MeshAllocator

Struct MeshAllocator 

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pub struct MeshAllocator {
    pub extra_buffer_usages: BufferUsages,
    /* private fields */
}
Expand description

Manages the assignment of mesh data to GPU buffers.

The Bevy renderer tries to pack vertex and index data for multiple meshes together so that multiple meshes can be drawn back-to-back without any rebinding. This resource manages these buffers.

Within each slab, or hardware buffer, the underlying allocation algorithm is offset_allocator, a Rust port of Sebastian Aaltonen’s hard-real-time C++ OffsetAllocator. Slabs start small and then grow as their contents fill up, up to a maximum size limit. To reduce fragmentation, vertex and index buffers that are too large bypass this system and receive their own buffers.

The MeshAllocatorSettings allows you to tune the behavior of the allocator for better performance with your application. Most applications won’t need to change the settings from their default values.

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§extra_buffer_usages: BufferUsages

Additional buffer usages to add to any vertex or index buffers created.

Implementations§

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impl MeshAllocator

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pub fn mesh_vertex_slice( &self, mesh_id: &AssetId<Mesh>, ) -> Option<MeshBufferSlice<'_>>

Returns the buffer and range within that buffer of the vertex data for the mesh with the given ID.

If the mesh wasn’t allocated, returns None.

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pub fn mesh_index_slice( &self, mesh_id: &AssetId<Mesh>, ) -> Option<MeshBufferSlice<'_>>

Returns the buffer and range within that buffer of the index data for the mesh with the given ID.

If the mesh has no index data or wasn’t allocated, returns None.

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pub fn mesh_slabs( &self, mesh_id: &AssetId<Mesh>, ) -> (Option<SlabId>, Option<SlabId>)

Returns the IDs of the vertex buffer and index buffer respectively for the mesh with the given ID.

If the mesh wasn’t allocated, or has no index data in the case of the index buffer, the corresponding element in the returned tuple will be None.

Trait Implementations§

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impl FromWorld for MeshAllocator

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fn from_world(world: &mut World) -> MeshAllocator

Creates Self using data from the given World.
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impl Resource for MeshAllocator
where MeshAllocator: Send + Sync + 'static,

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