Struct bevy::render::renderer::RenderDevice

pub struct RenderDevice { /* private fields */ }
Expand description

This GPU device is responsible for the creation of most rendering and compute resources.

Implementations§

§

impl RenderDevice

pub fn features(&self) -> Features

List all Features that may be used with this device.

Functions may panic if you use unsupported features.

Examples found in repository?
examples/shader/texture_binding_array.rs (line 48)
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    fn finish(&self, app: &mut App) {
        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
            return;
        };

        let render_device = render_app.world().resource::<RenderDevice>();

        // Check if the device support the required feature. If not, exit the example.
        // In a real application, you should setup a fallback for the missing feature
        if !render_device
            .features()
            .contains(WgpuFeatures::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING)
        {
            error!(
                "Render device doesn't support feature \
SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING, \
which is required for texture binding arrays"
            );
            exit(1);
        }
    }
More examples
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examples/3d/skybox.rs (line 121)
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fn cycle_cubemap_asset(
    time: Res<Time>,
    mut next_swap: Local<f32>,
    mut cubemap: ResMut<Cubemap>,
    asset_server: Res<AssetServer>,
    render_device: Res<RenderDevice>,
) {
    let now = time.elapsed_seconds();
    if *next_swap == 0.0 {
        *next_swap = now + CUBEMAP_SWAP_DELAY;
        return;
    } else if now < *next_swap {
        return;
    }
    *next_swap += CUBEMAP_SWAP_DELAY;

    let supported_compressed_formats =
        CompressedImageFormats::from_features(render_device.features());

    let mut new_index = cubemap.index;
    for _ in 0..CUBEMAPS.len() {
        new_index = (new_index + 1) % CUBEMAPS.len();
        if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
            break;
        }
        info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
    }

    // Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
    // is missing
    if new_index == cubemap.index {
        return;
    }

    cubemap.index = new_index;
    cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
    cubemap.is_loaded = false;
}

pub fn limits(&self) -> Limits

List all Limits that were requested of this device.

If any of these limits are exceeded, functions may panic.

pub fn create_shader_module( &self, desc: ShaderModuleDescriptor<'_> ) -> ShaderModule

Creates a ShaderModule from either SPIR-V or WGSL source code.

pub fn poll(&self, maintain: Maintain<SubmissionIndex>) -> MaintainResult

Check for resource cleanups and mapping callbacks.

Return true if the queue is empty, or false if there are more queue submissions still in flight. (Note that, unless access to the [wgpu::Queue] is coordinated somehow, this information could be out of date by the time the caller receives it. Queues can be shared between threads, so other threads could submit new work at any time.)

no-op on the web, device is automatically polled.

Examples found in repository?
examples/shader/gpu_readback.rs (line 231)
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fn map_and_read_buffer(
    render_device: Res<RenderDevice>,
    buffers: Res<Buffers>,
    sender: Res<RenderWorldSender>,
) {
    // Finally time to get our data back from the gpu.
    // First we get a buffer slice which represents a chunk of the buffer (which we
    // can't access yet).
    // We want the whole thing so use unbounded range.
    let buffer_slice = buffers.cpu_buffer.slice(..);

    // Now things get complicated. WebGPU, for safety reasons, only allows either the GPU
    // or CPU to access a buffer's contents at a time. We need to "map" the buffer which means
    // flipping ownership of the buffer over to the CPU and making access legal. We do this
    // with `BufferSlice::map_async`.
    //
    // The problem is that map_async is not an async function so we can't await it. What
    // we need to do instead is pass in a closure that will be executed when the slice is
    // either mapped or the mapping has failed.
    //
    // The problem with this is that we don't have a reliable way to wait in the main
    // code for the buffer to be mapped and even worse, calling get_mapped_range or
    // get_mapped_range_mut prematurely will cause a panic, not return an error.
    //
    // Using channels solves this as awaiting the receiving of a message from
    // the passed closure will force the outside code to wait. It also doesn't hurt
    // if the closure finishes before the outside code catches up as the message is
    // buffered and receiving will just pick that up.
    //
    // It may also be worth noting that although on native, the usage of asynchronous
    // channels is wholly unnecessary, for the sake of portability to WASM
    // we'll use async channels that work on both native and WASM.

