pub struct CommandBuffer { /* private fields */ }Implementations§
Source§impl CommandBuffer
impl CommandBuffer
Sourcepub fn renderpass_builder(&mut self) -> RenderpassBuilder<'_>
pub fn renderpass_builder(&mut self) -> RenderpassBuilder<'_>
Creates a new renderpass builder.
This function is used to create a renderpass builder that can be used to configure and build a render pass.
This is useful when you want to create a render pass with specific configurations, such as adding color attachments, depth attachments, etc.
Examples found in repository?
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Clear Color Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 while runner.pump_events(None) {
18 for event in runner.get_events() {
19 match event {
20 Event::WindowClosed { .. } => {
21 return;
22 }
23 _ => {}
24 }
25 }
26
27 if let Ok(mut cmd) = gpu.begin_command() {
28 let surface = cmd.get_surface_texture();
29 if surface.is_err() {
30 println!("Failed to get surface texture: {:?}", surface.err());
31 continue;
32 }
33
34 // Or you could use `cmd.begin_renderpass()` directly
35 if let Ok(mut rp) = cmd.renderpass_builder()
36 .add_surface_color_attachment(surface.as_ref().unwrap(), Some(&BlendState::ALPHA_BLEND))
37 .build()
38 {
39 rp.set_clear_color(Color::BLUE);
40 }
41 }
42 }
43}Sourcepub fn begin_renderpass(&mut self) -> Result<RenderPass, RenderPassBuildError>
pub fn begin_renderpass(&mut self) -> Result<RenderPass, RenderPassBuildError>
Begins a new graphics pass.
This function will initiate a renderpass with the swapchain’s surface texture. If the swapchain is not valid, it will attempt to recreate it.
The swapchain will be used as the color attachment at index 0 with a default blend mode (NONE).
Examples found in repository?
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7 let mut window = runner
8 .create_window("Engine Example", Point2::new(800, 600))
9 .build()
10 .expect("Failed to create window");
11
12 let adapters = est_render::gpu::query_gpu_adapter(Some(&window));
13 if adapters.is_empty() {
14 eprintln!("No GPU adapters found. Exiting.");
15 return;
16 }
17
18 let selected_adapter = adapters
19 .iter()
20 .find(|adapter| adapter.backend_enum == AdapterBackend::Vulkan)
21 .cloned();
22
23 if selected_adapter.is_none() {
24 eprintln!("No suitable GPU adapter found. Exiting.");
25 return;
26 }
27
28 let adapter = selected_adapter.unwrap();
29 let mut gpu = est_render::gpu::new(Some(&mut window))
30 .set_adapter(&adapter)
31 .build()
32 .expect("Failed to create GPU");
33
34 while runner.pump_events(None) {
35 for event in runner.get_events() {
36 match event {
37 Event::WindowClosed { .. } => {
38 return;
39 }
40 _ => {}
41 }
42 }
43
44 if let Ok(mut cmd) = gpu.begin_command() {
45 if let Ok(mut rp) = cmd.begin_renderpass() {
46 rp.set_clear_color(Color::LIGHTBLUE);
47 }
48 }
49 }
50}More examples
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Drawing Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 let mut rotation = 0.0f32;
18 while runner.pump_events(None) {
19 for event in runner.get_events() {
20 match event {
21 Event::WindowClosed { .. } => {
22 return;
23 }
24 _ => {}
25 }
26 }
27
28 rotation += runner.get_frame_time() as f32 * 60.0f32; // Rotate at 60 degrees per second
29 if rotation >= 360.0 {
30 rotation -= 360.0; // Reset rotation after a full circle
31 }
32
33 if let Ok(mut cmd) = gpu.begin_command() {
