pub struct Queue { /* private fields */ }
Expand description
Handle to a command queue on a device.
A Queue
executes recorded CommandBuffer
objects and provides convenience methods
for writing to buffers and textures.
It can be created along with a Device
by calling Adapter::request_device
.
Corresponds to WebGPU GPUQueue
.
Implementations§
source§impl Queue
impl Queue
sourcepub fn write_buffer(&self, buffer: &Buffer, offset: BufferAddress, data: &[u8])
pub fn write_buffer(&self, buffer: &Buffer, offset: BufferAddress, data: &[u8])
Schedule a data write into buffer
starting at offset
.
This method is intended to have low performance costs.
As such, the write is not immediately submitted, and instead enqueued
internally to happen at the start of the next submit()
call.
This method fails if data
overruns the size of buffer
starting at offset
.
sourcepub fn write_buffer_with<'a>(
&'a self,
buffer: &'a Buffer,
offset: BufferAddress,
size: BufferSize
) -> Option<QueueWriteBufferView<'a>>
pub fn write_buffer_with<'a>( &'a self, buffer: &'a Buffer, offset: BufferAddress, size: BufferSize ) -> Option<QueueWriteBufferView<'a>>
Schedule a data write into buffer
starting at offset
via the returned
QueueWriteBufferView
.
Reading from this buffer is slow and will not yield the actual contents of the buffer.
This method is intended to have low performance costs.
As such, the write is not immediately submitted, and instead enqueued
internally to happen at the start of the next submit()
call.
This method fails if size
is greater than the size of buffer
starting at offset
.
sourcepub fn write_texture(
&self,
texture: ImageCopyTexture<'_>,
data: &[u8],
data_layout: ImageDataLayout,
size: Extent3d
)
pub fn write_texture( &self, texture: ImageCopyTexture<'_>, data: &[u8], data_layout: ImageDataLayout, size: Extent3d )
Schedule a write of some data into a texture.
data
contains the texels to be written, which must be in the same format as the texture.data_layout
describes the memory layout ofdata
, which does not necessarily have to have tightly packed rows.texture
specifies the texture to write into, and the location within the texture (coordinate offset, mip level) that will be overwritten.size
is the size, in texels, of the region to be written.
This method is intended to have low performance costs.
As such, the write is not immediately submitted, and instead enqueued
internally to happen at the start of the next submit()
call.
However, data
will be immediately copied into staging memory; so the caller may
discard it any time after this call completes.
This method fails if size
overruns the size of texture
, or if data
is too short.
sourcepub fn submit<I: IntoIterator<Item = CommandBuffer>>(
&self,
command_buffers: I
) -> SubmissionIndex
pub fn submit<I: IntoIterator<Item = CommandBuffer>>( &self, command_buffers: I ) -> SubmissionIndex
Submits a series of finished command buffers for execution.
sourcepub fn get_timestamp_period(&self) -> f32
pub fn get_timestamp_period(&self) -> f32
Gets the amount of nanoseconds each tick of a timestamp query represents.
Returns zero if timestamp queries are unsupported.
Timestamp values are represented in nanosecond values on WebGPU, see <https://gpuweb.github.io/gpuweb/#timestamp>
Therefore, this is always 1.0 on the web, but on wgpu-core a manual conversion is required.
sourcepub fn on_submitted_work_done(&self, callback: impl FnOnce() + Send + 'static)
pub fn on_submitted_work_done(&self, callback: impl FnOnce() + Send + 'static)
Registers a callback when the previous call to submit finishes running on the gpu. This callback being called implies that all mapped buffer callbacks which were registered before this call will have been called.
For the callback to complete, either queue.submit(..)
, instance.poll_all(..)
, or device.poll(..)
must be called elsewhere in the runtime, possibly integrated into an event loop or run on a separate thread.
The callback will be called on the thread that first calls the above functions after the gpu work has completed. There are no restrictions on the code you can run in the callback, however on native the call to the function will not complete until the callback returns, so prefer keeping callbacks short and used to set flags, send messages, etc.