Struct bevy::render::render_resource::UniformBuffer

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

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

Uniform buffers are available to shaders on a read-only basis. Uniform buffers are commonly used to make available to shaders parameters that are constant during shader execution, and are best used for 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§

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

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

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

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

Set the data the buffer stores.

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::UNIFORM.

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 a GPU-side backing buffer already exists.

If a GPU-side buffer does not already exist for this data, such a buffer is initialized with currently available data.

Trait Implementations§

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

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fn default() -> UniformBuffer<T>

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

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

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

Auto Trait Implementations§

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

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

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

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

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

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impl<T> UnwindSafe for UniformBuffer<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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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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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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