text: """
  All wgpu structs.
  """
  
  # THIS CODE IS AUTOGENERATED - DO NOT EDIT
  
  _use_sphinx_repr = False
  
  
  class Struct:
      def __init__(self, name, **kwargs):
          self._name = name
          for key, val in kwargs.items():
              setattr(self, key, val)
  
      def __iter__(self):
          return iter([key for key in dir(self) if not key.startswith("_")])
  
      def __repr__(self):
          options = ", ".join(f"'{x}'" for x in self)
          if _use_sphinx_repr:  # no-cover
              return options
          return f"<{self.__class__.__name__} {self._name}: {options}>"
  
  
  # There are 58 structs
  
  RequestAdapterOptions = Struct(
      "RequestAdapterOptions",
      power_preference="enums.PowerPreference",
      force_fallback_adapter="bool",
  )  #:
  
  DeviceDescriptor = Struct(
      "DeviceDescriptor",
      label="str",
      required_features="List[enums.FeatureName]",
      required_limits="Dict[str, int]",
      default_queue="structs.QueueDescriptor",
  )  #:
  
  BufferDescriptor = Struct(
      "BufferDescriptor",
      label="str",
      size="int",
      usage="flags.BufferUsage",
      mapped_at_creation="bool",
  )  #:
  
  TextureDescriptor = Struct(
      "TextureDescriptor",
      label="str",
      size="structs.Extent3D",
      mip_level_count="int",
      sample_count="int",
      dimension="enums.TextureDimension",
      format="enums.TextureFormat",
      usage="flags.TextureUsage",
      view_formats="List[enums.TextureFormat]",
  )  #:
  
  TextureViewDescriptor = Struct(
      "TextureViewDescriptor",
      label="str",
      format="enums.TextureFormat",
      dimension="enums.TextureViewDimension",
      aspect="enums.TextureAspect",
      base_mip_level="int",
      mip_level_count="int",
      base_array_layer="int",
      array_layer_count="int",
  )  #:
  
  ExternalTextureDescriptor = Struct(
      "ExternalTextureDescriptor",
      label="str",
      source="object",
      color_space="enums.PredefinedColorSpace",
  )  #:
  
  SamplerDescriptor = Struct(
      "SamplerDescriptor",
      label="str",
      address_mode_u="enums.AddressMode",
      address_mode_v="enums.AddressMode",
      address_mode_w="enums.AddressMode",
      mag_filter="enums.FilterMode",
      min_filter="enums.FilterMode",
      mipmap_filter="enums.MipmapFilterMode",
      lod_min_clamp="float",
      lod_max_clamp="float",
      compare="enums.CompareFunction",
      max_anisotropy="int",
  )  #:
  
  BindGroupLayoutDescriptor = Struct(
      "BindGroupLayoutDescriptor",
      label="str",
      entries="List[structs.BindGroupLayoutEntry]",
  )  #:
  
  BindGroupLayoutEntry = Struct(
      "BindGroupLayoutEntry",
      binding="int",
      visibility="flags.ShaderStage",
      buffer="structs.BufferBindingLayout",
      sampler="structs.SamplerBindingLayout",
      texture="structs.TextureBindingLayout",
      storage_texture="structs.StorageTextureBindingLayout",
      external_texture="structs.ExternalTextureBindingLayout",
  )  #:
  
  BufferBindingLayout = Struct(
      "BufferBindingLayout",
      type="enums.BufferBindingType",
      has_dynamic_offset="bool",
      min_binding_size="int",
  )  #:
  
  SamplerBindingLayout = Struct(
      "SamplerBindingLayout",
      type="enums.SamplerBindingType",
  )  #:
  
  TextureBindingLayout = Struct(
      "TextureBindingLayout",
      sample_type="enums.TextureSampleType",
      view_dimension="enums.TextureViewDimension",
      multisampled="bool",
  )  #:
  
  StorageTextureBindingLayout = Struct(
      "StorageTextureBindingLayout",
      access="enums.StorageTextureAccess",
      format="enums.TextureFormat",
      view_dimension="enums.TextureViewDimension",
  )  #:
  
  ExternalTextureBindingLayout = Struct(
      "ExternalTextureBindingLayout",
  )  #:
  
  BindGroupDescriptor = Struct(
      "BindGroupDescriptor",
      label="str",
      layout="GPUBindGroupLayout",
      entries="List[structs.BindGroupEntry]",
  )  #:
  
