RawBufferVec

Struct RawBufferVec 

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pub struct RawBufferVec<T>
where T: NoUninit,
{ /* private fields */ }
Expand description

A structure for storing raw bytes that have already been properly formatted for use by the GPU.

“Properly formatted” means that item data already meets the alignment and padding requirements for how it will be used on the GPU. The item type must implement NoUninit for its data representation to be directly copyable.

Index, vertex, and instance-rate vertex buffers have no alignment nor padding requirements and so this helper type is a good choice for them.

The contained data is stored in system RAM. Calling reserve allocates VRAM from the RenderDevice. write_buffer queues copying of the data from system RAM to VRAM.

Other options for storing GPU-accessible data are:

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impl<T> RawBufferVec<T>
where T: NoUninit,

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pub const fn new(buffer_usage: BufferUsages) -> RawBufferVec<T>

Creates a new RawBufferVec with the given BufferUsages.

Examples found in repository?
examples/shader_advanced/custom_phase_item.rs (line 370)
365    fn from_world(world: &mut World) -> Self {
366        let render_device = world.resource::<RenderDevice>();
367        let render_queue = world.resource::<RenderQueue>();
368
369        // Create the vertex and index buffers.
370        let mut vbo = RawBufferVec::new(BufferUsages::VERTEX);
371        let mut ibo = RawBufferVec::new(BufferUsages::INDEX);
372
373        for vertex in &VERTICES {
374            vbo.push(*vertex);
375        }
376        for index in 0..3 {
377            ibo.push(index);
378        }
379
380        // These two lines are required in order to trigger the upload to GPU.
381        vbo.write_buffer(render_device, render_queue);
382        ibo.write_buffer(render_device, render_queue);
383
384        CustomPhaseItemBuffers {
385            vertices: vbo,
386            indices: ibo,
387        }
388    }
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pub fn buffer(&self) -> Option<&Buffer>

Returns a handle to the buffer, if the data has been uploaded.

Examples found in repository?
examples/shader_advanced/custom_phase_item.rs (line 84)
69    fn render<'w>(
70        _: &P,
71        _: ROQueryItem<'w, '_, Self::ViewQuery>,
72        _: Option<ROQueryItem<'w, '_, Self::ItemQuery>>,
73        custom_phase_item_buffers: SystemParamItem<'w, '_, Self::Param>,
74        pass: &mut TrackedRenderPass<'w>,
75    ) -> RenderCommandResult {
76        // Borrow check workaround.
77        let custom_phase_item_buffers = custom_phase_item_buffers.into_inner();
78
79        // Tell the GPU where the vertices are.
80        pass.set_vertex_buffer(
81            0,
82            custom_phase_item_buffers
83                .vertices
84                .buffer()
85                .unwrap()
86                .slice(..),
87        );
88
89        // Tell the GPU where the indices are.
90        pass.set_index_buffer(
91            custom_phase_item_buffers
92                .indices
93                .buffer()
94                .unwrap()
95                .slice(..),
96            0,
97            IndexFormat::Uint32,
98        );
99
100        // Draw one triangle (3 vertices).
101        pass.draw_indexed(0..3, 0, 0..1);
102
103        RenderCommandResult::Success
104    }
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pub fn binding(&self) -> Option<BindingResource<'_>>

Returns the binding for the buffer if the data has been uploaded.

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pub fn capacity(&self) -> usize

Returns the amount of space that the GPU will use before reallocating.

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pub fn len(&self) -> usize

Returns the number of items that have been pushed to this buffer.

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pub fn is_empty(&self) -> bool

Returns true if the buffer is empty.

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pub fn push(&mut self, value: T) -> usize

Adds a new value and returns its index.

Examples found in repository?
examples/shader_advanced/custom_phase_item.rs (line 374)
365    fn from_world(world: &mut World) -> Self {
366        let render_device = world.resource::<RenderDevice>();
367        let render_queue = world.resource::<RenderQueue>();
368
369        // Create the vertex and index buffers.
370        let mut vbo = RawBufferVec::new(BufferUsages::VERTEX);
371        let mut ibo = RawBufferVec::new(BufferUsages::INDEX);
372
373        for vertex in &VERTICES {
374            vbo.push(*vertex);
375        }
376        for index in 0..3 {
377            ibo.push(index);
378        }
379
380        // These two lines are required in order to trigger the upload to GPU.
381        vbo.write_buffer(render_device, render_queue);
382        ibo.write_buffer(render_device, render_queue);
383
384        CustomPhaseItemBuffers {
385            vertices: vbo,
386            indices: ibo,
387        }
388    }
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pub fn append(&mut self, other: &mut RawBufferVec<T>)

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pub fn get(&self, index: u32) -> Option<&T>

Returns the value at the given index.

