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Struct bevy::render::render_phase::TrackedRenderPass[]

pub struct TrackedRenderPass<'a> { /* fields omitted */ }
Expand description

A [RenderPass], which tracks the current pipeline state to ensure all draw calls are valid. It is used to set the current RenderPipeline, BindGroups and buffers. After all requirements are specified, draw calls can be issued.

Implementations

Tracks the supplied render pass.

Sets the active RenderPipeline.

Subsequent draw calls will exhibit the behavior defined by the pipeline.

Sets the active BindGroup for a given bind group index. The bind group layout in the active pipeline when any draw() function is called must match the layout of this bind group.

Assign a vertex buffer to a slot.

Subsequent calls to TrackedRenderPass::draw and TrackedRenderPass::draw_indexed will use the buffer referenced by buffer_slice as one of the source vertex buffer(s).

The slot_index refers to the index of the matching descriptor in VertexState::buffers.

Sets the active index buffer.

Subsequent calls to TrackedRenderPass::draw_indexed will use the buffer referenced by buffer_slice as the source index buffer.

Draws primitives from the active vertex buffer(s).

The active vertex buffer(s) can be set with TrackedRenderPass::set_vertex_buffer.

Draws indexed primitives using the active index buffer and the active vertex buffer(s).

The active index buffer can be set with TrackedRenderPass::set_index_buffer, while the active vertex buffer(s) can be set with TrackedRenderPass::set_vertex_buffer.

Sets the scissor region.

Subsequent draw calls will discard any fragments that fall outside this region.

Set push constant data.

Features::PUSH_CONSTANTS must be enabled on the device in order to call these functions.

Set the rendering viewport.

Subsequent draw calls will be projected into that viewport.

Insert a single debug marker.

This is a GPU debugging feature. This has no effect on the rendering itself.

Start a new debug group.

Push a new debug group over the internal stack. Subsequent render commands and debug markers are grouped into this new group, until pop_debug_group is called.

pass.push_debug_group("Render the car");
// [setup pipeline etc...]
pass.draw(0..64, 0..1);
pass.pop_debug_group();

Note that push_debug_group and pop_debug_group must always be called in pairs.

This is a GPU debugging feature. This has no effect on the rendering itself.

End the current debug group.

Subsequent render commands and debug markers are not grouped anymore in this group, but in the previous one (if any) or the default top-level one if the debug group was the last one on the stack.

Note that push_debug_group and pop_debug_group must always be called in pairs.

This is a GPU debugging feature. This has no effect on the rendering itself.

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