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//go:build rust
package wgpu
import (
"fmt"
"github.com/gogpu/gputypes"
rwgpu "github.com/go-webgpu/webgpu/wgpu"
)
// DeviceDescriptor configures device creation.
type DeviceDescriptor struct {
Label string
RequiredFeatures Features
RequiredLimits Limits
}
// Adapter represents a physical GPU.
// On Rust backend, this wraps go-webgpu/webgpu Adapter.
type Adapter struct {
r *rwgpu.Adapter
info AdapterInfo
features Features
limits Limits
instance *Instance
released bool
}
// Info returns adapter metadata.
func (a *Adapter) Info() AdapterInfo { return a.info }
// Features returns supported features.
func (a *Adapter) Features() Features { return a.features }
// Limits returns the adapter's resource limits.
func (a *Adapter) Limits() Limits { return a.limits }
// RequestDevice creates a logical device from this adapter.
// If desc is nil, default features and limits are used.
func (a *Adapter) RequestDevice(desc *DeviceDescriptor) (*Device, error) {
if a.released {
return nil, ErrReleased
}
var rDesc *rwgpu.DeviceDescriptor
if desc != nil {
rDesc = &rwgpu.DeviceDescriptor{
Label: desc.Label,
}
// Limits conversion: if user specified limits, convert them.
if desc.RequiredLimits != (gputypes.Limits{}) {
rl := convertToRustLimits(desc.RequiredLimits)
rDesc.RequiredLimits = &rl
}
}
rd, err := a.r.RequestDevice(rDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to request device: %w", err)
}
deviceFeatures := convertRustFeatures(rd.Features())
deviceLimits := convertRustLimits(rd.Limits())
rq := rd.Queue()
return &Device{
r: rd,
instance: a.instance,
queue: &Queue{r: rq},
features: deviceFeatures,
limits: deviceLimits,
}, nil
}
// SurfaceCapabilities describes what a surface supports on this adapter.
type SurfaceCapabilities struct {
Formats []TextureFormat
PresentModes []PresentMode
AlphaModes []CompositeAlphaMode
}
// GetSurfaceCapabilities returns the capabilities of a surface for this adapter.
func (a *Adapter) GetSurfaceCapabilities(surface *Surface) *SurfaceCapabilities {
if a.released || surface == nil || surface.r == nil {
return nil
}
caps, err := surface.r.GetCapabilities(a.r)
if err != nil {
return nil
}
return &SurfaceCapabilities{
Formats: caps.Formats,
PresentModes: caps.PresentModes,
AlphaModes: caps.AlphaModes,
}
}
// Release releases the adapter.
func (a *Adapter) Release() {
if a.released {
return
}
a.released = true
if a.r != nil {
a.r.Release()
}
}
// convertToRustLimits converts gputypes.Limits to go-webgpu Limits.
//
//nolint:dupl // Symmetric field-by-field mapping (rwgpu→gputypes vs gputypes→rwgpu), not real duplication.
func convertToRustLimits(gl gputypes.Limits) rwgpu.Limits {
return rwgpu.Limits{
MaxTextureDimension1D: gl.MaxTextureDimension1D,
MaxTextureDimension2D: gl.MaxTextureDimension2D,
MaxTextureDimension3D: gl.MaxTextureDimension3D,
MaxTextureArrayLayers: gl.MaxTextureArrayLayers,
MaxBindGroups: gl.MaxBindGroups,
MaxBindingsPerBindGroup: gl.MaxBindingsPerBindGroup,
MaxDynamicUniformBuffersPerPipelineLayout: gl.MaxDynamicUniformBuffersPerPipelineLayout,
MaxDynamicStorageBuffersPerPipelineLayout: gl.MaxDynamicStorageBuffersPerPipelineLayout,
MaxSampledTexturesPerShaderStage: gl.MaxSampledTexturesPerShaderStage,
MaxSamplersPerShaderStage: gl.MaxSamplersPerShaderStage,
MaxStorageBuffersPerShaderStage: gl.MaxStorageBuffersPerShaderStage,
MaxStorageTexturesPerShaderStage: gl.MaxStorageTexturesPerShaderStage,
MaxUniformBuffersPerShaderStage: gl.MaxUniformBuffersPerShaderStage,
MaxUniformBufferBindingSize: gl.MaxUniformBufferBindingSize,
MaxStorageBufferBindingSize: gl.MaxStorageBufferBindingSize,
MinUniformBufferOffsetAlignment: gl.MinUniformBufferOffsetAlignment,
MinStorageBufferOffsetAlignment: gl.MinStorageBufferOffsetAlignment,
MaxVertexBuffers: gl.MaxVertexBuffers,
MaxBufferSize: gl.MaxBufferSize,
MaxVertexAttributes: gl.MaxVertexAttributes,
MaxVertexBufferArrayStride: gl.MaxVertexBufferArrayStride,
MaxComputeWorkgroupSizeX: gl.MaxComputeWorkgroupSizeX,
MaxComputeWorkgroupSizeY: gl.MaxComputeWorkgroupSizeY,
MaxComputeWorkgroupSizeZ: gl.MaxComputeWorkgroupSizeZ,
MaxComputeWorkgroupsPerDimension: gl.MaxComputeWorkgroupsPerDimension,
MaxComputeInvocationsPerWorkgroup: gl.MaxComputeInvocationsPerWorkgroup,
}
}