Struct BufferBuilder

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pub struct BufferBuilder<T: Pod + Zeroable> { /* private fields */ }

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impl<T: Pod + Zeroable> BufferBuilder<T>

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pub fn set_data_empty(self, len: usize) -> Self

Set empty data for the buffer.

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pub fn set_data_vec(self, data: Vec<T>) -> Self

Set data for the buffer from a vector.

Examples found in repository?
examples/pipeline.rs (line 141)
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.pool_events(PollMode::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}
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pub fn set_data_slice(self, data: &[T]) -> Self

Set data for the buffer from a slice.

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pub fn set_usage(self, usage: BufferUsage) -> Self

Set the buffer usage flags.

Examples found in repository?
examples/pipeline.rs (line 142)
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.pool_events(PollMode::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}
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pub fn set_mapped(self, mapped: bool) -> Self

Set mapped state for the buffer.

This is useful when you want to map the buffer for writing the data directly to the GPU memory.

You have to call Buffer::unmap to unmap the buffer after you are done using it. Otherwise, the command will panic when you try to use the buffer on mapped state.

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pub fn build(self) -> Result<Buffer, BufferError>

Examples found in repository?
examples/pipeline.rs (line 143)
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.pool_events(PollMode::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}

Auto Trait Implementations§

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impl<T> Freeze for BufferBuilder<T>

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impl<T> !RefUnwindSafe for BufferBuilder<T>

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impl<T> !Send for BufferBuilder<T>

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impl<T> !Sync for BufferBuilder<T>

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impl<T> Unpin for BufferBuilder<T>
where T: Unpin,

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impl<T> !UnwindSafe for BufferBuilder<T>

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impl<T> Any for T
where T: 'static + ?Sized,

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