Struct RenderDevice

Source
pub struct RenderDevice { /* private fields */ }
Expand description

This GPU device is responsible for the creation of most rendering and compute resources.

Implementations§

Source§

impl RenderDevice

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pub fn new(device: WgpuWrapper<Device>) -> RenderDevice

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pub fn features(&self) -> Features

List all Features that may be used with this device.

Functions may panic if you use unsupported features.

Examples found in repository?
examples/shader/texture_binding_array.rs (line 55)
45    fn finish(&self, app: &mut App) {
46        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
47            return;
48        };
49
50        let render_device = render_app.world().resource::<RenderDevice>();
51
52        // Check if the device support the required feature. If not, exit the example.
53        // In a real application, you should setup a fallback for the missing feature
54        if !render_device
55            .features()
56            .contains(WgpuFeatures::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING)
57        {
58            error!(
59                "Render device doesn't support feature \
60SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING, \
61which is required for texture binding arrays"
62            );
63            exit(1);
64        }
65    }
More examples
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examples/3d/occlusion_culling.rs (line 156)
142    fn from_world(world: &mut World) -> SavedIndirectParameters {
143        let render_device = world.resource::<RenderDevice>();
144        SavedIndirectParameters(Arc::new(Mutex::new(SavedIndirectParametersData {
145            data: vec![],
146            count: 0,
147            // This gets set to false in `readback_indirect_buffers` if we don't
148            // support GPU preprocessing.
149            occlusion_culling_supported: true,
150            // In order to determine how many meshes were culled, we look at the
151            // indirect count buffer that Bevy only populates if the platform
152            // supports `multi_draw_indirect_count`. So, if we don't have that
153            // feature, then we don't bother to display how many meshes were
154            // culled.
155            occlusion_culling_introspection_supported: render_device
156                .features()
157                .contains(WgpuFeatures::MULTI_DRAW_INDIRECT_COUNT),
158        })))
159    }
examples/3d/skybox.rs (line 118)
101fn cycle_cubemap_asset(
102    time: Res<Time>,
103    mut next_swap: Local<f32>,
104    mut cubemap: ResMut<Cubemap>,
105    asset_server: Res<AssetServer>,
106    render_device: Res<RenderDevice>,
107) {
108    let now = time.elapsed_secs();
109    if *next_swap == 0.0 {
110        *next_swap = now + CUBEMAP_SWAP_DELAY;
111        return;
112    } else if now < *next_swap {
113        return;
114    }
115    *next_swap += CUBEMAP_SWAP_DELAY;
116
117    let supported_compressed_formats =
118        CompressedImageFormats::from_features(render_device.features());
119
120    let mut new_index = cubemap.index;
121    for _ in 0..CUBEMAPS.len() {
122        new_index = (new_index + 1) % CUBEMAPS.len();
123        if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
124            break;
125        }
126        info!(
127            "Skipping format which is not supported by current hardware: {:?}",
128            CUBEMAPS[new_index]
129        );
130    }
131
132    // Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
133    // is missing
134    if new_index == cubemap.index {
135        return;
136    }
137
138    cubemap.index = new_index;
139    cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
140    cubemap.is_loaded = false;
141}
Source

pub fn limits(&self) -> Limits

List all Limits that were requested of this device.

If any of these limits are exceeded, functions may panic.

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pub unsafe fn create_shader_module( &self, desc: ShaderModuleDescriptor<'_>, ) -> ShaderModule

Creates a ShaderModule from either SPIR-V or WGSL source code.

§Safety

Creates a shader module with user-customizable runtime checks which allows shaders to perform operations which can lead to undefined behavior like indexing out of bounds, To avoid UB, ensure any unchecked shaders are sound! This method should never be called for user-supplied shaders.

Source

pub fn create_and_validate_shader_module( &self, desc: ShaderModuleDescriptor<'_>, ) -> ShaderModule

Creates and validates a ShaderModule from either SPIR-V or WGSL source code.

See ValidateShader for more information on the tradeoffs involved with shader validation.

Source

pub fn poll(&self, maintain: Maintain<SubmissionIndex>) -> MaintainResult

Check for resource cleanups and mapping callbacks.

Return true if the queue is empty, or false if there are more queue submissions still in flight. (Note that, unless access to the wgpu::Queue is coordinated somehow, this information could be out of date by the time the caller receives it. Queues can be shared between threads, so other threads could submit new work at any time.)

no-op on the web, device is automatically polled.

