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//go:build !rust && !(js && wasm)
package wgpu
import (
"fmt"
"sync/atomic"
"time"
"github.com/gogpu/gputypes"
naga "github.com/gogpu/naga"
"github.com/gogpu/naga/ir"
"github.com/gogpu/wgpu/core"
"github.com/gogpu/wgpu/hal"
)
// Device represents a logical GPU device.
// It is the main interface for creating GPU resources.
//
// Device methods are safe for concurrent use, except Release() which
// must not be called concurrently with other methods.
type Device struct {
core *core.Device
queue *Queue
instance *Instance
released atomic.Bool
// cmdEncoderPool is the single shared encoder pool for the device.
// Used by both CreateCommandEncoder (user command encoders) and
// PendingWrites (internal staging encoders). Matches Rust wgpu-core's
// single device.command_allocator for both paths (queue.rs:1373).
//
// Encoders are acquired from the pool instead of creating expensive
// GPU resources (DX12 ID3D12CommandAllocator ~64KB, Vulkan VkCommandPool)
// every frame. After GPU completion, encoders are reset via ResetAll
// and returned to the pool for reuse.
//
// Lifecycle: created before PendingWrites, destroyed after PendingWrites.
// PendingWrites.destroy() clears its pool reference but does NOT destroy
// the pool. Device.Release() destroys the pool after all users are done.
//
// nil when no HAL device (e.g., core-only path).
cmdEncoderPool *encoderPool
}
// 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.core.Features
}
// Limits returns the device's resource limits.
func (d *Device) Limits() Limits {
return d.core.Limits
}
// CreateBuffer creates a GPU buffer.
func (d *Device) CreateBuffer(desc *BufferDescriptor) (*Buffer, error) {
if d.released.Load() {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: buffer descriptor is nil")
}
gpuDesc := &gputypes.BufferDescriptor{
Label: desc.Label,
Size: desc.Size,
Usage: desc.Usage,
MappedAtCreation: desc.MappedAtCreation,
}
coreBuffer, err := d.core.CreateBuffer(gpuDesc)
if err != nil {
return nil, err
}
// Initialize ResourceRef with onZero callback for refcount-driven destruction.
// When the last reference drops (either from explicit Release or Phase 2
// Triage after GPU completion), onZero fires and HAL-destroys the buffer.
// This matches Rust wgpu's Arc<Buffer> Drop behavior.
//
// Clone'd during encoding (SetBindGroup, SetVertexBuffer, CopyBufferToBuffer),
// Drop'd when GPU completes submission via DestroyQueue.Triage.
coreBuffer.Ref = core.NewResourceRef("Buffer:"+desc.Label, func() {
coreBuffer.Destroy()
})
buf := &Buffer{core: coreBuffer, device: d, released: new(atomic.Bool)}
// Safety net: if the buffer is garbage collected without Release(),
// schedule deferred destruction via DestroyQueue. This prevents
// resource leaks when callers create per-frame buffers without
// explicit lifecycle management (BUG-WGPU-RESOURCE-LIFECYCLE-001).
buf.cleanup = registerBufferCleanup(buf, d, coreBuffer, desc.Label)
return buf, nil
}
// CreateTexture creates a GPU texture.
func (d *Device) CreateTexture(desc *TextureDescriptor) (*Texture, error) {
if d.released.Load() {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: texture descriptor is nil")
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
halDesc := desc.toHAL()
if err := core.ValidateTextureDescriptor(halDesc, d.core.Limits); err != nil {
return nil, err
}
halTexture, err := halDevice.CreateTexture(halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create texture: %w", err)
}
// Create core.Texture for TrackerIndex allocation. This enables submit-time
// barrier injection: the TrackerIndex is used by populateTextureScope to
// record per-texture usage in the command buffer's TextureUsageScope.
