Struct CommandEncoder

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

Encodes a series of GPU operations.

A command encoder can record RenderPasses, ComputePasses, and transfer operations between driver-managed resources like Buffers and Textures.

When finished recording, call CommandEncoder::finish to obtain a CommandBuffer which may be submitted for execution.

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impl CommandEncoder

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pub fn finish(self) -> CommandBuffer

Finishes recording and returns a CommandBuffer that can be submitted for execution.

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pub fn begin_render_pass<'a>( &'a mut self, desc: &RenderPassDescriptor<'a, '_>, ) -> RenderPass<'a>

Begins recording of a render pass.

This function returns a RenderPass object which records a single render pass.

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pub fn begin_compute_pass(&mut self) -> ComputePass<'_>

Begins recording of a compute pass.

This function returns a ComputePass object which records a single compute pass.

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pub fn copy_buffer_to_buffer( &mut self, source: &Buffer, source_offset: BufferAddress, destination: &Buffer, destination_offset: BufferAddress, copy_size: BufferAddress, )

Copy data from one buffer to another.

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pub fn copy_buffer_to_texture( &mut self, source: BufferCopyView<'_>, destination: TextureCopyView<'_>, copy_size: Extent3d, )

Copy data from a buffer to a texture.

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pub fn copy_texture_to_buffer( &mut self, source: TextureCopyView<'_>, destination: BufferCopyView<'_>, copy_size: Extent3d, )

Copy data from a texture to a buffer.

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pub fn copy_texture_to_texture( &mut self, source: TextureCopyView<'_>, destination: TextureCopyView<'_>, copy_size: Extent3d, )

Copy data from one texture to another.

§Panics
  • Textures are not the same type
  • If a depth texture, or a multisampled texture, the entire texture must be copied
  • Copy would overrun either texture

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