pub struct BatchedInstanceBuffer<BD>(pub GpuArrayBuffer<BD>)
where
BD: GpuArrayBufferable + Sync + Send + 'static;
Expand description
The GPU buffers holding the data needed to render batches.
For example, in the 3D PBR pipeline this holds MeshUniform
s, which are the
BD
type parameter in that mode.
Tuple Fields§
§0: GpuArrayBuffer<BD>
Implementations§
source§impl<BD> BatchedInstanceBuffer<BD>
impl<BD> BatchedInstanceBuffer<BD>
sourcepub fn new(render_device: &RenderDevice) -> Self
pub fn new(render_device: &RenderDevice) -> Self
Creates a new buffer.
sourcepub fn instance_data_binding(&self) -> Option<BindingResource<'_>>
pub fn instance_data_binding(&self) -> Option<BindingResource<'_>>
Returns the binding of the buffer that contains the per-instance data.
If we’re in the GPU instance buffer building mode, this buffer needs to be filled in via a compute shader.
Methods from Deref<Target = GpuArrayBuffer<BD>>§
pub fn clear(&mut self)
pub fn push(&mut self, value: T) -> GpuArrayBufferIndex<T>
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue)
pub fn binding(&self) -> Option<BindingResource<'_>>
Trait Implementations§
source§impl<BD> Deref for BatchedInstanceBuffer<BD>
impl<BD> Deref for BatchedInstanceBuffer<BD>
source§impl<BD> DerefMut for BatchedInstanceBuffer<BD>
impl<BD> DerefMut for BatchedInstanceBuffer<BD>
impl<BD> Resource for BatchedInstanceBuffer<BD>
Auto Trait Implementations§
impl<BD> Freeze for BatchedInstanceBuffer<BD>
impl<BD> RefUnwindSafe for BatchedInstanceBuffer<BD>where
BD: RefUnwindSafe,
impl<BD> Send for BatchedInstanceBuffer<BD>
impl<BD> Sync for BatchedInstanceBuffer<BD>
impl<BD> Unpin for BatchedInstanceBuffer<BD>where
BD: Unpin,
impl<BD> UnwindSafe for BatchedInstanceBuffer<BD>where
BD: UnwindSafe,
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<GpuImage>) -> U
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.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
Mutably borrows from an owned value. Read more
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>
Convert
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>
Convert
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)
Convert
&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)
Convert
&mut Trait
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) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.