Texture

Struct Texture 

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pub struct Texture {
    pub texture: Texture,
    pub view: TextureView,
    pub sampler: Sampler,
    pub bind_group: BindGroup,
}
Expand description

A representation of a WGPU texture, along with its bind group, view, and sampler for shaders.

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§texture: Texture§view: TextureView§sampler: Sampler§bind_group: BindGroup

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impl Texture

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pub const BIND_LAYOUT: BindGroupLayoutDescriptor<'static>

The bind group layout for the texture so there is consistency across implementations that use this texture.

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

Create a new texture from the given bytes.

Arguments:

  • device: &wgpu::Device - A wgpu device used to create the texture.
  • queue: &wgpu::Queue - A wgpu queue that will be used to load the texture to the GPU.
  • bytes: &u8 - The bytes of the image.
  • label: &str - A label for the texture.

Returns a result that will contain the texture if it was loaded properly, otherwise, an error will be thrown.

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

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pub fn from_raw( device: &Device, queue: &Queue, rgba: &[u8], dimensions: (u32, u32), label: Option<&str>, ) -> Result<Self>

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pub fn bind<'rpass>(&'rpass self, pass: &mut RenderPass<'rpass>, index: u32)

Binds a texture to the the given render pass at the given bind group index.

Arguments:

  • &self - The texture to bind.
  • pass: &mut wgpu::RenderPass - The render pass to bind too.
  • index: u32 - The bind group index to bind too.

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impl Debug for Texture

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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