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

The render graph configures the modular, parallel and re-usable render logic. It is a retained and stateless (nodes themselves may have their own internal state) structure, which can not be modified while it is executed by the graph runner.

The RenderGraphRunner is responsible for executing the entire graph each frame.

It consists of three main components: Nodes, Edges and Slots.

Nodes are responsible for generating draw calls and operating on input and output slots. Edges specify the order of execution for nodes and connect input and output slots together. Slots describe the render resources created or used by the nodes.

Additionally a render graph can contain multiple sub graphs, which are run by the corresponding nodes. Every render graph can have its own optional input node.

§Example

Here is a simple render graph example with two nodes connected by a node edge.

#[derive(RenderLabel)]
enum Labels {
    A,
    B,
}

let mut graph = RenderGraph::default();
graph.add_node(Labels::A, MyNode);
graph.add_node(Labels::B, MyNode);
graph.add_node_edge(Labels::B, Labels::A);

Implementations§

source§

impl RenderGraph

source

pub fn update(&mut self, world: &mut World)

Updates all nodes and sub graphs of the render graph. Should be called before executing it.

source

pub fn set_input(&mut self, inputs: Vec<SlotInfo>)

Creates an GraphInputNode with the specified slots if not already present.

source

pub fn get_input_node(&self) -> Option<&NodeState>

Returns the NodeState of the input node of this graph.

§See also
source

pub fn input_node(&self) -> &NodeState

Returns the NodeState of the input node of this graph.

§Panics

Panics if there is no input node set.

§See also
source

pub fn add_node<T>(&mut self, label: impl RenderLabel, node: T)
where T: Node,

Adds the node with the label to the graph. If the label is already present replaces it instead.

Examples found in repository?
examples/shader/compute_shader_game_of_life.rs (line 88)
77
78
79
80
81
82
83
84
85
86
87
88
89
90
    fn build(&self, app: &mut App) {
        // Extract the game of life image resource from the main world into the render world
        // for operation on by the compute shader and display on the sprite.
        app.add_plugins(ExtractResourcePlugin::<GameOfLifeImage>::default());
        let render_app = app.sub_app_mut(RenderApp);
        render_app.add_systems(
            Render,
            prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
        );

        let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
        render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
        render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
    }
source

pub fn add_node_edges<const N: usize>( &mut self, edges: impl IntoRenderNodeArray<N> )

Add node_edges based on the order of the given edges array.

Defining an edge that already exists is not considered an error with this api. It simply won’t create a new edge.

source

pub fn remove_node( &mut self, label: impl RenderLabel ) -> Result<(), RenderGraphError>

Removes the node with the label from the graph. If the label does not exist, nothing happens.

source

pub fn get_node_state( &self, label: impl RenderLabel ) -> Result<&NodeState, RenderGraphError>

Retrieves the NodeState referenced by the label.

source

pub fn get_node_state_mut( &mut self, label: impl RenderLabel ) -> Result<&mut NodeState, RenderGraphError>

Retrieves the NodeState referenced by the label mutably.

source

pub fn get_node<T>( &self, label: impl RenderLabel ) -> Result<&T, RenderGraphError>
where T: Node,

Retrieves the Node referenced by the label.

source

pub fn get_node_mut<T>( &mut self, label: impl RenderLabel ) -> Result<&mut T, RenderGraphError>
where T: Node,

Retrieves the Node referenced by the label mutably.

source

pub fn try_add_slot_edge( &mut self, output_node: impl RenderLabel, output_slot: impl Into<SlotLabel>, input_node: impl RenderLabel, input_slot: impl Into<SlotLabel> ) -> Result<(), RenderGraphError>

Adds the Edge::SlotEdge to the graph. This guarantees that the output_node is run before the input_node and also connects the output_slot to the input_slot.

Fails if any invalid RenderLabels or SlotLabels are given.

§See also
source

pub fn add_slot_edge( &mut self, output_node: impl RenderLabel, output_slot: impl Into<SlotLabel>, input_node: impl RenderLabel, input_slot: impl Into<SlotLabel> )

Adds the Edge::SlotEdge to the graph. This guarantees that the output_node is run before the input_node and also connects the output_slot to the input_slot.

§Panics

Any invalid RenderLabels or SlotLabels are given.

§See also
source

pub fn remove_slot_edge( &mut self, output_node: impl RenderLabel, output_slot: impl Into<SlotLabel>, input_node: impl RenderLabel, input_slot: impl Into<SlotLabel> ) -> Result<(), RenderGraphError>

Removes the Edge::SlotEdge from the graph. If any nodes or slots do not exist then nothing happens.

source

pub fn try_add_node_edge( &mut self, output_node: impl RenderLabel, input_node: impl RenderLabel ) -> Result<(), RenderGraphError>

Adds the Edge::NodeEdge to the graph. This guarantees that the output_node is run before the input_node.

Fails if any invalid RenderLabel is given.

§See also
source

pub fn add_node_edge( &mut self, output_node: impl RenderLabel, input_node: impl RenderLabel )

Adds the Edge::NodeEdge to the graph. This guarantees that the output_node is run before the input_node.

