Expand description
Astrelis Render - Modular rendering framework for Astrelis
This crate provides:
- Graphics context management
- Window rendering contexts
- Frame and render pass management
- Compute pass management
- Framebuffer abstraction for offscreen rendering
- Render target abstraction (Surface/Framebuffer)
- Blend mode presets for common scenarios
- GPU feature detection and management
- Indirect draw buffer support for GPU-driven rendering
- Texture blitting for fullscreen quad rendering
- Sprite sheet support for animations
- Low-level extensible Renderer for WGPU resource management
- Building blocks for higher-level renderers (TextRenderer, SceneRenderer, etc.)
Re-exports§
pub use wgpu;
Structs§
- Atlas
Entry - An entry in the texture atlas.
- Atlas
Key - Unique key for an atlas entry.
- Atlas
Rect - Rectangle for atlas packing (not coordinate-space aware).
- Blit
Options - Options for configuring the blit renderer.
- Blit
Renderer - A renderer for blitting textures to the screen.
- Camera
- A camera with view and projection matrices.
- Camera
Uniform - Camera uniform buffer data for shaders.
- Color
- Color represented as RGBA (0.0 - 1.0).
- Compute
Pass - A compute pass wrapper that automatically returns the encoder to the frame context.
- Compute
Pass Builder - Builder for creating compute passes.
- Compute
Pipeline Builder - Builder for creating a compute pipeline with common defaults.
- Dispatch
Indirect - Indirect dispatch command.
- Draw
Indexed Indirect - Indirect draw command for indexed geometry.
- Draw
Indirect - Indirect draw command for non-indexed geometry.
- Execution
Plan - Execution plan for the render graph.
- Frame
Context - Context for a single frame of rendering.
- Frame
Stats - Statistics for a rendered frame.
- Framebuffer
- An offscreen render target with optional depth and MSAA attachments.
- Framebuffer
Builder - Builder for creating framebuffers with optional attachments.
- GpuFeatures
- GPU features that can be requested or required.
- GpuProfiler
- High-level GPU profiler for measuring execution times.
- GpuReadback
- GPU readback handle for async data retrieval.
- GpuTexture
- A GPU texture with cached view and metadata.
- Graphics
Context - A globally shared graphics context.
- Graphics
Context Descriptor - Descriptor for configuring graphics context creation.
- Indirect
Buffer - A type-safe GPU buffer for indirect draw commands.
- Material
- A material manages shader parameters, textures, and pipeline state.
- Material
Builder - Builder for creating materials with a fluent API.
- Material
Texture - Texture binding information for a material.
- Mesh
- A mesh containing vertex and optional index data.
- Mesh
Builder - Builder for creating meshes.
- PassId
- Pass identifier in the render graph.
- Pending
Reconfigure - Pipeline
State - Pipeline state configuration for a material.
- Profile
Region - A handle to a profiling region.
- Query
Result Buffer - Buffer for storing and reading query results.
- Query
Set - A wrapper around wgpu::QuerySet with metadata.
- Render
Context - Render context passed to pass execution functions.
- Render
Graph - Render graph managing passes and resources.
- Render
Graph Pass - A render pass in the graph.
- Render
Pass - A render pass wrapper that automatically returns the encoder to the frame context.
- Render
Pass Builder - Builder for creating render passes.
- Render
Pipeline Builder - Builder for creating a render pipeline with common defaults.
- Renderable
Window - A renderable window that combines a window with a rendering context.
- Renderer
- Low-level extensible renderer that simplifies WGPU resource management.
- Resource
Id - Resource identifier in the render graph.
- Resource
Info - Resource information in the render graph.
- Ring
Buffer - A ring buffer for streaming per-frame data.
- Ring
Buffer Allocation - A region allocated from a ring buffer.
- Sprite
Animation - Animation state for cycling through sprite sheet frames.
- Sprite
Sheet - A sprite sheet containing uniformly-sized sprites in a grid layout.
- Sprite
Sheet Descriptor - Descriptor for creating a sprite sheet.
- SpriteUV
- UV coordinates for a sprite (normalized 0-1 range).
- Staging
Buffer - A staging buffer for CPU-to-GPU transfers.
- Staging
Buffer Pool - A pool of staging buffers for reuse.
- Storage
Texture - A texture for compute shader read/write access.
- Surface
- Surface texture and view for rendering.
- Texture
Atlas - Texture atlas with dynamic rectangle packing.
- Texture
Uploader - Helper to upload texture data from CPU to GPU.
- Typed
Buffer - A GPU buffer with type-safe element tracking.
- Viewport
- Viewport definition for rendering.
- Window
Context - Window rendering context that manages a surface and its configuration.
- Window
Context Descriptor - Descriptor for configuring a window’s rendering context.
- Window
Manager - Manages multiple renderable windows with automatic event handling.
Enums§
- Blend
Mode - Predefined blend modes for common use cases.
- ClearOp
- Clear operation for a render pass.
- Depth
Clear Op - Depth clear operation for a render pass.
- Feature
Support Result - Result of checking feature support.
- Graphics
Error - Errors that can occur during graphics context creation.
- Material
Parameter - A material parameter value that can be bound to a shader.
- Projection
Mode - Projection mode for a camera.
- Query
Type - Types of GPU queries.
- Readback
Error - GPU readback error.
- Render
Graph Error - Render graph error.
- Render
Target - A render target that can be either a window surface or an offscreen framebuffer.
- Resource
Type - Resource type in the render graph.
- Storage
Texture Access - Access mode for storage textures in compute shaders.
- Vertex
Format - Vertex format specification.
Constants§
- DEPTH_
FORMAT - Depth format used by framebuffers.
Traits§
- AsWgpu
- Access the underlying wgpu type (immutable).
- AsWgpu
Mut - Access the underlying wgpu type (mutable).
- Compute
Pass Ext - Helper trait for creating compute passes from FrameContext.
- Compute
Pass RawExt - Extended access to ComputePass internals.
- Frame
Context Ext - Extended access to FrameContext internals.
- Graphics
Context Ext - Extended access to GraphicsContext internals.
- Indirect
Command - Marker trait for indirect draw command types.
- Into
Wgpu - Consume and return the underlying wgpu type.
- Readback
Ext - Extension trait for convenient screenshot capture.
- Render
Pass Ext - Helper trait for creating render passes with common configurations.
- Render
Pass Indirect Ext - Extension trait for render passes to use indirect buffers.
- Render
Pass Multi Draw Indirect Ext - Extension trait for multi-draw indirect operations.
- Render
Pass RawExt - Extended access to RenderPass internals.
Type Aliases§
- Uniform
Buffer - A uniform buffer for shader uniforms.