Module render_resource Copy item path Source binding_types encase resource_macros BindGroup Bind groups are responsible for binding render resources (e.g. buffers, textures, samplers)
to a TrackedRenderPass
.
This makes them accessible in the pipeline (shaders) as uniforms. BindGroupDescriptor Describes a group of bindings and the resources to be bound. BindGroupEntries Helper for constructing bindgroups. BindGroupEntry An element of a BindGroupDescriptor
, consisting of a bindable resource
and the slot to bind it to. BindGroupId BindGroupLayout Bind group layouts define the interface of resources (e.g. buffers, textures, samplers)
for a shader. The actual resource binding is done via a BindGroup
. BindGroupLayoutDescriptor Describes a BindGroupLayout
. BindGroupLayoutEntries BindGroupLayoutEntry Describes a single binding inside a bind group. BindGroupLayoutEntryBuilder Helper for constructing bind group layouts. BindGroupLayoutId BindingNumber The index of the actual binding in the bind group. BindingResources A pair of binding index and binding resource, used as part of
PreparedBindGroup
and UnpreparedBindGroup
. BindlessBufferDescriptor Describes a bindless buffer. BindlessDescriptor Information about the bindless resources in this object. BindlessIndex The index in the bindless index table. BindlessIndexTableDescriptor Describes the layout of the bindless index table, which maps bindless
indices to indices within the binding arrays. Blas Bottom Level Acceleration Structure (BLAS). BlasBuildEntry Builds the given sets of geometry into the given Blas . BlasTriangleGeometry Definition for a triangle geometry for a Bottom Level Acceleration Structure (BLAS). BlendComponent Describes a blend component of a BlendState
. BlendState Describe the blend state of a render pipeline,
within ColorTargetState
. Buffer BufferAsyncError Error occurred when trying to async map a buffer. BufferBinding Describes the segment of a buffer to bind. BufferId BufferInitDescriptor Describes a Buffer when allocating. BufferSlice BufferUsages Different ways that you can use a buffer. BufferVec Like RawBufferVec
, but doesn’t require that the data type T
be
NoUninit
. CachedComputePipelineId Index of a cached compute pipeline in a PipelineCache
. CachedPipeline CachedRenderPipelineId Index of a cached render pipeline in a PipelineCache
. ColorTargetState Describes the color state of a render pipeline. ColorWrites Color write mask. Disabled color channels will not be written to. CommandEncoder Encodes a series of GPU operations. ComputePass In-progress recording of a compute pass. ComputePassDescriptor Describes the attachments of a compute pass. ComputePipeline A ComputePipeline
represents a compute pipeline and its single shader stage. ComputePipelineDescriptor Describes a compute pipeline. ComputePipelineId DefaultImageSampler A rendering resource for the default image sampler which is set during renderer
initialization. DepthBiasState Describes the biasing setting for the depth target. DepthStencilState Describes the depth/stencil state in a render pipeline. DispatchIndirectArgs Argument buffer layout for dispatch_indirect
commands. DownlevelFlags Binary flags listing features that may or may not be present on downlevel adapters. DrawIndexedIndirectArgs Argument buffer layout for draw_indexed_indirect
commands. DrawIndirectArgs Argument buffer layout for draw_indirect
commands. DynamicBindGroupEntries DynamicBindGroupLayoutEntries DynamicStorageBuffer Stores data to be transferred to the GPU and made accessible to shaders as a dynamic storage buffer. DynamicUniformBuffer Stores data to be transferred to the GPU and made accessible to shaders as a dynamic uniform buffer. DynamicUniformBufferWriter A writer that can be used to directly write elements into the target buffer. Extent3d Extent of a texture related operation. FragmentState Describes the fragment process in a render pipeline. GpuArrayBufferIndex An index into a GpuArrayBuffer
for a given element. ImageSubresourceRange Subresource range within an image MultisampleState Describes the multi-sampling state of a render pipeline. NoFragmentStateError Operations Pair of load and store operations for an attachment aspect. Origin3d Origin of a copy to/from a texture. OwnedData Data that will be copied into a GPU buffer. PipelineCache Cache for render and compute pipelines. PipelineCompilationOptions Advanced options for use when a pipeline is compiled PipelineLayout Handle to a pipeline layout. PipelineLayoutDescriptor Describes a PipelineLayout
. PreparedBindGroup A prepared bind group returned as a result of AsBindGroup::as_bind_group
. PrimitiveState Describes the state of primitive assembly and rasterization in a render pipeline. PushConstantRange A range of push constant memory to pass to a shader stage. RawBufferVec A structure for storing raw bytes that have already been properly formatted
for use by the GPU. RawComputePipelineDescriptor Describes a compute pipeline. RawFragmentState Describes the fragment processing in a render pipeline. RawRenderPipelineDescriptor Describes a render (graphics) pipeline. RawVertexBufferLayout Specifies an interpretation of the bytes of a vertex buffer as vertex attributes. RawVertexState Describes the vertex processing in a render pipeline. RenderPassColorAttachment Describes a color attachment to a RenderPass
. RenderPassDepthStencilAttachment Describes a depth/stencil attachment to a RenderPass
. RenderPassDescriptor Describes the attachments of a render pass. RenderPipeline A RenderPipeline
represents a graphics pipeline and its stages (shaders), bindings and vertex buffers. RenderPipelineDescriptor Describes a render (graphics) pipeline. RenderPipelineId Sampler A Sampler defines how a pipeline will sample from a TextureView
.
