Trait bevy::render::render_resource::encase::ShaderType

pub trait ShaderType {
    // Provided methods
    fn min_size() -> NonZero<u64> { ... }
    fn size(&self) -> NonZero<u64> { ... }
    fn assert_uniform_compat() { ... }
}
Expand description

Base trait for all WGSL host-shareable types

Provided Methods§

fn min_size() -> NonZero<u64>

Represents the minimum size of Self (equivalent to GPUBufferBindingLayout.minBindingSize)

For WGSL fixed-footprint types it represents WGSL Size (equivalent to ShaderSize::SHADER_SIZE)

For WGSL runtime-sized arrays and WGSL structs containing runtime-sized arrays (non fixed-footprint types) this will be calculated by assuming the array has one element

fn size(&self) -> NonZero<u64>

Returns the size of Self at runtime

For WGSL fixed-footprint types it’s equivalent to Self::min_size and ShaderSize::SHADER_SIZE

fn assert_uniform_compat()

Asserts that Self meets the requirements of the uniform address space restrictions on stored values and the uniform address space layout constraints

§Examples
§Array

Will panic since runtime-sized arrays are not compatible with the uniform address space restrictions on stored values

<Vec<mint::Vector4<f32>>>::assert_uniform_compat();

Will panic since the stride is 4 bytes

<[f32; 2]>::assert_uniform_compat();

Will not panic since the stride is 16 bytes

<[mint::Vector4<f32>; 2]>::assert_uniform_compat();
§Struct

Will panic since runtime-sized arrays are not compatible with the uniform address space restrictions on stored values

#[derive(ShaderType)]
struct Invalid {
    #[size(runtime)]
    vec: Vec<mint::Vector4<f32>>
}
Invalid::assert_uniform_compat();

Will panic since the inner struct’s size must be a multiple of 16

#[derive(ShaderType)]
struct S {
    x: f32,
}

#[derive(ShaderType)]
struct Invalid {
    a: f32,
    b: S, // offset between fields 'a' and 'b' must be at least 16 (currently: 4)
}
Invalid::assert_uniform_compat();

Will not panic (fixed via align attribute)

#[derive(ShaderType)]
struct Valid {
    a: f32,
    #[align(16)]
    b: S,
}
Valid::assert_uniform_compat();

Will not panic (fixed via size attribute)

#[derive(ShaderType)]
struct Valid {
    #[size(16)]
    a: f32,
    b: S,
}
Valid::assert_uniform_compat();

Object Safety§

This trait is not object safe.

Implementations on Foreign Types§

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impl ShaderType for Option<NonZero<i32>>

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impl ShaderType for Option<NonZero<u32>>

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impl ShaderType for f32

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impl ShaderType for i32

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impl ShaderType for u32

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impl ShaderType for Wrapping<i32>

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impl ShaderType for Wrapping<u32>

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impl ShaderType for AtomicI32

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impl ShaderType for AtomicU32

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impl<T> ShaderType for Cow<'_, T>
where T: ToOwned<Owned = T> + ShaderType + ?Sized,

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fn size(&self) -> NonZero<u64>

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impl<T> ShaderType for &T
where T: ShaderType + ?Sized,

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fn size(&self) -> NonZero<u64>

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impl<T> ShaderType for &mut T
where T: ShaderType + ?Sized,

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fn size(&self) -> NonZero<u64>

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impl<T> ShaderType for [T]

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fn size(&self) -> NonZero<u64>

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impl<T> ShaderType for Box<T>
where T: ShaderType + ?Sized,

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fn size(&self) -> NonZero<u64>

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impl<T> ShaderType for LinkedList<T>

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fn size(&self) -> NonZero<u64>

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impl<T> ShaderType for VecDeque<T>

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fn size(&self) -> NonZero<u64>

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impl<T> ShaderType for Rc<T>
where T: ShaderType + ?Sized,

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fn size(&self) -> NonZero<u64>

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impl<T> ShaderType for Arc<T>
where T: ShaderType + ?Sized,

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fn size(&self) -> NonZero<u64>

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impl<T> ShaderType for Vec<T>
where T: ShaderType + ShaderSize, Vec<T>: Length,

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fn size(&self) -> NonZero<u64>

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impl<T> ShaderType for Cell<T>
where T: Copy + ShaderType + ?Sized,

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fn size(&self) -> NonZero<u64>

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impl<T, const N: usize> ShaderType for [T; N]

Implementors§

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impl ShaderType for LinearRgba

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impl ShaderType for DepthOfFieldUniform

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impl ShaderType for MotionBlur

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impl ShaderType for Mat2
where f32: ShaderSize,

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impl ShaderType for Mat3
where f32: ShaderSize,

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impl ShaderType for Mat4
where f32: ShaderSize,

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impl ShaderType for Vec2
where f32: ShaderSize,

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impl ShaderType for Vec3
where f32: ShaderSize,

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impl ShaderType for Vec4
where f32: ShaderSize,

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impl ShaderType for IVec2
where i32: ShaderSize,

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impl ShaderType for IVec3
where i32: ShaderSize,

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impl ShaderType for IVec4
where i32: ShaderSize,

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impl ShaderType for UVec2
where u32: ShaderSize,

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impl ShaderType for UVec3
where u32: ShaderSize,

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impl ShaderType for UVec4
where u32: ShaderSize,

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impl ShaderType for PbrDeferredLightingDepthId
where u32: ShaderType,

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impl ShaderType for GpuDirectionalCascade

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impl ShaderType for GpuDirectionalLight

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impl ShaderType for GpuFog

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impl ShaderType for GpuLights

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impl ShaderType for GpuPointLight

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impl ShaderType for GpuPointLightsStorage

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impl ShaderType for GpuPointLightsUniform

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impl ShaderType for LightProbesUniform

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impl ShaderType for MeshCullingData

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impl ShaderType for MeshInputUniform

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impl ShaderType for MeshUniform

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impl ShaderType for PreviousViewData

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impl ShaderType for StandardMaterialUniform

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impl ShaderType for VolumetricFogUniform

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impl ShaderType for ColorMaterialUniform

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impl ShaderType for Mesh2dUniform

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impl ShaderType for IndirectParameters

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impl ShaderType for PreprocessWorkItem

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impl ShaderType for GlobalsUniform

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impl ShaderType for ViewUniform

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impl ShaderType for ArrayLength