Examples found in repository?
examples/app/headless_renderer.rs (line 452)
399fn receive_image_from_buffer(
400    image_copiers: Res<ImageCopiers>,
401    render_device: Res<RenderDevice>,
402    sender: Res<RenderWorldSender>,
403) {
404    for image_copier in image_copiers.0.iter() {
405        if !image_copier.enabled() {
406            continue;
407        }
408
409        // Finally time to get our data back from the gpu.
410        // First we get a buffer slice which represents a chunk of the buffer (which we
411        // can't access yet).
412        // We want the whole thing so use unbounded range.
413        let buffer_slice = image_copier.buffer.slice(..);
414
415        // Now things get complicated. WebGPU, for safety reasons, only allows either the GPU
416        // or CPU to access a buffer's contents at a time. We need to "map" the buffer which means
417        // flipping ownership of the buffer over to the CPU and making access legal. We do this
418        // with `BufferSlice::map_async`.
419        //
420        // The problem is that map_async is not an async function so we can't await it. What
421        // we need to do instead is pass in a closure that will be executed when the slice is
422        // either mapped or the mapping has failed.
423        //
424        // The problem with this is that we don't have a reliable way to wait in the main
425        // code for the buffer to be mapped and even worse, calling get_mapped_range or
426        // get_mapped_range_mut prematurely will cause a panic, not return an error.
427        //
428        // Using channels solves this as awaiting the receiving of a message from
429        // the passed closure will force the outside code to wait. It also doesn't hurt
430        // if the closure finishes before the outside code catches up as the message is
431        // buffered and receiving will just pick that up.
432        //
433        // It may also be worth noting that although on native, the usage of asynchronous
434        // channels is wholly unnecessary, for the sake of portability to Wasm
435        // we'll use async channels that work on both native and Wasm.
436
437        let (s, r) = crossbeam_channel::bounded(1);
438
439        // Maps the buffer so it can be read on the cpu
440        buffer_slice.map_async(MapMode::Read, move |r| match r {
441            // This will execute once the gpu is ready, so after the call to poll()
442            Ok(r) => s.send(r).expect("Failed to send map update"),
443            Err(err) => panic!("Failed to map buffer {err}"),
444        });
445
446        // In order for the mapping to be completed, one of three things must happen.
447        // One of those can be calling `Device::poll`. This isn't necessary on the web as devices
448        // are polled automatically but natively, we need to make sure this happens manually.
449        // `Maintain::Wait` will cause the thread to wait on native but not on WebGpu.
450
451        // This blocks until the gpu is done executing everything
452        render_device.poll(Maintain::wait()).panic_on_timeout();
453
454        // This blocks until the buffer is mapped
455        r.recv().expect("Failed to receive the map_async message");
456
457        // This could fail on app exit, if Main world clears resources (including receiver) while Render world still renders
458        let _ = sender.send(buffer_slice.get_mapped_range().to_vec());
459
460        // We need to make sure all `BufferView`'s are dropped before we do what we're about
461        // to do.
462        // Unmap so that we can copy to the staging buffer in the next iteration.
463        image_copier.buffer.unmap();
464    }
465}
Source

pub fn create_command_encoder( &self, desc: &CommandEncoderDescriptor<Option<&str>>, ) -> CommandEncoder

Creates an empty CommandEncoder.

Examples found in repository?
examples/app/headless_renderer.rs (line 360)
340    fn run(
341        &self,
342        _graph: &mut RenderGraphContext,
343        render_context: &mut RenderContext,
344        world: &World,
345    ) -> Result<(), NodeRunError> {
346        let image_copiers = world.get_resource::<ImageCopiers>().unwrap();
347        let gpu_images = world
348            .get_resource::<RenderAssets<bevy::render::texture::GpuImage>>()
349            .unwrap();
350
351        for image_copier in image_copiers.iter() {
352            if !image_copier.enabled() {
353                continue;
354            }
355
356            let src_image = gpu_images.get(&image_copier.src_image).unwrap();
357
358            let mut encoder = render_context
359                .render_device()
360                .create_command_encoder(&CommandEncoderDescriptor::default());
361
362            let block_dimensions = src_image.texture_format.block_dimensions();
363            let block_size = src_image.texture_format.block_copy_size(None).unwrap();
364
365            // Calculating correct size of image row because
366            // copy_texture_to_buffer can copy image only by rows aligned wgpu::COPY_BYTES_PER_ROW_ALIGNMENT
367            // That's why image in buffer can be little bit wider
368            // This should be taken into account at copy from buffer stage
369            let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(
370                (src_image.size.width as usize / block_dimensions.0 as usize) * block_size as usize,
371            );
372
373            encoder.copy_texture_to_buffer(
374                src_image.texture.as_image_copy(),
375                TexelCopyBufferInfo {
376                    buffer: &image_copier.buffer,
377                    layout: TexelCopyBufferLayout {
378                        offset: 0,
379                        bytes_per_row: Some(
380                            std::num::NonZero::<u32>::new(padded_bytes_per_row as u32)
381                                .unwrap()
382                                .into(),
383                        ),
384                        rows_per_image: None,
385                    },
386                },
387                src_image.size,
388            );
389
390            let render_queue = world.get_resource::<RenderQueue>().unwrap();
391            render_queue.submit(std::iter::once(encoder.finish()));
392        }
393
394        Ok(())
395    }
Source

pub fn create_render_bundle_encoder( &self, desc: &RenderBundleEncoderDescriptor<'_>, ) -> RenderBundleEncoder<'_>

Creates an empty RenderBundleEncoder.

