Struct bevy_render::render_resource::UninitBufferVec
source · pub struct UninitBufferVec<T>where
T: GpuArrayBufferable,{ /* private fields */ }
Expand description
Like a BufferVec
, but only reserves space on the GPU for elements
instead of initializing them CPU-side.
This type is useful when you’re accumulating “output slots” for a GPU compute shader to write into.
The type T
need not be NoUninit
, unlike RawBufferVec
; it only has to
be GpuArrayBufferable
.
Implementations§
source§impl<T> UninitBufferVec<T>where
T: GpuArrayBufferable,
impl<T> UninitBufferVec<T>where
T: GpuArrayBufferable,
sourcepub const fn new(buffer_usage: BufferUsages) -> Self
pub const fn new(buffer_usage: BufferUsages) -> Self
Creates a new UninitBufferVec
with the given BufferUsages
.
sourcepub fn binding(&self) -> Option<BindingResource<'_>>
pub fn binding(&self) -> Option<BindingResource<'_>>
Returns the binding for the buffer if the data has been uploaded.
sourcepub fn add(&mut self) -> usize
pub fn add(&mut self) -> usize
Reserves space for one more element in the buffer and returns its index.
sourcepub fn is_empty(&self) -> bool
pub fn is_empty(&self) -> bool
Returns true if no elements have been added to this UninitBufferVec
.
sourcepub fn reserve(&mut self, capacity: usize, device: &RenderDevice)
pub fn reserve(&mut self, capacity: usize, device: &RenderDevice)
Materializes the buffer on the GPU with space for capacity
elements.
If the buffer is already big enough, this function doesn’t reallocate the buffer.
sourcepub fn write_buffer(&mut self, device: &RenderDevice)
pub fn write_buffer(&mut self, device: &RenderDevice)
Materializes the buffer on the GPU, with an appropriate size for the elements that have been pushed so far.
Auto Trait Implementations§
impl<T> Freeze for UninitBufferVec<T>
impl<T> RefUnwindSafe for UninitBufferVec<T>where
T: RefUnwindSafe,
impl<T> Send for UninitBufferVec<T>where
T: Send,
impl<T> Sync for UninitBufferVec<T>where
T: Sync,
impl<T> Unpin for UninitBufferVec<T>where
T: Unpin,
impl<T> UnwindSafe for UninitBufferVec<T>where
T: 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
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.