Struct InstanceInputUniformBuffer

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pub struct InstanceInputUniformBuffer<BDI>
where BDI: Pod + Default,
{ /* private fields */ }
Expand description

Holds the GPU buffer of instance input data, which is the data about each mesh instance that the CPU provides.

BDI is the buffer data input type, which the GPU mesh preprocessing shader is expected to expand to the full buffer data type.

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impl<BDI> InstanceInputUniformBuffer<BDI>
where BDI: Pod + Default,

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pub fn new() -> InstanceInputUniformBuffer<BDI>

Creates a new, empty buffer.

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pub fn clear(&mut self)

Clears the buffer and entity list out.

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pub fn buffer(&self) -> &RawBufferVec<BDI>

Returns the RawBufferVec corresponding to this input uniform buffer.

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pub fn add(&mut self, element: BDI) -> u32

Adds a new piece of buffered data to the uniform buffer and returns its index.

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pub fn remove(&mut self, uniform_index: u32)

Removes a piece of buffered data from the uniform buffer.

This simply marks the data as free.

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pub fn get(&self, uniform_index: u32) -> Option<BDI>

Returns the piece of buffered data at the given index.

Returns None if the index is out of bounds or the data is removed.

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pub fn get_unchecked(&self, uniform_index: u32) -> BDI

Returns the piece of buffered data at the given index. Can return data that has previously been removed.

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if uniform_index is not in bounds of Self::buffer.

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pub fn set(&mut self, uniform_index: u32, element: BDI)

Stores a piece of buffered data at the given index.

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if uniform_index is not in bounds of Self::buffer.

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pub fn ensure_nonempty(&mut self)

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pub fn len(&self) -> usize

Returns the number of instances in this buffer.

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pub fn is_empty(&self) -> bool

Returns true if this buffer has no instances or false if it contains any instances.

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pub fn into_buffer(self) -> RawBufferVec<BDI>

Consumes this InstanceInputUniformBuffer and returns the raw buffer ready to be uploaded to the GPU.

Trait Implementations§

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impl<BDI> Default for InstanceInputUniformBuffer<BDI>
where BDI: Pod + Default,

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fn default() -> InstanceInputUniformBuffer<BDI>

Returns the “default value” for a type. Read more

Auto Trait Implementations§

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impl<BDI> Freeze for InstanceInputUniformBuffer<BDI>

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impl<BDI> !RefUnwindSafe for InstanceInputUniformBuffer<BDI>

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impl<BDI> Send for InstanceInputUniformBuffer<BDI>
where BDI: Send,

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impl<BDI> Sync for InstanceInputUniformBuffer<BDI>
where BDI: Sync,

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impl<BDI> Unpin for InstanceInputUniformBuffer<BDI>
where BDI: Unpin,

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impl<BDI> !UnwindSafe for InstanceInputUniformBuffer<BDI>

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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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