34 if let Ok(mut gp) = cmd.begin_renderpass() {
35 gp.set_clear_color(Color::BLUE); // Set the clear color to blue
36
37 if let Some(mut drawing) = gp.begin_drawing() {
38 drawing.set_rotation(rotation); // Set rotation to 45 degrees
39 gp.set_blend(0, Some(&BlendState::ALPHA_BLEND));
40 drawing.draw_rect_filled(
41 Vector2::new(100.0, 100.0),
42 Vector2::new(200.0, 200.0),
43 Color::RED,
44 );
45
46 drawing.draw_circle_filled(Vector2::new(400.0, 300.0), 50.0, 25, Color::GREEN);
47
48 gp.set_blend(0, Some(&BlendState::ADDITIVE_BLEND));
49
50 drawing.draw_text(
51 "Hello, World!",
52 Vector2::new(300.0, 500.0),
53 Color::WHITE,
54 );
55 }
56 }
57 }
58 }
59}5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Font Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 let mut font_manager = est_render::font::new();
18
19 let font = font_manager
20 .load_font("Arial", None, 20.0)
21 .expect("Failed to load font");
22
23 // Generate baked text texture
24 let texture = font
25 .create_baked_text(&mut gpu, "Hello, World!\nThis is a clear color example.", None)
26 .expect("Failed to create baked text");
27
28 while runner.pump_events(None) {
29 for event in runner.get_events() {
30 match event {
31 Event::WindowClosed { .. } => {
32 return;
33 }
34 _ => {}
35 }
36 }
37
38 if let Ok(mut cmd) = gpu.begin_command() {
39 if let Ok(mut gp) = cmd.begin_renderpass() {
40 gp.set_clear_color(Color::BLUE);
41
42 // The best texture blend for font rendering, others may has artifacts like black borders
43 gp.set_blend(0, Some(&BlendState::ADDITIVE_BLEND));
44
45 if let Some(mut drawing) = gp.begin_drawing() {
46 let size: Vector2 = texture.size().into();
47
48 // Baked text rendering
49 drawing.set_texture(Some(&texture));
50 drawing.draw_rect_image(Vector2::new(0.0, 0.0), size, Color::WHITE);
51
52 // Online text rendering
53 drawing.set_font(&font);
54 drawing.draw_text(
55 "Hello, World!\nThis is a clear color example.",
56 Vector2::new(size.x, 0.0),
57 Color::WHITE,
58 );
59 }
60 }
61 }
62 }
63}5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Clear Color Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 let texture_atlas = gpu
18 .create_texture_atlas()
19 .add_texture_file(
20 "example_texture",
21 "./examples/resources/test1.png",
22 )
23 .add_texture_file(
24 "example_texture2",
25 "./examples/resources/test2.png",
26 )
27 .build()
28 .expect("Failed to create texture atlas");
29
30 while runner.pump_events(None) {
31 for event in runner.get_events() {
32 match event {
33 Event::WindowClosed { .. } => {
34 return;
35 }
36 _ => {}
37 }
38 }
39
40 if let Ok(mut cmd) = gpu.begin_command() {
41 if let Ok(mut gp) = cmd.begin_renderpass() {
42 gp.set_clear_color(Color::BLUEVIOLET);
43 gp.set_blend(0, Some(&BlendState::NONE));
44
45 if let Some(mut drawing) = gp.begin_drawing() {
46 drawing.set_texture_atlas(Some((&texture_atlas, "example_texture")));
47 drawing.draw_rect_image(
48 Vector2::new(100.0, 100.0),
49 Vector2::new(200.0, 200.0),
50 Color::WHITE,
51 );
52 drawing.set_texture_atlas(Some((&texture_atlas, "example_texture2")));
53 drawing.draw_rect_image(
54 Vector2::new(350.0, 100.0),
55 Vector2::new(200.0, 200.0),
56 Color::WHITE,
57 );
58 drawing.draw_circle_image(Vector2::new(600.0, 200.0), 100.0, 20, Color::WHITE);
59 }
60 }
61 }
62 }
63}5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7 let mut window = runner
