use std::borrow::Cow; pub use wgpu::{Backends, Features as WgpuFeatures, Limits as WgpuLimits, PowerPreference}; #[derive(Clone)] pub enum WgpuOptionsPriority { Compatibility, Functionality, WebGL2, } #[derive(Clone)] pub struct WgpuOptions { pub device_label: Option>, pub backends: Option, pub power_preference: PowerPreference, pub priority: WgpuOptionsPriority, pub features: WgpuFeatures, pub limits: WgpuLimits, } impl Default for WgpuOptions { fn default() -> Self { let default_backends = if cfg!(feature = "webgl") { Backends::GL } else { Backends::PRIMARY }; let backends = Some(wgpu::util::backend_bits_from_env().unwrap_or(default_backends)); let priority = options_priority_from_env().unwrap_or(WgpuOptionsPriority::Functionality); let limits = if cfg!(feature = "webgl") || matches!(priority, WgpuOptionsPriority::WebGL2) { wgpu::Limits::downlevel_webgl2_defaults() } else { #[allow(unused_mut)] let mut limits = wgpu::Limits::default(); #[cfg(feature = "ci_limits")] { limits.max_storage_textures_per_shader_stage = 4; limits.max_texture_dimension_3d = 1024; } limits }; Self { device_label: Default::default(), backends, power_preference: PowerPreference::HighPerformance, priority, features: wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES, limits, } } } /// Get a features/limits priority from the environment variable WGPU_OPTIONS_PRIO pub fn options_priority_from_env() -> Option { Some( match std::env::var("WGPU_OPTIONS_PRIO") .as_deref() .map(str::to_lowercase) .as_deref() { Ok("compatibility") => WgpuOptionsPriority::Compatibility, Ok("functionality") => WgpuOptionsPriority::Functionality, Ok("webgl2") => WgpuOptionsPriority::WebGL2, _ => return None, }, ) }