pub struct OwnedPath<'r> { /* private fields */ }Expand description
Rendering path for applications that own the window loop and wgpu encoder.
Obtained from ViewportRenderer::owned. The renderer encodes all GPU work
and returns a wgpu::CommandBuffer for the caller to submit.
Use this with winit, raw wgpu, or any setup where you control the encoder.
Implementations§
Source§impl<'r> OwnedPath<'r>
impl<'r> OwnedPath<'r>
Sourcepub fn render(
&mut self,
device: &Device,
queue: &Queue,
output_view: &TextureView,
frame: &FrameData,
) -> CommandBuffer
pub fn render( &mut self, device: &Device, queue: &Queue, output_view: &TextureView, frame: &FrameData, ) -> CommandBuffer
Render a single viewport. Runs prepare internally and returns a command buffer to submit.
Sourcepub fn prepare_scene(
&mut self,
device: &Device,
queue: &Queue,
frame: &FrameData,
scene_effects: &SceneEffects<'_>,
) -> ScenePreparedToken
pub fn prepare_scene( &mut self, device: &Device, queue: &Queue, frame: &FrameData, scene_effects: &SceneEffects<'_>, ) -> ScenePreparedToken
Multi-viewport: upload scene-level GPU data shared across all viewports.
Call once per frame before any prepare_viewport or render_viewport calls.
Returns a [ScenePreparedToken] that must be passed to each prepare_viewport
call in the same frame. The token may be borrowed multiple times for multi-viewport scenes.
Sourcepub fn prepare_viewport(
&mut self,
device: &Device,
queue: &Queue,
_token: &ScenePreparedToken,
id: ViewportId,
frame: &FrameData,
)
pub fn prepare_viewport( &mut self, device: &Device, queue: &Queue, _token: &ScenePreparedToken, id: ViewportId, frame: &FrameData, )
Multi-viewport: upload per-viewport GPU data for id.
Call after prepare_scene and before render_viewport. The _token parameter
is a borrow of the [ScenePreparedToken] returned by prepare_scene; it enforces
that prepare_scene has been called earlier in the same frame.
Sourcepub fn render_viewport(
&mut self,
device: &Device,
queue: &Queue,
output_view: &TextureView,
id: ViewportId,
frame: &FrameData,
) -> CommandBuffer
pub fn render_viewport( &mut self, device: &Device, queue: &Queue, output_view: &TextureView, id: ViewportId, frame: &FrameData, ) -> CommandBuffer
Multi-viewport: encode draw calls for id into its own command buffer.
Call after prepare_scene and prepare_viewport for this id.
Auto Trait Implementations§
impl<'r> !RefUnwindSafe for OwnedPath<'r>
impl<'r> !UnwindSafe for OwnedPath<'r>
impl<'r> Freeze for OwnedPath<'r>
impl<'r> Send for OwnedPath<'r>
impl<'r> Sync for OwnedPath<'r>
impl<'r> Unpin for OwnedPath<'r>
impl<'r> UnsafeUnpin for OwnedPath<'r>
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