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package wgpu
import (
"fmt"
"time"
"github.com/gogpu/gputypes"
"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
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.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 {
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
}
return &Buffer{core: coreBuffer, device: d}, nil
}
// CreateTexture creates a GPU texture.
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")
}
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)
}
return &Texture{hal: halTexture, device: d, format: desc.Format}, 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 {
return nil, fmt.Errorf("wgpu: texture is nil")
}
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(texture.hal, halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create texture view: %w", err)
}
return &TextureView{hal: halView, device: d, texture: texture}, nil
}
// CreateSampler creates a texture sampler.
func (d *Device) CreateSampler(desc *SamplerDescriptor) (*Sampler, error) {
if d.released {
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 {
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)
}
return &ShaderModule{hal: halModule, device: d}, nil
}
// CreateBindGroupLayout creates a bind group layout.
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")
}
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 {
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,
}
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 {
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 {
halEntries[i] = entry.toHAL()
}
halDesc := &hal.BindGroupDescriptor{
Label: desc.Label,
Layout: desc.Layout.hal,
Entries: halEntries,
}
halGroup, err := halDevice.CreateBindGroup(halDesc)
if err != nil {
return nil, fmt.Errorf("wgpu: failed to create bind group: %w", err)
}
return &BindGroup{hal: halGroup, device: d, layout: desc.Layout}, nil
}
// CreateRenderPipeline creates a render pipeline.
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")
}
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
}
return &RenderPipeline{
hal: halPipeline,
device: d,
bindGroupCount: bgCount,
bindGroupLayouts: bgLayouts,
requiredVertexBuffers: uint32(len(desc.Vertex.Buffers)), //nolint:gosec // buffer count fits uint32
}, nil
}
// CreateComputePipeline creates a compute pipeline.
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")
}
halDevice := d.halDevice()
if halDevice == nil {
return nil, ErrReleased
}
halDesc := desc.toHAL()
if err := core.ValidateComputePipelineDescriptor(halDesc); 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
}
return &ComputePipeline{
hal: halPipeline,
device: d,
bindGroupCount: bgCount,
bindGroupLayouts: bgLayouts,
}, 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
}
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.
// The returned fence can be used with Queue.SubmitWithFence to track
// GPU work completion without blocking.
func (d *Device) CreateFence() (*Fence, error) {
if d.released {
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 {
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 {
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 {
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.
func (d *Device) FreeCommandBuffer(cb *CommandBuffer) {
if d.released || cb == nil {
return
}
halDevice := d.halDevice()
if halDevice == nil {
return
}
raw := cb.halBuffer()
if raw != nil {
halDevice.FreeCommandBuffer(raw)
}
}
// 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 {
return ErrReleased
}
halDevice := d.halDevice()
if halDevice == nil {
return ErrReleased
}
return halDevice.WaitIdle()
}
// Release releases the device and all associated resources.
func (d *Device) Release() {
if d.released {
return
}
d.released = true
if d.queue != nil {
d.queue.release()
}
d.core.Destroy()
}
// halDevice returns the underlying HAL device for direct resource creation.
func (d *Device) halDevice() hal.Device {
if d.core == nil || !d.core.HasHAL() {
return nil
}
guard := d.core.SnatchLock().Read()
defer guard.Release()
return d.core.Raw(guard)
}