Document default pipeline layout behavior. (#6275)

* Document default pipeline layout behavior.

Fixes #6254.

* Fix typo

* Apply suggestions from code review

Co-authored-by: Andreas Reich <r_andreas2@web.de>

* Remove text about panics in get_bind_group_layout.

We shouldn't advertise the behavior until it is consistent between
webgpu and wgpu-core.

---------

Co-authored-by: Andreas Reich <r_andreas2@web.de>
This commit is contained in:
Ben Reeves 2024-09-15 16:08:13 -05:00 committed by GitHub
parent 2fac5e983e
commit 434f197410
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2 changed files with 44 additions and 0 deletions

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@ -20,6 +20,10 @@ super::impl_partialeq_eq_hash!(ComputePipeline);
impl ComputePipeline {
/// Get an object representing the bind group layout at a given index.
///
/// If this pipeline was created with a [default layout][ComputePipelineDescriptor::layout],
/// then bind groups created with the returned `BindGroupLayout` can only be used with this
/// pipeline.
pub fn get_bind_group_layout(&self, index: u32) -> BindGroupLayout {
let context = Arc::clone(&self.context);
let data = self
@ -48,6 +52,25 @@ pub struct ComputePipelineDescriptor<'a> {
/// Debug label of the pipeline. This will show up in graphics debuggers for easy identification.
pub label: Label<'a>,
/// The layout of bind groups for this pipeline.
///
/// If this is set, then [`Device::create_compute_pipeline`] will raise a validation error if
/// the layout doesn't match what the shader module(s) expect.
///
/// Using the same [`PipelineLayout`] for many [`RenderPipeline`] or [`ComputePipeline`]
/// pipelines guarantees that you don't have to rebind any resources when switching between
/// those pipelines.
///
/// ## Default pipeline layout
///
/// If `layout` is `None`, then the pipeline has a [default layout] created and used instead.
/// The default layout is deduced from the shader modules.
///
/// You can use [`ComputePipeline::get_bind_group_layout`] to create bind groups for use with
/// the default layout. However, these bind groups cannot be used with any other pipelines. This
/// is convenient for simple pipelines, but using an explicit layout is recommended in most
/// cases.
///
/// [default layout]: https://www.w3.org/TR/webgpu/#default-pipeline-layout
pub layout: Option<&'a PipelineLayout>,
/// The compiled shader module for this stage.
pub module: &'a ShaderModule,

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@ -28,6 +28,9 @@ impl Drop for RenderPipeline {
impl RenderPipeline {
/// Get an object representing the bind group layout at a given index.
///
/// If this pipeline was created with a [default layout][RenderPipelineDescriptor::layout], then
/// bind groups created with the returned `BindGroupLayout` can only be used with this pipeline.
pub fn get_bind_group_layout(&self, index: u32) -> BindGroupLayout {
let context = Arc::clone(&self.context);
let data = self
@ -121,6 +124,24 @@ pub struct RenderPipelineDescriptor<'a> {
/// Debug label of the pipeline. This will show up in graphics debuggers for easy identification.
pub label: Label<'a>,
/// The layout of bind groups for this pipeline.
///
/// If this is set, then [`Device::create_render_pipeline`] will raise a validation error if
/// the layout doesn't match what the shader module(s) expect.
///
/// Using the same [`PipelineLayout`] for many [`RenderPipeline`] or [`ComputePipeline`]
/// pipelines guarantees that you don't have to rebind any resources when switching between
/// those pipelines.
///
/// ## Default pipeline layout
///
/// If `layout` is `None`, then the pipeline has a [default layout] created and used instead.
/// The default layout is deduced from the shader modules.
///
/// You can use [`RenderPipeline::get_bind_group_layout`] to create bind groups for use with the
/// default layout. However, these bind groups cannot be used with any other pipelines. This is
/// convenient for simple pipelines, but using an explicit layout is recommended in most cases.
///
/// [default layout]: https://www.w3.org/TR/webgpu/#default-pipeline-layout
pub layout: Option<&'a PipelineLayout>,
/// The compiled vertex stage, its entry point, and the input buffers layout.
pub vertex: VertexState<'a>,