pub struct StorageBuffer<T: ShaderType> { /* private fields */ }
Expand description
Stores data to be transferred to the GPU and made accessible to shaders as a storage buffer.
Storage buffers can be made available to shaders in some combination of read/write mode, and can store large amounts of data. Note however that WebGL2 does not support storage buffers, so consider alternative options in this case.
Storage buffers can store runtime-sized arrays, but only if they are the last field in a structure.
The contained data is stored in system RAM. write_buffer
queues
copying of the data from system RAM to VRAM. Storage buffers must conform to std430 alignment/padding requirements, which
is automatically enforced by this structure.
Other options for storing GPU-accessible data are:
Implementations§
Source§impl<T: ShaderType + WriteInto> StorageBuffer<T>
impl<T: ShaderType + WriteInto> StorageBuffer<T>
pub fn buffer(&self) -> Option<&Buffer>
pub fn binding(&self) -> Option<BindingResource<'_>>
pub fn set(&mut self, value: T)
pub fn get(&self) -> &T
pub fn get_mut(&mut self) -> &mut T
pub fn set_label(&mut self, label: Option<&str>)
pub fn get_label(&self) -> Option<&str>
Sourcepub fn add_usages(&mut self, usage: BufferUsages)
pub fn add_usages(&mut self, usage: BufferUsages)
Add more BufferUsages
to the buffer.
This method only allows addition of flags to the default usage flags.
The default values for buffer usage are BufferUsages::COPY_DST
and BufferUsages::STORAGE
.
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
.
If there is no GPU-side buffer allocated to hold the data currently stored, or if a GPU-side buffer previously allocated does not have enough capacity, a new GPU-side buffer is created.
Trait Implementations§
Source§impl<T: ShaderType + Default> Default for StorageBuffer<T>
impl<T: ShaderType + Default> Default for StorageBuffer<T>
Source§impl<T: ShaderType> From<T> for StorageBuffer<T>
impl<T: ShaderType> From<T> for StorageBuffer<T>
Source§impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a StorageBuffer<T>
impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a StorageBuffer<T>
fn into_binding(self) -> BindingResource<'a>
Auto Trait Implementations§
impl<T> Freeze for StorageBuffer<T>where
T: Freeze,
impl<T> RefUnwindSafe for StorageBuffer<T>where
T: RefUnwindSafe,
impl<T> Send for StorageBuffer<T>where
T: Send,
impl<T> Sync for StorageBuffer<T>where
T: Sync,
impl<T> Unpin for StorageBuffer<T>where
T: Unpin,
impl<T> UnwindSafe for StorageBuffer<T>where
T: 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
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
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>
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>
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fn as_any(&self) -> &(dyn Any + 'static)
&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)
&mut Trait
(where Trait: Downcast
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. This is needed since Rust cannot
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’s.Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World
.