgpu::wgt::Backend;
#[derive(Debug)]
pub struct IdentityHub {
adapters: IdentityManager<Adapter>,
devices: IdentityManager<Device>,
buffers: IdentityManager<Buffer>,
bind_groups: IdentityManager<BindGroup>,
bind_group_layouts: IdentityManager<BindGroupLayout>,
compute_pipelines: IdentityManager<ComputePipeline>,
pipeline_layouts: IdentityManager<PipelineLayout>,
shader_modules: IdentityManager<ShaderModule>,
command_encoders: IdentityManager<CommandEncoder>,
textures: IdentityManager<Texture>,
texture_views: IdentityManager<TextureView>,
samplers: IdentityManager<Sampler>,
render_pipelines: IdentityManager<RenderPipeline>,
render_bundles: IdentityManager<RenderBundle>,
compute_passes: IdentityManager<ComputePass>,
render_passes: IdentityManager<RenderPass>,
}
impl IdentityHub {
fn new() -> Self {
IdentityHub {
adapters: IdentityManager::new(),
devices: IdentityManager::new(),
buffers: IdentityManager::new(),
bind_groups: IdentityManager::new(),
bind_group_layouts: IdentityManager::new(),
compute_pipelines: IdentityManager::new(),
pipeline_layouts: IdentityManager::new(),
shader_modules: IdentityManager::new(),
command_encoders: IdentityManager::new(),
textures: IdentityManager::new(),
texture_views: IdentityManager::new(),
samplers: IdentityManager::new(),
render_pipelines: IdentityManager::new(),
render_bundles: IdentityManager::new(),
compute_passes: IdentityManager::new(),
render_passes: IdentityManager::new(),
}
}
}
#[derive(Debug)]
pub struct Identities {
#[cfg(any(target_os = "linux", target_os = "windows"))]
vk_hub: IdentityHub,
#[cfg(target_os = "windows")]
dx12_hub: IdentityHub,
#[cfg(any(target_os = "ios", target_os = "macos"))]
metal_hub: IdentityHub,
#[cfg(any(target_os = "linux", target_os = "windows"))]
gl_hub: IdentityHub,
dummy_hub: IdentityHub,
}
impl Identities {
pub fn new() -> Self {
Identities {
#[cfg(any(target_os = "linux", target_os = "windows"))]
vk_hub: IdentityHub::new(),
#[cfg(target_os = "windows")]
dx12_hub: IdentityHub::new(),
#[cfg(any(target_os = "ios", target_os = "macos"))]
metal_hub: IdentityHub::new(),
#[cfg(any(target_os = "linux", target_os = "windows"))]
gl_hub: IdentityHub::new(),
dummy_hub: IdentityHub::new(),
}
}
fn select(&self, backend: Backend) -> &IdentityHub {
match backend {
#[cfg(any(target_os = "linux", target_os = "windows"))]
Backend::Vulkan => &self.vk_hub,
#[cfg(target_os = "windows")]
Backend::Dx12 => &self.dx12_hub,
#[cfg(any(target_os = "ios", target_os = "macos"))]
Backend::Metal => &self.metal_hub,
#[cfg(any(target_os = "linux", target_os = "windows"))]
Backend::Gl => &self.gl_hub,
_ => &self.dummy_hub,
}
}
fn hubs(&self) -> Vec<(&IdentityHub, Backend)> {
vec![
#[cfg(any(target_os = "linux", target_os = "windows"))]
(&self.vk_hub, Backend::Vulkan),
#[cfg(target_os = "windows")]
(&self.dx12_hub, Backend::Dx12),
#[cfg(any(target_os = "ios", target_os = "macos"))]
(&self.metal_hub, Backend::Metal),
#[cfg(any(target_os = "linux", target_os = "windows"))]
(&self.gl_hub, Backend::Gl),
(&self.dummy_hub, Backend::Empty),
]
}
pub fn create_device_id(&self, backend: Backend) -> DeviceId {
self.select(backend).devices.process(backend)
}
pub fn free_device_id(&self, id: DeviceId) {
self.select(id.backend()).devices.free(id);
}
pub fn create_adapter_ids(&self) -> SmallVec<[AdapterId; 4]> {
let mut ids = SmallVec::new();
for hubs in self.hubs() {
ids.push(hubs.0.adapters.process(hubs.1));
}
ids
}
pub fn free_adapter_id(&self, id: AdapterId) {
