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//go:build js && wasm
package wgpu
import (
"fmt"
"syscall/js"
"time"
"github.com/gogpu/wgpu/internal/browser"
)
// Device represents a logical GPU device.
// On browser, this wraps a GPUDevice via internal/browser.Device.
type Device struct {
browser *browser.Device
queue *Queue
features Features
limits Limits
released bool
}
// Queue returns the device's command queue.
func (d *Device) Queue() *Queue {
return d.queue
}
// Features returns the device's enabled features.
func (d *Device) Features() Features {
return d.features
}
// Limits returns the device's resource limits.
func (d *Device) Limits() Limits {
return d.limits
}
// CreateBuffer creates a GPU buffer from the given descriptor.
func (d *Device) CreateBuffer(desc *BufferDescriptor) (*Buffer, error) {
if d.released {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: buffer descriptor is nil")
}
jsDesc := browser.BuildBufferDescriptor(
desc.Label,
desc.Size,
uint64(desc.Usage),
desc.MappedAtCreation,
)
bb := d.browser.CreateBufferFromDesc(jsDesc)
state := MapStateUnmapped
if desc.MappedAtCreation {
// When mappedAtCreation is true the buffer starts in the Mapped state
// with the entire range [0, size) mapped. Record this so that
// MappedRange / Unmap work without calling MapAsync first.
bb.SetMappedAtCreation()
state = MapStateMapped
}
return &Buffer{
browser: bb,
size: desc.Size,
usage: desc.Usage,
released: false,
mapState: state,
}, nil
}
// CreateTexture creates a GPU texture from the given descriptor.
func (d *Device) CreateTexture(desc *TextureDescriptor) (*Texture, error) {
if d.released {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: texture descriptor is nil")
}
jsDesc := browser.BuildTextureDescriptor(
desc.Label,
desc.Size.Width, desc.Size.Height, desc.Size.DepthOrArrayLayers,
desc.MipLevelCount, desc.SampleCount,
desc.Dimension, desc.Format, desc.Usage,
desc.ViewFormats,
)
bt := d.browser.CreateTextureFromDesc(jsDesc)
return &Texture{
browser: bt,
format: desc.Format,
released: false,
}, nil
}
// CreateTextureView creates a view into a texture.
func (d *Device) CreateTextureView(texture *Texture, desc *TextureViewDescriptor) (*TextureView, error) {
if d.released {
return nil, ErrReleased
}
if texture == nil || texture.browser == nil {
return nil, ErrReleased
}
if desc == nil {
desc = &TextureViewDescriptor{}
}
jsDesc := browser.BuildTextureViewDescriptor(
desc.Label,
desc.Format, desc.Dimension, desc.Aspect,
desc.BaseMipLevel, desc.MipLevelCount,
desc.BaseArrayLayer, desc.ArrayLayerCount,
)
bv := texture.browser.CreateView(jsDesc)
return &TextureView{
browser: bv,
texture: texture,
released: false,
}, nil
}
// CreateSampler creates a texture sampler from the given descriptor.
func (d *Device) CreateSampler(desc *SamplerDescriptor) (*Sampler, error) {
if d.released {
return nil, ErrReleased
}
if desc == nil {
desc = &SamplerDescriptor{}
}
jsDesc := browser.BuildSamplerDescriptor(
desc.Label,
desc.AddressModeU, desc.AddressModeV, desc.AddressModeW,
desc.MagFilter, desc.MinFilter, desc.MipmapFilter,
desc.LodMinClamp, desc.LodMaxClamp,
desc.Compare, desc.Anisotropy,
)
bs := d.browser.CreateSamplerFromDesc(jsDesc)
return &Sampler{
browser: bs,
released: false,
}, nil
}
// CreateShaderModule creates a shader module from the given descriptor.
// On browser, WGSL code goes directly to the browser's createShaderModule.
