Struct bevy::render::render_resource::StorageBuffer

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

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

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.

Storage buffers can store runtime-sized arrays, but only if they are the last field in a structure.

The contained data is stored in system RAM. write_buffer queues copying of the data from system RAM to VRAM. Storage buffers must conform to std430 alignment/padding requirements, which is automatically enforced by this structure.

Other options for storing GPU-accessible data are:

Implementations§

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

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

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

pub fn set(&mut self, value: T)

pub fn get(&self) -> &T

pub fn get_mut(&mut self) -> &mut T

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)

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.

Trait Implementations§

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impl<T> Default for StorageBuffer<T>
where T: ShaderType + Default,

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fn default() -> StorageBuffer<T>

Returns the “default value” for a type. Read more
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impl<T> From<T> for StorageBuffer<T>
where T: ShaderType,

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fn from(value: T) -> StorageBuffer<T>

Converts to this type from the input type.
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impl<'a, T> IntoBinding<'a> for &'a StorageBuffer<T>
where T: ShaderType + WriteInto,

Auto Trait Implementations§

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impl<T> Freeze for StorageBuffer<T>
where T: Freeze,

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impl<T> RefUnwindSafe for StorageBuffer<T>
where T: RefUnwindSafe,

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impl<T> Send for StorageBuffer<T>
where T: Send,

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impl<T> Sync for StorageBuffer<T>
where T: Sync,

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impl<T> Unpin for StorageBuffer<T>
where T: Unpin,

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impl<T> UnwindSafe for StorageBuffer<T>
where T: UnwindSafe,

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

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Returns the argument unchanged.

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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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