coreTexture := core.NewTexture(
halTexture, d.core, desc.Format, halDesc.Dimension,
desc.Usage,
gputypes.Extent3D{
Width: desc.Size.Width,
Height: desc.Size.Height,
DepthOrArrayLayers: desc.Size.DepthOrArrayLayers,
},
halDesc.MipLevelCount, halDesc.SampleCount, desc.Label,
)
return &Texture{hal: halTexture, device: d, format: desc.Format, coreTexture: coreTexture}, nil
}
// CreateTextureView creates a view into a texture.
func (d *Device) CreateTextureView(texture *Texture, desc *TextureViewDescriptor) (*TextureView, error) {
if d.released.Load() {
return nil, ErrReleased
}
if texture == nil {
return nil, fmt.Errorf("wgpu: texture is nil")
}
halTexture := texture.resolveHAL()
if halTexture == nil {
return nil, ErrReleased
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
halDesc := &hal.TextureViewDescriptor{}
if desc != nil {
halDesc.Label = desc.Label
halDesc.Format = desc.Format
halDesc.Dimension = desc.Dimension
halDesc.Aspect = desc.Aspect
halDesc.BaseMipLevel = desc.BaseMipLevel
halDesc.MipLevelCount = desc.MipLevelCount
halDesc.BaseArrayLayer = desc.BaseArrayLayer
halDesc.ArrayLayerCount = desc.ArrayLayerCount
}
halView, err := halDevice.CreateTextureView(halTexture, halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create texture view: %w", err)
}
return &TextureView{
hal: halView,
device: d,
texture: texture,
surface: texture.surface,
surfaceLease: texture.surfaceLease,
}, nil
}
// CreateSampler creates a texture sampler.
func (d *Device) CreateSampler(desc *SamplerDescriptor) (*Sampler, error) {
if d.released.Load() {
return nil, ErrReleased
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
halDesc := &hal.SamplerDescriptor{}
if desc != nil {
halDesc.Label = desc.Label
halDesc.AddressModeU = desc.AddressModeU
halDesc.AddressModeV = desc.AddressModeV
halDesc.AddressModeW = desc.AddressModeW
halDesc.MagFilter = desc.MagFilter
halDesc.MinFilter = desc.MinFilter
halDesc.MipmapFilter = desc.MipmapFilter
halDesc.LodMinClamp = desc.LodMinClamp
halDesc.LodMaxClamp = desc.LodMaxClamp
halDesc.Compare = desc.Compare
halDesc.Anisotropy = desc.Anisotropy
}
if err := core.ValidateSamplerDescriptor(halDesc); err != nil {
return nil, err
}
halSampler, err := halDevice.CreateSampler(halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create sampler: %w", err)
}
return &Sampler{hal: halSampler, device: d}, nil
}
// CreateShaderModule creates a shader module.
func (d *Device) CreateShaderModule(desc *ShaderModuleDescriptor) (*ShaderModule, error) {
if d.released.Load() {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: shader module descriptor is nil")
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
halDesc := &hal.ShaderModuleDescriptor{
Label: desc.Label,
Source: hal.ShaderSource{
WGSL: desc.WGSL,
SPIRV: desc.SPIRV,
},
}
if err := core.ValidateShaderModuleDescriptor(halDesc); err != nil {
return nil, err
}
halModule, err := halDevice.CreateShaderModule(halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create shader module: %w", err)
}
sm := &ShaderModule{hal: halModule, device: d}
// Parse WGSL source to naga IR for shader introspection (late binding validation).
// Matches Rust wgpu-core which stores the naga Module on ShaderModule for use
// by Interface::check_stage during pipeline creation.
// SPIR-V shaders skip this — they go directly to HAL without IR-level introspection.
if desc.WGSL != "" {
ast, parseErr := naga.Parse(desc.WGSL)
if parseErr == nil {
irModule, lowerErr := naga.Lower(ast)
if lowerErr == nil {
sm.irModule = irModule
}
}
// Parse/lower failures are non-fatal here — the HAL already compiled the shader
// successfully. Late binding validation will be skipped if IR is unavailable.