// SPIR-V bytecode is not supported in the browser (browser only accepts WGSL).
func (d *Device) CreateShaderModule(desc *ShaderModuleDescriptor) (*ShaderModule, error) {
if d.released {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: shader module descriptor is nil")
}
jsDesc := browser.BuildShaderModuleDescriptor(desc.Label, desc.WGSL)
bm := d.browser.CreateShaderModuleFromDesc(jsDesc)
return &ShaderModule{
browser: bm,
released: false,
}, nil
}
// CreateBindGroupLayout creates a bind group layout from the given descriptor.
func (d *Device) CreateBindGroupLayout(desc *BindGroupLayoutDescriptor) (*BindGroupLayout, error) {
if d.released {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: bind group layout descriptor is nil")
}
entries := convertBindGroupLayoutEntries(desc.Entries)
jsDesc := browser.BuildBindGroupLayoutDescriptor(desc.Label, entries)
bl := d.browser.CreateBindGroupLayoutFromDesc(jsDesc)
return &BindGroupLayout{
browser: bl,
released: false,
}, nil
}
// CreatePipelineLayout creates a pipeline layout from the given descriptor.
func (d *Device) CreatePipelineLayout(desc *PipelineLayoutDescriptor) (*PipelineLayout, error) {
if d.released {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: pipeline layout descriptor is nil")
}
refs := make([]js.Value, len(desc.BindGroupLayouts))
for i, bgl := range desc.BindGroupLayouts {
if bgl != nil && bgl.browser != nil {
refs[i] = bgl.browser.Ref()
} else {
refs[i] = js.Undefined()
}
}
jsDesc := browser.BuildPipelineLayoutDescriptor(desc.Label, refs)
bp := d.browser.CreatePipelineLayoutFromDesc(jsDesc)
return &PipelineLayout{
browser: bp,
released: false,
}, nil
}
// CreateBindGroup creates a bind group from the given descriptor.
func (d *Device) CreateBindGroup(desc *BindGroupDescriptor) (*BindGroup, error) {
if d.released {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: bind group descriptor is nil")
}
var layoutRef js.Value
if desc.Layout != nil && desc.Layout.browser != nil {
layoutRef = desc.Layout.browser.Ref()
} else {
layoutRef = js.Undefined()
}
entries := convertBindGroupEntries(desc.Entries)
jsDesc := browser.BuildBindGroupDescriptor(desc.Label, layoutRef, entries)
bg := d.browser.CreateBindGroupFromDesc(jsDesc)
return &BindGroup{
browser: bg,
released: false,
}, nil
}
// CreateRenderPipeline creates a render pipeline from the given descriptor.
func (d *Device) CreateRenderPipeline(desc *RenderPipelineDescriptor) (*RenderPipeline, error) {
if d.released {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: render pipeline descriptor is nil")
}
jsDesc := convertRenderPipelineDescriptor(desc)
bp := d.browser.CreateRenderPipelineFromDesc(jsDesc)
return &RenderPipeline{
browser: bp,
released: false,
}, nil
}
// CreateComputePipeline creates a compute pipeline from the given descriptor.
func (d *Device) CreateComputePipeline(desc *ComputePipelineDescriptor) (*ComputePipeline, error) {
if d.released {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: compute pipeline descriptor is nil")
}
var layoutRef js.Value
if desc.Layout != nil && desc.Layout.browser != nil {
layoutRef = desc.Layout.browser.Ref()
} else {
layoutRef = js.Undefined()
}
var moduleRef js.Value
if desc.Module != nil && desc.Module.browser != nil {
moduleRef = desc.Module.browser.Ref()
} else {
moduleRef = js.Undefined()
}
jsDesc := browser.BuildComputePipelineDescriptor(
desc.Label, layoutRef, moduleRef, desc.EntryPoint,
)
bp := d.browser.CreateComputePipelineFromDesc(jsDesc)
return &ComputePipeline{
browser: bp,
released: false,
}, nil
}
// CreateCommandEncoder creates a command encoder for recording GPU commands.
func (d *Device) CreateCommandEncoder(desc *CommandEncoderDescriptor) (*CommandEncoder, error) {
if d.released {
return nil, ErrReleased
}
label := ""
if desc != nil {
label = desc.Label
}
jsDesc := browser.BuildCommandEncoderDescriptor(label)
jsEncoder := d.browser.CreateCommandEncoder().Invoke(jsDesc)
be := browser.NewCommandEncoder(jsEncoder)
return &CommandEncoder{
browser: be,
released: false,
}, nil
}
// CreateFence creates a GPU synchronization fence.
