bevy_render::batching::gpu_preprocessing

Struct IndirectParameters

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#[repr(C)]
pub struct IndirectParameters { pub vertex_or_index_count: u32, pub instance_count: u32, pub first_vertex_or_first_index: u32, pub base_vertex_or_first_instance: u32, pub first_instance: u32, }
Expand description

The wgpu indirect parameters structure.

This is actually a union of the two following structures:

#[repr(C)]
struct ArrayIndirectParameters {
    vertex_count: u32,
    instance_count: u32,
    first_vertex: u32,
    first_instance: u32,
}

#[repr(C)]
struct ElementIndirectParameters {
    index_count: u32,
    instance_count: u32,
    first_vertex: u32,
    base_vertex: u32,
    first_instance: u32,
}

We actually generally treat these two variants identically in code. To do that, we make the following two observations:

  1. instance_count is in the same place in both structures. So we can access it regardless of the structure we’re looking at.

  2. The second structure is one word larger than the first. Thus we need to pad out the first structure by one word in order to place both structures in an array. If we pad out ArrayIndirectParameters by copying the first_instance field into the padding, then the resulting union structure will always have a read-only copy of first_instance in the final word. We take advantage of this in the shader to reduce branching.

Fields§

§vertex_or_index_count: u32

For ArrayIndirectParameters, vertex_count; for ElementIndirectParameters, index_count.

§instance_count: u32

The number of instances we’re going to draw.

This field is in the same place in both structures.

§first_vertex_or_first_index: u32

For ArrayIndirectParameters, first_vertex; for ElementIndirectParameters, first_index.

§base_vertex_or_first_instance: u32

For ArrayIndirectParameters, first_instance; for ElementIndirectParameters, base_vertex.

§first_instance: u32

For ArrayIndirectParameters, this is padding; for ElementIndirectParameters, this is first_instance.

Conventionally, we copy first_instance into this field when padding out ArrayIndirectParameters. That way, shader code can read this value at the same place, regardless of the specific structure this represents.

Trait Implementations§

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impl Clone for IndirectParameters

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fn clone(&self) -> IndirectParameters

Returns a copy 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 CreateFrom for IndirectParameters
where Self: ShaderType<ExtraMetadata = StructMetadata<5usize>>, for<'__, '__, '__, '__, '__> u32: CreateFrom,

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fn create_from<B: BufferRef>(reader: &mut Reader<B>) -> Self

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impl ReadFrom for IndirectParameters
where Self: ShaderType<ExtraMetadata = StructMetadata<5usize>>, for<'__, '__, '__, '__, '__> u32: ReadFrom,

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fn read_from<B: BufferRef>(&mut self, reader: &mut Reader<B>)

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impl ShaderSize for IndirectParameters
where u32: ShaderSize,

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const SHADER_SIZE: NonZero<u64> = _

Represents WGSL Size (equivalent to ShaderType::min_size)
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impl ShaderType for IndirectParameters

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fn size(&self) -> NonZeroU64

Returns the size of Self at runtime Read more
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fn min_size() -> NonZero<u64>

Represents the minimum size of Self (equivalent to GPUBufferBindingLayout.minBindingSize) Read more
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fn assert_uniform_compat()

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impl WriteInto for IndirectParameters
where Self: ShaderType<ExtraMetadata = StructMetadata<5usize>>, for<'__, '__, '__, '__, '__> u32: WriteInto,

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fn write_into<B: BufferMut>(&self, writer: &mut Writer<B>)

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impl Zeroable for IndirectParameters

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fn zeroed() -> Self

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impl Copy for IndirectParameters

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impl Pod for IndirectParameters

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