bevy_render::renderer

Struct RenderDevice

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

This GPU device is responsible for the creation of most rendering and compute resources.

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impl RenderDevice

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pub fn features(&self) -> Features

List all Features that may be used with this device.

Functions may panic if you use unsupported features.

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pub fn limits(&self) -> Limits

List all Limits that were requested of this device.

If any of these limits are exceeded, functions may panic.

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pub fn create_shader_module( &self, desc: ShaderModuleDescriptor<'_>, ) -> ShaderModule

Creates a ShaderModule from either SPIR-V or WGSL source code.

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pub fn poll(&self, maintain: Maintain) -> MaintainResult

Check for resource cleanups and mapping callbacks.

Return true if the queue is empty, or false if there are more queue submissions still in flight. (Note that, unless access to the wgpu::Queue is coordinated somehow, this information could be out of date by the time the caller receives it. Queues can be shared between threads, so other threads could submit new work at any time.)

no-op on the web, device is automatically polled.

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pub fn create_command_encoder( &self, desc: &CommandEncoderDescriptor<'_>, ) -> CommandEncoder

Creates an empty CommandEncoder.

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pub fn create_render_bundle_encoder( &self, desc: &RenderBundleEncoderDescriptor<'_>, ) -> RenderBundleEncoder<'_>

Creates an empty RenderBundleEncoder.

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pub fn create_bind_group<'a>( &self, label: impl Into<Label<'a>>, layout: &'a BindGroupLayout, entries: &'a [BindGroupEntry<'a>], ) -> BindGroup

Creates a new BindGroup.

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pub fn create_bind_group_layout<'a>( &self, label: impl Into<Label<'a>>, entries: &'a [BindGroupLayoutEntry], ) -> BindGroupLayout

Creates a BindGroupLayout.

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pub fn create_pipeline_layout( &self, desc: &PipelineLayoutDescriptor<'_>, ) -> PipelineLayout

Creates a PipelineLayout.

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pub fn create_render_pipeline( &self, desc: &RawRenderPipelineDescriptor<'_>, ) -> RenderPipeline

Creates a RenderPipeline.

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pub fn create_compute_pipeline( &self, desc: &ComputePipelineDescriptor<'_>, ) -> ComputePipeline

Creates a ComputePipeline.

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pub fn create_buffer(&self, desc: &BufferDescriptor<'_>) -> Buffer

Creates a Buffer.

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pub fn create_buffer_with_data(&self, desc: &BufferInitDescriptor<'_>) -> Buffer

Creates a Buffer and initializes it with the specified data.

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pub fn create_texture_with_data( &self, render_queue: &RenderQueue, desc: &TextureDescriptor<'_>, order: TextureDataOrder, data: &[u8], ) -> Texture

Creates a new Texture and initializes it with the specified data.

desc specifies the general format of the texture. data is the raw data.

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pub fn create_texture(&self, desc: &TextureDescriptor<'_>) -> Texture

Creates a new Texture.

desc specifies the general format of the texture.

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pub fn create_sampler(&self, desc: &SamplerDescriptor<'_>) -> Sampler

Creates a new Sampler.

desc specifies the behavior of the sampler.

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pub fn configure_surface( &self, surface: &Surface<'_>, config: &SurfaceConfiguration, )

Initializes Surface for presentation.

§Panics
  • A old SurfaceTexture is still alive referencing an old surface.
  • Texture format requested is unsupported on the surface.
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pub fn wgpu_device(&self) -> &Device

Returns the wgpu Device.

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pub fn map_buffer( &self, buffer: &BufferSlice<'_>, map_mode: MapMode, callback: impl FnOnce(Result<(), BufferAsyncError>) + Send + 'static, )

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pub fn align_copy_bytes_per_row(row_bytes: usize) -> usize

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pub fn get_supported_read_only_binding_type( &self, buffers_per_shader_stage: u32, ) -> BufferBindingType

Trait Implementations§

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impl Clone for RenderDevice

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fn clone(&self) -> RenderDevice

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl From<Device> for RenderDevice

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fn from(device: Device) -> Self

Converts to this type from the input type.
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impl Resource for RenderDevice
where Self: Send + Sync + 'static,

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dst: *mut T)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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where T: Any,

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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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type Owned = T

The resulting type after obtaining ownership.
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