bevy_render::settings

Struct WgpuSettings

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pub struct WgpuSettings {
    pub device_label: Option<Cow<'static, str>>,
    pub backends: Option<Backends>,
    pub power_preference: PowerPreference,
    pub priority: WgpuSettingsPriority,
    pub features: WgpuFeatures,
    pub disabled_features: Option<WgpuFeatures>,
    pub limits: WgpuLimits,
    pub constrained_limits: Option<WgpuLimits>,
    pub dx12_shader_compiler: Dx12Compiler,
    pub gles3_minor_version: Gles3MinorVersion,
    pub instance_flags: InstanceFlags,
}
Expand description

Provides configuration for renderer initialization. Use RenderDevice::features, RenderDevice::limits, and the RenderAdapterInfo resource to get runtime information about the actual adapter, backend, features, and limits. NOTE: Backends::DX12, Backends::METAL, and Backends::VULKAN are enabled by default for non-web and the best choice is automatically selected. Web using the webgl feature uses Backends::GL. NOTE: If you want to use Backends::GL in a native app on Windows and/or macOS, you must use ANGLE. This is because wgpu requires EGL to create a GL context without a window and only ANGLE supports that.

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§device_label: Option<Cow<'static, str>>§backends: Option<Backends>§power_preference: PowerPreference§priority: WgpuSettingsPriority§features: WgpuFeatures

The features to ensure are enabled regardless of what the adapter/backend supports. Setting these explicitly may cause renderer initialization to fail.

§disabled_features: Option<WgpuFeatures>

The features to ensure are disabled regardless of what the adapter/backend supports

§limits: WgpuLimits

The imposed limits.

§constrained_limits: Option<WgpuLimits>

The constraints on limits allowed regardless of what the adapter/backend supports

§dx12_shader_compiler: Dx12Compiler

The shader compiler to use for the DX12 backend.

§gles3_minor_version: Gles3MinorVersion

Allows you to choose which minor version of GLES3 to use (3.0, 3.1, 3.2, or automatic) This only applies when using ANGLE and the GL backend.

§instance_flags: InstanceFlags

These are for controlling WGPU’s debug information to eg. enable validation and shader debug info in release builds.

Trait Implementations§

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impl Clone for WgpuSettings

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fn clone(&self) -> WgpuSettings

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 Default for WgpuSettings

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl From<WgpuSettings> for RenderCreation

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fn from(value: WgpuSettings) -> Self

Converts to this type from the input type.

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impl<T> Any for T
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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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🔬This is a nightly-only experimental API. (clone_to_uninit)
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