wgpu/api/render_pipeline.rs
1use std::{num::NonZeroU32, sync::Arc, thread};
2
3use crate::*;
4
5/// Handle to a rendering (graphics) pipeline.
6///
7/// A `RenderPipeline` object represents a graphics pipeline and its stages, bindings, vertex
8/// buffers and targets. It can be created with [`Device::create_render_pipeline`].
9///
10/// Corresponds to [WebGPU `GPURenderPipeline`](https://gpuweb.github.io/gpuweb/#render-pipeline).
11#[derive(Debug)]
12pub struct RenderPipeline {
13 pub(crate) context: Arc<C>,
14 pub(crate) data: Box<Data>,
15}
16#[cfg(send_sync)]
17static_assertions::assert_impl_all!(RenderPipeline: Send, Sync);
18
19super::impl_partialeq_eq_hash!(RenderPipeline);
20
21impl Drop for RenderPipeline {
22 fn drop(&mut self) {
23 if !thread::panicking() {
24 self.context.render_pipeline_drop(self.data.as_ref());
25 }
26 }
27}
28
29impl RenderPipeline {
30 /// Get an object representing the bind group layout at a given index.
31 ///
32 /// If this pipeline was created with a [default layout][RenderPipelineDescriptor::layout], then
33 /// bind groups created with the returned `BindGroupLayout` can only be used with this pipeline.
34 ///
35 /// This method will raise a validation error if there is no bind group layout at `index`.
36 pub fn get_bind_group_layout(&self, index: u32) -> BindGroupLayout {
37 let context = Arc::clone(&self.context);
38 let data = self
39 .context
40 .render_pipeline_get_bind_group_layout(self.data.as_ref(), index);
41 BindGroupLayout { context, data }
42 }
43}
44
45/// Describes how the vertex buffer is interpreted.
46///
47/// For use in [`VertexState`].
48///
49/// Corresponds to [WebGPU `GPUVertexBufferLayout`](
50/// https://gpuweb.github.io/gpuweb/#dictdef-gpuvertexbufferlayout).
51#[derive(Clone, Debug, Hash, Eq, PartialEq)]
52pub struct VertexBufferLayout<'a> {
53 /// The stride, in bytes, between elements of this buffer.
54 pub array_stride: BufferAddress,
55 /// How often this vertex buffer is "stepped" forward.
56 pub step_mode: VertexStepMode,
57 /// The list of attributes which comprise a single vertex.
58 pub attributes: &'a [VertexAttribute],
59}
60static_assertions::assert_impl_all!(VertexBufferLayout<'_>: Send, Sync);
61
62/// Describes the vertex processing in a render pipeline.
63///
64/// For use in [`RenderPipelineDescriptor`].
65///
66/// Corresponds to [WebGPU `GPUVertexState`](
67/// https://gpuweb.github.io/gpuweb/#dictdef-gpuvertexstate).
68#[derive(Clone, Debug)]
69pub struct VertexState<'a> {
70 /// The compiled shader module for this stage.
71 pub module: &'a ShaderModule,
72 /// The name of the entry point in the compiled shader to use.
73 ///
74 /// If [`Some`], there must be a vertex-stage shader entry point with this name in `module`.
75 /// Otherwise, expect exactly one vertex-stage entry point in `module`, which will be
76 /// selected.
77 // NOTE: keep phrasing in sync. with `ComputePipelineDescriptor::entry_point`
78 // NOTE: keep phrasing in sync. with `FragmentState::entry_point`
79 pub entry_point: Option<&'a str>,
80 /// Advanced options for when this pipeline is compiled
81 ///
82 /// This implements `Default`, and for most users can be set to `Default::default()`
83 pub compilation_options: PipelineCompilationOptions<'a>,
84 /// The format of any vertex buffers used with this pipeline.
85 pub buffers: &'a [VertexBufferLayout<'a>],
86}
87#[cfg(send_sync)]
88static_assertions::assert_impl_all!(VertexState<'_>: Send, Sync);
89
90/// Describes the fragment processing in a render pipeline.