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pub fn set(&mut self, index: u32, value: T)

Sets the value at the given index.

The index must be less than RawBufferVec::len.

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

Preallocates space for count elements in the internal CPU-side buffer.

Unlike RawBufferVec::reserve, this doesn’t have any effect on the GPU buffer.

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pub fn set_label(&mut self, label: Option<&str>)

Changes the debugging label of the buffer.

The next time the buffer is updated (via reserve), Bevy will inform the driver of the new label.

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pub fn get_label(&self) -> Option<&str>

Returns the label

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pub fn reserve(&mut self, capacity: usize, device: &RenderDevice)

Creates a Buffer on the RenderDevice with size at least size_of::<T>() * capacity, unless a such a buffer already exists.

If a Buffer exists, but is too small, references to it will be discarded, and a new Buffer will be created. Any previously created Buffers that are no longer referenced will be deleted by the RenderDevice once it is done using them (typically 1-2 frames).

In addition to any BufferUsages provided when the RawBufferVec was created, the buffer on the RenderDevice is marked as BufferUsages::COPY_DST.

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pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue)

Queues writing of data from system RAM to VRAM using the RenderDevice and the provided RenderQueue.

Before queuing the write, a reserve operation is executed.

Examples found in repository?
examples/shader_advanced/custom_phase_item.rs (line 381)
365    fn from_world(world: &mut World) -> Self {
366        let render_device = world.resource::<RenderDevice>();
367        let render_queue = world.resource::<RenderQueue>();
368
369        // Create the vertex and index buffers.
370        let mut vbo = RawBufferVec::new(BufferUsages::VERTEX);
371        let mut ibo = RawBufferVec::new(BufferUsages::INDEX);
372
373        for vertex in &VERTICES {
374            vbo.push(*vertex);
375        }
376        for index in 0..3 {
377            ibo.push(index);
378        }
379
380        // These two lines are required in order to trigger the upload to GPU.
381        vbo.write_buffer(render_device, render_queue);
382        ibo.write_buffer(render_device, render_queue);
383
384        CustomPhaseItemBuffers {
385            vertices: vbo,
386            indices: ibo,
387        }
388    }
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pub fn write_buffer_range( &mut self, render_queue: &RenderQueue, range: Range<usize>, ) -> Result<(), WriteBufferRangeError>

Queues writing of data from system RAM to VRAM using the RenderDevice and the provided RenderQueue.

If the buffer is not initialized on the GPU or the range is bigger than the capacity it will return an error. You’ll need to either reserve a new buffer which will lose data on the GPU or create a new buffer and copy the old data to it.

This will only write the data contained in the given range. It is useful if you only want to update a part of the buffer.

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pub fn truncate(&mut self, len: usize)

Reduces the length of the buffer.

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pub fn clear(&mut self)

Removes all elements from the buffer.

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pub fn pop(&mut self) -> Option<T>

Removes and returns the last element in the buffer.

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pub fn values(&self) -> &Vec<T>

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pub fn values_mut(&mut self) -> &mut Vec<T>

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impl<T> RawBufferVec<T>
where T: NoUninit + Default,

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pub fn grow_set(&mut self, index: u32, value: T)

Trait Implementations§

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impl<T> Extend<T> for RawBufferVec<T>
where T: NoUninit,

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fn extend<I>(&mut self, iter: I)
where I: IntoIterator<Item = T>,

Extends a collection with the contents of an iterator. Read more
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fn extend_one(&mut self, item: A)

🔬This is a nightly-only experimental API. (extend_one)
Extends a collection with exactly one element.
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fn extend_reserve(&mut self, additional: usize)

🔬This is a nightly-only experimental API. (extend_one)
Reserves capacity in a collection for the given number of additional elements. Read more

Auto Trait Implementations§

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impl<T> Freeze for RawBufferVec<T>

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impl<T> !RefUnwindSafe for RawBufferVec<T>

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

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

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impl<T> Unpin for RawBufferVec<T>
where T: Unpin,

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impl<T> !UnwindSafe for RawBufferVec<T>

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where T: 'static + ?Sized,

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