use webgpu::identity::{ComputePass, ComputePassId, RenderPass, RenderPassId};
use webgpu::wgc::id::markers::{
Adapter, BindGroup, BindGroupLayout, Buffer, CommandEncoder, ComputePipeline, Device,
PipelineLayout, Queue, RenderBundle, RenderPipeline, Sampler, ShaderModule, Texture,
TextureView,
};
use webgpu::wgc::id::{
AdapterId, BindGroupId, BindGroupLayoutId, BufferId, CommandEncoderId, ComputePipelineId,
DeviceId, PipelineLayoutId, QueueId, RenderBundleId, RenderPipelineId, SamplerId,
ShaderModuleId, TextureId, TextureViewId,
};
use webgpu::wgc::identity::IdentityManager;
#[derive(Debug)]
pub struct IdentityHub {
adapters: IdentityManager<Adapter>,
devices: IdentityManager<Device>,
queues: IdentityManager<Queue>,
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 Default for IdentityHub {
fn default() -> Self {
IdentityHub {
adapters: IdentityManager::new(),
devices: IdentityManager::new(),
queues: 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(),
}
}
}
impl IdentityHub {
pub fn create_device_id(&self) -> DeviceId {
self.devices.process()
}
pub fn free_device_id(&self, id: DeviceId) {
self.devices.free(id);
}
pub fn create_queue_id(&self) -> QueueId {
self.queues.process()
}
pub fn free_queue_id(&self, id: QueueId) {
self.queues.free(id);
}
pub fn create_adapter_id(&self) -> AdapterId {
self.adapters.process()
}
pub fn free_adapter_id(&self, id: AdapterId) {
self.adapters.free(id);
}
pub fn create_buffer_id(&self) -> BufferId {
self.buffers.process()
}
pub fn free_buffer_id(&self, id: BufferId) {
self.buffers.free(id);
}
pub fn create_bind_group_id(&self) -> BindGroupId {
self.bind_groups.process()
}
pub fn free_bind_group_id(&self, id: BindGroupId) {
self.bind_groups.free(id);
}
pub fn create_bind_group_layout_id(&self) -> BindGroupLayoutId {
self.bind_group_layouts.process()
}
pub fn free_bind_group_layout_id(&self, id: BindGroupLayoutId) {
self.bind_group_layouts.free(id);
}
pub fn create_compute_pipeline_id(&self) -> ComputePipelineId {
self.compute_pipelines.process()
}
pub fn free_compute_pipeline_id(&self, id: ComputePipelineId) {
self.compute_pipelines.free(id);
}
pub fn create_pipeline_layout_id(&self) -> PipelineLayoutId {
self.pipeline_layouts.process()
}
pub fn free_pipeline_layout_id(&self, id: PipelineLayoutId) {
self.pipeline_layouts.free(id);
}
pub fn create_shader_module_id(&self) -> ShaderModuleId {
self.shader_modules.process()
}
pub fn free_shader_module_id(&self, id: ShaderModuleId) {
self.shader_modules.free(id);
}
pub fn create_command_encoder_id(&self) -> CommandEncoderId {
self.command_encoders.process()
}
pub fn free_command_buffer_id(&self, id: CommandEncoderId) {
self.command_encoders.free(id);
}
pub fn create_sampler_id(&self) -> SamplerId {
self.samplers.process()
}
pub fn free_sampler_id(&self, id: SamplerId) {
self.samplers.free(id);
}
pub fn create_render_pipeline_id(&self) -> RenderPipelineId {
self.render_pipelines.process()
}
pub fn free_render_pipeline_id(&self, id: RenderPipelineId) {
self.render_pipelines.free(id);
}
pub fn create_texture_id(&self) -> TextureId {
self.textures.process()
}
pub fn free_texture_id(&self, id: TextureId) {
self.textures.free(id);
}
pub fn create_texture_view_id(&self) -> TextureViewId {
self.texture_views.process()
}
pub fn free_texture_view_id(&self, id: TextureViewId) {
self.texture_views.free(id);
}
pub fn create_render_bundle_id(&self) -> RenderBundleId {
self.render_bundles.process()
}
pub fn free_render_bundle_id(&self, id: RenderBundleId) {
self.render_bundles.free(id);
}
pub fn create_compute_pass_id(&self) -> ComputePassId {
self.compute_passes.process()
}
pub fn free_compute_pass_id(&self, id: ComputePassId) {
self.compute_passes.free(id);
}
pub fn create_render_pass_id(&self) -> RenderPassId {
self.render_passes.process()
}
pub fn free_render_pass_id(&self, id: RenderPassId) {
self.render_passes.free(id);
}
}