pub struct Hub {Show 20 fields
pub(crate) adapters: Registry<Arc<Adapter>>,
pub(crate) devices: Registry<Arc<Device>>,
pub(crate) queues: Registry<Arc<Queue>>,
pub(crate) pipeline_layouts: Registry<Fallible<PipelineLayout>>,
pub(crate) shader_modules: Registry<Fallible<ShaderModule>>,
pub(crate) bind_group_layouts: Registry<Fallible<BindGroupLayout>>,
pub(crate) bind_groups: Registry<Fallible<BindGroup>>,
pub(crate) command_buffers: Registry<Arc<CommandBuffer>>,
pub(crate) render_bundles: Registry<Fallible<RenderBundle>>,
pub(crate) render_pipelines: Registry<Fallible<RenderPipeline>>,
pub(crate) compute_pipelines: Registry<Fallible<ComputePipeline>>,
pub(crate) pipeline_caches: Registry<Fallible<PipelineCache>>,
pub(crate) query_sets: Registry<Fallible<QuerySet>>,
pub(crate) buffers: Registry<Fallible<Buffer>>,
pub(crate) staging_buffers: Registry<StagingBuffer>,
pub(crate) textures: Registry<Fallible<Texture>>,
pub(crate) texture_views: Registry<Fallible<TextureView>>,
pub(crate) samplers: Registry<Fallible<Sampler>>,
pub(crate) blas_s: Registry<Fallible<Blas>>,
pub(crate) tlas_s: Registry<Fallible<Tlas>>,
}
Expand description
All the resources tracked by a crate::global::Global
.
§Locking
Each field in Hub
is a Registry
holding all the values of a
particular type of resource, all protected by a single RwLock.
So for example, to access any Buffer
, you must acquire a read
lock on the Hub
s entire buffers registry. The lock guard
gives you access to the Registry
’s Storage
, which you can
then index with the buffer’s id. (Yes, this design causes
contention; see [#2272].)
But most wgpu
operations require access to several different
kinds of resource, so you often need to hold locks on several
different fields of your Hub
simultaneously.
Inside the Registry
there are Arc<T>
where T
is a Resource
Lock of Registry
happens only when accessing to get the specific resource
Fields§
§adapters: Registry<Arc<Adapter>>
§devices: Registry<Arc<Device>>
§queues: Registry<Arc<Queue>>
§pipeline_layouts: Registry<Fallible<PipelineLayout>>
§shader_modules: Registry<Fallible<ShaderModule>>
§bind_group_layouts: Registry<Fallible<BindGroupLayout>>
§bind_groups: Registry<Fallible<BindGroup>>
§command_buffers: Registry<Arc<CommandBuffer>>
§render_bundles: Registry<Fallible<RenderBundle>>
§render_pipelines: Registry<Fallible<RenderPipeline>>
§compute_pipelines: Registry<Fallible<ComputePipeline>>
§pipeline_caches: Registry<Fallible<PipelineCache>>
§query_sets: Registry<Fallible<QuerySet>>
§buffers: Registry<Fallible<Buffer>>
§staging_buffers: Registry<StagingBuffer>
§textures: Registry<Fallible<Texture>>
§texture_views: Registry<Fallible<TextureView>>
§samplers: Registry<Fallible<Sampler>>
§blas_s: Registry<Fallible<Blas>>
§tlas_s: Registry<Fallible<Tlas>>
Implementations§
Auto Trait Implementations§
impl !Freeze for Hub
impl !RefUnwindSafe for Hub
impl Send for Hub
impl Sync for Hub
impl Unpin for Hub
impl !UnwindSafe for Hub
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more