91///
92/// For use in [`RenderPipelineDescriptor`].
93///
94/// Corresponds to [WebGPU `GPUFragmentState`](
95/// https://gpuweb.github.io/gpuweb/#dictdef-gpufragmentstate).
96#[derive(Clone, Debug)]
97pub struct FragmentState<'a> {
98 /// The compiled shader module for this stage.
99 pub module: &'a ShaderModule,
100 /// The name of the entry point in the compiled shader to use.
101 ///
102 /// If [`Some`], there must be a `@fragment` shader entry point with this name in `module`.
103 /// Otherwise, expect exactly one fragment-stage entry point in `module`, which will be
104 /// selected.
105 // NOTE: keep phrasing in sync. with `ComputePipelineDescriptor::entry_point`
106 // NOTE: keep phrasing in sync. with `VertexState::entry_point`
107 pub entry_point: Option<&'a str>,
108 /// Advanced options for when this pipeline is compiled
109 ///
110 /// This implements `Default`, and for most users can be set to `Default::default()`
111 pub compilation_options: PipelineCompilationOptions<'a>,
112 /// The color state of the render targets.
113 pub targets: &'a [Option<ColorTargetState>],
114}
115#[cfg(send_sync)]
116static_assertions::assert_impl_all!(FragmentState<'_>: Send, Sync);
117
118/// Describes a render (graphics) pipeline.
119///
120/// For use with [`Device::create_render_pipeline`].
121///
122/// Corresponds to [WebGPU `GPURenderPipelineDescriptor`](
123/// https://gpuweb.github.io/gpuweb/#dictdef-gpurenderpipelinedescriptor).
124#[derive(Clone, Debug)]
125pub struct RenderPipelineDescriptor<'a> {
126 /// Debug label of the pipeline. This will show up in graphics debuggers for easy identification.
127 pub label: Label<'a>,
128 /// The layout of bind groups for this pipeline.
129 ///
130 /// If this is set, then [`Device::create_render_pipeline`] will raise a validation error if
131 /// the layout doesn't match what the shader module(s) expect.
132 ///
133 /// Using the same [`PipelineLayout`] for many [`RenderPipeline`] or [`ComputePipeline`]
134 /// pipelines guarantees that you don't have to rebind any resources when switching between
135 /// those pipelines.
136 ///
137 /// ## Default pipeline layout
138 ///
139 /// If `layout` is `None`, then the pipeline has a [default layout] created and used instead.
140 /// The default layout is deduced from the shader modules.
141 ///
142 /// You can use [`RenderPipeline::get_bind_group_layout`] to create bind groups for use with the
143 /// default layout. However, these bind groups cannot be used with any other pipelines. This is
144 /// convenient for simple pipelines, but using an explicit layout is recommended in most cases.
145 ///
146 /// [default layout]: https://www.w3.org/TR/webgpu/#default-pipeline-layout
147 pub layout: Option<&'a PipelineLayout>,
148 /// The compiled vertex stage, its entry point, and the input buffers layout.
149 pub vertex: VertexState<'a>,
150 /// The properties of the pipeline at the primitive assembly and rasterization level.
151 pub primitive: PrimitiveState,
152 /// The effect of draw calls on the depth and stencil aspects of the output target, if any.
153 pub depth_stencil: Option<DepthStencilState>,
154 /// The multi-sampling properties of the pipeline.
155 pub multisample: MultisampleState,
156 /// The compiled fragment stage, its entry point, and the color targets.
157 pub fragment: Option<FragmentState<'a>>,
158 /// If the pipeline will be used with a multiview render pass, this indicates how many array
159 /// layers the attachments will have.
160 pub multiview: Option<NonZeroU32>,
161 /// The pipeline cache to use when creating this pipeline.
162 pub cache: Option<&'a PipelineCache>,
163}
164#[cfg(send_sync)]
165static_assertions::assert_impl_all!(RenderPipelineDescriptor<'_>: Send, Sync);