Struct bevy::render::render_asset::RenderAssetBytesPerFrame

pub struct RenderAssetBytesPerFrame {
    pub max_bytes: Option<usize>,
    pub available: usize,
}
Expand description

A resource that attempts to limit the amount of data transferred from cpu to gpu each frame, preventing choppy frames at the cost of waiting longer for gpu assets to become available

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§max_bytes: Option<usize>§available: usize

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impl RenderAssetBytesPerFrame

pub fn new(max_bytes: usize) -> RenderAssetBytesPerFrame

max_bytes: the number of bytes to write per frame. this is a soft limit: only full assets are written currently, uploading stops after the first asset that exceeds the limit. To participate, assets should implement RenderAsset::byte_len. If the default is not overridden, the assets are assumed to be small enough to upload without restriction.

pub fn reset(&mut self)

Reset the available bytes. Called once per frame by the crate::RenderPlugin.

pub fn available_bytes(&self, required_bytes: usize) -> usize

check how many bytes are available since the last reset

Trait Implementations§

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impl Clone for RenderAssetBytesPerFrame

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fn clone(&self) -> RenderAssetBytesPerFrame

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for RenderAssetBytesPerFrame

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for RenderAssetBytesPerFrame

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fn default() -> RenderAssetBytesPerFrame

Returns the “default value” for a type. Read more
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impl ExtractResource for RenderAssetBytesPerFrame

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type Source = RenderAssetBytesPerFrame

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fn extract_resource( source: &<RenderAssetBytesPerFrame as ExtractResource>::Source, ) -> RenderAssetBytesPerFrame

Defines how the resource is transferred into the “render world”.
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impl Copy for RenderAssetBytesPerFrame

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impl Resource for RenderAssetBytesPerFrame
where RenderAssetBytesPerFrame: Send + Sync + 'static,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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