self.select(id.backend()).adapters.free(id);
}
pub fn create_buffer_id(&self, backend: Backend) -> BufferId {
self.select(backend).buffers.process(backend)
}
pub fn free_buffer_id(&self, id: BufferId) {
self.select(id.backend()).buffers.free(id);
}
pub fn create_bind_group_id(&self, backend: Backend) -> BindGroupId {
self.select(backend).bind_groups.process(backend)
}
pub fn free_bind_group_id(&self, id: BindGroupId) {
self.select(id.backend()).bind_groups.free(id);
}
pub fn create_bind_group_layout_id(&self, backend: Backend) -> BindGroupLayoutId {
self.select(backend).bind_group_layouts.process(backend)
}
pub fn free_bind_group_layout_id(&self, id: BindGroupLayoutId) {
self.select(id.backend()).bind_group_layouts.free(id);
}
pub fn create_compute_pipeline_id(&self, backend: Backend) -> ComputePipelineId {
self.select(backend).compute_pipelines.process(backend)
}
pub fn free_compute_pipeline_id(&self, id: ComputePipelineId) {
self.select(id.backend()).compute_pipelines.free(id);
}
pub fn create_pipeline_layout_id(&self, backend: Backend) -> PipelineLayoutId {
self.select(backend).pipeline_layouts.process(backend)
}
pub fn free_pipeline_layout_id(&self, id: PipelineLayoutId) {
self.select(id.backend()).pipeline_layouts.free(id);
}
pub fn create_shader_module_id(&self, backend: Backend) -> ShaderModuleId {
self.select(backend).shader_modules.process(backend)
}
pub fn free_shader_module_id(&self, id: ShaderModuleId) {
self.select(id.backend()).shader_modules.free(id);
}
pub fn create_command_encoder_id(&self, backend: Backend) -> CommandEncoderId {
self.select(backend).command_encoders.process(backend)
}
pub fn free_command_buffer_id(&self, id: CommandEncoderId) {
self.select(id.backend()).command_encoders.free(id);
}
pub fn create_sampler_id(&self, backend: Backend) -> SamplerId {
self.select(backend).samplers.process(backend)
}
pub fn free_sampler_id(&self, id: SamplerId) {
self.select(id.backend()).samplers.free(id);
}
pub fn create_render_pipeline_id(&self, backend: Backend) -> RenderPipelineId {
self.select(backend).render_pipelines.process(backend)
}
pub fn free_render_pipeline_id(&self, id: RenderPipelineId) {
self.select(id.backend()).render_pipelines.free(id);
}
pub fn create_texture_id(&self, backend: Backend) -> TextureId {
self.select(backend).textures.process(backend)
}
pub fn free_texture_id(&self, id: TextureId) {
self.select(id.backend()).textures.free(id);
}
pub fn create_texture_view_id(&self, backend: Backend) -> TextureViewId {
self.select(backend).texture_views.process(backend)
}
pub fn free_texture_view_id(&self, id: TextureViewId) {
self.select(id.backend()).texture_views.free(id);
}
pub fn create_render_bundle_id(&self, backend: Backend) -> RenderBundleId {
self.select(backend).render_bundles.process(backend)
}
pub fn free_render_bundle_id(&self, id: RenderBundleId) {
self.select(id.backend()).render_bundles.free(id);
}
pub fn create_compute_pass_id(&self, backend: Backend) -> ComputePassId {
self.select(backend).compute_passes.process(backend)
}
pub fn free_compute_pass_id(&self, id: ComputePassId) {
self.select(id.backend()).compute_passes.free(id);
}
pub fn create_render_pass_id(&self, backend: Backend) -> RenderPassId {
self.select(backend).render_passes.process(backend)
}
pub fn free_render_pass_id(&self, id: RenderPassId) {
self.select(id.backend()).render_passes.free(id);
}
}
impl Default for Identities {
fn default() -> Self {
Self::new()
}
}