They define image filters (including anisotropy) and address (wrapping) modes, among other things. SamplerId ShaderModule Handle to a compiled shader module. ShaderModuleDescriptor Descriptor for use with Device::create_shader_module
. ShaderStages Describes the shader stages that a binding will be visible from. SpecializedComputePipelines A convenience cache for creating different variants of a compute pipeline based on some key. SpecializedMeshPipelines A cache of different variants of a render pipeline based on a key and the particular mesh’s
vertex buffer layout. SpecializedRenderPipelines A convenience cache for creating different variants of a render pipeline based on some key. StencilFaceState Describes stencil state in a render pipeline. StencilState State of the stencil operation (fixed-pipeline stage). StorageBuffer Stores data to be transferred to the GPU and made accessible to shaders as a storage buffer. SurfaceTexture TexelCopyBufferLayout Layout of a texture in a buffer’s memory. Texture A GPU-accessible texture. TextureFormatFeatureFlags Feature flags for a texture format. TextureFormatFeatures Features supported by a given texture format TextureId TextureUsages Different ways that you can use a texture. TextureView Describes a Texture
with its associated metadata required by a pipeline or BindGroup
. TextureViewId Tlas Top Level Acceleration Structure (TLAS). TlasInstance Safe instance for a Tlas . UniformBuffer Stores data to be transferred to the GPU and made accessible to shaders as a uniform buffer. UninitBufferVec Like a BufferVec
, but only reserves space on the GPU for elements
instead of initializing them CPU-side. UnpreparedBindGroup a map containing OwnedBindingResource
s, keyed by the target binding index Variants A cache for variants of a resource type created by a specializer.
At most one resource will be created for each key. VertexAttribute Vertex inputs (attributes) to shaders. VertexState WgpuAdapterInfo Information about an adapter. WgpuFeatures Features that are not guaranteed to be supported. WgpuLimits Represents the sets of limits an adapter/device supports. WgpuSampler Handle to a sampler. WgpuTextureView Handle to a texture view. AddressMode How edges should be handled in texture addressing. AsBindGroupError An error that occurs during AsBindGroup::as_bind_group
calls. AstcBlock ASTC block dimensions AstcChannel ASTC RGBA channel BindingResource Resource to be bound by a BindGroup
for use with a pipeline. BindingType Type of a binding in a bind group layout . BindlessResourceType The type of potentially-bindless resource. BindlessSlabResourceLimit The maximum number of resources that can be stored in a slab. BlasGeometries Contains the sets of geometry that go into a Blas . BlendFactor Alpha blend factor. BlendOperation Alpha blend operation. BufferBindingType Specific type of a buffer binding. CachedPipelineState State of a cached pipeline inserted into a PipelineCache
. CompareFunction Comparison function used for depth and stencil operations. Face Face of a vertex. FilterMode Texel mixing mode when sampling between texels. FrontFace Vertex winding order which classifies the “front” face of a triangle. GpuArrayBuffer Stores an array of elements to be transferred to the GPU and made accessible to shaders as a read-only array. IndexFormat Format of indices used with pipeline. LoadOp Operation to perform to the output attachment at the start of a render pass. MapMode Type of buffer mapping. OwnedBindingResource An owned binding resource of any type (ex: a Buffer
, TextureView
, etc).
