RenderCommand

Trait RenderCommand 

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pub trait RenderCommand {
    // Required methods
    fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>);
    fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>);
    fn encode_render_command(
        &self,
        ctx: &WgpuContext,
        pipelines: &mut PipelinesStorage,
        encoder: &mut CommandEncoder,
        uniforms_bind_group: &BindGroup,
        render_textures: &RenderTextures,
        profiler: &mut GpuProfiler,
    );

    // Provided method
    fn debug(&self, _ctx: &WgpuContext) { ... }
}
Expand description

The RenderCommand encodes the commands.

Required Methods§

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

Encode the compute pass command

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

Encode the render pass command

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

Encode the render command

Provided Methods§

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fn debug(&self, _ctx: &WgpuContext)

Debug

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impl RenderCommand for Vec<&dyn RenderCommand>

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand> RenderCommand for (T0,)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand> RenderCommand for (T0, T1)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand> RenderCommand for (T0, T1, T2)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand> RenderCommand for (T0, T1, T2, T3)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand, T6: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5, T6)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand, T6: RenderCommand, T7: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5, T6, T7)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand, T6: RenderCommand, T7: RenderCommand, T8: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5, T6, T7, T8)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand, T6: RenderCommand, T7: RenderCommand, T8: RenderCommand, T9: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5, T6, T7, T8, T9)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand, T6: RenderCommand, T7: RenderCommand, T8: RenderCommand, T9: RenderCommand, T10: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand, T6: RenderCommand, T7: RenderCommand, T8: RenderCommand, T9: RenderCommand, T10: RenderCommand, T11: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand, T6: RenderCommand, T7: RenderCommand, T8: RenderCommand, T9: RenderCommand, T10: RenderCommand, T11: RenderCommand, T12: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand, T6: RenderCommand, T7: RenderCommand, T8: RenderCommand, T9: RenderCommand, T10: RenderCommand, T11: RenderCommand, T12: RenderCommand, T13: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand, T6: RenderCommand, T7: RenderCommand, T8: RenderCommand, T9: RenderCommand, T10: RenderCommand, T11: RenderCommand, T12: RenderCommand, T13: RenderCommand, T14: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T0: RenderCommand, T1: RenderCommand, T2: RenderCommand, T3: RenderCommand, T4: RenderCommand, T5: RenderCommand, T6: RenderCommand, T7: RenderCommand, T8: RenderCommand, T9: RenderCommand, T10: RenderCommand, T11: RenderCommand, T12: RenderCommand, T13: RenderCommand, T14: RenderCommand, T15: RenderCommand> RenderCommand for (T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14, T15)

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, ctx: &WgpuContext)

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impl<T: RenderCommand> RenderCommand for Vec<T>

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, _ctx: &WgpuContext)

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impl<T: RenderCommand, const N: usize> RenderCommand for [T; N]

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fn encode_compute_pass_command(&self, cpass: &mut ComputePass<'_>)

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fn encode_render_pass_command(&self, rpass: &mut RenderPass<'_>)

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fn encode_render_command( &self, ctx: &WgpuContext, pipelines: &mut PipelinesStorage, encoder: &mut CommandEncoder, uniforms_bind_group: &BindGroup, render_textures: &RenderTextures, profiler: &mut GpuProfiler, )

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fn debug(&self, _ctx: &WgpuContext)

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