pub struct RenderAssetBytesPerFrameLimiter {
pub max_bytes: Option<usize>,
pub bytes_written: AtomicUsize,
}Expand description
A render-world resource that facilitates limiting the data transferred from CPU to GPU each frame, preventing choppy frames at the cost of waiting longer for GPU assets to become available.
Fields§
§max_bytes: Option<usize>Populated by RenderAssetBytesPerFrame during extraction.
bytes_written: AtomicUsizeBytes written this frame.
Implementations§
Source§impl RenderAssetBytesPerFrameLimiter
impl RenderAssetBytesPerFrameLimiter
Sourcepub fn reset(&mut self)
pub fn reset(&mut self)
Reset the available bytes. Called once per frame during extraction by crate::RenderPlugin.
Sourcepub fn available_bytes(&self, required_bytes: usize) -> usize
pub fn available_bytes(&self, required_bytes: usize) -> usize
Check how many bytes are available for writing.
Trait Implementations§
Source§impl Component for RenderAssetBytesPerFrameLimiter
impl Component for RenderAssetBytesPerFrameLimiter
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
A constant indicating the storage type used for this component.
Source§type Mutability = Mutable
type Mutability = Mutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
Returns
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Default for RenderAssetBytesPerFrameLimiter
impl Default for RenderAssetBytesPerFrameLimiter
Source§fn default() -> RenderAssetBytesPerFrameLimiter
fn default() -> RenderAssetBytesPerFrameLimiter
Returns the “default value” for a type. Read more
impl Resource for RenderAssetBytesPerFrameLimiter
Auto Trait Implementations§
impl !Freeze for RenderAssetBytesPerFrameLimiter
impl RefUnwindSafe for RenderAssetBytesPerFrameLimiter
impl Send for RenderAssetBytesPerFrameLimiter
impl Sync for RenderAssetBytesPerFrameLimiter
impl Unpin for RenderAssetBytesPerFrameLimiter
impl UnsafeUnpin for RenderAssetBytesPerFrameLimiter
impl UnwindSafe for RenderAssetBytesPerFrameLimiter
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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
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Source§impl<C> Bundle for Cwhere
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impl<C> Bundle for Cwhere
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fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>
Source§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
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impl<C> BundleFromComponents for Cwhere
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Source§impl<C> DynamicBundle for Cwhere
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impl<C> DynamicBundle for Cwhere
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Source§unsafe fn get_components(
ptr: MovingPtr<'_, C>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
) -> <C as DynamicBundle>::Effect
unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect
Moves the components out of the bundle. Read more
Source§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
Applies the after-effects of spawning this bundle. Read more
Source§impl<T> FromWorld for Twhere
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impl<T> FromWorld for Twhere
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