    let (s, r) = crossbeam_channel::unbounded::<()>();

    // Maps the buffer so it can be read on the cpu
    buffer_slice.map_async(MapMode::Read, move |r| match r {
        // This will execute once the gpu is ready, so after the call to poll()
        Ok(_) => s.send(()).expect("Failed to send map update"),
        Err(err) => panic!("Failed to map buffer {err}"),
    });

    // In order for the mapping to be completed, one of three things must happen.
    // One of those can be calling `Device::poll`. This isn't necessary on the web as devices
    // are polled automatically but natively, we need to make sure this happens manually.
    // `Maintain::Wait` will cause the thread to wait on native but not on WebGpu.

    // This blocks until the gpu is done executing everything
    render_device.poll(Maintain::wait()).panic_on_timeout();

    // This blocks until the buffer is mapped
    r.recv().expect("Failed to receive the map_async message");

    {
        let buffer_view = buffer_slice.get_mapped_range();
        let data = buffer_view
            .chunks(std::mem::size_of::<u32>())
            .map(|chunk| u32::from_ne_bytes(chunk.try_into().expect("should be a u32")))
            .collect::<Vec<u32>>();
        sender
            .send(data)
            .expect("Failed to send data to main world");
    }

    // We need to make sure all `BufferView`'s are dropped before we do what we're about
    // to do.
    // Unmap so that we can copy to the staging buffer in the next iteration.
    buffers.cpu_buffer.unmap();
}

pub fn create_command_encoder( &self, desc: &CommandEncoderDescriptor<Option<&str>> ) -> CommandEncoder

Creates an empty CommandEncoder.

pub fn create_render_bundle_encoder( &self, desc: &RenderBundleEncoderDescriptor<'_> ) -> RenderBundleEncoder<'_>

Creates an empty RenderBundleEncoder.

pub fn create_bind_group<'a>( &self, label: impl Into<Option<&'a str>>, layout: &'a BindGroupLayout, entries: &'a [BindGroupEntry<'a>] ) -> BindGroup

Creates a new BindGroup.

Examples found in repository?
examples/shader/gpu_readback.rs (lines 145-149)
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fn prepare_bind_group(
    mut commands: Commands,
    pipeline: Res<ComputePipeline>,
    render_device: Res<RenderDevice>,
    buffers: Res<Buffers>,
) {
    let bind_group = render_device.create_bind_group(
        None,
        &pipeline.layout,
        &BindGroupEntries::single(buffers.gpu_buffer.as_entire_binding()),
    );
    commands.insert_resource(GpuBufferBindGroup(bind_group));
}
More examples
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examples/shader/compute_shader_game_of_life.rs (lines 139-143)
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fn prepare_bind_group(
    mut commands: Commands,
    pipeline: Res<GameOfLifePipeline>,
    gpu_images: Res<RenderAssets<GpuImage>>,
    game_of_life_images: Res<GameOfLifeImages>,
    render_device: Res<RenderDevice>,
) {
    let view_a = gpu_images.get(&game_of_life_images.texture_a).unwrap();
    let view_b = gpu_images.get(&game_of_life_images.texture_b).unwrap();
    let bind_group_0 = render_device.create_bind_group(
        None,
        &pipeline.texture_bind_group_layout,
        &BindGroupEntries::sequential((&view_a.texture_view, &view_b.texture_view)),
    );
    let bind_group_1 = render_device.create_bind_group(
        None,
        &pipeline.texture_bind_group_layout,
        &BindGroupEntries::sequential((&view_b.texture_view, &view_a.texture_view)),
    );
    commands.insert_resource(GameOfLifeImageBindGroups([bind_group_0, bind_group_1]));
}
examples/shader/texture_binding_array.rs (lines 122-126)
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    fn as_bind_group(
        &self,
        layout: &BindGroupLayout,
        render_device: &RenderDevice,
        image_assets: &RenderAssets<GpuImage>,
        fallback_image: &FallbackImage,
    ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError> {
        // retrieve the render resources from handles
        let mut images = vec![];
        for handle in self.textures.iter().take(MAX_TEXTURE_COUNT) {
            match image_assets.get(handle) {
                Some(image) => images.push(image),
                None => return Err(AsBindGroupError::RetryNextUpdate),
            }
        }

        let fallback_image = &fallback_image.d2;

        let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT];