}
return sm, nil
}
// CreateBindGroupLayout creates a bind group layout.
func (d *Device) CreateBindGroupLayout(desc *BindGroupLayoutDescriptor) (*BindGroupLayout, error) {
if d.released.Load() {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: bind group layout descriptor is nil")
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
halDesc := &hal.BindGroupLayoutDescriptor{
Label: desc.Label,
Entries: desc.Entries,
}
if err := core.ValidateBindGroupLayoutDescriptor(halDesc, d.core.Limits); err != nil {
return nil, err
}
halLayout, err := halDevice.CreateBindGroupLayout(halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create bind group layout: %w", err)
}
// Store a defensive copy of entries for entry-by-entry compatibility checks.
// This matches Rust wgpu-core's pattern where binder compares layouts by entries.
entriesCopy := make([]gputypes.BindGroupLayoutEntry, len(desc.Entries))
copy(entriesCopy, desc.Entries)
return &BindGroupLayout{hal: halLayout, device: d, entries: entriesCopy}, nil
}
// CreatePipelineLayout creates a pipeline layout.
func (d *Device) CreatePipelineLayout(desc *PipelineLayoutDescriptor) (*PipelineLayout, error) {
if d.released.Load() {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: pipeline layout descriptor is nil")
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
halLayouts := make([]hal.BindGroupLayout, len(desc.BindGroupLayouts))
for i, layout := range desc.BindGroupLayouts {
if layout == nil {
return nil, fmt.Errorf("wgpu: bind group layout at index %d is nil", i)
}
halLayouts[i] = layout.hal
}
halDesc := &hal.PipelineLayoutDescriptor{
Label: desc.Label,
BindGroupLayouts: halLayouts,
}
if err := core.ValidatePipelineLayoutDescriptor(halDesc, d.core.Limits); err != nil {
return nil, err
}
halLayout, err := halDevice.CreatePipelineLayout(halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create pipeline layout: %w", err)
}
// Store a copy of the bind group layouts slice for binder validation.
bgLayouts := make([]*BindGroupLayout, len(desc.BindGroupLayouts))
copy(bgLayouts, desc.BindGroupLayouts)
return &PipelineLayout{
hal: halLayout,
device: d,
bindGroupCount: uint32(len(desc.BindGroupLayouts)), //nolint:gosec // layout count fits uint32
bindGroupLayouts: bgLayouts,
}, nil
}
// CreateBindGroup creates a bind group.
func (d *Device) CreateBindGroup(desc *BindGroupDescriptor) (*BindGroup, error) {
if d.released.Load() {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: bind group descriptor is nil")
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
if desc.Layout == nil {
return nil, &core.CreateBindGroupError{
Kind: core.CreateBindGroupErrorMissingLayout,
Label: desc.Label,
}
}
halEntries := make([]gputypes.BindGroupEntry, len(desc.Entries))
for i, entry := range desc.Entries {
if entry.TextureView != nil && entry.TextureView.resolveHAL() == nil {
return nil, ErrReleased
}
halEntries[i] = entry.toHAL()
}
halDesc := &hal.BindGroupDescriptor{
Label: desc.Label,
Layout: desc.Layout.hal,
Entries: halEntries,
}
// Build buffer metadata for core validation.
var bufferInfos []core.BindGroupBufferInfo
for _, entry := range desc.Entries {
if entry.Buffer != nil {
bufferInfos = append(bufferInfos, core.BindGroupBufferInfo{
Binding: entry.Binding,
Usage: entry.Buffer.Usage(),
BufferSize: entry.Buffer.Size(),
Offset: entry.Offset,
Size: entry.Size,
})
}
}
if err := core.ValidateBindGroupDescriptor(halDesc, desc.Layout.entries, bufferInfos, d.core.Limits); err != nil {
return nil, err
}
halGroup, err := halDevice.CreateBindGroup(halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create bind group: %w", err)
}
// Build late buffer binding info for layout entries with MinBindingSize == 0.