  BindGroupEntry = Struct(
      "BindGroupEntry",
      binding="int",
      resource="Union[GPUSampler, GPUTextureView, structs.BufferBinding, GPUExternalTexture]",
  )  #:
  
  BufferBinding = Struct(
      "BufferBinding",
      buffer="GPUBuffer",
      offset="int",
      size="int",
  )  #:
  
  PipelineLayoutDescriptor = Struct(
      "PipelineLayoutDescriptor",
      label="str",
      bind_group_layouts="List[GPUBindGroupLayout]",
  )  #:
  
  ShaderModuleCompilationHint = Struct(
      "ShaderModuleCompilationHint",
      layout="GPUPipelineLayout",
  )  #:
  
  ShaderModuleDescriptor = Struct(
      "ShaderModuleDescriptor",
      label="str",
      code="str",
      source_map="dict",
      hints="Dict[str, structs.ShaderModuleCompilationHint]",
  )  #:
  
  ProgrammableStage = Struct(
      "ProgrammableStage",
      module="GPUShaderModule",
      entry_point="str",
      constants="Dict[str, float]",
  )  #:
  
  ComputePipelineDescriptor = Struct(
      "ComputePipelineDescriptor",
      label="str",
      layout="GPUPipelineLayout",
      compute="structs.ProgrammableStage",
  )  #:
  
  RenderPipelineDescriptor = Struct(
      "RenderPipelineDescriptor",
      label="str",
      layout="GPUPipelineLayout",
      vertex="structs.VertexState",
      primitive="structs.PrimitiveState",
      depth_stencil="structs.DepthStencilState",
      multisample="structs.MultisampleState",
      fragment="structs.FragmentState",
  )  #:
  
  PrimitiveState = Struct(
      "PrimitiveState",
      topology="enums.PrimitiveTopology",
      strip_index_format="enums.IndexFormat",
      front_face="enums.FrontFace",
      cull_mode="enums.CullMode",
      unclipped_depth="bool",
  )  #:
  
  MultisampleState = Struct(
      "MultisampleState",
      count="int",
      mask="int",
      alpha_to_coverage_enabled="bool",
  )  #:
  
  FragmentState = Struct(
      "FragmentState",
      module="GPUShaderModule",
      entry_point="str",
      constants="Dict[str, float]",
      targets="List[structs.ColorTargetState]",
  )  #:
  
  ColorTargetState = Struct(
      "ColorTargetState",
      format="enums.TextureFormat",
      blend="structs.BlendState",
      write_mask="flags.ColorWrite",
  )  #:
  
  BlendState = Struct(
      "BlendState",
      color="structs.BlendComponent",
      alpha="structs.BlendComponent",
  )  #:
  
  BlendComponent = Struct(
      "BlendComponent",
      operation="enums.BlendOperation",
      src_factor="enums.BlendFactor",
      dst_factor="enums.BlendFactor",
  )  #:
  
  DepthStencilState = Struct(
      "DepthStencilState",
      format="enums.TextureFormat",
      depth_write_enabled="bool",
      depth_compare="enums.CompareFunction",
      stencil_front="structs.StencilFaceState",
      stencil_back="structs.StencilFaceState",
      stencil_read_mask="int",
      stencil_write_mask="int",
      depth_bias="int",
      depth_bias_slope_scale="float",
      depth_bias_clamp="float",
  )  #:
  
  StencilFaceState = Struct(
      "StencilFaceState",
      compare="enums.CompareFunction",
      fail_op="enums.StencilOperation",
      depth_fail_op="enums.StencilOperation",
      pass_op="enums.StencilOperation",
  )  #:
  
  VertexState = Struct(
      "VertexState",
      module="GPUShaderModule",
      entry_point="str",
      constants="Dict[str, float]",
      buffers="List[structs.VertexBufferLayout]",
  )  #:
  
  VertexBufferLayout = Struct(
      "VertexBufferLayout",
      array_stride="int",
      step_mode="enums.VertexStepMode",
      attributes="List[structs.VertexAttribute]",
  )  #:
  
  VertexAttribute = Struct(
      "VertexAttribute",
      format="enums.VertexFormat",
      offset="int",
      shader_location="int",
  )  #:
  
  CommandBufferDescriptor = Struct(
      "CommandBufferDescriptor",
      label="str",
  )  #:
  
  CommandEncoderDescriptor = Struct(
      "CommandEncoderDescriptor",
      label="str",
  )  #:
  
  ImageDataLayout = Struct(
      "ImageDataLayout",
      offset="int",
      bytes_per_row="int",
      rows_per_image="int",
  )  #:
  
