WgpuSettings

Struct WgpuSettings 

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pub struct WgpuSettings {
Show 15 fields pub device_label: Option<Cow<'static, str>>, pub backends: Option<Backends>, pub power_preference: PowerPreference, pub priority: WgpuSettingsPriority, pub features: Features, pub disabled_features: Option<Features>, pub limits: Limits, pub constrained_limits: Option<Limits>, pub dx12_shader_compiler: Dx12Compiler, pub gles3_minor_version: Gles3MinorVersion, pub instance_flags: InstanceFlags, pub memory_hints: MemoryHints, pub instance_memory_budget_thresholds: MemoryBudgetThresholds, pub force_fallback_adapter: bool, pub adapter_name: Option<String>,
}
Expand description

Provides configuration for renderer initialization. Use RenderDevice::features, RenderDevice::limits, and the RenderAdapterInfo resource to get runtime information about the actual adapter, backend, features, and limits. NOTE: Backends::DX12, Backends::METAL, and Backends::VULKAN are enabled by default for non-web and the best choice is automatically selected. Web using the webgl feature uses Backends::GL. NOTE: If you want to use Backends::GL in a native app on Windows and/or macOS, you must use ANGLE and enable the gles feature. This is because wgpu requires EGL to create a GL context without a window and only ANGLE supports that.

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§device_label: Option<Cow<'static, str>>§backends: Option<Backends>§power_preference: PowerPreference§priority: WgpuSettingsPriority§features: Features

The features to ensure are enabled regardless of what the adapter/backend supports. Setting these explicitly may cause renderer initialization to fail.

§disabled_features: Option<Features>

The features to ensure are disabled regardless of what the adapter/backend supports

§limits: Limits

The imposed limits.

§constrained_limits: Option<Limits>

The constraints on limits allowed regardless of what the adapter/backend supports

§dx12_shader_compiler: Dx12Compiler

The shader compiler to use for the DX12 backend.

§gles3_minor_version: Gles3MinorVersion

Allows you to choose which minor version of GLES3 to use (3.0, 3.1, 3.2, or automatic) This only applies when using ANGLE and the GL backend.

§instance_flags: InstanceFlags

These are for controlling WGPU’s debug information to eg. enable validation and shader debug info in release builds.

§memory_hints: MemoryHints

This hints to the WGPU device about the preferred memory allocation strategy.

§instance_memory_budget_thresholds: MemoryBudgetThresholds

The thresholds for device memory budget.

§force_fallback_adapter: bool

If true, will force wgpu to use a software renderer, if available.

§adapter_name: Option<String>

The name of the adapter to use.

Trait Implementations§

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impl Clone for WgpuSettings

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fn clone(&self) -> WgpuSettings

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for WgpuSettings

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fn default() -> WgpuSettings

Returns the “default value” for a type. Read more
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impl From<WgpuSettings> for RenderCreation

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fn from(value: WgpuSettings) -> RenderCreation

Converts to this type from the input type.

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fn type_id(&self) -> TypeId

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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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