§Panics

Panics if any invalid RenderLabel is given.

§See also
Examples found in repository?
examples/shader/compute_shader_game_of_life.rs (line 89)
77
78
79
80
81
82
83
84
85
86
87
88
89
90
    fn build(&self, app: &mut App) {
        // Extract the game of life image resource from the main world into the render world
        // for operation on by the compute shader and display on the sprite.
        app.add_plugins(ExtractResourcePlugin::<GameOfLifeImage>::default());
        let render_app = app.sub_app_mut(RenderApp);
        render_app.add_systems(
            Render,
            prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
        );

        let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
        render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
        render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
    }
source

pub fn remove_node_edge( &mut self, output_node: impl RenderLabel, input_node: impl RenderLabel ) -> Result<(), RenderGraphError>

Removes the Edge::NodeEdge from the graph. If either node does not exist then nothing happens.

source

pub fn validate_edge( &mut self, edge: &Edge, should_exist: EdgeExistence ) -> Result<(), RenderGraphError>

Verifies that the edge existence is as expected and checks that slot edges are connected correctly.

source

pub fn has_edge(&self, edge: &Edge) -> bool

Checks whether the edge already exists in the graph.

source

pub fn iter_nodes(&self) -> impl Iterator<Item = &NodeState>

Returns an iterator over the NodeStates.

source

pub fn iter_nodes_mut(&mut self) -> impl Iterator<Item = &mut NodeState>

Returns an iterator over the NodeStates, that allows modifying each value.

source

pub fn iter_sub_graphs( &self ) -> impl Iterator<Item = (Interned<dyn RenderSubGraph>, &RenderGraph)>

Returns an iterator over the sub graphs.

source

pub fn iter_sub_graphs_mut( &mut self ) -> impl Iterator<Item = (Interned<dyn RenderSubGraph>, &mut RenderGraph)>

Returns an iterator over the sub graphs, that allows modifying each value.

source

pub fn iter_node_inputs( &self, label: impl RenderLabel ) -> Result<impl Iterator<Item = (&Edge, &NodeState)>, RenderGraphError>

Returns an iterator over a tuple of the input edges and the corresponding output nodes for the node referenced by the label.

source

pub fn iter_node_outputs( &self, label: impl RenderLabel ) -> Result<impl Iterator<Item = (&Edge, &NodeState)>, RenderGraphError>

Returns an iterator over a tuple of the output edges and the corresponding input nodes for the node referenced by the label.

source

pub fn add_sub_graph( &mut self, label: impl RenderSubGraph, sub_graph: RenderGraph )

Adds the sub_graph with the label to the graph. If the label is already present replaces it instead.

source

pub fn remove_sub_graph(&mut self, label: impl RenderSubGraph)

Removes the sub_graph with the label from the graph. If the label does not exist then nothing happens.

source

pub fn get_sub_graph(&self, label: impl RenderSubGraph) -> Option<&RenderGraph>

Retrieves the sub graph corresponding to the label.

source

pub fn get_sub_graph_mut( &mut self, label: impl RenderSubGraph ) -> Option<&mut RenderGraph>

Retrieves the sub graph corresponding to the label mutably.

source

pub fn sub_graph(&self, label: impl RenderSubGraph) -> &RenderGraph

Retrieves the sub graph corresponding to the label.

§Panics

Panics if any invalid subgraph label is given.

§See also
source

pub fn sub_graph_mut(&mut self, label: impl RenderSubGraph) -> &mut RenderGraph

Retrieves the sub graph corresponding to the label mutably.

§Panics

Panics if any invalid subgraph label is given.

§See also

Trait Implementations§

source§

impl Debug for RenderGraph

source§

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

Formats the value using the given formatter. Read more
source§

impl Default for RenderGraph

source§

fn default() -> RenderGraph

Returns the “default value” for a type. Read more
source§

impl Resource for RenderGraph
where RenderGraph: Send + Sync + 'static,

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

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

source§

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.
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
source§

impl<T> Downcast<T> for T

source§

fn downcast(&self) -> &T

source§

impl<T> Downcast for T
where T: Any,

source§

fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
source§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
source§

fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
source§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
source§

impl<T> DowncastSync for T
where T: Any + Send + Sync,

source§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<S> FromSample<S> for S

source§

fn from_sample_(s: S) -> S

source§

impl<T> FromWorld for T
where T: Default,

source§

fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
source§

impl<T> Instrument for T

source§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T, U> ToSample<U> for T
where U: FromSample<T>,

source§

fn to_sample_(self) -> U

source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
source§

impl<T> Upcast<T> for T

source§

fn upcast(&self) -> Option<&T>

source§

impl<T> WithSubscriber for T

source§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
source§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
source§

impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

source§

impl<T> Settings for T
where T: 'static + Send + Sync,

source§

impl<T> WasmNotSend for T
where T: Send,

source§

impl<T> WasmNotSendSync for T

source§

impl<T> WasmNotSync for T
where T: Sync,