bevy_render::render_resource

Struct PipelineCache

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pub struct PipelineCache { /* private fields */ }
Expand description

Cache for render and compute pipelines.

The cache stores existing render and compute pipelines allocated on the GPU, as well as pending creation. Pipelines inserted into the cache are identified by a unique ID, which can be used to retrieve the actual GPU object once it’s ready. The creation of the GPU pipeline object is deferred to the RenderSet::Render step, just before the render graph starts being processed, as this requires access to the GPU.

Note that the cache does not perform automatic deduplication of identical pipelines. It is up to the user not to insert the same pipeline twice to avoid wasting GPU resources.

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impl PipelineCache

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pub fn pipelines(&self) -> impl Iterator<Item = &CachedPipeline>

Returns an iterator over the pipelines in the pipeline cache.

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pub fn waiting_pipelines(&self) -> impl Iterator<Item = usize> + '_

Returns a iterator of the IDs of all currently waiting pipelines.

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pub fn new( device: RenderDevice, render_adapter: RenderAdapter, synchronous_pipeline_compilation: bool, ) -> Self

Create a new pipeline cache associated with the given render device.

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pub fn get_render_pipeline_state( &self, id: CachedRenderPipelineId, ) -> &CachedPipelineState

Get the state of a cached render pipeline.

See PipelineCache::queue_render_pipeline().

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pub fn get_compute_pipeline_state( &self, id: CachedComputePipelineId, ) -> &CachedPipelineState

Get the state of a cached compute pipeline.

See PipelineCache::queue_compute_pipeline().

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pub fn get_render_pipeline_descriptor( &self, id: CachedRenderPipelineId, ) -> &RenderPipelineDescriptor

Get the render pipeline descriptor a cached render pipeline was inserted from.

See PipelineCache::queue_render_pipeline().

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pub fn get_compute_pipeline_descriptor( &self, id: CachedComputePipelineId, ) -> &ComputePipelineDescriptor

Get the compute pipeline descriptor a cached render pipeline was inserted from.

See PipelineCache::queue_compute_pipeline().

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pub fn get_render_pipeline( &self, id: CachedRenderPipelineId, ) -> Option<&RenderPipeline>

Try to retrieve a render pipeline GPU object from a cached ID.

§Returns

This method returns a successfully created render pipeline if any, or None if the pipeline was not created yet or if there was an error during creation. You can check the actual creation state with PipelineCache::get_render_pipeline_state().

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pub fn block_on_render_pipeline(&mut self, id: CachedRenderPipelineId)

Wait for a render pipeline to finish compiling.

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pub fn get_compute_pipeline( &self, id: CachedComputePipelineId, ) -> Option<&ComputePipeline>

Try to retrieve a compute pipeline GPU object from a cached ID.

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This method returns a successfully created compute pipeline if any, or None if the pipeline was not created yet or if there was an error during creation. You can check the actual creation state with PipelineCache::get_compute_pipeline_state().

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pub fn queue_render_pipeline( &self, descriptor: RenderPipelineDescriptor, ) -> CachedRenderPipelineId

Insert a render pipeline into the cache, and queue its creation.

The pipeline is always inserted and queued for creation. There is no attempt to deduplicate it with an already cached pipeline.

§Returns

This method returns the unique render shader ID of the cached pipeline, which can be used to query the caching state with get_render_pipeline_state() and to retrieve the created GPU pipeline once it’s ready with get_render_pipeline().

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pub fn queue_compute_pipeline( &self, descriptor: ComputePipelineDescriptor, ) -> CachedComputePipelineId

Insert a compute pipeline into the cache, and queue its creation.

The pipeline is always inserted and queued for creation. There is no attempt to deduplicate it with an already cached pipeline.

§Returns

This method returns the unique compute shader ID of the cached pipeline, which can be used to query the caching state with get_compute_pipeline_state() and to retrieve the created GPU pipeline once it’s ready with get_compute_pipeline().

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pub fn process_queue(&mut self)

Process the pipeline queue and create all pending pipelines if possible.

This is generally called automatically during the RenderSet::Render step, but can be called manually to force creation at a different time.

Trait Implementations§

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impl Resource for PipelineCache
where Self: Send + Sync + 'static,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

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