// On browser, fences are not needed (browser auto-polls).
// Returns a no-op fence for API compatibility.
func (d *Device) CreateFence() (*Fence, error) {
if d.released {
return nil, ErrReleased
}
return &Fence{}, nil
}
// DestroyFence destroys a fence. No-op on browser — fences are JS-managed.
func (d *Device) DestroyFence(f *Fence) {
if f != nil {
f.Release()
}
}
// ResetFence resets a fence. No-op on browser — fences auto-reset.
func (d *Device) ResetFence(_ *Fence) error { return nil }
// GetFenceStatus returns true (signaled). Browser fences resolve via JS Promises.
func (d *Device) GetFenceStatus(_ *Fence) (bool, error) { return true, nil }
// WaitForFence returns immediately on browser — GPU sync is handled by JS event loop.
func (d *Device) WaitForFence(_ *Fence, _ uint64, _ time.Duration) (bool, error) {
return true, nil
}
// PushErrorScope pushes a new error scope onto the device's error scope stack.
// Phase 2 — not yet implemented for browser.
func (d *Device) PushErrorScope(filter ErrorFilter) {
panic("wgpu: browser PushErrorScope not yet implemented (Phase 2)")
}
// PopErrorScope pops the most recently pushed error scope.
// Phase 2 — not yet implemented for browser.
func (d *Device) PopErrorScope() *GPUError {
panic("wgpu: browser PopErrorScope not yet implemented (Phase 2)")
}
// WaitIdle waits for all GPU work to complete.
// On browser, the GPU is polled automatically. This is a no-op.
func (d *Device) WaitIdle() error {
return nil
}
// Poll drives the per-device pending-map triage loop.
// On browser, the GPU is polled automatically by the browser event loop.
// Returns true (devices are always considered polled in browser).
func (d *Device) Poll(pollType PollType) bool {
return true
}
// FreeCommandBuffer is a no-op on browser — JS GC handles GPU resource cleanup.
// This exists for API compatibility with the native backend where command buffers
// must be explicitly freed after GPU submission completes.
func (d *Device) FreeCommandBuffer(_ *CommandBuffer) {}
// HalDevice returns nil on browser — there is no HAL layer.
// The browser backend talks directly to the browser WebGPU API.
// This exists for API compatibility with the native backend.
func (d *Device) HalDevice() any { return nil }
// Release releases the device and all associated resources.
func (d *Device) Release() {
if d.released {
return
}
d.released = true
if d.browser != nil {
d.browser.Destroy()
}
}
// --- Descriptor conversion helpers ---
// convertBindGroupLayoutEntries converts Go BindGroupLayoutEntry slice to
// browser.BindGroupLayoutEntryJS slice for JS object construction.
func convertBindGroupLayoutEntries(entries []BindGroupLayoutEntry) []browser.BindGroupLayoutEntryJS {
result := make([]browser.BindGroupLayoutEntryJS, len(entries))
for i, e := range entries {
entry := browser.BindGroupLayoutEntryJS{
Binding: e.Binding,
Visibility: uint32(e.Visibility),
}
if e.Buffer != nil {
entry.Buffer = &browser.BufferBindingLayoutJS{
Type: browser.BufferBindingTypeToJS(e.Buffer.Type),
HasDynamicOffset: e.Buffer.HasDynamicOffset,
MinBindingSize: e.Buffer.MinBindingSize,
}
}
if e.Sampler != nil {
entry.Sampler = &browser.SamplerBindingLayoutJS{
Type: browser.SamplerBindingTypeToJS(e.Sampler.Type),
}
}
if e.Texture != nil {
entry.Texture = &browser.TextureBindingLayoutJS{
SampleType: browser.TextureSampleTypeToJS(e.Texture.SampleType),
ViewDimension: browser.TextureViewDimensionToJS(e.Texture.ViewDimension),
Multisampled: e.Texture.Multisampled,
}
}
if e.StorageTexture != nil {
entry.StorageTexture = &browser.StorageTextureBindingLayoutJS{
Access: browser.StorageTextureAccessToJS(e.StorageTexture.Access),
Format: browser.TextureFormatToJS(e.StorageTexture.Format),
ViewDimension: browser.TextureViewDimensionToJS(e.StorageTexture.ViewDimension),
}
}
result[i] = entry
}
return result
}
// convertBindGroupEntries converts Go BindGroupEntry slice to
// browser.BindGroupEntryJS slice for JS object construction.