Source

pub fn create_bind_group<'a>( &self, label: impl Into<Option<&'a str>>, layout: &'a BindGroupLayout, entries: &'a [BindGroupEntry<'a>], ) -> BindGroup

Creates a new BindGroup.

Examples found in repository?
examples/shader/gpu_readback.rs (lines 144-151)
133fn prepare_bind_group(
134    mut commands: Commands,
135    pipeline: Res<ComputePipeline>,
136    render_device: Res<RenderDevice>,
137    buffer: Res<ReadbackBuffer>,
138    image: Res<ReadbackImage>,
139    buffers: Res<RenderAssets<GpuShaderStorageBuffer>>,
140    images: Res<RenderAssets<GpuImage>>,
141) {
142    let buffer = buffers.get(&buffer.0).unwrap();
143    let image = images.get(&image.0).unwrap();
144    let bind_group = render_device.create_bind_group(
145        None,
146        &pipeline.layout,
147        &BindGroupEntries::sequential((
148            buffer.buffer.as_entire_buffer_binding(),
149            image.texture_view.into_binding(),
150        )),
151    );
152    commands.insert_resource(GpuBufferBindGroup(bind_group));
153}
More examples
Hide additional examples
examples/shader/compute_shader_game_of_life.rs (lines 140-144)
131fn prepare_bind_group(
132    mut commands: Commands,
133    pipeline: Res<GameOfLifePipeline>,
134    gpu_images: Res<RenderAssets<GpuImage>>,
135    game_of_life_images: Res<GameOfLifeImages>,
136    render_device: Res<RenderDevice>,
137) {
138    let view_a = gpu_images.get(&game_of_life_images.texture_a).unwrap();
139    let view_b = gpu_images.get(&game_of_life_images.texture_b).unwrap();
140    let bind_group_0 = render_device.create_bind_group(
141        None,
142        &pipeline.texture_bind_group_layout,
143        &BindGroupEntries::sequential((&view_a.texture_view, &view_b.texture_view)),
144    );
145    let bind_group_1 = render_device.create_bind_group(
146        None,
147        &pipeline.texture_bind_group_layout,
148        &BindGroupEntries::sequential((&view_b.texture_view, &view_a.texture_view)),
149    );
150    commands.insert_resource(GameOfLifeImageBindGroups([bind_group_0, bind_group_1]));
151}
examples/shader/texture_binding_array.rs (lines 129-133)
102    fn as_bind_group(
103        &self,
104        layout: &BindGroupLayout,
105        render_device: &RenderDevice,
106        (image_assets, fallback_image): &mut SystemParamItem<'_, '_, Self::Param>,
107    ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError> {
108        // retrieve the render resources from handles
109        let mut images = vec![];
110        for handle in self.textures.iter().take(MAX_TEXTURE_COUNT) {
111            match image_assets.get(handle) {
112                Some(image) => images.push(image),
113                None => return Err(AsBindGroupError::RetryNextUpdate),
114            }
115        }
116
117        let fallback_image = &fallback_image.d2;
118
119        let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT];
120
121        // convert bevy's resource types to WGPU's references
122        let mut textures: Vec<_> = textures.into_iter().map(|texture| &**texture).collect();
123
124        // fill in up to the first `MAX_TEXTURE_COUNT` textures and samplers to the arrays
125        for (id, image) in images.into_iter().enumerate() {
126            textures[id] = &*image.texture_view;
127        }
128
129        let bind_group = render_device.create_bind_group(
130            "bindless_material_bind_group",
131            layout,
132            &BindGroupEntries::sequential((&textures[..], &fallback_image.sampler)),
133        );
134
135        Ok(PreparedBindGroup {
136            bindings: BindingResources(vec![]),
137            bind_group,
138            data: (),
139        })
140    }
examples/shader/custom_post_processing.rs (lines 186-198)
142    fn run(
143        &self,
144        _graph: &mut RenderGraphContext,
145        render_context: &mut RenderContext,
146        (view_target, _post_process_settings, settings_index): QueryItem<Self::ViewQuery>,
147        world: &World,
148    ) -> Result<(), NodeRunError> {
149        // Get the pipeline resource that contains the global data we need
150        // to create the render pipeline
151        let post_process_pipeline = world.resource::<PostProcessPipeline>();
152
153        // The pipeline cache is a cache of all previously created pipelines.
154        // It is required to avoid creating a new pipeline each frame,
155        // which is expensive due to shader compilation.
156        let pipeline_cache = world.resource::<PipelineCache>();
157
158        // Get the pipeline from the cache
159        let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
160        else {
161            return Ok(());
162        };
163
164        // Get the settings uniform binding
165        let settings_uniforms = world.resource::<ComponentUniforms<PostProcessSettings>>();
166        let Some(settings_binding) = settings_uniforms.uniforms().binding() else {
167            return Ok(());
168        };
169
170        // This will start a new "post process write", obtaining two texture
171        // views from the view target - a `source` and a `destination`.
172        // `source` is the "current" main texture and you _must_ write into
173        // `destination` because calling `post_process_write()` on the
174        // [`ViewTarget`] will internally flip the [`ViewTarget`]'s main
175        // texture to the `destination` texture. Failing to do so will cause
176        // the current main texture information to be lost.
177        let post_process = view_target.post_process_write();
178
179        // The bind_group gets created each frame.
180        //
181        // Normally, you would create a bind_group in the Queue set,
182        // but this doesn't work with the post_process_write().
183        // The reason it doesn't work is because each post_process_write will alternate the source/destination.
184        // The only way to have the correct source/destination for the bind_group
185        // is to make sure you get it during the node execution.
186        let bind_group = render_context.render_device().create_bind_group(
187            "post_process_bind_group",
188            &post_process_pipeline.layout,
189            // It's important for this to match the BindGroupLayout defined in the PostProcessPipeline
190            &BindGroupEntries::sequential((
191                // Make sure to use the source view
192                post_process.source,
193                // Use the sampler created for the pipeline
194                &post_process_pipeline.sampler,
195                // Set the settings binding
196                settings_binding.clone(),
197            )),
198        );
199
200        // Begin the render pass
201        let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
202            label: Some("post_process_pass"),
203            color_attachments: &[Some(RenderPassColorAttachment {
204                // We need to specify the post process destination view here
205                // to make sure we write to the appropriate texture.
206                view: post_process.destination,
207                resolve_target: None,
208                ops: Operations::default(),
209            })],
210            depth_stencil_attachment: None,
211            timestamp_writes: None,
212            occlusion_query_set: None,
213        });
214
215        // This is mostly just wgpu boilerplate for drawing a fullscreen triangle,
216        // using the pipeline/bind_group created above
217        render_pass.set_render_pipeline(pipeline);
218        // By passing in the index of the post process settings on this view, we ensure
219        // that in the event that multiple settings were sent to the GPU (as would be the
220        // case with multiple cameras), we use the correct one.
221        render_pass.set_bind_group(0, &bind_group, &[settings_index.index()]);
222        render_pass.draw(0..3, 0..1);
223
224        Ok(())
225    }
Source

