pub struct BatchedInstanceBuffers<BD, BDI>{
pub data_buffer: UninitBufferVec<BD>,
pub work_item_buffers: EntityHashMap<Entity, PreprocessWorkItemBuffer>,
pub current_input_buffer: RawBufferVec<BDI>,
pub previous_input_buffer: RawBufferVec<BDI>,
}
Expand description
The GPU buffers holding the data needed to render batches.
For example, in the 3D PBR pipeline this holds MeshUniform
s, which are the
BD
type parameter in that mode.
We have a separate buffer data input type (BDI
) here, which a compute
shader is expected to expand to the full buffer data (BD
) type. GPU
uniform building is generally faster and uses less system RAM to VRAM bus
bandwidth, but only implemented for some pipelines (for example, not in the
2D pipeline at present) and only when compute shader is available.
Fields§
§data_buffer: UninitBufferVec<BD>
A storage area for the buffer data that the GPU compute shader is expected to write to.
There will be one entry for each index.
work_item_buffers: EntityHashMap<Entity, PreprocessWorkItemBuffer>
The index of the buffer data in the current input buffer that corresponds to each instance.
This is keyed off each view. Each view has a separate buffer.
current_input_buffer: RawBufferVec<BDI>
The uniform data inputs for the current frame.
These are uploaded during the extraction phase.
previous_input_buffer: RawBufferVec<BDI>
The uniform data inputs for the previous frame.
The indices don’t generally line up between current_input_buffer
and previous_input_buffer
, because, among other reasons, entities
can spawn or despawn between frames. Instead, each current buffer
data input uniform is expected to contain the index of the
corresponding buffer data input uniform in this list.
Implementations§
Source§impl<BD, BDI> BatchedInstanceBuffers<BD, BDI>
impl<BD, BDI> BatchedInstanceBuffers<BD, BDI>
Sourcepub fn instance_data_binding(&self) -> Option<BindingResource<'_>>
pub fn instance_data_binding(&self) -> Option<BindingResource<'_>>
Returns the binding of the buffer that contains the per-instance data.
This buffer needs to be filled in via a compute shader.
Trait Implementations§
Source§impl<BD, BDI> Default for BatchedInstanceBuffers<BD, BDI>
impl<BD, BDI> Default for BatchedInstanceBuffers<BD, BDI>
impl<BD, BDI> Resource for BatchedInstanceBuffers<BD, BDI>
Auto Trait Implementations§
impl<BD, BDI> Freeze for BatchedInstanceBuffers<BD, BDI>
impl<BD, BDI> RefUnwindSafe for BatchedInstanceBuffers<BD, BDI>where
BD: RefUnwindSafe,
BDI: RefUnwindSafe,
impl<BD, BDI> Send for BatchedInstanceBuffers<BD, BDI>where
BDI: Send,
impl<BD, BDI> Sync for BatchedInstanceBuffers<BD, BDI>where
BDI: Sync,
impl<BD, BDI> Unpin for BatchedInstanceBuffers<BD, BDI>
impl<BD, BDI> UnwindSafe for BatchedInstanceBuffers<BD, BDI>where
BD: UnwindSafe,
BDI: UnwindSafe,
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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T: Any,
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T: Any,
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) to Box<dyn Any>
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can
then be further downcast
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fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
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’s vtable from &Trait
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
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’s.Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World
.