pub struct Texture { /* private fields */ }Expand description
A 2D texture asset — from_file/from_data/empty, then chained
with_* calls, then build_asset. An empty()
texture can be used as a render target (post-processing, shadow maps) —
chain .with_sample_count(...) for a multisampled one, or
.with_extra_usage(...) if it needs more than the default
TEXTURE_BINDING/RENDER_ATTACHMENT/COPY_DST (e.g. STORAGE_BINDING
for a compute-writable target).
Implementations§
Source§impl Texture
impl Texture
pub fn from_file(path: &'static str) -> Self
pub fn from_data( width: u32, height: u32, format: TextureFormat, data: Vec<u8>, ) -> Self
Sourcepub fn empty(width: u32, height: u32, format: TextureFormat) -> Self
pub fn empty(width: u32, height: u32, format: TextureFormat) -> Self
No source data — a render target, or something you’ll write yourself.
Sourcepub fn with_sample_count(self, count: u32) -> Self
pub fn with_sample_count(self, count: u32) -> Self
Multisamples this texture — for an MSAA render target. Only
meaningful on an empty() texture; combining with mips or sampled
file/data content isn’t a real GPU configuration.
Sourcepub fn with_extra_usage(self, usage: TextureUsages) -> Self
pub fn with_extra_usage(self, usage: TextureUsages) -> Self
Adds usage flags on top of the ones this texture already gets by
default (TEXTURE_BINDING/COPY_DST, plus RENDER_ATTACHMENT for
an empty() texture) — e.g. TextureUsages::STORAGE_BINDING for a
texture a compute pass writes into, or COPY_SRC to read it back.
pub fn with_format(self, format: TextureFormat) -> Self
Sourcepub fn with_mip_count(self, count: u32) -> Self
pub fn with_mip_count(self, count: u32) -> Self
Generates exactly count mip levels, rather than a full chain —
e.g. for a PBR prefilter pass.
pub fn build_asset( self, name: &str, assets: &mut Assets<Texture>, ) -> Handle<Texture>
Sourcepub fn data(&self) -> Option<&[u8]>
pub fn data(&self) -> Option<&[u8]>
CPU-side pixels, e.g. for heightmap sampling. Only ever Some for a
from_data() texture — from_file() re-decodes from disk on each
upload rather than keeping a copy around.
Sourcepub fn release_cpu_data(&mut self)
pub fn release_cpu_data(&mut self)
Frees the CPU-side copy of a from_data() texture once you’re done
reading it via data. Any future re-upload (e.g.
after GPU backend loss) then produces an empty texture instead of
the original contents. No-op for from_file()/empty().
Trait Implementations§
Source§impl Asset<Backend> for Texture
impl Asset<Backend> for Texture
type Deps<'a> = Read<'a, MipmapGenerator>
fn upload<'a>( &self, backend: &Backend, mipmap_generator: &Read<'a, MipmapGenerator>, ) -> Option<GPUTexture>
Source§impl AssetSource for Texture
impl AssetSource for Texture
type Processed = GPUTexture
Auto Trait Implementations§
impl Freeze for Texture
impl RefUnwindSafe for Texture
impl Send for Texture
impl Sync for Texture
impl Unpin for Texture
impl UnsafeUnpin for Texture
impl UnwindSafe for Texture
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