pub fn create_bind_group_layout<'a>( &self, label: impl Into<Option<&'a str>>, entries: &'a [BindGroupLayoutEntry], ) -> BindGroupLayout

Creates a BindGroupLayout.

Examples found in repository?
examples/shader/gpu_readback.rs (lines 164-173)
162    fn from_world(world: &mut World) -> Self {
163        let render_device = world.resource::<RenderDevice>();
164        let layout = render_device.create_bind_group_layout(
165            None,
166            &BindGroupLayoutEntries::sequential(
167                ShaderStages::COMPUTE,
168                (
169                    storage_buffer::<Vec<u32>>(false),
170                    texture_storage_2d(TextureFormat::R32Uint, StorageTextureAccess::WriteOnly),
171                ),
172            ),
173        );
174        let shader = world.load_asset(SHADER_ASSET_PATH);
175        let pipeline_cache = world.resource::<PipelineCache>();
176        let pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
177            label: Some("GPU readback compute shader".into()),
178            layout: vec![layout.clone()],
179            push_constant_ranges: Vec::new(),
180            shader: shader.clone(),
181            shader_defs: Vec::new(),
182            entry_point: "main".into(),
183            zero_initialize_workgroup_memory: false,
184        });
185        ComputePipeline { layout, pipeline }
186    }
More examples
Hide additional examples
examples/shader/compute_shader_game_of_life.rs (lines 163-172)
161    fn from_world(world: &mut World) -> Self {
162        let render_device = world.resource::<RenderDevice>();
163        let texture_bind_group_layout = render_device.create_bind_group_layout(
164            "GameOfLifeImages",
165            &BindGroupLayoutEntries::sequential(
166                ShaderStages::COMPUTE,
167                (
168                    texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::ReadOnly),
169                    texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::WriteOnly),
170                ),
171            ),
172        );
173        let shader = world.load_asset(SHADER_ASSET_PATH);
174        let pipeline_cache = world.resource::<PipelineCache>();
175        let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
176            label: None,
177            layout: vec![texture_bind_group_layout.clone()],
178            push_constant_ranges: Vec::new(),
179            shader: shader.clone(),
180            shader_defs: vec![],
181            entry_point: Cow::from("init"),
182            zero_initialize_workgroup_memory: false,
183        });
184        let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
185            label: None,
186            layout: vec![texture_bind_group_layout.clone()],
187            push_constant_ranges: Vec::new(),
188            shader,
189            shader_defs: vec![],
190            entry_point: Cow::from("update"),
191            zero_initialize_workgroup_memory: false,
192        });
193
194        GameOfLifePipeline {
195            texture_bind_group_layout,
196            init_pipeline,
197            update_pipeline,
198        }
199    }
examples/shader/custom_post_processing.rs (lines 241-255)
237    fn from_world(world: &mut World) -> Self {
238        let render_device = world.resource::<RenderDevice>();
239
240        // We need to define the bind group layout used for our pipeline
241        let layout = render_device.create_bind_group_layout(
242            "post_process_bind_group_layout",
243            &BindGroupLayoutEntries::sequential(
244                // The layout entries will only be visible in the fragment stage
245                ShaderStages::FRAGMENT,
246                (
247                    // The screen texture
248                    texture_2d(TextureSampleType::Float { filterable: true }),
249                    // The sampler that will be used to sample the screen texture
250                    sampler(SamplerBindingType::Filtering),
251                    // The settings uniform that will control the effect
252                    uniform_buffer::<PostProcessSettings>(true),
253                ),
254            ),
255        );
256
257        // We can create the sampler here since it won't change at runtime and doesn't depend on the view
258        let sampler = render_device.create_sampler(&SamplerDescriptor::default());
259
260        // Get the shader handle
261        let shader = world.load_asset(SHADER_ASSET_PATH);
262
263        let pipeline_id = world
264            .resource_mut::<PipelineCache>()
265            // This will add the pipeline to the cache and queue its creation
266            .queue_render_pipeline(RenderPipelineDescriptor {
267                label: Some("post_process_pipeline".into()),
268                layout: vec![layout.clone()],
269                // This will setup a fullscreen triangle for the vertex state
270                vertex: fullscreen_shader_vertex_state(),
271                fragment: Some(FragmentState {
272                    shader,
273                    shader_defs: vec![],
274                    // Make sure this matches the entry point of your shader.
275                    // It can be anything as long as it matches here and in the shader.
276                    entry_point: "fragment".into(),
277                    targets: vec![Some(ColorTargetState {
278                        format: TextureFormat::bevy_default(),
279                        blend: None,
280                        write_mask: ColorWrites::ALL,
281                    })],
282                }),
283                // All of the following properties are not important for this effect so just use the default values.
284                // This struct doesn't have the Default trait implemented because not all fields can have a default value.
285                primitive: PrimitiveState::default(),
286                depth_stencil: None,
287                multisample: MultisampleState::default(),
288                push_constant_ranges: vec![],
289                zero_initialize_workgroup_memory: false,
290            });
291
292        Self {
293            layout,
294            sampler,
295            pipeline_id,
296        }
297    }
Source

