Struct nannou::wgpu::Texture [−][src]
pub struct Texture { /* fields omitted */ }
A convenient wrapper around a handle to a texture on the GPU along with its descriptor.
A texture can be thought of as an image that resides in GPU memory (as opposed to CPU memory).
This type is a thin wrapper around the wgpu
crate’s Texture
type, but provides access to
useful information like size, format, usage, etc.
Implementations
impl Texture
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pub fn into_ui_image(self) -> Image
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Convert the texture into an image compatible with the UI’s image map.
Panics if the texture’s Arc<TextureHandle>
has been cloned and more than one unique
reference to the inner data still exists.
impl Texture
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pub fn from_path<'a, T, P>(src: T, path: P) -> ImageResult<Self> where
T: WithDeviceQueuePair,
P: AsRef<Path>,
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T: WithDeviceQueuePair,
P: AsRef<Path>,
Load an image from the given path and upload it as a texture.
The device and queue src
can be either the App
, a Window
, a wgpu::DeviceQueuePair
or a tuple (&wgpu::Device, &mut wgpu::Queue)
. Access to a Device
is necessary in order
to create the texture and buffer GPU resources, and access to a Queue
is necessary for
submitting the commands responsible for copying the buffer contents to the texture. Note
that a texture may only be used with the device with which it was created. This is worth
keeping in mind if you have more than one window and they do not share the same device.
By default, the texture will have the COPY_SRC
, COPY_DST
, SAMPLED
and
RENDER_ATTACHMENT
usages enabled. If you wish to specify the usage yourself, see the
load_from_path
constructor.
If the &App
is passed as the src
, the window returned via app.main_window()
will be
used as the source of the device and queue.
pub fn from_image<'a, T>(src: T, image: &DynamicImage) -> Self where
T: WithDeviceQueuePair,
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T: WithDeviceQueuePair,
Load a texture from the given image.
The device and queue src
can be either the App
, a Window
, a wgpu::DeviceQueuePair
or a tuple (&wgpu::Device, &mut wgpu::Queue)
. Access to a Device
is necessary in order
to create the texture and buffer GPU resources, and access to a Queue
is necessary for
submitting the commands responsible for copying the buffer contents to the texture. Note
that a texture may only be used with the device with which it was created. This is worth
keeping in mind if you have more than one window and they do not share the same device.
By default, the texture will have the COPY_SRC
, COPY_DST
, SAMPLED
and
RENDER_ATTACHMENT
usages enabled. If you wish to specify the usage yourself, see the
load_from_path
constructor.
If the &App
is passed as the src
, the window returned via app.main_window()
will be
used as the source of the device and queue.
The DeviceQueuePairSource
can be either the App
, a Window
, a DeviceQueuePair
or a
tuple (&Device, &Queue)
.
pub fn load_from_path<P>(
device: &Device,
queue: &Queue,
usage: TextureUsage,
path: P
) -> ImageResult<Self> where
P: AsRef<Path>,
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device: &Device,
queue: &Queue,
usage: TextureUsage,
path: P
) -> ImageResult<Self> where
P: AsRef<Path>,
Read an image file from the given path and load it directly into a texture.
This is short-hand for calling image::open
and then Texture::load_from_image
.
pub fn load_from_image(
device: &Device,
queue: &Queue,
usage: TextureUsage,
image: &DynamicImage
) -> Self
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device: &Device,
queue: &Queue,
usage: TextureUsage,
image: &DynamicImage
) -> Self
Load a texture directly from a dynamic image.
If the image is already in a format supported by wgpu, no conversions are performed and the image is loaded directly as-is with a texture format that matches the original image color type.
If the image is of an unsupported format, it will be converted to the closest supported format before being uploaded.
pub fn load_from_image_buffer<P, Container>(
device: &Device,
queue: &Queue,
usage: TextureUsage,
buffer: &ImageBuffer<P, Container>
) -> Self where
P: 'static + Pixel,
Container: Deref<Target = [P::Subpixel]>,
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device: &Device,
queue: &Queue,
usage: TextureUsage,
buffer: &ImageBuffer<P, Container>
) -> Self where
P: 'static + Pixel,
Container: Deref<Target = [P::Subpixel]>,
Load a texture directly from an image buffer using the given device queue.
No format or size conversions are performed - the given buffer is loaded directly into GPU memory.
