pub type Command = Command<IdReferences>;Aliased Type§
pub enum Command {
Show 15 variants
CopyBufferToBuffer {
src: Id<Buffer>,
src_offset: u64,
dst: Id<Buffer>,
dst_offset: u64,
size: Option<u64>,
},
CopyBufferToTexture {
src: TexelCopyBufferInfo<Id<Buffer>>,
dst: TexelCopyTextureInfo<Id<Texture>>,
size: Extent3d,
},
CopyTextureToBuffer {
src: TexelCopyTextureInfo<Id<Texture>>,
dst: TexelCopyBufferInfo<Id<Buffer>>,
size: Extent3d,
},
CopyTextureToTexture {
src: TexelCopyTextureInfo<Id<Texture>>,
dst: TexelCopyTextureInfo<Id<Texture>>,
size: Extent3d,
},
ClearBuffer {
dst: Id<Buffer>,
offset: u64,
size: Option<u64>,
},
ClearTexture {
dst: Id<Texture>,
subresource_range: ImageSubresourceRange,
},
WriteTimestamp {
query_set: Id<QuerySet>,
query_index: u32,
},
ResolveQuerySet {
query_set: Id<QuerySet>,
start_query: u32,
query_count: u32,
destination: Id<Buffer>,
destination_offset: u64,
},
PushDebugGroup(String),
PopDebugGroup,
InsertDebugMarker(String),
RunComputePass {
pass: BasePass<ComputeCommand<IdReferences>, Infallible>,
timestamp_writes: Option<PassTimestampWrites>,
},
RunRenderPass {
pass: BasePass<RenderCommand<IdReferences>, Infallible>,
color_attachments: SmallVec<[Option<RenderPassColorAttachment>; 1]>,
depth_stencil_attachment: Option<ResolvedRenderPassDepthStencilAttachment<Id<TextureView>>>,
timestamp_writes: Option<PassTimestampWrites>,
occlusion_query_set: Option<Id<QuerySet>>,
multiview_mask: Option<NonZero<u32>>,
},
BuildAccelerationStructures {
blas: Vec<OwnedBlasBuildEntry<IdReferences>>,
tlas: Vec<OwnedTlasPackage<IdReferences>>,
},
TransitionResources {
buffer_transitions: Vec<BufferTransition<Id<Buffer>>>,
texture_transitions: Vec<TextureTransition<Id<Texture>>>,
},
}Variants§
CopyBufferToBuffer
CopyBufferToTexture
CopyTextureToBuffer
CopyTextureToTexture
ClearBuffer
ClearTexture
WriteTimestamp
ResolveQuerySet
Fields
PushDebugGroup(String)
PopDebugGroup
InsertDebugMarker(String)
RunComputePass
Fields
§
pass: BasePass<ComputeCommand<IdReferences>, Infallible>§
timestamp_writes: Option<PassTimestampWrites>RunRenderPass
Fields
§
pass: BasePass<RenderCommand<IdReferences>, Infallible>§
color_attachments: SmallVec<[Option<RenderPassColorAttachment>; 1]>§
depth_stencil_attachment: Option<ResolvedRenderPassDepthStencilAttachment<Id<TextureView>>>§
timestamp_writes: Option<PassTimestampWrites>BuildAccelerationStructures
TransitionResources
Fields
§
buffer_transitions: Vec<BufferTransition<Id<Buffer>>>§
texture_transitions: Vec<TextureTransition<Id<Texture>>>