pub struct PassRef<'a> { /* private fields */ }
Expand description

A general render pass which may contain acceleration structure commands, general commands, or have pipeline bound to then record commands specific to those pipeline types.

Implementations

Informs the pass that the next recorded command buffer will read or write the given node using access.

This function must be called for node before it is read or written within a record function. For general purpose access, see PassRef::read_node or PassRef::write_node.

Informs the pass that the next recorded command buffer will read or write the given node using access.

This function must be called for node before it is read or written within a record function. For general purpose access, see PassRef::read_node_mut or PassRef::write_node_mut.

Informs the pass that the next recorded command buffer will read or write the subresource of node using access.

This function must be called for node before it is read or written within a record function. For general purpose access, see PassRef::read_node or PassRef::write_node.

Informs the pass that the next recorded command buffer will read or write the subresource of node using access.

This function must be called for node before it is read or written within a record function. For general purpose access, see PassRef::read_node or PassRef::write_node.

Binds a ComputePipeline, GraphicPipeline, or RayTracePipeline to the current pass, allowing for strongly typed access to the related functions.

Informs the pass that the next recorded command buffer will read the given node using AccessType::AnyShaderReadSampledImageOrUniformTexelBuffer.

This function must be called for node before it is read within a record function. For more specific access, see PassRef::access_node.

Informs the pass that the next recorded command buffer will read the given node using AccessType::AnyShaderReadSampledImageOrUniformTexelBuffer.

This function must be called for node before it is read within a record function. For more specific access, see PassRef::access_node.

Begin recording an acceleration structure command buffer.

This is the entry point for building and updating an AccelerationStructure instance.

Begin recording a general command buffer.

The provided closure allows you to run any Vulkan code, or interoperate with other Vulkan code and interfaces.

Finalize the recording of this pass and return to the RenderGraph where you may record additional passes.

Informs the pass that the next recorded command buffer will write the given node using AccessType::AnyShaderWrite.

This function must be called for node before it is written within a record function. For more specific access, see PassRef::access_node.

Informs the pass that the next recorded command buffer will write the given node using AccessType::AnyShaderWrite.

This function must be called for node before it is written within a record function. For more specific access, see PassRef::access_node.

Trait Implementations

Binds the resource to a graph-like object. Read more
Binds the resource to a graph-like object. Read more
Binds the resource to a graph-like object. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.