pub struct RenderData {
pub target_format: TextureFormat,
pub main_uniforms: UniformsBuffer,
pub device: Arc<Device>,
pub queue: Arc<Queue>,
pub shader: ShaderModule,
pub linear_texture_sampler: Sampler,
pub nearest_texture_sampler: Sampler,
pub textured_bind_group_layout: BindGroupLayout,
pub mipmap_gen: MipMapGen,
pub pixel_perfect_size: (u32, u32),
}Fields§
§target_format: TextureFormat§main_uniforms: UniformsBuffer§device: Arc<Device>§queue: Arc<Queue>§shader: ShaderModule§linear_texture_sampler: Sampler§nearest_texture_sampler: Sampler§textured_bind_group_layout: BindGroupLayout§mipmap_gen: MipMapGen§pixel_perfect_size: (u32, u32)Implementations§
Source§impl RenderData
impl RenderData
pub fn new(cc: &CreationContext<'_>, shader_source: &str) -> Self
Sourcepub fn create_pipeline(&self, desc: PipelineDesc) -> RenderPipeline
pub fn create_pipeline(&self, desc: PipelineDesc) -> RenderPipeline
Examples found in repository?
examples/test.rs (lines 43-50)
42 fn init(&mut self, _cc: &eframe::CreationContext, rd: &mut RenderData) -> Self::RenderResources {
43 let main_pipeline = rd.create_pipeline(PipelineDesc {
44 layout: vec![vec![BindingDesc::Uniforms]],
45 vertex_buffers: vec![Vertex::desc()],
46 vertex_shader: "vertex_shader",
47 fragment_shader: "solid_fragment_shader",
48 topology: wgpu::PrimitiveTopology::TriangleList,
49 ..Default::default()
50 });
51 AppResources {
52 main_pipeline,
53 trianges: GeometryBuffer::new("triangles"),
54 }
55 }pub fn load_texture(&self, bytes: &[u8], filter: bool) -> ImageTexture
pub fn new_data_texture(&self) -> DataTexture
Auto Trait Implementations§
impl !Freeze for RenderData
impl !RefUnwindSafe for RenderData
impl Send for RenderData
impl Sync for RenderData
impl Unpin for RenderData
impl !UnwindSafe for RenderData
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Source§fn borrow_mut(&mut self) -> &mut T
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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if into_left(&self) returns true.
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fn from_subset(element: &SS) -> SP
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self to the equivalent element of its superset.