        // convert bevy's resource types to WGPU's references
        let mut textures: Vec<_> = textures.into_iter().map(|texture| &**texture).collect();

        // fill in up to the first `MAX_TEXTURE_COUNT` textures and samplers to the arrays
        for (id, image) in images.into_iter().enumerate() {
            textures[id] = &*image.texture_view;
        }

        let bind_group = render_device.create_bind_group(
            "bindless_material_bind_group",
            layout,
            &BindGroupEntries::sequential((&textures[..], &fallback_image.sampler)),
        );

        Ok(PreparedBindGroup {
            bindings: vec![],
            bind_group,
            data: (),
        })
    }
examples/shader/post_processing.rs (lines 180-192)
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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 create_bind_group_layout<'a>( &self, label: impl Into<Option<&'a str>>, entries: &'a [BindGroupLayoutEntry] ) -> BindGroupLayout

Creates a BindGroupLayout.

Examples found in repository?
examples/shader/gpu_readback.rs (lines 162-168)
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    fn from_world(world: &mut World) -> Self {
        let render_device = world.resource::<RenderDevice>();
        let layout = render_device.create_bind_group_layout(
            None,
            &BindGroupLayoutEntries::single(
                ShaderStages::COMPUTE,
                storage_buffer::<Vec<u32>>(false),
            ),
        );
        let shader = world.load_asset("shaders/gpu_readback.wgsl");
        let pipeline_cache = world.resource::<PipelineCache>();
        let pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
            label: Some("GPU readback compute shader".into()),
            layout: vec![layout.clone()],
            push_constant_ranges: Vec::new(),
            shader: shader.clone(),
            shader_defs: Vec::new(),
            entry_point: "main".into(),
        });
        ComputePipeline { layout, pipeline }
    }
More examples
Hide additional examples
examples/shader/compute_shader_game_of_life.rs (lines 162-171)
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    fn from_world(world: &mut World) -> Self {
        let render_device = world.resource::<RenderDevice>();
        let texture_bind_group_layout = render_device.create_bind_group_layout(
            "GameOfLifeImages",
            &BindGroupLayoutEntries::sequential(
                ShaderStages::COMPUTE,
                (
                    texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::ReadOnly),
                    texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::WriteOnly),
                ),
            ),
        );
        let shader = world.load_asset("shaders/game_of_life.wgsl");
        let pipeline_cache = world.resource::<PipelineCache>();
        let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
            label: None,
            layout: vec![texture_bind_group_layout.clone()],
            push_constant_ranges: Vec::new(),
            shader: shader.clone(),
            shader_defs: vec![],
            entry_point: Cow::from("init"),
        });
        let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
            label: None,
            layout: vec![texture_bind_group_layout.clone()],
            push_constant_ranges: Vec::new(),
            shader,
            shader_defs: vec![],
            entry_point: Cow::from("update"),
        });

        GameOfLifePipeline {
            texture_bind_group_layout,
            init_pipeline,
            update_pipeline,
        }
    }
examples/shader/post_processing.rs (lines 232-246)
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    fn from_world(world: &mut World) -> Self {
        let render_device = world.resource::<RenderDevice>();

        // We need to define the bind group layout used for our pipeline
        let layout = render_device.create_bind_group_layout(
            "post_process_bind_group_layout",
            &BindGroupLayoutEntries::sequential(
                // The layout entries will only be visible in the fragment stage
                ShaderStages::FRAGMENT,
                (
                    // The screen texture
                    texture_2d(TextureSampleType::Float { filterable: true }),
                    // The sampler that will be used to sample the screen texture
                    sampler(SamplerBindingType::Filtering),
                    // The settings uniform that will control the effect
                    uniform_buffer::<PostProcessSettings>(false),
                ),
            ),
        );

        // We can create the sampler here since it won't change at runtime and doesn't depend on the view
        let sampler = render_device.create_sampler(&SamplerDescriptor::default());