Pixel type compatibility is ensured via the Pixel
trait.
pub fn load_array_from_image_buffers<'a, I, P, Container>(
device: &Device,
queue: &Queue,
usage: TextureUsage,
buffers: I
) -> Option<Self> where
I: IntoIterator<Item = &'a ImageBuffer<P, Container>>,
I::IntoIter: ExactSizeIterator,
P: 'static + Pixel,
Container: 'a + Deref<Target = [P::Subpixel]>,
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device: &Device,
queue: &Queue,
usage: TextureUsage,
buffers: I
) -> Option<Self> where
I: IntoIterator<Item = &'a ImageBuffer<P, Container>>,
I::IntoIter: ExactSizeIterator,
P: 'static + Pixel,
Container: 'a + Deref<Target = [P::Subpixel]>,
Load a texture array directly from a sequence of image buffers.
No format or size conversions are performed - the given buffer is loaded directly into GPU memory.
Pixel type compatibility is ensured via the Pixel
trait.
Returns None
if there are no images in the given sequence.
pub fn encode_load_from_image(
device: &Device,
encoder: &mut CommandEncoder,
usage: TextureUsage,
image: &DynamicImage
) -> Self
[src]
device: &Device,
encoder: &mut CommandEncoder,
usage: TextureUsage,
image: &DynamicImage
) -> Self
Encode the necessary commands to load a texture directly from a dynamic image.
If the image is already in a format supported by wgpu, no conversions are performed and the image is loaded directly as-is with a texture format that matches the original image color type.
If the image is of an unsupported format, it will be converted to the closest supported format before being uploaded.
NOTE: The returned texture will remain empty until the given encoder
has its command buffer
submitted to the given device
’s queue.
pub fn encode_load_from_image_buffer<P, Container>(
device: &Device,
encoder: &mut CommandEncoder,
usage: TextureUsage,
buffer: &ImageBuffer<P, Container>
) -> Self where
P: 'static + Pixel,
Container: Deref<Target = [P::Subpixel]>,
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device: &Device,
encoder: &mut CommandEncoder,
usage: TextureUsage,
buffer: &ImageBuffer<P, Container>
) -> Self where
P: 'static + Pixel,
Container: Deref<Target = [P::Subpixel]>,
Encode the necessary commands to load a texture from the given image buffer.
NOTE: The returned texture will remain empty until the given encoder
has its command
buffer submitted to the given device
’s queue.
No format or size conversions are performed - the given buffer is loaded directly into GPU memory.
Pixel type compatibility is ensured via the Pixel
trait.
pub fn encode_load_3d_from_image_buffers<'a, I, P, Container>(
device: &Device,
encoder: &mut CommandEncoder,
usage: TextureUsage,
buffers: I
) -> Option<Self> where
I: IntoIterator<Item = &'a ImageBuffer<P, Container>>,
I::IntoIter: ExactSizeIterator,
P: 'static + Pixel,
Container: 'a + Deref<Target = [P::Subpixel]>,
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device: &Device,
encoder: &mut CommandEncoder,
usage: TextureUsage,
buffers: I
) -> Option<Self> where
I: IntoIterator<Item = &'a ImageBuffer<P, Container>>,
I::IntoIter: ExactSizeIterator,
P: 'static + Pixel,
Container: 'a + Deref<Target = [P::Subpixel]>,
Encode the necessary commands to load a 3d texture directly from a sequence of image buffers.
NOTE: The returned texture will remain empty until the given encoder
has its command buffer
submitted to the given device
’s queue.
NOTE: The returned texture will be 3d; you must create
No format or size conversions are performed - the given buffer is loaded directly into GPU memory.
Pixel type compatibility is ensured via the Pixel
trait.
Returns None
if there are no images in the given sequence.
impl Texture
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pub fn descriptor(&self) -> &TextureDescriptor<'static>
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The inner descriptor from which this Texture was constructed.
pub fn into_inner(self) -> Arc<TextureHandle>
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Consume the Texture and produce the inner Arc
pub fn inner(&self) -> &Arc<TextureHandle>
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A reference to the inner TextureHandle.
pub fn size(&self) -> [u32; 2]
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The width and height of the texture.
See the extent
method for producing the full width, height and depth of the texture.
pub fn extent(&self) -> Extent3d
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The width, height and depth of the texture.
pub fn mip_level_count(&self) -> u32
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Mip count of texture. For a texture with no extra mips, this must be 1.
pub fn sample_count(&self) -> u32
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Sample count of texture. If this is not 1, texture must have BindingType::SampledTexture::multisampled set to true.
pub fn dimension(&self) -> TextureDimension
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Describes whether the texture is of 1, 2 or 3 dimensions.
pub fn format(&self) -> TextureFormat
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The format of the underlying texture data.
pub fn usage(&self) -> TextureUsage
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The set of usage bits describing the ways in which the Texture may be used.
pub fn size_bytes(&self) -> usize
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The size of the texture data in bytes.
pub fn sample_type(&self) -> TextureSampleType
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The component type associated with the texture’s format.
pub fn from_handle_and_descriptor(
handle: Arc<TextureHandle>,
descriptor: TextureDescriptor<'static>
) -> Self
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handle: Arc<TextureHandle>,
descriptor: TextureDescriptor<'static>
) -> Self
Create a Texture from the inner wgpu texture handle and the descriptor used to create it.