8 .create_window("Engine Example", Point2::new(800, 600))
9 .build()
10 .expect("Failed to create window");
11
12 let mut gpu = est_render::gpu::new(Some(&mut window))
13 .build()
14 .expect("Failed to create GPU");
15
16 let mut msaa_texture = Some(
17 gpu.create_texture()
18 .set_render_target(Point2::new(800, 600), None)
19 .set_usage(TextureUsage::Sampler)
20 .set_sample_count(SampleCount::SampleCount4)
21 .build()
22 .expect("Failed to create MSAA texture"),
23 );
24
25 let mut msaa_count = SampleCount::SampleCount4;
26 let mut window_size = Point2::new(800, 600);
27
28 while runner.pump_events(None) {
29 for event in runner.get_events() {
30 match event {
31 Event::WindowClosed { .. } => {
32 return;
33 }
34 Event::KeyboardInput { key, pressed, .. } => {
35 if !*pressed {
36 continue;
37 }
38
39 let mut need_recreate = false;
40 if *key == "1" {
41 msaa_count = SampleCount::SampleCount1;
42 need_recreate = true;
43 }
44
45 if *key == "2" {
46 msaa_count = SampleCount::SampleCount2;
47 need_recreate = true;
48 }
49
50 if *key == "3" {
51 msaa_count = SampleCount::SampleCount4;
52 need_recreate = true;
53 }
54
55 if *key == "4" {
56 msaa_count = SampleCount::SampleCount8;
57 need_recreate = true;
58 }
59
60 if need_recreate {
61 if msaa_count == SampleCount::SampleCount1 {
62 msaa_texture = None;
63 } else {
64 msaa_texture = Some(
65 gpu.create_texture()
66 .set_render_target(
67 Point2::new(window_size.x, window_size.y),
68 None,
69 )
70 .set_usage(TextureUsage::Sampler)
71 .set_sample_count(msaa_count)
72 .build()
73 .expect("Failed to recreate MSAA texture"),
74 );
75 }
76 }
77 }
78 Event::WindowResized { size, .. } => {
79 if size.x <= 0 || size.y <= 0 {
80 eprintln!("Invalid window size: {:?}", size);
81 continue;
82 }
83
84 window_size = *size;
85
86 // Resize the MSAA texture to match the new window size
87 msaa_texture = Some(
88 gpu.create_texture()
89 .set_render_target(Point2::new(size.x, size.y), None)
90 .set_usage(TextureUsage::Sampler)
91 .set_sample_count(msaa_count)
92 .build()
93 .expect("Failed to resize MSAA texture"),
94 );
95 }
96 _ => {}
97 }
98 }
99
100 if let Ok(mut cmd) = gpu.begin_command() {
101 if let Ok(mut rp) = cmd.begin_renderpass() {
102 rp.set_clear_color(Color::BLACK);
103 if let Some(texture) = msaa_texture.as_ref() {
104 rp.push_msaa_texture(texture);
105 }
106
107 if let Some(mut drawing) = rp.begin_drawing() {
108 let pos1 = Vector2::new(0.0, 0.0);
109 let pos2 = Vector2::new(800.0, 0.0);
110 let pos3 = Vector2::new(400.0, 600.0);
111
112 // Draw a full triangle covering the window
113 drawing.draw_triangle_filled(pos1, pos2, pos3, Color::BLUE);
114 }
115 }
116 }
117 }
118}61fn main() {
62 let mut runner = est_render::runner::new().expect("Failed to create runner");
63 let mut window = runner
64 .create_window("Engine Example", Point2::new(800, 600))
65 .build()
66 .expect("Failed to create window");
67
68 let mut gpu = est_render::gpu::new(Some(&mut window))
69 .build()
70 .expect("Failed to create GPU");
71
72 let mut msaa_texture = gpu
73 .create_texture()
74 .set_render_target(Point2::new(800, 600), None)
75 .set_sample_count(SampleCount::SampleCount4)
76 .build()
77 .expect("Failed to create MSAA texture");
78
79 let blank_texture = gpu
80 .create_texture()
81 .set_raw_image(
82 &[255u8; 4],
83 Point2::new(1, 1),
84 TextureFormat::Bgra8Unorm,
85 )
86 .set_usage(TextureUsage::Sampler)
87 .build()
