pub struct Hub<A: HalApi> {Show 17 fields
pub adapters: Registry<AdapterId, Adapter<A>>,
pub devices: Registry<DeviceId, Device<A>>,
pub queues: Registry<QueueId, Queue<A>>,
pub pipeline_layouts: Registry<PipelineLayoutId, PipelineLayout<A>>,
pub shader_modules: Registry<ShaderModuleId, ShaderModule<A>>,
pub bind_group_layouts: Registry<BindGroupLayoutId, BindGroupLayout<A>>,
pub bind_groups: Registry<BindGroupId, BindGroup<A>>,
pub command_buffers: Registry<CommandBufferId, CommandBuffer<A>>,
pub render_bundles: Registry<RenderBundleId, RenderBundle<A>>,
pub render_pipelines: Registry<RenderPipelineId, RenderPipeline<A>>,
pub compute_pipelines: Registry<ComputePipelineId, ComputePipeline<A>>,
pub query_sets: Registry<QuerySetId, QuerySet<A>>,
pub buffers: Registry<BufferId, Buffer<A>>,
pub staging_buffers: Registry<StagingBufferId, StagingBuffer<A>>,
pub textures: Registry<TextureId, Texture<A>>,
pub texture_views: Registry<TextureViewId, TextureView<A>>,
pub samplers: Registry<SamplerId, Sampler<A>>,
}
Expand description
All the resources for a particular backend in a crate::global::Global
.
To obtain global
’s Hub
for some HalApi
backend type A
,
call A::hub(global)
.
Locking
Each field in Hub
is a Registry
holding all the values of a
particular type of resource, all protected by a single RwLock.
So for example, to access any Buffer
, you must acquire a read
lock on the Hub
s entire buffers registry. The lock guard
gives you access to the Registry
’s Storage
, which you can
then index with the buffer’s id. (Yes, this design causes
contention; see [#2272].)
But most wgpu
operations require access to several different
kinds of resource, so you often need to hold locks on several
different fields of your Hub
simultaneously.
Inside the Registry
there are Arc<T>
where T
is a Resource
Lock of Registry
happens only when accessing to get the specific resource
Fields§
§adapters: Registry<AdapterId, Adapter<A>>
§devices: Registry<DeviceId, Device<A>>
§queues: Registry<QueueId, Queue<A>>
§pipeline_layouts: Registry<PipelineLayoutId, PipelineLayout<A>>
§shader_modules: Registry<ShaderModuleId, ShaderModule<A>>
§bind_group_layouts: Registry<BindGroupLayoutId, BindGroupLayout<A>>
§bind_groups: Registry<BindGroupId, BindGroup<A>>
§command_buffers: Registry<CommandBufferId, CommandBuffer<A>>
§render_bundles: Registry<RenderBundleId, RenderBundle<A>>
§render_pipelines: Registry<RenderPipelineId, RenderPipeline<A>>
§compute_pipelines: Registry<ComputePipelineId, ComputePipeline<A>>
§query_sets: Registry<QuerySetId, QuerySet<A>>
§buffers: Registry<BufferId, Buffer<A>>
§staging_buffers: Registry<StagingBufferId, StagingBuffer<A>>
§textures: Registry<TextureId, Texture<A>>
§texture_views: Registry<TextureViewId, TextureView<A>>
§samplers: Registry<SamplerId, Sampler<A>>