        // Get the shader handle
        let shader = world.load_asset("shaders/post_processing.wgsl");

        let pipeline_id = world
            .resource_mut::<PipelineCache>()
            // This will add the pipeline to the cache and queue it's creation
            .queue_render_pipeline(RenderPipelineDescriptor {
                label: Some("post_process_pipeline".into()),
                layout: vec![layout.clone()],
                // This will setup a fullscreen triangle for the vertex state
                vertex: fullscreen_shader_vertex_state(),
                fragment: Some(FragmentState {
                    shader,
                    shader_defs: vec![],
                    // Make sure this matches the entry point of your shader.
                    // It can be anything as long as it matches here and in the shader.
                    entry_point: "fragment".into(),
                    targets: vec![Some(ColorTargetState {
                        format: TextureFormat::bevy_default(),
                        blend: None,
                        write_mask: ColorWrites::ALL,
                    })],
                }),
                // All of the following properties are not important for this effect so just use the default values.
                // This struct doesn't have the Default trait implemented because not all field can have a default value.
                primitive: PrimitiveState::default(),
                depth_stencil: None,
                multisample: MultisampleState::default(),
                push_constant_ranges: vec![],
            });

        Self {
            layout,
            sampler,
            pipeline_id,
        }
    }

pub fn create_pipeline_layout( &self, desc: &PipelineLayoutDescriptor<'_> ) -> PipelineLayout

Creates a PipelineLayout.

pub fn create_render_pipeline( &self, desc: &RenderPipelineDescriptor<'_> ) -> RenderPipeline

Creates a RenderPipeline.

pub fn create_compute_pipeline( &self, desc: &ComputePipelineDescriptor<'_> ) -> ComputePipeline

Creates a ComputePipeline.

pub fn create_buffer(&self, desc: &BufferDescriptor<Option<&str>>) -> Buffer

Creates a Buffer.

Examples found in repository?
examples/shader/gpu_readback.rs (lines 122-127)
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    fn from_world(world: &mut World) -> Self {
        let render_device = world.resource::<RenderDevice>();
        let mut init_data = encase::StorageBuffer::new(Vec::new());
        // Init the buffer with 0
        let data = vec![0; BUFFER_LEN];
        init_data.write(&data).expect("Failed to write buffer");
        // The buffer that will be accessed by the gpu
        let gpu_buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
            label: Some("gpu_buffer"),
            contents: init_data.as_ref(),
            usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
        });
        // For portability reasons, WebGPU draws a distinction between memory that is
        // accessible by the CPU and memory that is accessible by the GPU. Only
        // buffers accessible by the CPU can be mapped and accessed by the CPU and
        // only buffers visible to the GPU can be used in shaders. In order to get
        // data from the GPU, we need to use `CommandEncoder::copy_buffer_to_buffer` to
        // copy the buffer modified by the GPU into a mappable, CPU-accessible buffer
        let cpu_buffer = render_device.create_buffer(&BufferDescriptor {
            label: Some("readback_buffer"),
            size: (BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
            usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        Self {
            gpu_buffer,
            cpu_buffer,
        }
    }

pub fn create_buffer_with_data(&self, desc: &BufferInitDescriptor<'_>) -> Buffer

Creates a Buffer and initializes it with the specified data.

Examples found in repository?
examples/shader/shader_instancing.rs (lines 165-169)
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fn prepare_instance_buffers(
    mut commands: Commands,
    query: Query<(Entity, &InstanceMaterialData)>,
    render_device: Res<RenderDevice>,
) {
    for (entity, instance_data) in &query {
        let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
            label: Some("instance data buffer"),
            contents: bytemuck::cast_slice(instance_data.as_slice()),
            usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
        });
        commands.entity(entity).insert(InstanceBuffer {
            buffer,
            length: instance_data.len(),
        });
    }
}
More examples
Hide additional examples
examples/shader/gpu_readback.rs (lines 111-115)
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    fn from_world(world: &mut World) -> Self {
        let render_device = world.resource::<RenderDevice>();
        let mut init_data = encase::StorageBuffer::new(Vec::new());
        // Init the buffer with 0
        let data = vec![0; BUFFER_LEN];
        init_data.write(&data).expect("Failed to write buffer");
        // The buffer that will be accessed by the gpu
        let gpu_buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
            label: Some("gpu_buffer"),
            contents: init_data.as_ref(),
            usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
        });
        // For portability reasons, WebGPU draws a distinction between memory that is
        // accessible by the CPU and memory that is accessible by the GPU. Only
        // buffers accessible by the CPU can be mapped and accessed by the CPU and
        // only buffers visible to the GPU can be used in shaders. In order to get
        // data from the GPU, we need to use `CommandEncoder::copy_buffer_to_buffer` to
        // copy the buffer modified by the GPU into a mappable, CPU-accessible buffer
        let cpu_buffer = render_device.create_buffer(&BufferDescriptor {
            label: Some("readback_buffer"),
            size: (BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
            usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        Self {
            gpu_buffer,
            cpu_buffer,
        }
    }