pub fn create_pipeline_layout( &self, desc: &PipelineLayoutDescriptor<'_>, ) -> PipelineLayout

Creates a PipelineLayout.

Source

pub fn create_render_pipeline( &self, desc: &RenderPipelineDescriptor<'_>, ) -> RenderPipeline

Creates a RenderPipeline.

Source

pub fn create_compute_pipeline( &self, desc: &ComputePipelineDescriptor<'_>, ) -> ComputePipeline

Creates a ComputePipeline.

Source

pub fn create_buffer(&self, desc: &BufferDescriptor<Option<&str>>) -> Buffer

Creates a Buffer.

Examples found in repository?
examples/app/headless_renderer.rs (lines 304-309)
296    pub fn new(
297        src_image: Handle<Image>,
298        size: Extent3d,
299        render_device: &RenderDevice,
300    ) -> ImageCopier {
301        let padded_bytes_per_row =
302            RenderDevice::align_copy_bytes_per_row((size.width) as usize) * 4;
303
304        let cpu_buffer = render_device.create_buffer(&BufferDescriptor {
305            label: None,
306            size: padded_bytes_per_row as u64 * size.height as u64,
307            usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
308            mapped_at_creation: false,
309        });
310
311        ImageCopier {
312            buffer: cpu_buffer,
313            src_image,
314            enabled: Arc::new(AtomicBool::new(true)),
315        }
316    }
More examples
Hide additional examples
examples/3d/occlusion_culling.rs (lines 517-522)
493fn create_indirect_parameters_staging_buffers(
494    mut indirect_parameters_staging_buffers: ResMut<IndirectParametersStagingBuffers>,
495    indirect_parameters_buffers: Res<IndirectParametersBuffers>,
496    render_device: Res<RenderDevice>,
497) {
498    let Some(phase_indirect_parameters_buffers) =
499        indirect_parameters_buffers.get(&TypeId::of::<Opaque3d>())
500    else {
501        return;
502    };
503
504    // Fetch the indirect parameters buffers that we're going to copy from.
505    let (Some(indexed_data_buffer), Some(indexed_batch_set_buffer)) = (
506        phase_indirect_parameters_buffers.indexed.data_buffer(),
507        phase_indirect_parameters_buffers
508            .indexed
509            .batch_sets_buffer(),
510    ) else {
511        return;
512    };
513
514    // Build the staging buffers. Make sure they have the same sizes as the
515    // buffers we're copying from.
516    indirect_parameters_staging_buffers.data =
517        Some(render_device.create_buffer(&BufferDescriptor {
518            label: Some("indexed data staging buffer"),
519            size: indexed_data_buffer.size(),
520            usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
521            mapped_at_creation: false,
522        }));
523    indirect_parameters_staging_buffers.batch_sets =
524        Some(render_device.create_buffer(&BufferDescriptor {
525            label: Some("indexed batch set staging buffer"),
526            size: indexed_batch_set_buffer.size(),
527            usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
528            mapped_at_creation: false,
529        }));
530}
Source

pub fn create_buffer_with_data(&self, desc: &BufferInitDescriptor<'_>) -> Buffer

Creates a Buffer and initializes it with the specified data.

