pub struct GpuBuffer<K: BufferLayout> {
    pub buffers: Vec<Vec<ClippedIndexDetails>>,
    pub vertex_buffer: Buffer<K>,
    pub index_buffer: Buffer<K>,
    pub layer_size: usize,
    /* private fields */
}

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§buffers: Vec<Vec<ClippedIndexDetails>>§vertex_buffer: Buffer<K>§index_buffer: Buffer<K>§layer_size: usize

Implementations§

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impl<K: BufferLayout> GpuBuffer<K>

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pub fn create_buffer( gpu_device: &GpuDevice, buffers: &BufferData, layer_size: usize ) -> Self

Used to create GpuBuffer from a (Vertex:Vec, Indices:Vec).

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pub fn add_buffer_store( &mut self, renderer: &GpuRenderer, index: OrderedIndex, layer: usize )

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pub fn finalize(&mut self, renderer: &mut GpuRenderer)

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pub fn index_count(&self) -> usize

Returns the index_count.

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pub fn index_max(&self) -> usize

Returns the index maximum size.

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pub fn indices(&self, bounds: Option<Range<u64>>) -> BufferSlice<'_>

Returns wgpu::BufferSlice of indices. bounds is used to set a specific Range if needed. If bounds is None then range is 0..index_count.

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pub fn new(device: &GpuDevice, layer_size: usize) -> Self

creates a new pre initlized VertexBuffer with a default size. default size is based on the initial BufferPass::vertices length.

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pub fn set_index_count(&mut self, count: usize)

Set the Index based on how many Vertex’s Exist

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pub fn vertex_count(&self) -> usize

Returns the Vertex elements count.

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pub fn is_empty(&self) -> bool

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pub fn is_clipped(&self) -> bool

Returns if the buffer is clipped or not to deturmine if you should use buffers or clipped_buffers.

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pub fn set_as_clipped(&mut self)

Sets the Buffer into Clipping mode. This will Produce a clipped_buffers instead of the buffers which will still be layered but a Vector of individual objects will Exist rather than a grouped object per layer. Will make it less Efficient but allows Bounds Clipping.

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pub fn vertex_max(&self) -> usize

Returns vertex_buffer’s max size in bytes.

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pub fn vertex_stride(&self) -> usize

Returns vertex_buffer’s vertex_stride.

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pub fn vertices(&self, bounds: Option<Range<u64>>) -> BufferSlice<'_>

Returns wgpu::BufferSlice of vertices. bounds is used to set a specific Range if needed. If bounds is None then range is 0..vertex_count.

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pub fn with_capacity( gpu_device: &GpuDevice, capacity: usize, layer_size: usize ) -> Self

Creates a GpuBuffer based on capacity. Capacity is the amount of objects to initialize for. Capacity * 2 == the reserved space for the indices.

Trait Implementations§

Auto Trait Implementations§

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impl<K> !Freeze for GpuBuffer<K>

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impl<K> !RefUnwindSafe for GpuBuffer<K>

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impl<K> Send for GpuBuffer<K>
where K: Send,

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impl<K> Sync for GpuBuffer<K>
where K: Sync,

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impl<K> Unpin for GpuBuffer<K>
where K: Unpin,

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impl<K> !UnwindSafe for GpuBuffer<K>

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