// These record the actual bound buffer size at bind group creation time,
// to be validated against shader requirements at draw/dispatch time.
// Matches Rust wgpu-core's BindGroup.late_buffer_binding_infos population
// in Device::create_bind_group (binding_model.rs:1187-1189).
var lateInfos []LateBufferBindingInfo
entryMap := buildBindGroupEntryMap(desc.Entries)
for _, layoutEntry := range desc.Layout.entries {
if layoutEntry.Buffer == nil || layoutEntry.Buffer.MinBindingSize != 0 {
continue
}
// This is a buffer entry with MinBindingSize == 0.
var boundSize uint64
if bgEntry, ok := entryMap[layoutEntry.Binding]; ok && bgEntry.Buffer != nil {
boundSize = bgEntry.Size
if boundSize == 0 {
// Size == 0 means "rest of buffer" — use actual buffer size minus offset.
bufSize := bgEntry.Buffer.Size()
if bgEntry.Offset < bufSize {
boundSize = bufSize - bgEntry.Offset
}
}
}
lateInfos = append(lateInfos, LateBufferBindingInfo{
BindingIndex: layoutEntry.Binding,
Size: boundSize,
})
}
// Collect buffer and texture references for submit-time validation (VAL-A6).
boundBuffers, boundTextures := collectBindGroupResources(desc.Entries)
// Initialize ResourceRef with onZero callback for refcount-driven destruction.
// When the last reference drops (either from explicit Release or Phase 2
// Triage after GPU completion), onZero fires and defers HAL destruction via
// DestroyQueue. This matches Rust wgpu's Arc<BindGroup> Drop behavior. ADR-056.
halBG := halGroup
bgOnZero := func() {
dq := d.destroyQueue()
if dq != nil {
subIdx := d.lastSubmissionIndex()
dq.Defer(subIdx, "BindGroup", func() {
halDevice.DestroyBindGroup(halBG)
})
} else {
halDevice.DestroyBindGroup(halBG)
}
}
bg := &BindGroup{
hal: halGroup,
device: d,
released: new(atomic.Bool),
layout: desc.Layout,
lateBufferBindingInfos: lateInfos,
ref: core.NewResourceRef("BindGroup:"+desc.Label, bgOnZero),
boundBuffers: boundBuffers,
boundTextures: boundTextures,
}
// Safety net: if the bind group is garbage collected without Release(),
// schedule deferred destruction via DestroyQueue (BUG-WGPU-RESOURCE-LIFECYCLE-001).
bg.cleanup = registerBindGroupCleanup(bg, d, desc.Label)
return bg, nil
}
// collectBindGroupResources extracts buffer and texture references from bind
// group entries for submit-time validation (VAL-A6). Matches Rust wgpu-core
// where bind group creation stores resource references that are later checked
// via trackers.buffers/textures.used_resources() in validate_command_buffer.
func collectBindGroupResources(entries []BindGroupEntry) ([]*Buffer, []*Texture) {
var buffers []*Buffer
var textures []*Texture
for i := range entries {
if entries[i].Buffer != nil {
buffers = append(buffers, entries[i].Buffer)
}
if entries[i].TextureView != nil && entries[i].TextureView.texture != nil {
textures = append(textures, entries[i].TextureView.texture)
}
}
return buffers, textures
}
// buildBindGroupEntryMap builds a lookup map from binding index to BindGroupEntry
// for efficient access during late buffer binding info construction.
func buildBindGroupEntryMap(entries []BindGroupEntry) map[uint32]*BindGroupEntry {
m := make(map[uint32]*BindGroupEntry, len(entries))
for i := range entries {
m[entries[i].Binding] = &entries[i]
}
return m
}
// CreateRenderPipeline creates a render pipeline.