Examples found in repository?
examples/shader/custom_shader_instancing.rs (lines 187-191)
181fn prepare_instance_buffers(
182    mut commands: Commands,
183    query: Query<(Entity, &InstanceMaterialData)>,
184    render_device: Res<RenderDevice>,
185) {
186    for (entity, instance_data) in &query {
187        let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
188            label: Some("instance data buffer"),
189            contents: bytemuck::cast_slice(instance_data.as_slice()),
190            usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
191        });
192        commands.entity(entity).insert(InstanceBuffer {
193            buffer,
194            length: instance_data.len(),
195        });
196    }
197}
Source

pub fn create_texture_with_data( &self, render_queue: &RenderQueue, desc: &TextureDescriptor<Option<&str>, &[TextureFormat]>, order: TextureDataOrder, data: &[u8], ) -> Texture

Creates a new Texture and initializes it with the specified data.

desc specifies the general format of the texture. data is the raw data.

Source

pub fn create_texture( &self, desc: &TextureDescriptor<Option<&str>, &[TextureFormat]>, ) -> Texture

Creates a new Texture.

desc specifies the general format of the texture.

Source

pub fn create_sampler(&self, desc: &SamplerDescriptor<Option<&str>>) -> Sampler

Creates a new Sampler.

desc specifies the behavior of the sampler.

Examples found in repository?
examples/shader/custom_post_processing.rs (line 258)
237    fn from_world(world: &mut World) -> Self {
238        let render_device = world.resource::<RenderDevice>();
239
240        // We need to define the bind group layout used for our pipeline
241        let layout = render_device.create_bind_group_layout(
242            "post_process_bind_group_layout",
243            &BindGroupLayoutEntries::sequential(
244                // The layout entries will only be visible in the fragment stage
245                ShaderStages::FRAGMENT,
246                (
247                    // The screen texture
248                    texture_2d(TextureSampleType::Float { filterable: true }),
249                    // The sampler that will be used to sample the screen texture
250                    sampler(SamplerBindingType::Filtering),
251                    // The settings uniform that will control the effect
252                    uniform_buffer::<PostProcessSettings>(true),
253                ),
254            ),
255        );
256
257        // We can create the sampler here since it won't change at runtime and doesn't depend on the view
258        let sampler = render_device.create_sampler(&SamplerDescriptor::default());
259
260        // Get the shader handle
261        let shader = world.load_asset(SHADER_ASSET_PATH);
262
263        let pipeline_id = world
264            .resource_mut::<PipelineCache>()
265            // This will add the pipeline to the cache and queue its creation
266            .queue_render_pipeline(RenderPipelineDescriptor {
267                label: Some("post_process_pipeline".into()),
268                layout: vec![layout.clone()],
269                // This will setup a fullscreen triangle for the vertex state
270                vertex: fullscreen_shader_vertex_state(),
271                fragment: Some(FragmentState {
272                    shader,
273                    shader_defs: vec![],
274                    // Make sure this matches the entry point of your shader.
275                    // It can be anything as long as it matches here and in the shader.
276                    entry_point: "fragment".into(),
277                    targets: vec![Some(ColorTargetState {
278                        format: TextureFormat::bevy_default(),
279                        blend: None,
280                        write_mask: ColorWrites::ALL,
281                    })],
282                }),
283                // All of the following properties are not important for this effect so just use the default values.
284                // This struct doesn't have the Default trait implemented because not all fields can have a default value.
285                primitive: PrimitiveState::default(),
286                depth_stencil: None,
287                multisample: MultisampleState::default(),
288                push_constant_ranges: vec![],
289                zero_initialize_workgroup_memory: false,
290            });
291
292        Self {
293            layout,
294            sampler,
295            pipeline_id,
296        }
297    }
Source

pub fn configure_surface( &self, surface: &Surface<'_>, config: &SurfaceConfiguration<Vec<TextureFormat>>, )

Initializes Surface for presentation.

§Panics
  • A old SurfaceTexture is still alive referencing an old surface.
  • Texture format requested is unsupported on the surface.
Source

pub fn wgpu_device(&self) -> &Device

Returns the wgpu Device.