  ImageCopyBuffer = Struct(
      "ImageCopyBuffer",
      offset="int",
      bytes_per_row="int",
      rows_per_image="int",
      buffer="GPUBuffer",
  )  #:
  
  ImageCopyTexture = Struct(
      "ImageCopyTexture",
      texture="GPUTexture",
      mip_level="int",
      origin="Union[List[int], structs.Origin3D]",
      aspect="enums.TextureAspect",
  )  #:
  
  ImageCopyExternalImage = Struct(
      "ImageCopyExternalImage",
      source="Union[memoryview, object, object]",
      origin="Union[List[int], structs.Origin2D]",
      flip_y="bool",
  )  #:
  
  ComputePassTimestampWrite = Struct(
      "ComputePassTimestampWrite",
      query_set="GPUQuerySet",
      query_index="int",
      location="enums.ComputePassTimestampLocation",
  )  #:
  
  ComputePassDescriptor = Struct(
      "ComputePassDescriptor",
      label="str",
      timestamp_writes="List[structs.ComputePassTimestampWrite]",
  )  #:
  
  RenderPassTimestampWrite = Struct(
      "RenderPassTimestampWrite",
      query_set="GPUQuerySet",
      query_index="int",
      location="enums.RenderPassTimestampLocation",
  )  #:
  
  RenderPassDescriptor = Struct(
      "RenderPassDescriptor",
      label="str",
      color_attachments="List[structs.RenderPassColorAttachment]",
      depth_stencil_attachment="structs.RenderPassDepthStencilAttachment",
      occlusion_query_set="GPUQuerySet",
      timestamp_writes="List[structs.RenderPassTimestampWrite]",
  )  #:
  
  RenderPassColorAttachment = Struct(
      "RenderPassColorAttachment",
      view="GPUTextureView",
      resolve_target="GPUTextureView",
      clear_value="Union[List[float], structs.Color]",
      load_op="enums.LoadOp",
      store_op="enums.StoreOp",
  )  #:
  
  RenderPassDepthStencilAttachment = Struct(
      "RenderPassDepthStencilAttachment",
      view="GPUTextureView",
      depth_clear_value="float",
      depth_load_op="enums.LoadOp",
      depth_store_op="enums.StoreOp",
      depth_read_only="bool",
      stencil_clear_value="int",
      stencil_load_op="enums.LoadOp",
      stencil_store_op="enums.StoreOp",
      stencil_read_only="bool",
  )  #:
  
  RenderPassLayout = Struct(
      "RenderPassLayout",
      label="str",
      color_formats="List[enums.TextureFormat]",
      depth_stencil_format="enums.TextureFormat",
      sample_count="int",
  )  #:
  
  RenderBundleDescriptor = Struct(
      "RenderBundleDescriptor",
      label="str",
  )  #:
  
  RenderBundleEncoderDescriptor = Struct(
      "RenderBundleEncoderDescriptor",
      label="str",
      color_formats="List[enums.TextureFormat]",
      depth_stencil_format="enums.TextureFormat",
      sample_count="int",
      depth_read_only="bool",
      stencil_read_only="bool",
  )  #:
  
  QueueDescriptor = Struct(
      "QueueDescriptor",
      label="str",
  )  #:
  
  QuerySetDescriptor = Struct(
      "QuerySetDescriptor",
      label="str",
      type="enums.QueryType",
      count="int",
  )  #:
  
  CanvasConfiguration = Struct(
      "CanvasConfiguration",
      device="GPUDevice",
      format="enums.TextureFormat",
      usage="flags.TextureUsage",
      view_formats="List[enums.TextureFormat]",
      color_space="enums.PredefinedColorSpace",
      compositing_alpha_mode="enums.CanvasCompositingAlphaMode",
      size="structs.Extent3D",
  )  #:
  
  UncapturedErrorEventInit = Struct(
      "UncapturedErrorEventInit",
      error="Union[GPUOutOfMemoryError, GPUValidationError]",
  )  #:
  
  Color = Struct(
      "Color",
      r="float",
      g="float",
      b="float",
      a="float",
  )  #:
  
  Origin2D = Struct(
      "Origin2D",
      x="int",
      y="int",
  )  #:
  
  Origin3D = Struct(
      "Origin3D",
      x="int",
      y="int",
      z="int",
  )  #:
  
  Extent3D = Struct(
      "Extent3D",
      width="int",
      height="int",
      depth_or_array_layers="int",
  )  #:
  