func (d *Device) CreateRenderPipeline(desc *RenderPipelineDescriptor) (*RenderPipeline, error) {
if d.released.Load() {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: render pipeline descriptor is nil")
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
halDesc := desc.toHAL()
if err := core.ValidateRenderPipelineDescriptor(halDesc, d.core.Limits); err != nil {
return nil, err
}
halPipeline, err := halDevice.CreateRenderPipeline(halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create render pipeline: %w", err)
}
var bgCount uint32
var bgLayouts []*BindGroupLayout
if desc.Layout != nil {
bgCount = desc.Layout.bindGroupCount
bgLayouts = desc.Layout.bindGroupLayouts
}
// Check if any color target uses blend constant factors.
// Matches Rust wgpu-core PipelineFlags::BLEND_CONSTANT (resource.rs:4562-4569).
var needsBlendConstant bool
if desc.Fragment != nil {
for i := range desc.Fragment.Targets {
if b := desc.Fragment.Targets[i].Blend; b != nil {
if b.Color.UsesConstant() || b.Alpha.UsesConstant() {
needsBlendConstant = true
break
}
}
}
}
// Build shader binding sizes across all stages (vertex + fragment).
// Matches Rust wgpu-core's check_stage calls that accumulate shader_binding_sizes
// with max across stages for the same binding (validation.rs:1126-1139).
shaderBindingSizes := mergeShaderBindingSizes(
desc.Vertex.Module,
fragmentShaderModule(desc.Fragment),
)
lateGroups := makeLateSizedBufferGroups(shaderBindingSizes, bgLayouts)
// Initialize ResourceRef with onZero callback for refcount-driven destruction.
// When the last reference drops (either from explicit Release or Phase 2
// Triage after GPU completion), onZero fires and defers HAL destruction via
// DestroyQueue. ADR-056: unified resource lifecycle.
halRP := halPipeline
rpOnZero := func() {
dq := d.destroyQueue()
if dq != nil {
subIdx := d.lastSubmissionIndex()
dq.Defer(subIdx, "RenderPipeline", func() {
halDevice.DestroyRenderPipeline(halRP)
})
} else {
halDevice.DestroyRenderPipeline(halRP)
}
}
return &RenderPipeline{
hal: halPipeline,
device: d,
bindGroupCount: bgCount,
bindGroupLayouts: bgLayouts,
requiredVertexBuffers: uint32(len(desc.Vertex.Buffers)), //nolint:gosec // buffer count fits uint32
blendConstantRequired: needsBlendConstant,
stripIndexFormat: desc.Primitive.StripIndexFormat,
lateSizedBufferGroups: lateGroups,
ref: core.NewResourceRef("RenderPipeline:"+desc.Label, rpOnZero),
}, nil
}
// fragmentShaderModule extracts the ShaderModule from a FragmentState, or nil if absent.
func fragmentShaderModule(fs *FragmentState) *ShaderModule {
if fs == nil {
return nil
}
return fs.Module
}
// mergeShaderBindingSizes merges binding sizes from vertex and fragment shader stages,
// taking the max size when both stages reference the same binding. Matches Rust
// wgpu-core's pattern of calling check_stage for each stage with the same
// shader_binding_sizes map, where Entry::Occupied takes max (validation.rs:1131-1133).
func mergeShaderBindingSizes(
vertexModule *ShaderModule,
fragModule *ShaderModule,
) map[ir.ResourceBinding]uint64 {
result := make(map[ir.ResourceBinding]uint64)
if vertexModule != nil && vertexModule.irModule != nil {
for rb, size := range extractShaderBindingSizes(vertexModule.irModule) {
result[rb] = size
}
}
if fragModule != nil && fragModule.irModule != nil {
for rb, size := range extractShaderBindingSizes(fragModule.irModule) {
if existing, ok := result[rb]; !ok || size > existing {
result[rb] = size
}
}
}
return result
}
// CreateComputePipeline creates a compute pipeline.
func (d *Device) CreateComputePipeline(desc *ComputePipelineDescriptor) (*ComputePipeline, error) {
if d.released.Load() {
return nil, ErrReleased
}
if desc == nil {
return nil, fmt.Errorf("wgpu: compute pipeline descriptor is nil")
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
halDesc := desc.toHAL()
if err := core.ValidateComputePipelineDescriptor(halDesc); err != nil {
return nil, err
}
// VAL-010: Validate workgroup_size against device limits.