88 .expect("Failed to create blank texture");
89
90 let shader = gpu
91 .create_graphics_shader()
92 .set_vertex_code(VERTEX_DRAWING_SHADER)
93 .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94 .build()
95 .expect("Failed to create graphics shader");
96
97 let compute_shader = gpu
98 .create_compute_shader()
99 .set_source(COMPUTE_NOOP_SHADER)
100 .build()
101 .expect("Failed to create compute shader");
102
103 let pipeline = gpu
104 .create_render_pipeline()
105 .set_shader(Some(&shader))
106 .set_blend(Some(&BlendState::ALPHA_BLEND))
107 .set_attachment_texture(0, 0, Some(&blank_texture))
108 .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109 .build()
110 .expect("Failed to create render pipeline");
111
112 let compute_pipeline = gpu
113 .create_compute_pipeline()
114 .set_shader(Some(&compute_shader))
115 .build()
116 .expect("Failed to create compute pipeline");
117
118 // Triangle vertices
119 let vertices = vec![
120 Vertex {
121 position: Vector3::new(-0.5, -0.5, 0.0),
122 color: Color::new(1.0, 0.0, 0.0, 1.0),
123 texcoord: Vector2::new(0.0, 1.0),
124 },
125 Vertex {
126 position: Vector3::new(0.5, -0.5, 0.0),
127 color: Color::new(0.0, 1.0, 0.0, 1.0),
128 texcoord: Vector2::new(1.0, 1.0),
129 },
130 Vertex {
131 position: Vector3::new(0.0, 0.5, 0.0),
132 color: Color::new(0.0, 0.0, 1.0, 1.0),
133 texcoord: Vector2::new(0.5, 0.0),
134 },
135 ];
136
137 let indexes = vec![0u16, 1u16, 2u16];
138
139 let vbo = gpu
140 .create_buffer()
141 .set_data_vec(vertices)
142 .set_usage(BufferUsage::VERTEX)
143 .build()
144 .expect("Failed to create vertex buffer");
145
146 let ibo = gpu
147 .create_buffer()
148 .set_data_vec(indexes)
149 .set_usage(BufferUsage::INDEX)
150 .build()
151 .expect("Failed to create index buffer");
152
153 while runner.pump_events(PumpMode::WaitDraw) {
154 for event in runner.get_events() {
155 match event {
156 Event::KeyboardInput {
157 window_id,
158 key,
159 pressed,
160 } => {
161 if *window_id == window.id() && key == "Escape" && *pressed {
162 window.quit();
163 }
164 }
165 Event::WindowResized { window_id: _, size } => {
166 if size.x <= 0 || size.y <= 0 {
167 continue; // Skip invalid sizes
168 }
169
170 msaa_texture = gpu
171 .create_texture()
172 .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173 .set_sample_count(SampleCount::SampleCount4)
174 .build()
175 .expect("Failed to resize MSAA texture");
176 }
177 Event::RedrawRequested { window_id: _ } => {
178 if let Ok(mut cmd) = gpu.begin_command() {
179 if let Ok(mut cm) = cmd.begin_computepass() {
180 cm.set_pipeline(Some(&compute_pipeline));
181 cm.dispatch(1, 1, 1);
182 }
183
184 if let Ok(mut rp) = cmd.begin_renderpass() {
185 rp.set_clear_color(Color::BLACK);
186 rp.push_msaa_texture(&msaa_texture);
187
188 rp.set_pipeline(Some(&pipeline));
189 rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190 rp.draw_indexed(0..3, 0, 1);
191 }
192 }
193
194 window.request_redraw();
195 }
196 _ => {}
197 }
198 }
199 }
200}Sourcepub fn begin_depth_texture(
&mut self,
texture: &Texture,
) -> Result<RenderPass, RenderPassBuildError>
pub fn begin_depth_texture( &mut self, texture: &Texture, ) -> Result<RenderPass, RenderPassBuildError>
Begins a new graphics pass with a depth texture.
This function is used to create a render pass with a depth texture for depth-only rendering. Which can be useful for shadow mapping or other depth-based effects.
