Struct wgpu_core::hub::Hub

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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 Hubs 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

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§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§

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impl Hub

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pub(crate) fn new() -> Self

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pub fn generate_report(&self) -> HubReport

Auto Trait Implementations§

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impl !Freeze for Hub

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impl !RefUnwindSafe for Hub

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impl Send for Hub

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impl Sync for Hub

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impl Unpin for Hub

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impl !UnwindSafe for Hub

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> From<T> for T

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Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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type Error = Infallible

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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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impl<T> WasmNotSync for T
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