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WgpuContext

Struct WgpuContext 

Source
pub struct WgpuContext {
    pub device: Device,
    pub queue: Queue,
    pub surface: Surface<'static>,
    pub config: SurfaceConfiguration<Vec<TextureFormat>>,
    pub depth_format: TextureFormat,
    pub surface_view_format: TextureFormat,
    pub msaa_samples: u32,
    pub anisotropy_clamp: u16,
    pub render_path: RenderPath,
    pub pipeline_settings_version: u64,
}
Expand description

Core wgpu context holding GPU handles.

This struct owns the fundamental wgpu resources needed for rendering:

  • device: GPU device for resource creation
  • queue: Command submission queue
  • surface: Window surface for presentation
  • config: Surface configuration (format, present mode, etc.)

It also manages the depth buffer texture which is recreated on resize.

Fields§

§device: Device

The wgpu device for GPU operations

§queue: Queue

The command queue for submitting work

§surface: Surface<'static>

The window surface for presentation

§config: SurfaceConfiguration<Vec<TextureFormat>>

Surface configuration

§depth_format: TextureFormat

Depth buffer format

§surface_view_format: TextureFormat§msaa_samples: u32§anisotropy_clamp: u16§render_path: RenderPath

The active render path. Stored for runtime branching in the frame graph.

§pipeline_settings_version: u64

Version counter for pipeline-affecting settings (HDR, MSAA, RenderPath). Incremented when these settings change, used to invalidate L1 pipeline cache.

Implementations§

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impl WgpuContext

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pub async fn new<W>( window: W, init_config: &RendererInitConfig, settings: &RendererSettings, width: u32, height: u32, ) -> Result<WgpuContext, Error>
where W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,

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

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pub fn set_vsync(&mut self, vsync: bool)

Dynamically reconfigure the surface present mode for VSync toggling.

This is a lightweight operation — only the surface configuration is resubmitted; no GPU resources are destroyed or recreated.

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pub fn create_depth_texture( device: &Device, config: &SurfaceConfiguration<Vec<TextureFormat>>, format: TextureFormat, ) -> TextureView

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pub fn size(&self) -> (u32, u32)

Returns the current surface dimensions.

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