This constructor should only be used in the case that you already have a texture handle and a descriptor but need a Texture. The preferred construction approach is to use the TextureBuilder.
The descriptor
must be the same used to create the texture.
pub fn id(&self) -> TextureId
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A unique identifier associated with this texture.
This is useful for distinguishing between two Textures or for producing a hashable representation.
pub fn view(&self) -> ViewBuilder<'_>
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Begin building a TextureView for this Texture.
By default, the produced TextureViewBuilder will build a texture view for the
descriptor returned via default_view_descriptor
.
pub fn view_dimension(&self) -> TextureViewDimension
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A TextureViewDimension
for a full view of the entire texture.
NOTE: This will never produce the D2Array
, Cube
or CubeArray
variants. You may have to
construct your own wgpu::TextureViewDimension
via the view
method if these are desired.
pub fn default_view_info(&self) -> TextureViewInfo
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The view info, describing a full view of the texture.
pub fn default_view_descriptor(&self) -> TextureViewDescriptor<'static>
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The view descriptor, describing a full view of the texture.
pub fn upload_data(
&self,
device: &Device,
encoder: &mut CommandEncoder,
data: &[u8]
)
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&self,
device: &Device,
encoder: &mut CommandEncoder,
data: &[u8]
)
Encode a command for uploading the given data to the texture.
The length of the data must be equal to the length returned by texture.size_bytes()
.
pub fn to_buffer(
&self,
device: &Device,
encoder: &mut CommandEncoder
) -> RowPaddedBuffer
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&self,
device: &Device,
encoder: &mut CommandEncoder
) -> RowPaddedBuffer
Write the contents of the texture into a new buffer.
Commands will be added to the given encoder to copy the entire contents of the texture into the buffer.
If the texture has a sample count greater than one, it will first be resolved to a
non-multisampled texture before being copied to the buffer.
copy_texture_to_buffer
command has been performed by the GPU.
NOTE: read
should not be called on the returned buffer until the encoded commands have
been submitted to the device queue.
Methods from Deref<Target = TextureHandle>
pub fn create_view(&self, desc: &TextureViewDescriptor<'_>) -> TextureView
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Creates a view of this texture.
pub fn destroy(&self)
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Destroy the associated native resources as soon as possible.
Trait Implementations
impl Clone for Texture
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fn clone(&self) -> Self
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pub fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Debug for Texture
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impl Deref for Texture
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type Target = TextureHandle
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
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impl ToTextureView for Texture
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fn to_texture_view(&self) -> TextureView
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Auto Trait Implementations
impl !RefUnwindSafe for Texture
impl Send for Texture
impl Sync for Texture
impl Unpin for Texture
impl !UnwindSafe for Texture
Blanket Implementations
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
T: Component + Float,
D: AdaptFrom<S, Swp, Dwp, T>,
Swp: WhitePoint,
Dwp: WhitePoint,
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T: Component + Float,
D: AdaptFrom<S, Swp, Dwp, T>,
Swp: WhitePoint,
Dwp: WhitePoint,
pub fn adapt_into_using<M>(self, method: M) -> D where
M: TransformMatrix<Swp, Dwp, T>,
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M: TransformMatrix<Swp, Dwp, T>,
pub fn adapt_into(self) -> D
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T, U> ConvertInto<U> for T where
U: ConvertFrom<T>,
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U: ConvertFrom<T>,
pub fn convert_into(self) -> U
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pub fn convert_unclamped_into(self) -> U
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pub fn try_convert_into(self) -> Result<U, OutOfBounds<U>>
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impl<T> Downcast<T> for T
impl<T> From<T> for T
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Pointable for T
pub const ALIGN: usize
type Init = T
The type for initializers.
pub unsafe fn init(init: <T as Pointable>::Init) -> usize
pub unsafe fn deref<'a>(ptr: usize) -> &'a T
pub unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T
pub unsafe fn drop(ptr: usize)
impl<T> SetParameter for T
pub fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
pub fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Upcast<T> for T
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,