pub struct CommandEncoder { /* private fields */ }
Expand description

Encodes a series of GPU operations.

A command encoder can record RenderPasses, ComputePasses, and transfer operations between driver-managed resources like Buffers and Textures.

When finished recording, call CommandEncoder::finish to obtain a CommandBuffer which may be submitted for execution.

Corresponds to WebGPU GPUCommandEncoder.

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impl CommandEncoder

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pub fn finish(self) -> CommandBuffer

Finishes recording and returns a CommandBuffer that can be submitted for execution.

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pub fn begin_render_pass<'pass>( &'pass mut self, desc: &RenderPassDescriptor<'pass, '_> ) -> RenderPass<'pass>

Begins recording of a render pass.

This function returns a RenderPass object which records a single render pass.

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pub fn begin_compute_pass( &mut self, desc: &ComputePassDescriptor<'_> ) -> ComputePass<'_>

Begins recording of a compute pass.

This function returns a ComputePass object which records a single compute pass.

Examples found in repository?
examples/shader/compute_shader_game_of_life.rs (line 218)
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    fn run(
        &self,
        _graph: &mut render_graph::RenderGraphContext,
        render_context: &mut RenderContext,
        world: &World,
    ) -> Result<(), render_graph::NodeRunError> {
        let texture_bind_group = &world.resource::<GameOfLifeImageBindGroup>().0;
        let pipeline_cache = world.resource::<PipelineCache>();
        let pipeline = world.resource::<GameOfLifePipeline>();

        let mut pass = render_context
            .command_encoder()
            .begin_compute_pass(&ComputePassDescriptor::default());

        pass.set_bind_group(0, texture_bind_group, &[]);

        // select the pipeline based on the current state
        match self.state {
            GameOfLifeState::Loading => {}
            GameOfLifeState::Init => {
                let init_pipeline = pipeline_cache
                    .get_compute_pipeline(pipeline.init_pipeline)
                    .unwrap();
                pass.set_pipeline(init_pipeline);
                pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
            }
            GameOfLifeState::Update => {
                let update_pipeline = pipeline_cache
                    .get_compute_pipeline(pipeline.update_pipeline)
                    .unwrap();
                pass.set_pipeline(update_pipeline);
                pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
            }
        }

        Ok(())
    }
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pub fn copy_buffer_to_buffer( &mut self, source: &Buffer, source_offset: u64, destination: &Buffer, destination_offset: u64, copy_size: u64 )

Copy data from one buffer to another.

§Panics
  • Buffer offsets or copy size not a multiple of COPY_BUFFER_ALIGNMENT.
  • Copy would overrun buffer.
  • Copy within the same buffer.
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pub fn copy_buffer_to_texture( &mut self, source: ImageCopyBuffer<&Buffer>, destination: ImageCopyTexture<&Texture>, copy_size: Extent3d )

Copy data from a buffer to a texture.

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pub fn copy_texture_to_buffer( &mut self, source: ImageCopyTexture<&Texture>, destination: ImageCopyBuffer<&Buffer>, copy_size: Extent3d )

Copy data from a texture to a buffer.

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pub fn copy_texture_to_texture( &mut self, source: ImageCopyTexture<&Texture>, destination: ImageCopyTexture<&Texture>, copy_size: Extent3d )

Copy data from one texture to another.

§Panics
  • Textures are not the same type
  • If a depth texture, or a multisampled texture, the entire texture must be copied
  • Copy would overrun either texture
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pub fn clear_texture( &mut self, texture: &Texture, subresource_range: &ImageSubresourceRange )

Clears texture to zero.

Note that unlike with clear_buffer, COPY_DST usage is not required.

§Implementation notes
  • implemented either via buffer copies and render/depth target clear, path depends on texture usages
  • behaves like texture zero init, but is performed immediately (clearing is not delayed via marking it as uninitialized)
§Panics
  • CLEAR_TEXTURE extension not enabled
  • Range is out of bounds
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pub fn clear_buffer(&mut self, buffer: &Buffer, offset: u64, size: Option<u64>)

Clears buffer to zero.

§Panics
  • Buffer does not have COPY_DST usage.
  • Range is out of bounds
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pub fn insert_debug_marker(&mut self, label: &str)

Inserts debug marker.

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pub fn push_debug_group(&mut self, label: &str)

Start record commands and group it into debug marker group.

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pub fn pop_debug_group(&mut self)

Stops command recording and creates debug group.

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pub fn resolve_query_set( &mut self, query_set: &QuerySet, query_range: Range<u32>, destination: &Buffer, destination_offset: u64 )

Resolves a query set, writing the results into the supplied destination buffer.

Occlusion and timestamp queries are 8 bytes each (see crate::QUERY_SIZE). For pipeline statistics queries, see PipelineStatisticsTypes for more information.

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impl CommandEncoder

Features::TIMESTAMP_QUERY must be enabled on the device in order to call these functions.

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pub fn write_timestamp(&mut self, query_set: &QuerySet, query_index: u32)

Issue a timestamp command at this point in the queue. The timestamp will be written to the specified query set, at the specified index.

Must be multiplied by Queue::get_timestamp_period to get the value in nanoseconds. Absolute values have no meaning, but timestamps can be subtracted to get the time it takes for a string of operations to complete.

Trait Implementations§

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impl Debug for CommandEncoder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Drop for CommandEncoder

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fn drop(&mut self)

Executes the destructor for this type. Read more

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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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