pub struct UniformBuffer<T: ShaderType> { /* private fields */ }
Expand description
Stores data to be transferred to the GPU and made accessible to shaders as a uniform buffer.
Uniform buffers are available to shaders on a read-only basis. Uniform buffers are commonly used to make available to shaders parameters that are constant during shader execution, and are best used for data that is relatively small in size as they are only guaranteed to support up to 16kB per binding.
The contained data is stored in system RAM. write_buffer
queues
copying of the data from system RAM to VRAM. Data in uniform buffers must follow std140 alignment/padding requirements,
which is automatically enforced by this structure. Per the WGPU spec, uniform buffers cannot store runtime-sized array
(vectors), or structures with fields that are vectors.
Other options for storing GPU-accessible data are:
Implementations§
Source§impl<T: ShaderType + WriteInto> UniformBuffer<T>
impl<T: ShaderType + WriteInto> UniformBuffer<T>
pub fn buffer(&self) -> Option<&Buffer>
pub fn binding(&self) -> Option<BindingResource<'_>>
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::UNIFORM
.
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 a GPU-side backing buffer already exists.
If a GPU-side buffer does not already exist for this data, such a buffer is initialized with currently available data.
Trait Implementations§
Source§impl<T: ShaderType + Default> Default for UniformBuffer<T>
impl<T: ShaderType + Default> Default for UniformBuffer<T>
Source§impl<T: ShaderType> From<T> for UniformBuffer<T>
impl<T: ShaderType> From<T> for UniformBuffer<T>
Source§impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a UniformBuffer<T>
impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a UniformBuffer<T>
fn into_binding(self) -> BindingResource<'a>
Auto Trait Implementations§
impl<T> Freeze for UniformBuffer<T>where
T: Freeze,
impl<T> !RefUnwindSafe for UniformBuffer<T>
impl<T> Send for UniformBuffer<T>where
T: Send,
impl<T> Sync for UniformBuffer<T>where
T: Sync,
impl<T> Unpin for UniformBuffer<T>where
T: Unpin,
impl<T> !UnwindSafe for UniformBuffer<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
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. When used in AsBindGroup
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