This is used by types like PreparedBindGroup
to hold a single list of all
render resources used by bindings. Pipeline A pipeline defining the data layout and shader logic for a specific GPU task. PipelineDescriptor A descriptor for a Pipeline
. PolygonMode Type of drawing mode for polygons PrimitiveTopology Primitive type the input mesh is composed of. SamplerBindingType Specific type of a sampler binding. ShaderSource Source of a shader module. ShaderStage Stage of the programmable pipeline. SpecializedMeshPipelineError StencilOperation Operation to perform on the stencil value. StorageTextureAccess Specific type of a sample in a texture binding. StoreOp Operation to perform to the output attachment at the end of a render pass. TextureAspect Selects a subset of the data a Texture
holds. TextureDataOrder Order in which texture data is laid out in memory. TextureDimension Dimensionality of a texture. TextureFormat Format in which a texture’s texels are stored in GPU memory. TextureSampleType Specific type of a sample in a texture binding. TextureViewDimension Dimensions of a particular texture view. VertexFormat Vertex Format for a VertexAttribute
(input). VertexStepMode Whether a vertex buffer is indexed by vertex or by instance. WgpuSamplerBindingType Specific type of a sampler binding. WriteBufferRangeError Error returned when write_buffer_range
fails AUTO_BINDLESS_SLAB_RESOURCE_LIMIT The default value for the number of resources that can be stored in a slab
on this platform. COPY_BUFFER_ALIGNMENT Buffer to buffer copy as well as buffer clear offsets and sizes must be aligned to this number. BINDING_NUMBERS The binding numbers for the built-in binding arrays of each bindless
resource type. AsBindGroup Converts a value to a BindGroup
with a given BindGroupLayout
, which can then be used in Bevy shaders.
This trait can be derived (and generally should be). Read on for details and examples. AsBindGroupShaderType Converts a value to a ShaderType
for use in a bind group. GpuArrayBufferable Trait for types able to go in a GpuArrayBuffer
. IntoBindGroupLayoutEntryBuilder IntoBindGroupLayoutEntryBuilderArray IntoBinding IntoBindingArray IntoIndexedBindGroupLayoutEntryBuilderArray IntoIndexedBindingArray ShaderSize Trait implemented for all WGSL fixed-footprint types ShaderType Base trait for all WGSL host-shareable types Specializable Defines a type that is able to be “specialized” and cached by creating and transforming
its descriptor type. This is implemented for RenderPipeline
and ComputePipeline
, and
likely will not have much utility for other types. SpecializedComputePipeline A trait that allows constructing different variants of a compute pipeline from a key. SpecializedMeshPipeline A trait that allows constructing different variants of a render pipeline from a key and the
particular mesh’s vertex buffer layout. SpecializedRenderPipeline A trait that allows constructing different variants of a render pipeline from a key. Specializer Defines a type capable of “specializing” values of a type T. SpecializerKey Defines a type that is able to be used as a key for Specializer
s create_bindless_bind_group_layout_entries Creates the bind group layout entries common to all shaders that use
bindless bind groups. empty_bind_group_layout AccelerationStructureFlags Flags for an acceleration structure. AccelerationStructureGeometryFlags Flags for a geometry inside a bottom level acceleration structure. AccelerationStructureUpdateMode Update mode for acceleration structure builds. BlasGeometrySizeDescriptors Descriptor for the size defining attributes, for a bottom level acceleration structure. BlasTriangleGeometrySizeDescriptor Descriptor for the size defining attributes of a triangle geometry, for a bottom level acceleration structure. BufferAddress Integral type used for Buffer
offsets and sizes. BufferDescriptor Describes a Buffer
. BufferSize Integral type used for BufferSlice
sizes. Canonical CommandEncoderDescriptor Describes a CommandEncoder
. CreateBlasDescriptor Descriptor to create bottom level acceleration structures. CreateTlasDescriptor Descriptor to create top level acceleration structures. PollType Passed to Device::poll
to control how and if it should block. SamplerDescriptor Describes a Sampler
. TexelCopyBufferInfo View of a buffer which can be used to copy to/from a texture. TexelCopyTextureInfo View of a texture which can be used to copy to/from a buffer/texture. TextureDescriptor Describes a Texture
. TextureViewDescriptor Describes a TextureView
. AsBindGroup ShaderType Specializer Derive macro generating an impl of the trait Specializer
SpecializerKey Derive macro generating the most common impl of the trait SpecializerKey