pub struct TextureStore { /* private fields */ }Expand description
Handle-based texture store. Loads PNGs, uploads to GPU, returns opaque handles.
Implementations§
Source§impl TextureStore
impl TextureStore
pub fn new() -> Self
Sourcepub fn load(
&mut self,
gpu: &GpuContext,
bind_group_layout: &BindGroupLayout,
path: &Path,
) -> Result<TextureId>
pub fn load( &mut self, gpu: &GpuContext, bind_group_layout: &BindGroupLayout, path: &Path, ) -> Result<TextureId>
Load a texture from a PNG file. Returns the texture handle. If the same path was already loaded, returns the cached handle.
Sourcepub fn create_solid_color(
&mut self,
device: &Device,
queue: &Queue,
bind_group_layout: &BindGroupLayout,
name: &str,
r: u8,
g: u8,
b: u8,
a: u8,
) -> TextureId
pub fn create_solid_color( &mut self, device: &Device, queue: &Queue, bind_group_layout: &BindGroupLayout, name: &str, r: u8, g: u8, b: u8, a: u8, ) -> TextureId
Create a solid-color 1x1 texture. Useful for placeholder sprites.
Sourcepub fn upload_raw(
&mut self,
device: &Device,
queue: &Queue,
bind_group_layout: &BindGroupLayout,
id: TextureId,
pixels: &[u8],
width: u32,
height: u32,
)
pub fn upload_raw( &mut self, device: &Device, queue: &Queue, bind_group_layout: &BindGroupLayout, id: TextureId, pixels: &[u8], width: u32, height: u32, )
Upload raw RGBA pixel data as a texture with a pre-assigned ID. Used for procedurally generated textures (e.g., built-in font).
Sourcepub fn upload_raw_linear(
&mut self,
device: &Device,
queue: &Queue,
bind_group_layout: &BindGroupLayout,
id: TextureId,
pixels: &[u8],
width: u32,
height: u32,
)
pub fn upload_raw_linear( &mut self, device: &Device, queue: &Queue, bind_group_layout: &BindGroupLayout, id: TextureId, pixels: &[u8], width: u32, height: u32, )
Upload raw RGBA pixels as a linear (non-sRGB) texture with bilinear filtering. Use this for distance field atlases (MSDF, SDF) where values must be sampled linearly.
Sourcepub fn get_bind_group(&self, id: TextureId) -> Option<&BindGroup>
pub fn get_bind_group(&self, id: TextureId) -> Option<&BindGroup>
Get the bind group for a texture handle (regular textures and render targets).
Sourcepub fn get_dimensions(&self, id: TextureId) -> Option<(u32, u32)>
pub fn get_dimensions(&self, id: TextureId) -> Option<(u32, u32)>
Get texture dimensions (regular textures and render targets).
Sourcepub fn register_render_target(
&mut self,
device: &Device,
bind_group_layout: &BindGroupLayout,
id: TextureId,
view: &TextureView,
width: u32,
height: u32,
)
pub fn register_render_target( &mut self, device: &Device, bind_group_layout: &BindGroupLayout, id: TextureId, view: &TextureView, width: u32, height: u32, )
Register a render target’s TextureView as a samplable texture.
The texture itself is owned by RenderTargetStore; we only create the
bind group here. wgpu’s internal reference counting keeps the GPU
resource alive for as long as the bind group exists.
Sourcepub fn unregister_render_target(&mut self, id: TextureId)
pub fn unregister_render_target(&mut self, id: TextureId)
Remove a render target’s bind group. Call after destroying the render target.
Auto Trait Implementations§
impl Freeze for TextureStore
impl !RefUnwindSafe for TextureStore
impl Send for TextureStore
impl Sync for TextureStore
impl Unpin for TextureStore
impl UnsafeUnpin for TextureStore
impl !UnwindSafe for TextureStore
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