Struct bevy_render::render_resource::UniformBuffer
source · pub struct UniformBuffer<T: ShaderType> { /* private fields */ }
Expand description
Stores data to be transferred to the GPU and made accessible to shaders as a uniform buffer.
Uniform buffers are available to shaders on a read-only basis. Uniform buffers are commonly used to make available to shaders parameters that are constant during shader execution, and are best used for data that is relatively small in size as they are only guaranteed to support up to 16kB per binding.
The contained data is stored in system RAM. write_buffer
queues
copying of the data from system RAM to VRAM. Data in uniform buffers must follow std140 alignment/padding requirements,
which is automatically enforced by this structure. Per the WGPU spec, uniform buffers cannot store runtime-sized array
(vectors), or structures with fields that are vectors.
Other options for storing GPU-accessible data are:
Implementations
sourceimpl<T: ShaderType + WriteInto> UniformBuffer<T>
impl<T: ShaderType + WriteInto> UniformBuffer<T>
pub fn buffer(&self) -> Option<&Buffer>
pub fn binding(&self) -> Option<BindingResource<'_>>
pub fn get(&self) -> &T
pub fn get_mut(&mut self) -> &mut T
pub fn set_label(&mut self, label: Option<&str>)
pub fn get_label(&self) -> Option<&str>
sourcepub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue)
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
, if a GPU-side backing buffer already exists.
If a GPU-side buffer does not already exist for this data, such a buffer is initialized with currently available data.
Trait Implementations
sourceimpl<T: ShaderType + Default> Default for UniformBuffer<T>
impl<T: ShaderType + Default> Default for UniformBuffer<T>
sourceimpl<T: ShaderType> From<T> for UniformBuffer<T>
impl<T: ShaderType> From<T> for UniformBuffer<T>
Auto Trait Implementations
impl<T> !RefUnwindSafe for UniformBuffer<T>
impl<T> Send for UniformBuffer<T>where
T: Send,
impl<T> Sync for UniformBuffer<T>where
T: Sync,
impl<T> Unpin for UniformBuffer<T>where
T: Unpin,
impl<T> !UnwindSafe for UniformBuffer<T>
Blanket Implementations
sourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
sourceimpl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
sourcefn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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
. Read moresourcefn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read moresourcefn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read moresourcefn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read moresourceimpl<T> DowncastSync for Twhere
T: Any + Send + Sync,
impl<T> DowncastSync for Twhere
T: Any + Send + Sync,
sourceimpl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
sourcefn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World