Source

pub fn map_buffer( &self, buffer: &BufferSlice<'_>, map_mode: MapMode, callback: impl FnOnce(Result<(), BufferAsyncError>) + Send + 'static, )

Source

pub const fn align_copy_bytes_per_row(row_bytes: usize) -> usize

Examples found in repository?
examples/app/headless_renderer.rs (line 302)
296    pub fn new(
297        src_image: Handle<Image>,
298        size: Extent3d,
299        render_device: &RenderDevice,
300    ) -> ImageCopier {
301        let padded_bytes_per_row =
302            RenderDevice::align_copy_bytes_per_row((size.width) as usize) * 4;
303
304        let cpu_buffer = render_device.create_buffer(&BufferDescriptor {
305            label: None,
306            size: padded_bytes_per_row as u64 * size.height as u64,
307            usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
308            mapped_at_creation: false,
309        });
310
311        ImageCopier {
312            buffer: cpu_buffer,
313            src_image,
314            enabled: Arc::new(AtomicBool::new(true)),
315        }
316    }
317
318    pub fn enabled(&self) -> bool {
319        self.enabled.load(Ordering::Relaxed)
320    }
321}
322
323/// Extracting `ImageCopier`s into render world, because `ImageCopyDriver` accesses them
324fn image_copy_extract(mut commands: Commands, image_copiers: Extract<Query<&ImageCopier>>) {
325    commands.insert_resource(ImageCopiers(
326        image_copiers.iter().cloned().collect::<Vec<ImageCopier>>(),
327    ));
328}
329
330/// `RenderGraph` label for `ImageCopyDriver`
331#[derive(Debug, PartialEq, Eq, Clone, Hash, RenderLabel)]
332struct ImageCopy;
333
334/// `RenderGraph` node
335#[derive(Default)]
336struct ImageCopyDriver;
337
338// Copies image content from render target to buffer
339impl render_graph::Node for ImageCopyDriver {
340    fn run(
341        &self,
342        _graph: &mut RenderGraphContext,
343        render_context: &mut RenderContext,
344        world: &World,
345    ) -> Result<(), NodeRunError> {
346        let image_copiers = world.get_resource::<ImageCopiers>().unwrap();
347        let gpu_images = world
348            .get_resource::<RenderAssets<bevy::render::texture::GpuImage>>()
349            .unwrap();
350
351        for image_copier in image_copiers.iter() {
352            if !image_copier.enabled() {
353                continue;
354            }
355
356            let src_image = gpu_images.get(&image_copier.src_image).unwrap();
357
358            let mut encoder = render_context
359                .render_device()
360                .create_command_encoder(&CommandEncoderDescriptor::default());
361
362            let block_dimensions = src_image.texture_format.block_dimensions();
363            let block_size = src_image.texture_format.block_copy_size(None).unwrap();
364
365            // Calculating correct size of image row because
366            // copy_texture_to_buffer can copy image only by rows aligned wgpu::COPY_BYTES_PER_ROW_ALIGNMENT
367            // That's why image in buffer can be little bit wider
368            // This should be taken into account at copy from buffer stage
369            let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(
370                (src_image.size.width as usize / block_dimensions.0 as usize) * block_size as usize,
371            );
372
373            encoder.copy_texture_to_buffer(
374                src_image.texture.as_image_copy(),
375                TexelCopyBufferInfo {
376                    buffer: &image_copier.buffer,
377                    layout: TexelCopyBufferLayout {
378                        offset: 0,
379                        bytes_per_row: Some(
380                            std::num::NonZero::<u32>::new(padded_bytes_per_row as u32)
381                                .unwrap()
382                                .into(),
383                        ),
384                        rows_per_image: None,
385                    },
386                },
387                src_image.size,
388            );
389
390            let render_queue = world.get_resource::<RenderQueue>().unwrap();
391            render_queue.submit(std::iter::once(encoder.finish()));
392        }
393
394        Ok(())
395    }
396}
397
398/// runs in render world after Render stage to send image from buffer via channel (receiver is in main world)
399fn receive_image_from_buffer(
400    image_copiers: Res<ImageCopiers>,
401    render_device: Res<RenderDevice>,
402    sender: Res<RenderWorldSender>,
403) {
404    for image_copier in image_copiers.0.iter() {
405        if !image_copier.enabled() {
406            continue;
407        }
408
409        // Finally time to get our data back from the gpu.
410        // First we get a buffer slice which represents a chunk of the buffer (which we
411        // can't access yet).
412        // We want the whole thing so use unbounded range.
413        let buffer_slice = image_copier.buffer.slice(..);
414
415        // Now things get complicated. WebGPU, for safety reasons, only allows either the GPU
416        // or CPU to access a buffer's contents at a time. We need to "map" the buffer which means
417        // flipping ownership of the buffer over to the CPU and making access legal. We do this
418        // with `BufferSlice::map_async`.
419        //
420        // The problem is that map_async is not an async function so we can't await it. What
421        // we need to do instead is pass in a closure that will be executed when the slice is
422        // either mapped or the mapping has failed.
423        //
424        // The problem with this is that we don't have a reliable way to wait in the main
425        // code for the buffer to be mapped and even worse, calling get_mapped_range or
426        // get_mapped_range_mut prematurely will cause a panic, not return an error.
427        //
428        // Using channels solves this as awaiting the receiving of a message from
429        // the passed closure will force the outside code to wait. It also doesn't hurt
430        // if the closure finishes before the outside code catches up as the message is
431        // buffered and receiving will just pick that up.
432        //
433        // It may also be worth noting that although on native, the usage of asynchronous
434        // channels is wholly unnecessary, for the sake of portability to Wasm
435        // we'll use async channels that work on both native and Wasm.
436
437        let (s, r) = crossbeam_channel::bounded(1);
438
439        // Maps the buffer so it can be read on the cpu
440        buffer_slice.map_async(MapMode::Read, move |r| match r {
441            // This will execute once the gpu is ready, so after the call to poll()
442            Ok(r) => s.send(r).expect("Failed to send map update"),
443            Err(err) => panic!("Failed to map buffer {err}"),
444        });
445
446        // In order for the mapping to be completed, one of three things must happen.
447        // One of those can be calling `Device::poll`. This isn't necessary on the web as devices
448        // are polled automatically but natively, we need to make sure this happens manually.
449        // `Maintain::Wait` will cause the thread to wait on native but not on WebGpu.
450
451        // This blocks until the gpu is done executing everything
