pub enum BindlessSlabResourceLimit {
Auto,
Custom(u32),
}
Expand description
The maximum number of resources that can be stored in a slab.
This limit primarily exists in order to work around wgpu
performance
problems involving large numbers of bindless resources. Also, some
platforms, such as Metal, currently enforce limits on the number of
resources in use.
This corresponds to LIMIT
in the #[bindless(LIMIT)]
attribute when
deriving crate::render_resource::AsBindGroup
.
Variants§
Auto
Allows the renderer to choose a reasonable value for the resource limit based on the platform.
This value has been tuned, so you should default to this value unless you have special platform-specific considerations that prevent you from using it.
Custom(u32)
A custom value for the resource limit.
Bevy will allocate no more than this number of resources in a slab, unless exceeding this value is necessary in order to allocate at all (i.e. unless the number of bindless resources in your bind group exceeds this value), in which case Bevy can exceed it.
Implementations§
Trait Implementations§
Source§impl Clone for BindlessSlabResourceLimit
impl Clone for BindlessSlabResourceLimit
Source§fn clone(&self) -> BindlessSlabResourceLimit
fn clone(&self) -> BindlessSlabResourceLimit
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Debug for BindlessSlabResourceLimit
impl Debug for BindlessSlabResourceLimit
Source§impl Default for BindlessSlabResourceLimit
impl Default for BindlessSlabResourceLimit
Source§fn default() -> BindlessSlabResourceLimit
fn default() -> BindlessSlabResourceLimit
impl Copy for BindlessSlabResourceLimit
impl StructuralPartialEq for BindlessSlabResourceLimit
Auto Trait Implementations§
impl Freeze for BindlessSlabResourceLimit
impl RefUnwindSafe for BindlessSlabResourceLimit
impl Send for BindlessSlabResourceLimit
impl Sync for BindlessSlabResourceLimit
impl Unpin for BindlessSlabResourceLimit
impl UnwindSafe for BindlessSlabResourceLimit
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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Converts self
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Converts self
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