Struct bevy::render::render_resource::DynamicStorageBuffer

pub struct DynamicStorageBuffer<T>
where T: ShaderType,
{ /* private fields */ }
Expand description

Stores data to be transferred to the GPU and made accessible to shaders as a dynamic storage buffer.

Dynamic storage buffers can be made available to shaders in some combination of read/write mode, and can store large amounts of data. Note however that WebGL2 does not support storage buffers, so consider alternative options in this case. Dynamic storage buffers support multiple separate bindings at dynamic byte offsets and so have a push method.

The contained data is stored in system RAM. write_buffer queues copying of the data from system RAM to VRAM. The data within a storage buffer binding must conform to std430 alignment/padding requirements. DynamicStorageBuffer takes care of serialising the inner type to conform to these requirements. Each item pushed into this structure will additionally be aligned to meet dynamic offset alignment requirements.

Other options for storing GPU-accessible data are:

Implementations§

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impl<T> DynamicStorageBuffer<T>
where T: ShaderType + WriteInto,

pub fn buffer(&self) -> Option<&Buffer>

pub fn binding(&self) -> Option<BindingResource<'_>>

pub fn is_empty(&self) -> bool

pub fn push(&mut self, value: T) -> u32

pub fn set_label(&mut self, label: Option<&str>)

pub fn get_label(&self) -> Option<&str>

pub fn add_usages(&mut self, usage: BufferUsages)

Add more BufferUsages to the buffer.

This method only allows addition of flags to the default usage flags.

The default values for buffer usage are BufferUsages::COPY_DST and BufferUsages::STORAGE.

pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue)

pub fn clear(&mut self)

Trait Implementations§

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impl<T> Default for DynamicStorageBuffer<T>
where T: ShaderType,

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fn default() -> DynamicStorageBuffer<T>

Returns the “default value” for a type. Read more
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impl<'a, T> IntoBinding<'a> for &'a DynamicStorageBuffer<T>
where T: ShaderType + WriteInto,

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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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