GpuShaderStorageBuffer

Struct GpuShaderStorageBuffer 

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pub struct GpuShaderStorageBuffer {
    pub buffer: Buffer,
    pub had_data: bool,
}
Expand description

A storage buffer that is prepared as a RenderAsset and uploaded to the GPU.

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§buffer: Buffer§had_data: bool

Trait Implementations§

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impl RenderAsset for GpuShaderStorageBuffer

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type SourceAsset = ShaderStorageBuffer

The representation of the asset in the “main world”.
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type Param = Res<'static, RenderDevice>

Specifies all ECS data required by RenderAsset::prepare_asset. Read more
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fn asset_usage( source_asset: &<GpuShaderStorageBuffer as RenderAsset>::SourceAsset, ) -> RenderAssetUsages

Whether or not to unload the asset after extracting it to the render world.
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fn take_gpu_data( source: &mut <GpuShaderStorageBuffer as RenderAsset>::SourceAsset, previous_gpu_asset: Option<&GpuShaderStorageBuffer>, ) -> Result<<GpuShaderStorageBuffer as RenderAsset>::SourceAsset, AssetExtractionError>

Make a copy of the asset to be moved to the RenderWorld / gpu. Heavy internal data (pixels, vertex attributes) should be moved into the copy, leaving this asset with only metadata. An error may be returned to indicate that the asset has already been extracted, and should not have been modified on the CPU side (as it cannot be transferred to GPU again). The previous GPU asset is also provided, which can be used to check if the modification is valid.
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fn prepare_asset( source_asset: <GpuShaderStorageBuffer as RenderAsset>::SourceAsset, _: AssetId<<GpuShaderStorageBuffer as RenderAsset>::SourceAsset>, render_device: &mut <<GpuShaderStorageBuffer as RenderAsset>::Param as SystemParam>::Item<'_, '_>, _: Option<&GpuShaderStorageBuffer>, ) -> Result<GpuShaderStorageBuffer, PrepareAssetError<<GpuShaderStorageBuffer as RenderAsset>::SourceAsset>>

Prepares the RenderAsset::SourceAsset for the GPU by transforming it into a RenderAsset. Read more
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fn byte_len(source_asset: &Self::SourceAsset) -> Option<usize>

Size of the data the asset will upload to the gpu. Specifying a return value will allow the asset to be throttled via RenderAssetBytesPerFrame.
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fn unload_asset( _source_asset: AssetId<Self::SourceAsset>, _param: &mut <Self::Param as SystemParam>::Item<'_, '_>, )

Called whenever the RenderAsset::SourceAsset has been removed. Read more

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impl<T> Any for T
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fn type_id(&self) -> TypeId

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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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