[]Struct bevy::wgpu::WgpuResources

pub struct WgpuResources {
    pub buffer_infos: Arc<RwLock<RawRwLock, HashMap<BufferId, BufferInfo, RandomState>>>,
    pub texture_descriptors: Arc<RwLock<RawRwLock, HashMap<TextureId, TextureDescriptor, RandomState>>>,
    pub window_surfaces: Arc<RwLock<RawRwLock, HashMap<WindowId, Surface, RandomState>>>,
    pub window_swap_chains: Arc<RwLock<RawRwLock, HashMap<WindowId, SwapChain, RandomState>>>,
    pub swap_chain_frames: Arc<RwLock<RawRwLock, HashMap<TextureId, SwapChainFrame, RandomState>>>,
    pub buffers: Arc<RwLock<RawRwLock, HashMap<BufferId, Arc<Buffer>, RandomState>>>,
    pub texture_views: Arc<RwLock<RawRwLock, HashMap<TextureId, TextureView, RandomState>>>,
    pub textures: Arc<RwLock<RawRwLock, HashMap<TextureId, Texture, RandomState>>>,
    pub samplers: Arc<RwLock<RawRwLock, HashMap<SamplerId, Sampler, RandomState>>>,
    pub shader_modules: Arc<RwLock<RawRwLock, HashMap<Handle<Shader>, ShaderModule, RandomState>>>,
    pub render_pipelines: Arc<RwLock<RawRwLock, HashMap<Handle<PipelineDescriptor>, RenderPipeline, RandomState>>>,
    pub bind_groups: Arc<RwLock<RawRwLock, HashMap<BindGroupDescriptorId, WgpuBindGroupInfo, RandomState>>>,
    pub bind_group_layouts: Arc<RwLock<RawRwLock, HashMap<BindGroupDescriptorId, BindGroupLayout, RandomState>>>,
    pub asset_resources: Arc<RwLock<RawRwLock, HashMap<(HandleUntyped, u64), RenderResourceId, RandomState>>>,
    pub bind_group_counter: BindGroupCounter,
}

Fields

buffer_infos: Arc<RwLock<RawRwLock, HashMap<BufferId, BufferInfo, RandomState>>>texture_descriptors: Arc<RwLock<RawRwLock, HashMap<TextureId, TextureDescriptor, RandomState>>>window_surfaces: Arc<RwLock<RawRwLock, HashMap<WindowId, Surface, RandomState>>>window_swap_chains: Arc<RwLock<RawRwLock, HashMap<WindowId, SwapChain, RandomState>>>swap_chain_frames: Arc<RwLock<RawRwLock, HashMap<TextureId, SwapChainFrame, RandomState>>>buffers: Arc<RwLock<RawRwLock, HashMap<BufferId, Arc<Buffer>, RandomState>>>texture_views: Arc<RwLock<RawRwLock, HashMap<TextureId, TextureView, RandomState>>>textures: Arc<RwLock<RawRwLock, HashMap<TextureId, Texture, RandomState>>>samplers: Arc<RwLock<RawRwLock, HashMap<SamplerId, Sampler, RandomState>>>shader_modules: Arc<RwLock<RawRwLock, HashMap<Handle<Shader>, ShaderModule, RandomState>>>render_pipelines: Arc<RwLock<RawRwLock, HashMap<Handle<PipelineDescriptor>, RenderPipeline, RandomState>>>bind_groups: Arc<RwLock<RawRwLock, HashMap<BindGroupDescriptorId, WgpuBindGroupInfo, RandomState>>>bind_group_layouts: Arc<RwLock<RawRwLock, HashMap<BindGroupDescriptorId, BindGroupLayout, RandomState>>>asset_resources: Arc<RwLock<RawRwLock, HashMap<(HandleUntyped, u64), RenderResourceId, RandomState>>>bind_group_counter: BindGroupCounter

Implementations

impl WgpuResources

pub fn read(&self) -> WgpuResourcesReadLock<'_>

pub fn has_bind_group(
    &self,
    bind_group_descriptor_id: BindGroupDescriptorId,
    bind_group_id: BindGroupId
) -> bool

pub fn remove_stale_bind_groups(&self)

Trait Implementations

impl Clone for WgpuResources

impl Debug for WgpuResources

impl Default for WgpuResources

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