Sourcepub fn begin_texture<'a>(
&'a mut self,
texture: &'a Texture,
) -> Result<RenderPass, RenderPassBuildError>
pub fn begin_texture<'a>( &'a mut self, texture: &'a Texture, ) -> Result<RenderPass, RenderPassBuildError>
Begins a new graphics pass to a render target texture.
Can be used to render to a specific texture instead of the default swapchain. This is useful for offscreen rendering or rendering to a texture for later use.
The render texture will be placed at index 0 with a default blend mode (NONE).
Sourcepub fn begin_computepass(
&mut self,
) -> Result<ComputePass, ComputePassBuildError>
pub fn begin_computepass( &mut self, ) -> Result<ComputePass, ComputePassBuildError>
Begins a new compute pass.
Examples found in repository?
61fn main() {
62 let mut runner = est_render::runner::new().expect("Failed to create runner");
63 let mut window = runner
64 .create_window("Engine Example", Point2::new(800, 600))
65 .build()
66 .expect("Failed to create window");
67
68 let mut gpu = est_render::gpu::new(Some(&mut window))
69 .build()
70 .expect("Failed to create GPU");
71
72 let mut msaa_texture = gpu
73 .create_texture()
74 .set_render_target(Point2::new(800, 600), None)
75 .set_sample_count(SampleCount::SampleCount4)
76 .build()
77 .expect("Failed to create MSAA texture");
78
79 let blank_texture = gpu
80 .create_texture()
81 .set_raw_image(
82 &[255u8; 4],
83 Point2::new(1, 1),
84 TextureFormat::Bgra8Unorm,
85 )
86 .set_usage(TextureUsage::Sampler)
87 .build()
88 .expect("Failed to create blank texture");
89
90 let shader = gpu
91 .create_graphics_shader()
92 .set_vertex_code(VERTEX_DRAWING_SHADER)
93 .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94 .build()
95 .expect("Failed to create graphics shader");
96
97 let compute_shader = gpu
98 .create_compute_shader()
99 .set_source(COMPUTE_NOOP_SHADER)
100 .build()
101 .expect("Failed to create compute shader");
102
103 let pipeline = gpu
104 .create_render_pipeline()
105 .set_shader(Some(&shader))
106 .set_blend(Some(&BlendState::ALPHA_BLEND))
107 .set_attachment_texture(0, 0, Some(&blank_texture))
108 .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109 .build()
110 .expect("Failed to create render pipeline");
111
112 let compute_pipeline = gpu
113 .create_compute_pipeline()
114 .set_shader(Some(&compute_shader))
115 .build()
116 .expect("Failed to create compute pipeline");
117
118 // Triangle vertices
119 let vertices = vec![
120 Vertex {
121 position: Vector3::new(-0.5, -0.5, 0.0),
122 color: Color::new(1.0, 0.0, 0.0, 1.0),
123 texcoord: Vector2::new(0.0, 1.0),
124 },
125 Vertex {
126 position: Vector3::new(0.5, -0.5, 0.0),
127 color: Color::new(0.0, 1.0, 0.0, 1.0),
128 texcoord: Vector2::new(1.0, 1.0),
129 },
130 Vertex {
131 position: Vector3::new(0.0, 0.5, 0.0),
132 color: Color::new(0.0, 0.0, 1.0, 1.0),
133 texcoord: Vector2::new(0.5, 0.0),
134 },
135 ];
136
137 let indexes = vec![0u16, 1u16, 2u16];
138
139 let vbo = gpu
140 .create_buffer()
141 .set_data_vec(vertices)
142 .set_usage(BufferUsage::VERTEX)
143 .build()
144 .expect("Failed to create vertex buffer");
145
146 let ibo = gpu
147 .create_buffer()
148 .set_data_vec(indexes)
149 .set_usage(BufferUsage::INDEX)
150 .build()
151 .expect("Failed to create index buffer");
152
153 while runner.pump_events(PumpMode::WaitDraw) {
154 for event in runner.get_events() {
155 match event {
156 Event::KeyboardInput {
157 window_id,
158 key,
159 pressed,
160 } => {
161 if *window_id == window.id() && key == "Escape" && *pressed {
162 window.quit();
163 }
164 }
165 Event::WindowResized { window_id: _, size } => {
166 if size.x <= 0 || size.y <= 0 {
167 continue; // Skip invalid sizes
168 }
169
170 msaa_texture = gpu
171 .create_texture()
