pub trait RenderEncoder<'a> {
// Required methods
fn set_bind_group(
&mut self,
index: u32,
bind_group: &'a BindGroup,
offsets: &[DynamicOffset],
);
fn set_pipeline(&mut self, pipeline: &'a RenderPipeline);
fn set_index_buffer(
&mut self,
buffer_slice: BufferSlice<'a>,
index_format: IndexFormat,
);
fn set_vertex_buffer(&mut self, slot: u32, buffer_slice: BufferSlice<'a>);
fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>);
fn draw_indexed(
&mut self,
indices: Range<u32>,
base_vertex: i32,
instances: Range<u32>,
);
fn draw_indirect(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: BufferAddress,
);
fn draw_indexed_indirect(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: BufferAddress,
);
fn set_push_constants(
&mut self,
stages: ShaderStages,
offset: u32,
data: &[u8],
);
}
Expand description
Methods shared by RenderPass
and RenderBundleEncoder
.
Required Methods§
Sourcefn set_bind_group(
&mut self,
index: u32,
bind_group: &'a BindGroup,
offsets: &[DynamicOffset],
)
fn set_bind_group( &mut self, index: u32, bind_group: &'a BindGroup, offsets: &[DynamicOffset], )
Sets the active bind group for a given bind group index. The bind group layout
in the active pipeline when any draw()
function is called must match the layout of this bind group.
If the bind group have dynamic offsets, provide them in order of their declaration.
Sourcefn set_pipeline(&mut self, pipeline: &'a RenderPipeline)
fn set_pipeline(&mut self, pipeline: &'a RenderPipeline)
Sets the active render pipeline.
Subsequent draw calls will exhibit the behavior defined by pipeline
.
Sourcefn set_index_buffer(
&mut self,
buffer_slice: BufferSlice<'a>,
index_format: IndexFormat,
)
fn set_index_buffer( &mut self, buffer_slice: BufferSlice<'a>, index_format: IndexFormat, )
Sets the active index buffer.
Subsequent calls to draw_indexed
on this RenderEncoder
will
use buffer
as the source index buffer.
Sourcefn set_vertex_buffer(&mut self, slot: u32, buffer_slice: BufferSlice<'a>)
fn set_vertex_buffer(&mut self, slot: u32, buffer_slice: BufferSlice<'a>)
Assign a vertex buffer to a slot.
Subsequent calls to draw
and draw_indexed
on this
RenderEncoder
will use buffer
as one of the source vertex buffers.
The slot
refers to the index of the matching descriptor in
VertexState::buffers.
Sourcefn draw(&mut self, vertices: Range<u32>, instances: Range<u32>)
fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>)
Draws primitives from the active vertex buffer(s).
The active vertex buffers can be set with RenderEncoder::set_vertex_buffer
.
Sourcefn draw_indexed(
&mut self,
indices: Range<u32>,
base_vertex: i32,
instances: Range<u32>,
)
fn draw_indexed( &mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>, )
Draws indexed primitives using the active index buffer and the active vertex buffers.
The active index buffer can be set with RenderEncoder::set_index_buffer
, while the active
vertex buffers can be set with RenderEncoder::set_vertex_buffer
.
Sourcefn draw_indirect(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: BufferAddress,
)
fn draw_indirect( &mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress, )
Draws primitives from the active vertex buffer(s) based on the contents of the indirect_buffer
.
The active vertex buffers can be set with RenderEncoder::set_vertex_buffer
.
The structure expected in indirect_buffer
must conform to DrawIndirectArgs
.
Sourcefn draw_indexed_indirect(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: BufferAddress,
)
fn draw_indexed_indirect( &mut self, indirect_buffer: &'a Buffer, indirect_offset: BufferAddress, )
Draws indexed primitives using the active index buffer and the active vertex buffers,
based on the contents of the indirect_buffer
.
The active index buffer can be set with RenderEncoder::set_index_buffer
, while the active
vertex buffers can be set with RenderEncoder::set_vertex_buffer
.
The structure expected in indirect_buffer
must conform to DrawIndexedIndirectArgs
.
Sourcefn set_push_constants(&mut self, stages: ShaderStages, offset: u32, data: &[u8])
fn set_push_constants(&mut self, stages: ShaderStages, offset: u32, data: &[u8])
wgt::Features::PUSH_CONSTANTS
must be enabled on the device in order to call this function.
Set push constant data.
Offset is measured in bytes, but must be a multiple of wgt::PUSH_CONSTANT_ALIGNMENT
.
Data size must be a multiple of 4 and must be aligned to the 4s, so we take an array of u32.
For example, with an offset of 4 and an array of [u32; 3]
, that will write to the range
of 4..16.
For each byte in the range of push constant data written, the union of the stages of all push constant
ranges that covers that byte must be exactly stages
. There’s no good way of explaining this simply,
so here are some examples:
For the given ranges:
- 0..4 Vertex
- 4..8 Fragment
You would need to upload this in two set_push_constants calls. First for the Vertex
range, second for the Fragment
range.
For the given ranges:
- 0..8 Vertex
- 4..12 Fragment
You would need to upload this in three set_push_constants calls. First for the Vertex
only range 0..4, second
for the Vertex | Fragment
range 4..8, third for the Fragment
range 8..12.