pub struct DynamicUniformBuffer<B> { /* private fields */ }
Expand description
Dynamic uniform buffer wrapper facilitating RW operations
Implementations§
Source§impl<B> DynamicUniformBuffer<B>
impl<B> DynamicUniformBuffer<B>
Sourcepub const fn new(buffer: B) -> DynamicUniformBuffer<B>
pub const fn new(buffer: B) -> DynamicUniformBuffer<B>
Creates a new dynamic uniform buffer wrapper with an alignment of 256 (default alignment in the WebGPU spec).
Sourcepub const fn new_with_alignment(
buffer: B,
alignment: u64,
) -> DynamicUniformBuffer<B>
pub const fn new_with_alignment( buffer: B, alignment: u64, ) -> DynamicUniformBuffer<B>
Creates a new dynamic uniform buffer wrapper with a given alignment.
§Panics
- if
alignment
is not a power of two. - if
alignment
is less than 32 (min alignment imposed by the WebGPU spec).
pub fn set_offset(&mut self, offset: u64)
pub fn into_inner(self) -> B
Source§impl<B> DynamicUniformBuffer<B>where
B: BufferMut,
impl<B> DynamicUniformBuffer<B>where
B: BufferMut,
Trait Implementations§
Source§impl<B> AsMut<B> for DynamicUniformBuffer<B>
impl<B> AsMut<B> for DynamicUniformBuffer<B>
Source§impl<B> AsRef<B> for DynamicUniformBuffer<B>
impl<B> AsRef<B> for DynamicUniformBuffer<B>
Source§impl<B> From<B> for DynamicUniformBuffer<B>
impl<B> From<B> for DynamicUniformBuffer<B>
Source§fn from(buffer: B) -> DynamicUniformBuffer<B>
fn from(buffer: B) -> DynamicUniformBuffer<B>
Converts to this type from the input type.
Auto Trait Implementations§
impl<B> Freeze for DynamicUniformBuffer<B>where
B: Freeze,
impl<B> RefUnwindSafe for DynamicUniformBuffer<B>where
B: RefUnwindSafe,
impl<B> Send for DynamicUniformBuffer<B>where
B: Send,
impl<B> Sync for DynamicUniformBuffer<B>where
B: Sync,
impl<B> Unpin for DynamicUniformBuffer<B>where
B: Unpin,
impl<B> UnwindSafe for DynamicUniformBuffer<B>where
B: 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
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.