Struct bevy::render::renderer::RenderDevice
source · pub struct RenderDevice { /* private fields */ }
Expand description
This GPU device is responsible for the creation of most rendering and compute resources.
Implementations§
source§impl RenderDevice
impl RenderDevice
sourcepub fn features(&self) -> Features
pub fn features(&self) -> Features
List all Features
that may be used with this device.
Functions may panic if you use unsupported features.
sourcepub fn limits(&self) -> Limits
pub fn limits(&self) -> Limits
List all Limits
that were requested of this device.
If any of these limits are exceeded, functions may panic.
sourcepub fn create_shader_module(
&self,
desc: ShaderModuleDescriptor<'_>
) -> ShaderModule
pub fn create_shader_module( &self, desc: ShaderModuleDescriptor<'_> ) -> ShaderModule
Creates a ShaderModule
from either SPIR-V or WGSL source code.
sourcepub fn poll(&self, maintain: Maintain<SubmissionIndex>) -> MaintainResult
pub fn poll(&self, maintain: Maintain<SubmissionIndex>) -> 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coordinated somehow, this information could be out of date by the time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. Queue
s can be shared between threads, so
other threads could submit new work at any time.)
no-op on the web, device is automatically polled.
sourcepub fn create_command_encoder(
&self,
desc: &CommandEncoderDescriptor<Option<&str>>
) -> CommandEncoder
pub fn create_command_encoder( &self, desc: &CommandEncoderDescriptor<Option<&str>> ) -> CommandEncoder
Creates an empty CommandEncoder
.
sourcepub fn create_render_bundle_encoder(
&self,
desc: &RenderBundleEncoderDescriptor<'_>
) -> RenderBundleEncoder<'_>
pub fn create_render_bundle_encoder( &self, desc: &RenderBundleEncoderDescriptor<'_> ) -> RenderBundleEncoder<'_>
Creates an empty RenderBundleEncoder
.
sourcepub fn create_bind_group<'a>(
&self,
label: impl Into<Option<&'a str>>,
layout: &'a BindGroupLayout,
entries: &'a [BindGroupEntry<'a>]
) -> BindGroup
pub fn create_bind_group<'a>( &self, label: impl Into<Option<&'a str>>, layout: &'a BindGroupLayout, entries: &'a [BindGroupEntry<'a>] ) -> BindGroup
Creates a new BindGroup
.
sourcepub fn create_bind_group_layout<'a>(
&self,
label: impl Into<Option<&'a str>>,
entries: &'a [BindGroupLayoutEntry]
) -> BindGroupLayout
pub fn create_bind_group_layout<'a>( &self, label: impl Into<Option<&'a str>>, entries: &'a [BindGroupLayoutEntry] ) -> BindGroupLayout
Creates a BindGroupLayout
.
sourcepub fn create_pipeline_layout(
&self,
desc: &PipelineLayoutDescriptor<'_>
) -> PipelineLayout
pub fn create_pipeline_layout( &self, desc: &PipelineLayoutDescriptor<'_> ) -> PipelineLayout
Creates a PipelineLayout
.
sourcepub fn create_render_pipeline(
&self,
desc: &RenderPipelineDescriptor<'_>
) -> RenderPipeline
pub fn create_render_pipeline( &self, desc: &RenderPipelineDescriptor<'_> ) -> RenderPipeline
Creates a RenderPipeline
.
sourcepub fn create_compute_pipeline(
&self,
desc: &ComputePipelineDescriptor<'_>
) -> ComputePipeline
pub fn create_compute_pipeline( &self, desc: &ComputePipelineDescriptor<'_> ) -> ComputePipeline
Creates a ComputePipeline
.
sourcepub fn create_buffer(&self, desc: &BufferDescriptor<Option<&str>>) -> Buffer
pub fn create_buffer(&self, desc: &BufferDescriptor<Option<&str>>) -> Buffer
Creates a Buffer
.
sourcepub fn create_buffer_with_data(&self, desc: &BufferInitDescriptor<'_>) -> Buffer
pub fn create_buffer_with_data(&self, desc: &BufferInitDescriptor<'_>) -> Buffer
Creates a Buffer
and initializes it with the specified data.
sourcepub fn create_texture_with_data(
&self,
render_queue: &RenderQueue,
desc: &TextureDescriptor<Option<&str>, &[TextureFormat]>,
order: TextureDataOrder,
data: &[u8]
) -> Texture
pub fn create_texture_with_data( &self, render_queue: &RenderQueue, desc: &TextureDescriptor<Option<&str>, &[TextureFormat]>, 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.
sourcepub fn create_texture(
&self,
desc: &TextureDescriptor<Option<&str>, &[TextureFormat]>
) -> Texture
pub fn create_texture( &self, desc: &TextureDescriptor<Option<&str>, &[TextureFormat]> ) -> Texture
Creates a new Texture
.
desc
specifies the general format of the texture.
sourcepub fn create_sampler(&self, desc: &SamplerDescriptor<'_>) -> Sampler
pub fn create_sampler(&self, desc: &SamplerDescriptor<'_>) -> Sampler
Creates a new Sampler
.
desc
specifies the behavior of the sampler.
sourcepub fn configure_surface(
&self,
surface: &Surface<'_>,
config: &SurfaceConfiguration<Vec<TextureFormat>>
)
pub fn configure_surface( &self, surface: &Surface<'_>, config: &SurfaceConfiguration<Vec<TextureFormat>> )
Initializes Surface
for presentation.
Panics
- A old
SurfaceTexture
is still alive referencing an old surface. - Texture format requested is unsupported on the surface.
sourcepub fn wgpu_device(&self) -> &Device
pub fn wgpu_device(&self) -> &Device
Returns the wgpu Device
.
pub fn map_buffer( &self, buffer: &BufferSlice<'_>, map_mode: MapMode, callback: impl FnOnce(Result<(), BufferAsyncError>) + Send + 'static )
pub fn align_copy_bytes_per_row(row_bytes: usize) -> usize
pub fn get_supported_read_only_binding_type( &self, buffers_per_shader_stage: u32 ) -> BufferBindingType
Trait Implementations§
source§impl Clone for RenderDevice
impl Clone for RenderDevice
source§fn clone(&self) -> RenderDevice
fn clone(&self) -> RenderDevice
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl From<Device> for RenderDevice
impl From<Device> for RenderDevice
source§fn from(device: Device) -> RenderDevice
fn from(device: Device) -> RenderDevice
impl Resource for RenderDevice
Auto Trait Implementations§
impl RefUnwindSafe for RenderDevice
impl Send for RenderDevice
impl Sync for RenderDevice
impl Unpin for RenderDevice
impl UnwindSafe for RenderDevice
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<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.