// Matches Rust wgpu-core validation.rs:1243-1264.
if desc.Module != nil && desc.Module.irModule != nil {
if err := d.validateComputeWorkgroupSize(desc.Label, desc.EntryPoint, desc.Module); err != nil {
return nil, err
}
}
halPipeline, err := halDevice.CreateComputePipeline(halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create compute pipeline: %w", err)
}
var bgCount uint32
var bgLayouts []*BindGroupLayout
if desc.Layout != nil {
bgCount = desc.Layout.bindGroupCount
bgLayouts = desc.Layout.bindGroupLayouts
}
// Build shader binding sizes for the compute stage.
var shaderBindingSizes map[ir.ResourceBinding]uint64
if desc.Module != nil && desc.Module.irModule != nil {
shaderBindingSizes = extractShaderBindingSizes(desc.Module.irModule)
}
lateGroups := makeLateSizedBufferGroups(shaderBindingSizes, bgLayouts)
// Initialize ResourceRef with onZero callback for refcount-driven destruction.
// ADR-056: unified resource lifecycle.
halCP := halPipeline
cpOnZero := func() {
dq := d.destroyQueue()
if dq != nil {
subIdx := d.lastSubmissionIndex()
dq.Defer(subIdx, "ComputePipeline", func() {
halDevice.DestroyComputePipeline(halCP)
})
} else {
halDevice.DestroyComputePipeline(halCP)
}
}
return &ComputePipeline{
hal: halPipeline,
device: d,
bindGroupCount: bgCount,
bindGroupLayouts: bgLayouts,
lateSizedBufferGroups: lateGroups,
ref: core.NewResourceRef("ComputePipeline:"+desc.Label, cpOnZero),
}, nil
}
// validateComputeWorkgroupSize checks shader workgroup_size against device limits.
// VAL-010: Matches Rust wgpu-core validation.rs:1243-1264.
func (d *Device) validateComputeWorkgroupSize(label, entryPoint string, module *ShaderModule) error {
irMod := module.irModule
if irMod == nil {
return nil
}
// Find the entry point matching the requested name.
for i := range irMod.EntryPoints {
ep := &irMod.EntryPoints[i]
if ep.Name != entryPoint || ep.Stage != ir.StageCompute {
continue
}
wg := ep.Workgroup
limits := d.core.Limits
// Check each dimension for zero.
dimNames := [3]string{"X", "Y", "Z"}
for dim := 0; dim < 3; dim++ {
if wg[dim] == 0 {
return &core.CreateComputePipelineError{
Kind: core.CreateComputePipelineErrorWorkgroupSizeZero,
Label: label,
Dimension: dimNames[dim],
}
}
}
// Check each dimension against device limits.
dimLimits := [3]uint32{
limits.MaxComputeWorkgroupSizeX,
limits.MaxComputeWorkgroupSizeY,
limits.MaxComputeWorkgroupSizeZ,
}
for dim := 0; dim < 3; dim++ {
if wg[dim] > dimLimits[dim] {
return &core.CreateComputePipelineError{
Kind: core.CreateComputePipelineErrorWorkgroupSizeExceeded,
Label: label,
Dimension: dimNames[dim],
Size: wg[dim],
Limit: dimLimits[dim],
}
}
}
// Check total invocations (x*y*z) against MaxComputeInvocationsPerWorkgroup.
total := uint64(wg[0]) * uint64(wg[1]) * uint64(wg[2])
if total > uint64(limits.MaxComputeInvocationsPerWorkgroup) {
return &core.CreateComputePipelineError{
Kind: core.CreateComputePipelineErrorTooManyInvocations,
Label: label,
TotalInvocations: total,
Limit: limits.MaxComputeInvocationsPerWorkgroup,
}
}
break
}
return nil
}
// CreateCommandEncoder creates a command encoder for recording GPU commands.
