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RenderDevice

Struct RenderDevice 

Source
pub struct RenderDevice { /* private fields */ }
Expand description

GPU 渲染设备

封装 wgpu 的实例、适配器、设备和队列,提供统一的 GPU 资源管理。

§设计理念

  • 自动选择: 自动选择最佳的 GPU 适配器
  • 特性检测: 检测和启用可用的 GPU 特性
  • 错误处理: 完善的错误处理和回退机制
  • 跨平台: 支持多种图形后端

§示例

use anvilkit_render::renderer::RenderDevice;
use std::sync::Arc;
use winit::window::Window;
 
// 创建窗口(示例)
// let window = Arc::new(window);
 
// 创建渲染设备
// let device = RenderDevice::new(&window).await?;
 
// 获取设备和队列
// let wgpu_device = device.device();
// let queue = device.queue();

Implementations§

Source§

impl RenderDevice

Source

pub async fn new(window: &Arc<Window>) -> Result<Self>

创建新的渲染设备

§参数
  • window: 窗口实例,用于创建兼容的表面
§返回

成功时返回 RenderDevice 实例,失败时返回错误

§示例
use anvilkit_render::renderer::RenderDevice;
use std::sync::Arc;
use winit::window::Window;
 
// let window = Arc::new(window);
// let device = RenderDevice::new(&window).await?;
Source

pub fn instance(&self) -> &Instance

获取 wgpu 实例

§返回

返回 wgpu 实例的引用

§示例
let instance = device.instance();
Source

pub fn adapter(&self) -> &Adapter

获取 GPU 适配器

§返回

返回 GPU 适配器的引用

§示例
let adapter = device.adapter();
let info = adapter.get_info();
println!("GPU: {}", info.name);
Source

pub fn device(&self) -> &Device

获取 GPU 设备

§返回

返回 GPU 设备的引用

§示例
let wgpu_device = device.device();
// 使用设备创建资源
Source

pub fn queue(&self) -> &Queue

获取命令队列

§返回

返回命令队列的引用

§示例
let queue = device.queue();
// 使用队列提交命令
Source

pub fn features(&self) -> Features

获取支持的特性

§返回

返回 GPU 支持的特性集合

§示例
let features = device.features();
if features.contains(Features::TIMESTAMP_QUERY) {
    println!("支持时间戳查询");
}
Source

pub fn limits(&self) -> &Limits

获取设备限制

§返回

返回 GPU 设备的限制参数

§示例
let limits = device.limits();
println!("最大纹理大小: {}", limits.max_texture_dimension_2d);
Source

pub fn supports_feature(&self, feature: Features) -> bool

检查是否支持指定特性

§参数
  • feature: 要检查的特性
§返回

如果支持指定特性则返回 true

§示例
if device.supports_feature(Features::MULTI_DRAW_INDIRECT) {
    println!("支持多重间接绘制");
}
Source

pub fn get_preferred_format(&self, surface: &Surface<'_>) -> TextureFormat

获取首选的表面纹理格式

§参数
  • surface: 窗口表面
§返回

返回首选的纹理格式

§示例
let format = device.get_preferred_format(surface);
println!("首选格式: {:?}", format);

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