172 .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173 .set_sample_count(SampleCount::SampleCount4)
174 .build()
175 .expect("Failed to resize MSAA texture");
176 }
177 Event::RedrawRequested { window_id: _ } => {
178 if let Ok(mut cmd) = gpu.begin_command() {
179 if let Ok(mut cm) = cmd.begin_computepass() {
180 cm.set_pipeline(Some(&compute_pipeline));
181 cm.dispatch(1, 1, 1);
182 }
183
184 if let Ok(mut rp) = cmd.begin_renderpass() {
185 rp.set_clear_color(Color::BLACK);
186 rp.push_msaa_texture(&msaa_texture);
187
188 rp.set_pipeline(Some(&pipeline));
189 rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190 rp.draw_indexed(0..3, 0, 1);
191 }
192 }
193
194 window.request_redraw();
195 }
196 _ => {}
197 }
198 }
199 }
200}Sourcepub fn write_buffer(&mut self, src: &Buffer, dst: &Buffer)
pub fn write_buffer(&mut self, src: &Buffer, dst: &Buffer)
Writes a buffer to a destination buffer.
This is useful to copy from compute buffers or other buffers to a destination buffer, such as when you want to update a buffer with new data
Sourcepub fn write_buffer_raw<T: Pod>(&mut self, data: &[T], dst: &Buffer)
pub fn write_buffer_raw<T: Pod>(&mut self, data: &[T], dst: &Buffer)
Writes a buffer to a destination buffer with raw data.
Will panic if the data is not compatible with the destination buffer, such in the case of mismatched sizes or types.
Sourcepub fn blit_texture(&mut self, src: &Texture, dst: &Texture)
pub fn blit_texture(&mut self, src: &Texture, dst: &Texture)
Copies a source texture to a destination texture.
This function uses a texture blitter to perform the copy operation, such copying between different texture formats or sizes (ex from a render target to a texture).
Sourcepub fn copy_texture(&mut self, src: &Texture, dst: &Texture)
pub fn copy_texture(&mut self, src: &Texture, dst: &Texture)
Copies a source texture to a destination texture.
The ‘src’ texture must be compatible with the ‘dst’ texture in format and size.
This is useful for copying textures that are already in the GPU memory, such as when you want to copy a texture from one render target to another.
pub fn end(&mut self, present: bool)
Sourcepub fn get_surface_texture(
&mut self,
) -> Result<SurfaceTexture, SurfaceTextureError>
pub fn get_surface_texture( &mut self, ) -> Result<SurfaceTexture, SurfaceTextureError>
Returns the current surface texture handle.
This will attach current swapchain texture to the command buffer if it is not already set.
Examples found in repository?
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Clear Color Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 while runner.pump_events(None) {
18 for event in runner.get_events() {
19 match event {
20 Event::WindowClosed { .. } => {
21 return;
22 }
23 _ => {}
24 }
25 }
26
27 if let Ok(mut cmd) = gpu.begin_command() {
28 let surface = cmd.get_surface_texture();
29 if surface.is_err() {
30 println!("Failed to get surface texture: {:?}", surface.err());
31 continue;
32 }
33
34 // Or you could use `cmd.begin_renderpass()` directly
35 if let Ok(mut rp) = cmd.renderpass_builder()
36 .add_surface_color_attachment(surface.as_ref().unwrap(), Some(&BlendState::ALPHA_BLEND))
37 .build()
38 {
39 rp.set_clear_color(Color::BLUE);
40 }
41 }
42 }
43}Trait Implementations§
Source§impl Clone for CommandBuffer
impl Clone for CommandBuffer
Source§fn clone(&self) -> CommandBuffer
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1.0.0 · Source§fn clone_from(&mut self, source: &Self)
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impl Debug for CommandBuffer
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impl !RefUnwindSafe for CommandBuffer
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