Expand description
Allocating resource ids, and tracking the resources they refer to.
The wgpu_core API uses identifiers of type Id<R> to refer to
resources of type R. For example, id::DeviceId is an alias for
Id<Device<Empty>>, and id::BufferId is an alias for
Id<Buffer<Empty>>. Id implements Copy, Hash, Eq, Ord, and
of course Debug.
Each Id contains not only an index for the resource it denotes but
also a Backend indicating which wgpu backend it belongs to. You
can use the gfx_select macro to dynamically dispatch on an id’s
backend to a function specialized at compile time for a specific
backend. See that macro’s documentation for details.
Ids also incorporate a generation number, for additional validation.
The resources to which identifiers refer are freed explicitly. Attempting to use an identifier for a resource that has been freed elicits an error result.
Assigning ids to resources
The users of wgpu_core generally want resource ids to be assigned
in one of two ways:
- 
Users like
wgpuwantwgpu_coreto assign ids to resources itself. For example,wgpuexpects to callGlobal::device_create_bufferand have the return value indicate the newly created buffer’s id. - 
Users like
playerand Firefox want to allocate ids themselves, and passGlobal::device_create_bufferand friends the id to assign the new resource. 
To accommodate either pattern, wgpu_core methods that create
resources all expect an id_in argument that the caller can use to
specify the id, and they all return the id used. For example, the
declaration of Global::device_create_buffer looks like this:
impl<G: GlobalIdentityHandlerFactory> Global<G> {
    /* ... */
    pub fn device_create_buffer<A: HalApi>(
        &self,
        device_id: id::DeviceId,
        desc: &resource::BufferDescriptor,
        id_in: Input<G, id::BufferId>,
    ) -> (id::BufferId, Option<resource::CreateBufferError>) {
        /* ... */
    }
    /* ... */
}Users that want to assign resource ids themselves pass in the id they
want as the id_in argument, whereas users that want wgpu_core
itself to choose ids always pass (). In either case, the id
ultimately assigned is returned as the first element of the tuple.
Producing true identifiers from id_in values is the job of an
IdentityHandler implementation, which has an associated type
Input saying what type of id_in values it accepts, and a
process method that turns such values into true identifiers of
type I. There are two kinds of IdentityHandlers:
- 
Users that want
wgpu_coreto assign ids generally useIdentityManager(wrapped in a mutex). ItsInputtype is(), and it tracks assigned ids and generation numbers as necessary. (This is whatwgpudoes.) - 
Users that want to assign ids themselves use an
IdentityHandlerwhoseInputtype isIitself, and whoseprocessmethod simply passes theid_inargument through unchanged. For example, theplayercrate uses anIdentityPassThroughtype whoseprocessmethod simply adjusts the id’s backend (since recordings can be replayed on a different backend than the one they were created on) but passes the rest of the id’s content through unchanged. 
Because an IdentityHandler<I> can only create ids for a single
resource type I, constructing a Global entails constructing a
separate IdentityHandler<I> for each resource type I that the
Global will manage: an IdentityHandler<DeviceId>, an
IdentityHandler<TextureId>, and so on.
The Global::new function could simply take a large collection of
IdentityHandler<I> implementations as arguments, but that would be
ungainly. Instead, Global::new expects a factory argument that
implements the GlobalIdentityHandlerFactory trait, which extends
IdentityHandlerFactory<I> for each resource id type I. This
trait, in turn, has a spawn method that constructs an
IdentityHandler<I> for the Global to use.
What this means is that the types of resource creation functions’
id_in arguments depend on the Global’s G type parameter. A
Global<G>’s IdentityHandler<I> implementation is:
<G as IdentityHandlerFactory<I>>::Filterwhere Filter is an associated type of the IdentityHandlerFactory trait.
Thus, its id_in type is:
<<G as IdentityHandlerFactory<I>>::Filter as IdentityHandler<I>>::InputThe Input<G, I> type is an alias for this construction.
Id allocation and streaming
Perhaps surprisingly, allowing users to assign resource ids themselves enables major performance improvements in some applications.
The wgpu_core API is designed for use by Firefox’s WebGPU
implementation. For security, web content and GPU use must be kept
segregated in separate processes, with all interaction between them
mediated by an inter-process communication protocol. As web content uses
the WebGPU API, the content process sends messages to the GPU process,
which interacts with the platform’s GPU APIs on content’s behalf,
occasionally sending results back.
In a classic Rust API, a resource allocation function takes parameters
describing the resource to create, and if creation succeeds, it returns
the resource id in a Result::Ok value. However, this design is a poor
fit for the split-process design described above: content must wait for
the reply to its buffer-creation message (say) before it can know which
id it can use in the next message that uses that buffer. On a common
usage pattern, the classic Rust design imposes the latency of a full
cross-process round trip.
We can avoid incurring these round-trip latencies simply by letting the content process assign resource ids itself. With this approach, content can choose an id for the new buffer, send a message to create the buffer, and then immediately send the next message operating on that buffer, since it already knows its id. Allowing content and GPU process activity to be pipelined greatly improves throughput.
To help propagate errors correctly in this style of usage, when resource creation fails, the id supplied for that resource is marked to indicate as much, allowing subsequent operations using that id to be properly flagged as errors as well.
Structs
- All the resources for a particular backend in a
Global. 
Enums
Traits
- Type system for enforcing the lock order on
Hubfields.