func convertBindGroupEntries(entries []BindGroupEntry) []browser.BindGroupEntryJS {
result := make([]browser.BindGroupEntryJS, len(entries))
for i, e := range entries {
entry := browser.BindGroupEntryJS{
Binding: e.Binding,
BufferRef: js.Undefined(),
SamplerRef: js.Undefined(),
TextureViewRef: js.Undefined(),
}
if e.Buffer != nil && e.Buffer.browser != nil {
entry.BufferRef = e.Buffer.browser.Ref()
entry.BufferOffset = e.Offset
entry.BufferSize = e.Size
}
if e.Sampler != nil && e.Sampler.browser != nil {
entry.SamplerRef = e.Sampler.browser.Ref()
}
if e.TextureView != nil && e.TextureView.browser != nil {
entry.TextureViewRef = e.TextureView.browser.Ref()
}
result[i] = entry
}
return result
}
// convertRenderPipelineDescriptor converts a Go RenderPipelineDescriptor to
// a JS descriptor object via browser.BuildRenderPipelineDescriptor.
func convertRenderPipelineDescriptor(desc *RenderPipelineDescriptor) js.Value {
rpd := &browser.RenderPipelineDescriptorJS{
Label: desc.Label,
}
// Layout
if desc.Layout != nil && desc.Layout.browser != nil {
rpd.LayoutRef = desc.Layout.browser.Ref()
} else {
rpd.LayoutRef = js.Undefined()
}
// Vertex state
rpd.Vertex = browser.VertexStateJS{
EntryPoint: desc.Vertex.EntryPoint,
}
if desc.Vertex.Module != nil && desc.Vertex.Module.browser != nil {
rpd.Vertex.ModuleRef = desc.Vertex.Module.browser.Ref()
} else {
rpd.Vertex.ModuleRef = js.Undefined()
}
rpd.Vertex.Buffers = convertVertexBufferLayouts(desc.Vertex.Buffers)
// Primitive state
rpd.Primitive = &browser.PrimitiveStateJS{
Topology: browser.PrimitiveTopologyToJS(desc.Primitive.Topology),
FrontFace: browser.FrontFaceToJS(desc.Primitive.FrontFace),
CullMode: browser.CullModeToJS(desc.Primitive.CullMode),
}
if desc.Primitive.StripIndexFormat != nil {
rpd.Primitive.StripIndexFormat = browser.IndexFormatToJS(*desc.Primitive.StripIndexFormat)
}
if desc.Primitive.UnclippedDepth {
rpd.Primitive.UnclippedDepth = true
}
// Depth-stencil state
if desc.DepthStencil != nil {
rpd.DepthStencil = convertDepthStencilState(desc.DepthStencil)
}
// Multisample state
rpd.Multisample = &browser.MultisampleStateJS{
Count: desc.Multisample.Count,
Mask: desc.Multisample.Mask,
AlphaToCoverageEnabled: desc.Multisample.AlphaToCoverageEnabled,
}
// Fragment state
if desc.Fragment != nil {
rpd.Fragment = convertFragmentState(desc.Fragment)
}
return browser.BuildRenderPipelineDescriptor(rpd)
}
// convertVertexBufferLayouts converts Go VertexBufferLayout slice to JS types.
