pub struct RawBufferVec<T: NoUninit> { /* private fields */ }
Expand description
A structure for storing raw bytes that have already been properly formatted for use by the GPU.
“Properly formatted” means that item data already meets the alignment and padding
requirements for how it will be used on the GPU. The item type must implement NoUninit
for its data representation to be directly copyable.
Index, vertex, and instance-rate vertex buffers have no alignment nor padding requirements and so this helper type is a good choice for them.
The contained data is stored in system RAM. Calling reserve
allocates VRAM from the RenderDevice
.
write_buffer
queues copying of the data
from system RAM to VRAM.
Other options for storing GPU-accessible data are:
Implementations§
Source§impl<T: NoUninit> RawBufferVec<T>
impl<T: NoUninit> RawBufferVec<T>
Sourcepub const fn new(buffer_usage: BufferUsages) -> Self
pub const fn new(buffer_usage: BufferUsages) -> Self
Creates a new RawBufferVec
with the given BufferUsages
.
Sourcepub fn buffer(&self) -> Option<&Buffer>
pub fn buffer(&self) -> Option<&Buffer>
Returns a handle to the buffer, if the data has been uploaded.
Sourcepub fn binding(&self) -> Option<BindingResource<'_>>
pub fn binding(&self) -> Option<BindingResource<'_>>
Returns the binding for the buffer if the data has been uploaded.
Sourcepub fn capacity(&self) -> usize
pub fn capacity(&self) -> usize
Returns the amount of space that the GPU will use before reallocating.
pub fn append(&mut self, other: &mut RawBufferVec<T>)
Sourcepub fn set_label(&mut self, label: Option<&str>)
pub fn set_label(&mut self, label: Option<&str>)
Changes the debugging label of the buffer.
The next time the buffer is updated (via reserve
), Bevy will inform
the driver of the new label.
Sourcepub fn reserve(&mut self, capacity: usize, device: &RenderDevice)
pub fn reserve(&mut self, capacity: usize, device: &RenderDevice)
Creates a Buffer
on the RenderDevice
with size
at least size_of::<T>() * capacity
, unless a such a buffer already exists.
If a Buffer
exists, but is too small, references to it will be discarded,
and a new Buffer
will be created. Any previously created Buffer
s
that are no longer referenced will be deleted by the RenderDevice
once it is done using them (typically 1-2 frames).
In addition to any BufferUsages
provided when
the RawBufferVec
was created, the buffer on the RenderDevice
is marked as BufferUsages::COPY_DST
.
Sourcepub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue)
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue)
Queues writing of data from system RAM to VRAM using the RenderDevice
and the provided RenderQueue
.
Before queuing the write, a reserve
operation
is executed.
pub fn values(&self) -> &Vec<T>
pub fn values_mut(&mut self) -> &mut Vec<T>
Trait Implementations§
Source§impl<T: NoUninit> Extend<T> for RawBufferVec<T>
impl<T: NoUninit> Extend<T> for RawBufferVec<T>
Source§fn extend<I: IntoIterator<Item = T>>(&mut self, iter: I)
fn extend<I: IntoIterator<Item = T>>(&mut self, iter: I)
Source§fn extend_one(&mut self, item: A)
fn extend_one(&mut self, item: A)
extend_one
)Source§fn extend_reserve(&mut self, additional: usize)
fn extend_reserve(&mut self, additional: usize)
extend_one
)Auto Trait Implementations§
impl<T> Freeze for RawBufferVec<T>
impl<T> !RefUnwindSafe for RawBufferVec<T>
impl<T> Send for RawBufferVec<T>where
T: Send,
impl<T> Sync for RawBufferVec<T>where
T: Sync,
impl<T> Unpin for RawBufferVec<T>where
T: Unpin,
impl<T> !UnwindSafe for RawBufferVec<T>
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
exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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T: ?Sized,
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T: Any,
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