//
// When a device-level encoder pool is available (BUG-DX12-004), the HAL encoder
// is acquired from the pool instead of creating a new one. This avoids allocating
// expensive GPU resources (DX12 ID3D12CommandAllocator ~64KB, Vulkan VkCommandPool)
// on every frame. After GPU completion, the encoder is reset and returned to the
// pool for reuse. Matches Rust wgpu-core's CommandAllocator pattern (allocator.rs).
func (d *Device) CreateCommandEncoder(desc *CommandEncoderDescriptor) (*CommandEncoder, error) {
if d.released.Load() {
return nil, ErrReleased
}
label := ""
if desc != nil {
label = desc.Label
}
// When pool is available, acquire a recycled HAL encoder and pass it to core.
// This bypasses core's internal CreateCommandEncoder which would create a new
// HAL encoder, and instead uses CreateCommandEncoderWithHAL that accepts
// a pre-existing encoder already in recording state.
if d.cmdEncoderPool != nil {
halEnc, err := d.cmdEncoderPool.acquire()
if err != nil {
return nil, fmt.Errorf("wgpu: encoder pool acquire: %w", err)
}
if err := halEnc.BeginEncoding(label); err != nil {
// Failed to begin encoding — return encoder to pool for future use.
d.cmdEncoderPool.release(halEnc)
return nil, fmt.Errorf("wgpu: begin encoding: %w", err)
}
coreEncoder, err := d.core.CreateCommandEncoderWithHAL(halEnc, label)
if err != nil {
halEnc.DiscardEncoding()
d.cmdEncoderPool.release(halEnc)
return nil, err
}
return &CommandEncoder{
core: coreEncoder,
device: d,
halEncoder: halEnc,
trackedRefs: make([]*core.ResourceRef, 0, 64),
}, nil
}
// Fallback: no pool available (e.g., non-HAL device). Use core's built-in
// encoder creation which creates a fresh HAL encoder each time.
coreEncoder, err := d.core.CreateCommandEncoder(label)
if err != nil {
return nil, err
}
return &CommandEncoder{core: coreEncoder, device: d}, nil
}
// CreateFence creates a GPU synchronization fence.
// Fences are primarily used by the HAL internally for synchronization.
// Most callers should use Queue.Submit + Queue.Poll instead.
func (d *Device) CreateFence() (*Fence, error) {
if d.released.Load() {
return nil, ErrReleased
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
halFence, err := halDevice.CreateFence()
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create fence: %w", err)
}
return &Fence{hal: halFence, device: d}, nil
}
// DestroyFence destroys a fence.
// The fence must not be in use by the GPU when destroyed.
//
// Deprecated: Use Fence.Release() instead.
func (d *Device) DestroyFence(f *Fence) {
if f != nil {
f.Release()
}
}
// ResetFence resets a fence to the unsignaled state.
// The fence must not be in use by the GPU.
func (d *Device) ResetFence(f *Fence) error {
if d.released.Load() {
return ErrReleased
}
if f == nil || f.released {
return ErrReleased
}
halDevice := d.halDevice()
if halDevice == nil {
return ErrReleased
}
return halDevice.ResetFence(f.hal)
}
// GetFenceStatus returns true if the fence is signaled (non-blocking).
