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

Set the data the buffer stores.

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

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