Struct bevy_render::render_resource::UninitBufferVec

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pub struct UninitBufferVec<T>{ /* 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.

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impl<T> UninitBufferVec<T>

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pub const fn new(buffer_usage: BufferUsages) -> Self

Creates a new UninitBufferVec with the given BufferUsages.

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pub fn buffer(&self) -> Option<&Buffer>

Returns the buffer, if allocated.

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pub fn binding(&self) -> Option<BindingResource<'_>>

Returns the binding for the buffer if the data has been uploaded.

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pub fn add(&mut self) -> usize

Reserves space for one more element in the buffer and returns its index.

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pub fn is_empty(&self) -> bool

Returns true if no elements have been added to this UninitBufferVec.

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pub fn clear(&mut self)

Removes all elements from the buffer.

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pub fn len(&self) -> usize

Returns the length of the buffer.

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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.

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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§

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impl<T> Freeze for UninitBufferVec<T>

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impl<T> RefUnwindSafe for UninitBufferVec<T>
where T: RefUnwindSafe,

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impl<T> Send for UninitBufferVec<T>
where T: Send,

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impl<T> Sync for UninitBufferVec<T>
where T: Sync,

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impl<T> Unpin for UninitBufferVec<T>
where T: Unpin,

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impl<T> UnwindSafe for UninitBufferVec<T>
where T: UnwindSafe,

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

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impl<T> Downcast<T> for T

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