pub fn create_texture_with_data( &self, render_queue: &RenderQueue, desc: &TextureDescriptor<Option<&str>, &[TextureFormat]>, order: TextureDataOrder, data: &[u8] ) -> Texture

Creates a new Texture and initializes it with the specified data.

desc specifies the general format of the texture. data is the raw data.

pub fn create_texture( &self, desc: &TextureDescriptor<Option<&str>, &[TextureFormat]> ) -> Texture

Creates a new Texture.

desc specifies the general format of the texture.

pub fn create_sampler(&self, desc: &SamplerDescriptor<'_>) -> Sampler

Creates a new Sampler.

desc specifies the behavior of the sampler.

Examples found in repository?
examples/shader/post_processing.rs (line 249)
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    fn from_world(world: &mut World) -> Self {
        let render_device = world.resource::<RenderDevice>();

        // We need to define the bind group layout used for our pipeline
        let layout = render_device.create_bind_group_layout(
            "post_process_bind_group_layout",
            &BindGroupLayoutEntries::sequential(
                // The layout entries will only be visible in the fragment stage
                ShaderStages::FRAGMENT,
                (
                    // The screen texture
                    texture_2d(TextureSampleType::Float { filterable: true }),
                    // The sampler that will be used to sample the screen texture
                    sampler(SamplerBindingType::Filtering),
                    // The settings uniform that will control the effect
                    uniform_buffer::<PostProcessSettings>(false),
                ),
            ),
        );

        // We can create the sampler here since it won't change at runtime and doesn't depend on the view
        let sampler = render_device.create_sampler(&SamplerDescriptor::default());

        // Get the shader handle
        let shader = world.load_asset("shaders/post_processing.wgsl");

        let pipeline_id = world
            .resource_mut::<PipelineCache>()
            // This will add the pipeline to the cache and queue it's creation
            .queue_render_pipeline(RenderPipelineDescriptor {
                label: Some("post_process_pipeline".into()),
                layout: vec![layout.clone()],
                // This will setup a fullscreen triangle for the vertex state
                vertex: fullscreen_shader_vertex_state(),
                fragment: Some(FragmentState {
                    shader,
                    shader_defs: vec![],
                    // Make sure this matches the entry point of your shader.
                    // It can be anything as long as it matches here and in the shader.
                    entry_point: "fragment".into(),
                    targets: vec![Some(ColorTargetState {
                        format: TextureFormat::bevy_default(),
                        blend: None,
                        write_mask: ColorWrites::ALL,
                    })],
                }),
                // All of the following properties are not important for this effect so just use the default values.
                // This struct doesn't have the Default trait implemented because not all field can have a default value.
                primitive: PrimitiveState::default(),
                depth_stencil: None,
                multisample: MultisampleState::default(),
                push_constant_ranges: vec![],
            });

        Self {
            layout,
            sampler,
            pipeline_id,
        }
    }

pub fn configure_surface( &self, surface: &Surface<'_>, config: &SurfaceConfiguration<Vec<TextureFormat>> )

Initializes Surface for presentation.

§Panics
  • A old SurfaceTexture is still alive referencing an old surface.
  • Texture format requested is unsupported on the surface.

pub fn wgpu_device(&self) -> &Device

Returns the wgpu Device.

pub fn map_buffer( &self, buffer: &BufferSlice<'_>, map_mode: MapMode, callback: impl FnOnce(Result<(), BufferAsyncError>) + Send + 'static )

pub fn align_copy_bytes_per_row(row_bytes: usize) -> usize

pub fn get_supported_read_only_binding_type( &self, buffers_per_shader_stage: u32 ) -> BufferBindingType

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impl Clone for RenderDevice

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Converts to this type from the input type.
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impl Resource for RenderDevice
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