Struct Texture

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pub struct Texture {
    pub texture: Texture,
    pub view: TextureView,
    pub sampler: Sampler,
    pub tex_params: TexParams,
}

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§texture: Texture§view: TextureView§sampler: Sampler§tex_params: TexParams

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impl Texture

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pub fn new( device: &Device, width: u32, height: u32, format: TextureFormat, usage: TextureUsages, tex_params: TexParams, ) -> Self

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pub fn from_bytes( device: &Device, queue: &Queue, bytes: &[u8], label: &str, ) -> Self

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Will panic if bytes cannot be decoded into a image representation

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pub fn from_image( device: &Device, queue: &Queue, img: &DynamicImage, label: Option<&str>, ) -> Self

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pub fn from_path( path: &str, device: &Device, queue: &Queue, is_srgb: bool, ) -> Self

reads image from format and into this texture if is_srgb is set then the reading will perform a conversion from gamma space to linear space when sampling the texture in a shader When writing to the texture, the opposite conversion takes place.

§Panics

Will panic if the path cannot be found

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pub fn from_img( img: &DynImage, device: &Device, queue: &Queue, is_srgb: bool, generate_mipmaps: bool, mipmap_generation_cpu: bool, staging_buffer: Option<&Buffer>, mipmaper: Option<&RenderMipmapGenerator>, ) -> Self

§Panics

Will panic if textures that have more than 1 byte per channel or more than 4 channels.

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pub fn update_from_img( &mut self, img: &DynImage, device: &Device, queue: &Queue, is_srgb: bool, generate_mipmaps: bool, mipmap_generation_cpu: bool, staging_buffer: Option<&Buffer>, mipmaper: Option<&RenderMipmapGenerator>, )

§Panics

Will panic if the image has more than 1 byte per channel

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pub fn generate_mipmaps( img: &DynImage, texture: &Texture, device: &Device, queue: &Queue, desc: &TextureDescriptor<'_>, nr_mip_maps: u32, mipmap_generation_cpu: bool, staging_buffer: Option<&Buffer>, mipmaper: Option<&RenderMipmapGenerator>, )

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pub fn extent_from_img(img: &DynImage) -> Extent3d

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pub fn format_from_img(img: &DynImage, is_srgb: bool) -> TextureFormat

§Panics

Will panic if the image has more than 1 byte per channel

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pub fn upload_single_mip( texture: &Texture, device: &Device, queue: &Queue, desc: &TextureDescriptor<'_>, data: &[u8], staging_buffer: Option<&Buffer>, mip: u32, )

Basically the same as device.create_texture_with_data but without the creation part and the data is assumed to contain only one mip # Panics Will panic if the data does not fit in the defined mipmaps described in textureDescriptor

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pub fn upload_all_mips( texture: &Texture, device: &Device, queue: &Queue, desc: &TextureDescriptor<'_>, data: &[u8], staging_buffer: Option<&Buffer>, )

Basically the same as device.create_texture_with_data but without the creation part Assumes the data contains info for all mips

§Panics

Will panic if the data does not fit in the defined mipmaps described in textureDescriptor

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pub fn upload_from_cpu_with_staging_buffer( texture: &Texture, device: &Device, queue: &Queue, desc: &TextureDescriptor<'_>, data: &[u8], staging_buffer: &Buffer, mip_lvl: u32, )

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pub async fn download_to_cpu( &self, device: &Device, queue: &Queue, aspect: TextureAspect, ) -> DynImage

This functions downloads the texture to the cpu and returns a DynImage The aspect of the texture to download is specified by the aspect parameter This is required since we use texture format Depth32FloatStencil8 which has both a depth and a stencil component

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pub async fn download_pixel_to_cpu( &self, device: &Device, queue: &Queue, aspect: TextureAspect, x: u32, y: u32, ) -> DynImage

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pub fn remove_padding( buffer: &[u8], bytes_per_row_unpadded: u32, bytes_per_row_padded: u32, nr_rows: u32, ) -> Cow<'_, [u8]>

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pub fn create_bind_group_layout( device: &Device, binding_tex: u32, binding_sampler: u32, ) -> BindGroupLayout

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pub fn depth_linearize( &self, device: &Device, queue: &Queue, near: f32, far: f32, ) -> DynImage

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pub fn create_bind_group( &self, device: &Device, binding_tex: u32, binding_sampler: u32, ) -> BindGroup

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pub fn resize(&mut self, device: &Device, width: u32, height: u32)

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pub fn create_default_texture(device: &Device, queue: &Queue) -> Self

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pub fn create_default_cubemap(device: &Device, queue: &Queue) -> Self

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pub fn width(&self) -> u32

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pub fn height(&self) -> u32

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pub fn extent(&self) -> Extent3d

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