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Is there a way to access raw handles for components? #3698

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jdu opened this issue Mar 25, 2021 · 4 comments
Open

Is there a way to access raw handles for components? #3698

jdu opened this issue Mar 25, 2021 · 4 comments

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@jdu
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jdu commented Mar 25, 2021

Short info header:

  • GFX version: 0.6.0+
  • OS: All
  • GPU: All

Is there way to expose the raw handle for things like the Device in order "shim" libraries into gfx-rs?

For example the skulpin project using rafx, can get a raw handle to instance, device, etc.. to pass into skia-safe to bind to a skia BackendContext. You can see how skulpin does this here https://github.com/aclysma/skulpin/blob/master/skulpin-renderer/src/skia_support.rs#L48 with rafx.

Is there a way to get a passable handle from gfx-rs to perform something similar in order to allow shimming of skia into the gfx-backend-* I've looked through the docs a fair bit and tried a few different things, but i'm coming up empty-handed to see how I could achieve this.

@kvark
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kvark commented Mar 25, 2021

There is no portable way to get the raw handles off gfx-rs objects, since there isn't always 1:1 mapping to anything under the API. Instead, each backend can expose its own raw APIs as needed. For example, Vulkan Instance could make the inner here public:

inner: ash::Instance,

If you make a list of things you'd need exposed, we can make sure they are available.

@jdu
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jdu commented Mar 25, 2021

I'll have a look at what exactly needs to be made public and see if I can come up with a concrete list based on the different backends. I can do PRs to the individual backends to mark the items public if that's easier than dumping a list here and you can approve/reject depending on whether it aligns with the project.

@kvark
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kvark commented Mar 25, 2021

The PRs are definitely preferred and much appreciated. Thank you!

@zmerp
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zmerp commented May 15, 2021

I'm also interested in this. Personally I would use this to connect gfx-hal with OpenXR, OpenVR (driver API) and FFmpeg hardware acceleration API. Integrating these APIs directly into gfx-hal would not make much sense to me.

bors bot added a commit that referenced this issue May 20, 2021
3762: Low level interop with Vulkan backend r=kvark a=zarik5

Related issues: #3698 #3761 blaind/xrbevy#1

This PR exposes some Vulkan-backend-specific details needed for interop with other low level APIs. In particular this PR aims to implement a minimum viable API to allow OpenXR integration as a separate crate.

This PR is nowhere complete. I opened it to get some feedback; this is my first PR on a project the size of gfx-hal.

This is the first of multiple PRs needed for OpenXR support in wgpu.

PR checklist:
- [ ] `make` succeeds (on *nix)
- [ ] `make reftests` succeeds
- [ ] tested examples with the following backends: Vulkan

EDIT: To make things clear, this is another take on #3761. Me and @blaind are working together on this route.

Co-authored-by: zarik5 <riccardo.zaglia5@gmail.com>
bors bot added a commit that referenced this issue Jun 17, 2021
3775: expose the underlying metal device r=kvark a=ccbrown

This facilitates the ability to lock and utilize the underlying Metal device directly.

My need is very similar to the one described in #3698, in which it was mentioned that functionality like this could be added to the individual backends and that PRs were appreciated.

PR checklist:
- [x] `make` succeeds (on *nix)
- [x] `make reftests` succeeds
- [x] tested examples with the following backends:


Co-authored-by: Chris Brown <ccbrown112@gmail.com>
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