GpuImage

Struct GpuImage 

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pub struct GpuImage {
    pub texture: Texture,
    pub texture_view: TextureView,
    pub texture_format: TextureFormat,
    pub texture_view_format: Option<TextureFormat>,
    pub sampler: Sampler,
    pub size: Extent3d,
    pub mip_level_count: u32,
    pub had_data: bool,
}
Expand description

The GPU-representation of an Image. Consists of the Texture, its TextureView and the corresponding Sampler, and the texture’s size.

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§texture: Texture§texture_view: TextureView§texture_format: TextureFormat§texture_view_format: Option<TextureFormat>§sampler: Sampler§size: Extent3d§mip_level_count: u32§had_data: bool

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impl GpuImage

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pub fn aspect_ratio(&self) -> AspectRatio

Returns the aspect ratio (width / height) of a 2D image.

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pub fn size_2d(&self) -> UVec2

Returns the size of a 2D image.

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impl Clone for GpuImage

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fn clone(&self) -> GpuImage

Returns a duplicate 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 Debug for GpuImage

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl RenderAsset for GpuImage

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fn prepare_asset( image: Self::SourceAsset, _: AssetId<Self::SourceAsset>, (render_device, render_queue, default_sampler): &mut SystemParamItem<'_, '_, Self::Param>, previous_asset: Option<&Self>, ) -> Result<Self, PrepareAssetError<Self::SourceAsset>>

Converts the extracted image into a GpuImage.

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type SourceAsset = Image

The representation of the asset in the “main world”.
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type Param = (Res<'static, RenderDevice>, Res<'static, RenderQueue>, Res<'static, DefaultImageSampler>)

Specifies all ECS data required by RenderAsset::prepare_asset. Read more
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fn asset_usage(image: &Self::SourceAsset) -> RenderAssetUsages

Whether or not to unload the asset after extracting it to the render world.
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fn take_gpu_data( source: &mut Self::SourceAsset, previous_gpu_asset: Option<&Self>, ) -> Result<Self::SourceAsset, AssetExtractionError>

Make a copy of the asset to be moved to the RenderWorld / gpu. Heavy internal data (pixels, vertex attributes) should be moved into the copy, leaving this asset with only metadata. An error may be returned to indicate that the asset has already been extracted, and should not have been modified on the CPU side (as it cannot be transferred to GPU again). The previous GPU asset is also provided, which can be used to check if the modification is valid.
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fn byte_len(image: &Self::SourceAsset) -> Option<usize>

Size of the data the asset will upload to the gpu. Specifying a return value will allow the asset to be throttled via RenderAssetBytesPerFrame.
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fn unload_asset( _source_asset: AssetId<Self::SourceAsset>, _param: &mut SystemParamItem<'_, '_, Self::Param>, )

Called whenever the RenderAsset::SourceAsset has been removed. Read more

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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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Immutably borrows from an owned value. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

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