452        render_device.poll(Maintain::wait()).panic_on_timeout();
453
454        // This blocks until the buffer is mapped
455        r.recv().expect("Failed to receive the map_async message");
456
457        // This could fail on app exit, if Main world clears resources (including receiver) while Render world still renders
458        let _ = sender.send(buffer_slice.get_mapped_range().to_vec());
459
460        // We need to make sure all `BufferView`'s are dropped before we do what we're about
461        // to do.
462        // Unmap so that we can copy to the staging buffer in the next iteration.
463        image_copier.buffer.unmap();
464    }
465}
466
467/// CPU-side image for saving
468#[derive(Component, Deref, DerefMut)]
469struct ImageToSave(Handle<Image>);
470
471// Takes from channel image content sent from render world and saves it to disk
472fn update(
473    images_to_save: Query<&ImageToSave>,
474    receiver: Res<MainWorldReceiver>,
475    mut images: ResMut<Assets<Image>>,
476    mut scene_controller: ResMut<SceneController>,
477    mut app_exit_writer: EventWriter<AppExit>,
478    mut file_number: Local<u32>,
479) {
480    if let SceneState::Render(n) = scene_controller.state {
481        if n < 1 {
482            // We don't want to block the main world on this,
483            // so we use try_recv which attempts to receive without blocking
484            let mut image_data = Vec::new();
485            while let Ok(data) = receiver.try_recv() {
486                // image generation could be faster than saving to fs,
487                // that's why use only last of them
488                image_data = data;
489            }
490            if !image_data.is_empty() {
491                for image in images_to_save.iter() {
492                    // Fill correct data from channel to image
493                    let img_bytes = images.get_mut(image.id()).unwrap();
494
495                    // We need to ensure that this works regardless of the image dimensions
496                    // If the image became wider when copying from the texture to the buffer,
497                    // then the data is reduced to its original size when copying from the buffer to the image.
498                    let row_bytes = img_bytes.width() as usize
499                        * img_bytes.texture_descriptor.format.pixel_size();
500                    let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
501                    if row_bytes == aligned_row_bytes {
502                        img_bytes.data.as_mut().unwrap().clone_from(&image_data);
503                    } else {
504                        // shrink data to original image size
505                        img_bytes.data = Some(
506                            image_data
507                                .chunks(aligned_row_bytes)
508                                .take(img_bytes.height() as usize)
509                                .flat_map(|row| &row[..row_bytes.min(row.len())])
510                                .cloned()
511                                .collect(),
512                        );
513                    }
514
515                    // Create RGBA Image Buffer
516                    let img = match img_bytes.clone().try_into_dynamic() {
517                        Ok(img) => img.to_rgba8(),
518                        Err(e) => panic!("Failed to create image buffer {e:?}"),
519                    };
520
521                    // Prepare directory for images, test_images in bevy folder is used here for example
522                    // You should choose the path depending on your needs
523                    let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
524                    info!("Saving image to: {images_dir:?}");
525                    std::fs::create_dir_all(&images_dir).unwrap();
526
527                    // Choose filename starting from 000.png
528                    let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
529                    *file_number.deref_mut() += 1;
530
531                    // Finally saving image to file, this heavy blocking operation is kept here
532                    // for example simplicity, but in real app you should move it to a separate task
533                    if let Err(e) = img.save(image_path) {
534                        panic!("Failed to save image: {e}");
535                    };
536                }
537                if scene_controller.single_image {
538                    app_exit_writer.write(AppExit::Success);
539                }
540            }
541        } else {
542            // clears channel for skipped frames
543            while receiver.try_recv().is_ok() {}
544            scene_controller.state = SceneState::Render(n - 1);
545        }
546    }
547}
Source

pub fn get_supported_read_only_binding_type( &self, buffers_per_shader_stage: u32, ) -> BufferBindingType

Trait Implementations§

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impl Clone for RenderDevice

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fn clone(&self) -> RenderDevice

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl From<Device> for RenderDevice

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Converts to this type from the input type.
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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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Borrows self, then passes self.deref() into the pipe function.
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fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T> Tap for T

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fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
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fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
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fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
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fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
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fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
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fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
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fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
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fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
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fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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impl<T> Upcast<T> for T

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

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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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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
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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

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

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

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impl<T> WasmNotSendSync for T

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