func convertVertexBufferLayouts(layouts []VertexBufferLayout) []browser.VertexBufferLayoutJS {
result := make([]browser.VertexBufferLayoutJS, len(layouts))
for i, l := range layouts {
jsLayout := browser.VertexBufferLayoutJS{
ArrayStride: l.ArrayStride,
StepMode: browser.VertexStepModeToJS(l.StepMode),
}
jsLayout.Attributes = make([]browser.VertexAttributeJS, len(l.Attributes))
for j, a := range l.Attributes {
jsLayout.Attributes[j] = browser.VertexAttributeJS{
Format: browser.VertexFormatToJS(a.Format),
Offset: a.Offset,
ShaderLocation: a.ShaderLocation,
}
}
result[i] = jsLayout
}
return result
}
// convertDepthStencilState converts a Go DepthStencilState to JS types.
func convertDepthStencilState(ds *DepthStencilState) *browser.DepthStencilStateJS {
result := &browser.DepthStencilStateJS{
Format: browser.TextureFormatToJS(ds.Format),
DepthWriteEnabled: ds.DepthWriteEnabled,
DepthCompare: browser.CompareFunctionToJS(ds.DepthCompare),
StencilReadMask: ds.StencilReadMask,
StencilWriteMask: ds.StencilWriteMask,
DepthBias: ds.DepthBias,
DepthBiasSlopeScale: ds.DepthBiasSlopeScale,
DepthBiasClamp: ds.DepthBiasClamp,
}
result.StencilFront = convertStencilFaceState(&ds.StencilFront)
result.StencilBack = convertStencilFaceState(&ds.StencilBack)
return result
}
// convertStencilFaceState converts a Go StencilFaceState to JS types.
func convertStencilFaceState(s *StencilFaceState) *browser.StencilFaceStateJS {
return &browser.StencilFaceStateJS{
Compare: browser.CompareFunctionToJS(s.Compare),
FailOp: stencilOpToJS(s.FailOp),
DepthFailOp: stencilOpToJS(s.DepthFailOp),
PassOp: stencilOpToJS(s.PassOp),
}
}
// stencilOpToJS converts StencilOperation (gputypes, webgpu.h spec values) to WebGPU JS string.
func stencilOpToJS(op StencilOperation) string {
switch op {
case StencilOperationKeep:
return "keep"
case StencilOperationZero:
return "zero"
case StencilOperationReplace:
return "replace"
case StencilOperationInvert:
return "invert"
case StencilOperationIncrementClamp:
return "increment-clamp"
case StencilOperationDecrementClamp:
return "decrement-clamp"
case StencilOperationIncrementWrap:
return "increment-wrap"
case StencilOperationDecrementWrap:
return "decrement-wrap"
default:
return "keep"
}
}
// convertFragmentState converts a Go FragmentState to JS types.
func convertFragmentState(fs *FragmentState) *browser.FragmentStateJS {
result := &browser.FragmentStateJS{
EntryPoint: fs.EntryPoint,
}
if fs.Module != nil && fs.Module.browser != nil {
result.ModuleRef = fs.Module.browser.Ref()
} else {
result.ModuleRef = js.Undefined()
}
result.Targets = make([]browser.ColorTargetStateJS, len(fs.Targets))
for i, t := range fs.Targets {
ct := browser.ColorTargetStateJS{
Format: browser.TextureFormatToJS(t.Format),
WriteMask: uint32(t.WriteMask),
}
if t.Blend != nil {
ct.Blend = &browser.BlendStateJS{
Color: browser.BlendComponentJS{
SrcFactor: browser.BlendFactorToJS(t.Blend.Color.SrcFactor),
DstFactor: browser.BlendFactorToJS(t.Blend.Color.DstFactor),
Operation: browser.BlendOperationToJS(t.Blend.Color.Operation),
},
Alpha: browser.BlendComponentJS{
SrcFactor: browser.BlendFactorToJS(t.Blend.Alpha.SrcFactor),
DstFactor: browser.BlendFactorToJS(t.Blend.Alpha.DstFactor),
Operation: browser.BlendOperationToJS(t.Blend.Alpha.Operation),
},
}
}
result.Targets[i] = ct
}
return result
}