Struct bevy::render::render_resource::DynamicUniformBuffer
pub struct DynamicUniformBuffer<T>where
T: ShaderType,{ /* private fields */ }
Expand description
Stores data to be transferred to the GPU and made accessible to shaders as a dynamic uniform buffer.
Dynamic uniform buffers are available to shaders on a read-only basis. Dynamic uniform buffers are commonly used to make available to shaders runtime-sized arrays of parameters that are otherwise constant during shader execution, and are best suited to data that is relatively small in size as they are only guaranteed to support up to 16kB per binding.
The contained data is stored in system RAM. write_buffer
queues
copying of the data from system RAM to VRAM. Data in uniform buffers must follow std140 alignment/padding requirements,
which is automatically enforced by this structure. Per the WGPU spec, uniform buffers cannot store runtime-sized array
(vectors), or structures with fields that are vectors.
Other options for storing GPU-accessible data are:
Implementations§
§impl<T> DynamicUniformBuffer<T>where
T: ShaderType + WriteInto,
impl<T> DynamicUniformBuffer<T>where
T: ShaderType + WriteInto,
pub fn new_with_alignment(alignment: u64) -> DynamicUniformBuffer<T>
pub fn buffer(&self) -> Option<&Buffer>
pub fn binding(&self) -> Option<BindingResource<'_>>
pub fn binding(&self) -> Option<BindingResource<'_>>
Examples found in repository?
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fn run(
&self,
_graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
(view_target, _post_process_settings): QueryItem<Self::ViewQuery>,
world: &World,
) -> Result<(), NodeRunError> {
// Get the pipeline resource that contains the global data we need
// to create the render pipeline
let post_process_pipeline = world.resource::<PostProcessPipeline>();
// The pipeline cache is a cache of all previously created pipelines.
// It is required to avoid creating a new pipeline each frame,
// which is expensive due to shader compilation.
let pipeline_cache = world.resource::<PipelineCache>();
// Get the pipeline from the cache
let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
else {
return Ok(());
};
// Get the settings uniform binding
let settings_uniforms = world.resource::<ComponentUniforms<PostProcessSettings>>();
let Some(settings_binding) = settings_uniforms.uniforms().binding() else {
return Ok(());
};
// This will start a new "post process write", obtaining two texture
// views from the view target - a `source` and a `destination`.
// `source` is the "current" main texture and you _must_ write into
// `destination` because calling `post_process_write()` on the
// [`ViewTarget`] will internally flip the [`ViewTarget`]'s main
// texture to the `destination` texture. Failing to do so will cause
// the current main texture information to be lost.
let post_process = view_target.post_process_write();
// The bind_group gets created each frame.
//
// Normally, you would create a bind_group in the Queue set,
// but this doesn't work with the post_process_write().
// The reason it doesn't work is because each post_process_write will alternate the source/destination.
// The only way to have the correct source/destination for the bind_group
// is to make sure you get it during the node execution.
let bind_group = render_context.render_device().create_bind_group(
"post_process_bind_group",
&post_process_pipeline.layout,
// It's important for this to match the BindGroupLayout defined in the PostProcessPipeline
&BindGroupEntries::sequential((
// Make sure to use the source view
post_process.source,
// Use the sampler created for the pipeline
&post_process_pipeline.sampler,
// Set the settings binding
settings_binding.clone(),
)),
);
// Begin the render pass
let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
label: Some("post_process_pass"),
color_attachments: &[Some(RenderPassColorAttachment {
// We need to specify the post process destination view here
// to make sure we write to the appropriate texture.
view: post_process.destination,
resolve_target: None,
ops: Operations::default(),
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
// This is mostly just wgpu boilerplate for drawing a fullscreen triangle,
// using the pipeline/bind_group created above
render_pass.set_render_pipeline(pipeline);
render_pass.set_bind_group(0, &bind_group, &[]);
render_pass.draw(0..3, 0..1);
Ok(())
}
pub fn is_empty(&self) -> bool
pub fn push(&mut self, value: &T) -> u32
pub fn push(&mut self, value: &T) -> u32
Push data into the DynamicUniformBuffer
’s internal vector (residing on system RAM).
pub fn set_label(&mut self, label: Option<&str>)
pub fn get_label(&self) -> Option<&str>
pub fn add_usages(&mut self, usage: BufferUsages)
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::UNIFORM
.
pub fn get_writer<'a>(
&'a mut self,
max_count: usize,
device: &RenderDevice,
queue: &'a RenderQueue
) -> Option<DynamicUniformBufferWriter<'a, T>>
pub fn get_writer<'a>( &'a mut self, max_count: usize, device: &RenderDevice, queue: &'a RenderQueue ) -> Option<DynamicUniformBufferWriter<'a, T>>
Creates a writer that can be used to directly write elements into the target buffer.
This method uses less memory and performs fewer memory copies using over push
and write_buffer
.
max_count
must be greater than or equal to the number of elements that are to be written to the buffer, or
the writer will panic while writing. Dropping the writer will schedule the buffer write into the provided
RenderQueue
.
If there is no GPU-side buffer allocated to hold the data currently stored, or if a GPU-side buffer previously
allocated does not have enough capacity to hold max_count
elements, a new GPU-side buffer is created.
Returns None
if there is no allocated GPU-side buffer, and max_count
is 0.
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue)
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue)
Queues writing of data from system RAM to VRAM using the RenderDevice
and the provided RenderQueue
.
If there is no GPU-side buffer allocated to hold the data currently stored, or if a GPU-side buffer previously allocated does not have enough capacity, a new GPU-side buffer is created.
pub fn clear(&mut self)
Trait Implementations§
§impl<T> Default for DynamicUniformBuffer<T>where
T: ShaderType,
impl<T> Default for DynamicUniformBuffer<T>where
T: ShaderType,
§fn default() -> DynamicUniformBuffer<T>
fn default() -> DynamicUniformBuffer<T>
§impl<'a, T> IntoBinding<'a> for &'a DynamicUniformBuffer<T>where
T: ShaderType + WriteInto,
impl<'a, T> IntoBinding<'a> for &'a DynamicUniformBuffer<T>where
T: ShaderType + WriteInto,
fn into_binding(self) -> BindingResource<'a>
Auto Trait Implementations§
impl<T> Freeze for DynamicUniformBuffer<T>
impl<T> RefUnwindSafe for DynamicUniformBuffer<T>
impl<T> Send for DynamicUniformBuffer<T>
impl<T> Sync for DynamicUniformBuffer<T>
impl<T> Unpin for DynamicUniformBuffer<T>
impl<T> UnwindSafe for DynamicUniformBuffer<T>
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§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T
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for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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