// This is used for polling completion without blocking.
func (d *Device) GetFenceStatus(f *Fence) (bool, error) {
if d.released.Load() {
return false, ErrReleased
}
if f == nil || f.released {
return false, ErrReleased
}
halDevice := d.halDevice()
if halDevice == nil {
return false, ErrReleased
}
return halDevice.GetFenceStatus(f.hal)
}
// WaitForFence waits for a fence to reach the specified value.
// Returns true if the fence reached the value, false if timeout expired.
func (d *Device) WaitForFence(f *Fence, value uint64, timeout time.Duration) (bool, error) {
if d.released.Load() {
return false, ErrReleased
}
if f == nil || f.released {
return false, ErrReleased
}
halDevice := d.halDevice()
if halDevice == nil {
return false, ErrReleased
}
return halDevice.Wait(f.hal, value, timeout)
}
// FreeCommandBuffer returns a command buffer to the command pool.
// This must be called after the GPU has finished using the command buffer.
// The command buffer handle becomes invalid after this call.
// For multi-CB encoders, all accumulated HAL command buffers are freed.
func (d *Device) FreeCommandBuffer(cb *CommandBuffer) {
if d.released.Load() || cb == nil {
return
}
halDevice := d.halDevice()
if halDevice == nil {
return
}
for _, buf := range cb.halBufferList() {
if buf != nil {
halDevice.FreeCommandBuffer(buf)
}
}
}
// PushErrorScope pushes a new error scope onto the device's error scope stack.
func (d *Device) PushErrorScope(filter ErrorFilter) {
d.core.PushErrorScope(filter)
}
// PopErrorScope pops the most recently pushed error scope.
// Returns the captured error, or nil if no error occurred.
func (d *Device) PopErrorScope() *GPUError {
return d.core.PopErrorScope()
}
// WaitIdle waits for all GPU work to complete.
func (d *Device) WaitIdle() error {
if d.released.Load() {
return ErrReleased
}
return d.waitIdle()
}
// waitIdle drains the HAL and deferred resource queues without consulting the
// public released bit. Release marks the device unavailable before starting
// teardown, but the native device must remain alive while its last submission
// is drained.
func (d *Device) waitIdle() error {
halDevice := d.halDevice()
if halDevice == nil {
return ErrReleased
}
if err := halDevice.WaitIdle(); err != nil {
return err
}
d.maintainAfterIdle()
return nil
}
// maintainAfterIdle recycles staging buffers and destroys deferred GPU resources
// after the HAL reports the device is idle. Without this, WaitIdle only blocks
// on the GPU — DestroyQueue entries scheduled before the wait are not processed
// until the next Submit, keeping old textures alive across resize boundaries.
func (d *Device) maintainAfterIdle() {
if d.queue == nil || d.queue.hal == nil {
return
}
completed := d.queue.hal.PollCompleted()
if dq := d.destroyQueue(); dq != nil {
dq.Triage(completed)
}
if d.queue.pending != nil {
d.queue.pending.mu.Lock()
d.queue.pending.maintain(completed)
d.queue.pending.mu.Unlock()
}
}
// Release releases the device and all associated resources.
// Deferred resource destructions are flushed before the device is destroyed.
// Shutdown order:
// 0. Retire active surface acquisitions
// 1. WaitIdle and maintain completed work
// 2. Discard unsubmitted queue writes
// 3. Triage + FlushAll — deferred callbacks fire (encoders return to pool)
// 4. Destroy encoder pool (HAL device still alive)
// 5. Destroy core + HAL device
//
// WaitIdle is required because FlushAll calls Triage(PollCompleted()),
// but PollCompleted may return a stale index if GPU hasn't finished.
// Without WaitIdle, deferred encoder recycling callbacks don't fire,
// and pool.destroy() destroys encoders whose VkCommandPool is then
// double-freed by hal.Device.Destroy() → vkDestroyCommandPool crash.
//
// Rust avoids this via Arc ownership + maintain loop. In Go we must
// be explicit: WaitIdle ensures PollCompleted returns final index.