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
impl RenderDevice
pub fn features(&self) -> Features
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?
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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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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
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
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
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. Queue
s 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?
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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
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<'_>
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
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?
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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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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]));
}
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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: (),
})
}
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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
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?
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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
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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,
}
}
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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
pub fn create_pipeline_layout( &self, desc: &PipelineLayoutDescriptor<'_> ) -> PipelineLayout
Creates a PipelineLayout
.
pub fn create_render_pipeline(
&self,
desc: &RenderPipelineDescriptor<'_>
) -> RenderPipeline
pub fn create_render_pipeline( &self, desc: &RenderPipelineDescriptor<'_> ) -> RenderPipeline
Creates a RenderPipeline
.
pub fn create_compute_pipeline(
&self,
desc: &ComputePipelineDescriptor<'_>
) -> ComputePipeline
pub fn create_compute_pipeline( &self, desc: &ComputePipelineDescriptor<'_> ) -> ComputePipeline
Creates a ComputePipeline
.
pub fn create_buffer(&self, desc: &BufferDescriptor<Option<&str>>) -> Buffer
pub fn create_buffer(&self, desc: &BufferDescriptor<Option<&str>>) -> Buffer
Creates a Buffer
.
Examples found in repository?
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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
pub fn create_buffer_with_data(&self, desc: &BufferInitDescriptor<'_>) -> Buffer
Creates a Buffer
and initializes it with the specified data.
Examples found in repository?
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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
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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
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
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
pub fn create_sampler(&self, desc: &SamplerDescriptor<'_>) -> Sampler
Creates a new Sampler
.
desc
specifies the behavior of the sampler.
Examples found in repository?
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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>>
)
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
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
Trait Implementations§
§impl Clone for RenderDevice
impl Clone for RenderDevice
§fn clone(&self) -> RenderDevice
fn clone(&self) -> RenderDevice
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read more§impl From<Device> for RenderDevice
impl From<Device> for RenderDevice
§fn from(device: Device) -> RenderDevice
fn from(device: Device) -> RenderDevice
impl Resource for RenderDevice
Auto Trait Implementations§
impl Freeze for RenderDevice
impl RefUnwindSafe for RenderDevice
impl Send for RenderDevice
impl Sync for RenderDevice
impl Unpin for RenderDevice
impl UnwindSafe for RenderDevice
Blanket Implementations§
§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
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more