pub struct PassPath<'r> { /* private fields */ }Expand description
Rendering path for framework callbacks that provide a render pass.
Obtained from ViewportRenderer::pass. Prepare encodes pre-pass work
and returns command buffers to submit before the surface pass. Paint draws
into the caller-provided render pass.
Use this with eframe (CallbackTrait), iced, or any framework that hands
you a render pass. For the eframe paint callback where only a & reference
to the renderer is available, use ViewportRenderer::pass_view instead.
Implementations§
Source§impl<'r> PassPath<'r>
impl<'r> PassPath<'r>
Sourcepub fn prepare(
&mut self,
device: &Device,
queue: &Queue,
frame: &FrameData,
) -> Vec<CommandBuffer>
pub fn prepare( &mut self, device: &Device, queue: &Queue, frame: &FrameData, ) -> Vec<CommandBuffer>
Single viewport: upload uniforms and encode any HDR pre-pass work.
Returns command buffers that must be submitted before the surface render pass begins. Returns an empty vec for LDR with no dynamic resolution.
Sourcepub fn paint<'rp>(&self, render_pass: &mut RenderPass<'rp>, frame: &FrameData)
pub fn paint<'rp>(&self, render_pass: &mut RenderPass<'rp>, frame: &FrameData)
Single viewport: issue draw calls into render_pass.
Call after prepare for the same frame. Dispatches to the HDR blit,
dynamic-resolution blit, or direct draw based on which path prepare
activated. The render pass is expected to have a depth-stencil attachment,
as provided by eframe and most GUI frameworks.
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 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 paint_viewport or prepare_hdr_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 paint_viewport<'rp>(
&self,
render_pass: &mut RenderPass<'rp>,
id: ViewportId,
frame: &FrameData,
)
pub fn paint_viewport<'rp>( &self, render_pass: &mut RenderPass<'rp>, id: ViewportId, frame: &FrameData, )
Multi-viewport: issue draw calls for id into render_pass.
Set the render pass viewport and scissor rect to the correct region
before calling. Call after prepare_scene and prepare_viewport.
Sourcepub fn prepare_hdr_viewport(
&mut self,
device: &Device,
queue: &Queue,
id: ViewportId,
frame: &FrameData,
) -> CommandBuffer
pub fn prepare_hdr_viewport( &mut self, device: &Device, queue: &Queue, id: ViewportId, frame: &FrameData, ) -> CommandBuffer
Multi-viewport HDR: encode the full HDR pipeline for id into an intermediate texture.
Call after prepare_scene and prepare_viewport for this viewport. Returns a
CommandBuffer that eframe must submit before the egui render pass begins.
Call PassView::paint_hdr_blit from CallbackTrait::paint to composite the
result into the egui render pass. Set the render pass viewport and scissor rect first.
Auto Trait Implementations§
impl<'r> !RefUnwindSafe for PassPath<'r>
impl<'r> !UnwindSafe for PassPath<'r>
impl<'r> Freeze for PassPath<'r>
impl<'r> Send for PassPath<'r>
impl<'r> Sync for PassPath<'r>
impl<'r> Unpin for PassPath<'r>
impl<'r> UnsafeUnpin for PassPath<'r>
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