BufferCreator

Struct BufferCreator 

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pub struct BufferCreator<'a, T: Pod> { /* private fields */ }
Expand description

Builder Patter for wgpu Buffer

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impl<'a> BufferCreator<'a, i32>

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pub fn indices(device: &'a Device) -> BufferCreator<'a, i32>

Helps to create indices-buffer

IndexFormat: u32

Examples found in repository?
examples/display_rect.rs (line 53)
31fn render(app_data: &AppData, _: &mut (), mut encoder: CommandEncoder, view: TextureView) {
32    let vertex_buffer = BufferCreator::vertex(&app_data.device)
33        .data(vec![
34            ColoredVertex {
35                position: [-0.5, 0.5, 0.0],
36                color: [0.2, 0.0, 0.3],
37            },
38            ColoredVertex {
39                position: [-0.5, -0.5, 0.0],
40                color: [0.2, 0.0, 0.3],
41            },
42            ColoredVertex {
43                position: [0.5, 0.5, 0.0],
44                color: [0.2, 0.0, 0.3],
45            },
46            ColoredVertex {
47                position: [0.5, -0.5, 0.0],
48                color: [0.2, 0.0, 0.3],
49            },
50        ])
51        .build();
52
53    let indices_buffer = BufferCreator::indices(&app_data.device)
54        .data(vec![0, 1, 2, 2, 1, 3])
55        .build();
56
57    {
58        let mut render_pass: RenderPass = RenderPassCreator::new(&view)
59            .clear_color(Color::BLACK)
60            .build(&mut encoder);
61
62        render_pass.set_pipeline(app_data.render_pipelines.get(0).unwrap());
63
64        render_pass.set_vertex_buffer(0, vertex_buffer.slice());
65        render_pass.set_index_buffer(indices_buffer.slice(), wgpu::IndexFormat::Uint32);
66
67        render_pass.draw_indexed(0..indices_buffer.size(), 0, 0..1);
68    }
69
70    app_data.queue.submit(once(encoder.finish()));
71}
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impl<'a, T: Pod> BufferCreator<'a, T>

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pub fn vertex(device: &'a Device) -> BufferCreator<'a, T>

Helps to create vertex-buffer

Examples found in repository?
examples/moving_triangle.rs (line 44)
43fn render(app_data: &AppData, state: &mut State, mut encoder: CommandEncoder, view: TextureView) {
44    let vertex_buffer = BufferCreator::vertex(&app_data.device)
45        .data(vec![
46            ColoredPosVertex {
47                position: [
48                    (0.0 + state.pos.0) * state.x_scale,
49                    TRIANGLE_SIZE + state.pos.1,
50                ],
51            },
52            ColoredPosVertex {
53                position: [
54                    (-TRIANGLE_SIZE + state.pos.0) * state.x_scale,
55                    -TRIANGLE_SIZE + state.pos.1,
56                ],
57            },
58            ColoredPosVertex {
59                position: [
60                    (TRIANGLE_SIZE + state.pos.0) * state.x_scale,
61                    -TRIANGLE_SIZE + state.pos.1,
62                ],
63            },
64        ])
65        .build();
66
67    {
68        let mut render_pass = RenderPassCreator::new(&view).build(&mut encoder);
69
70        render_pass.set_pipeline(app_data.render_pipelines.get(0).unwrap());
71        render_pass.set_vertex_buffer(0, vertex_buffer.slice());
72
73        render_pass.draw(0..3, 0..1);
74    }
75
76    app_data.queue.submit(once(encoder.finish()));
77}
More examples
Hide additional examples
examples/display_rect.rs (line 32)
31fn render(app_data: &AppData, _: &mut (), mut encoder: CommandEncoder, view: TextureView) {
32    let vertex_buffer = BufferCreator::vertex(&app_data.device)
33        .data(vec![
34            ColoredVertex {
35                position: [-0.5, 0.5, 0.0],
36                color: [0.2, 0.0, 0.3],
37            },
38            ColoredVertex {
39                position: [-0.5, -0.5, 0.0],
40                color: [0.2, 0.0, 0.3],
41            },
42            ColoredVertex {
43                position: [0.5, 0.5, 0.0],
44                color: [0.2, 0.0, 0.3],
45            },
46            ColoredVertex {
47                position: [0.5, -0.5, 0.0],
48                color: [0.2, 0.0, 0.3],
49            },
50        ])
51        .build();
52
53    let indices_buffer = BufferCreator::indices(&app_data.device)
54        .data(vec![0, 1, 2, 2, 1, 3])
55        .build();
56
57    {
58        let mut render_pass: RenderPass = RenderPassCreator::new(&view)
59            .clear_color(Color::BLACK)
60            .build(&mut encoder);
61
62        render_pass.set_pipeline(app_data.render_pipelines.get(0).unwrap());
63
64        render_pass.set_vertex_buffer(0, vertex_buffer.slice());
65        render_pass.set_index_buffer(indices_buffer.slice(), wgpu::IndexFormat::Uint32);
66
67        render_pass.draw_indexed(0..indices_buffer.size(), 0, 0..1);
68    }
69
70    app_data.queue.submit(once(encoder.finish()));
71}
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pub fn label(self, label: &'a str) -> Self

sets Label (name of the buffer)

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pub fn data(self, data: Vec<T>) -> Self

sets data

overwrites data which was stored before

Examples found in repository?
examples/moving_triangle.rs (lines 45-64)
43fn render(app_data: &AppData, state: &mut State, mut encoder: CommandEncoder, view: TextureView) {
44    let vertex_buffer = BufferCreator::vertex(&app_data.device)
45        .data(vec![
46            ColoredPosVertex {
47                position: [
48                    (0.0 + state.pos.0) * state.x_scale,
49                    TRIANGLE_SIZE + state.pos.1,
50                ],
51            },
52            ColoredPosVertex {
53                position: [
54                    (-TRIANGLE_SIZE + state.pos.0) * state.x_scale,
55                    -TRIANGLE_SIZE + state.pos.1,
56                ],
57            },
58            ColoredPosVertex {
59                position: [
60                    (TRIANGLE_SIZE + state.pos.0) * state.x_scale,
61                    -TRIANGLE_SIZE + state.pos.1,
62                ],
63            },
64        ])
65        .build();
66
67    {
68        let mut render_pass = RenderPassCreator::new(&view).build(&mut encoder);
69
70        render_pass.set_pipeline(app_data.render_pipelines.get(0).unwrap());
71        render_pass.set_vertex_buffer(0, vertex_buffer.slice());
72
73        render_pass.draw(0..3, 0..1);
74    }
75
76    app_data.queue.submit(once(encoder.finish()));
77}
More examples
Hide additional examples
examples/display_rect.rs (lines 33-50)
31fn render(app_data: &AppData, _: &mut (), mut encoder: CommandEncoder, view: TextureView) {
32    let vertex_buffer = BufferCreator::vertex(&app_data.device)
33        .data(vec![
34            ColoredVertex {
35                position: [-0.5, 0.5, 0.0],
36                color: [0.2, 0.0, 0.3],
37            },
38            ColoredVertex {
39                position: [-0.5, -0.5, 0.0],
40                color: [0.2, 0.0, 0.3],
41            },
42            ColoredVertex {
43                position: [0.5, 0.5, 0.0],
44                color: [0.2, 0.0, 0.3],
45            },
46            ColoredVertex {
47                position: [0.5, -0.5, 0.0],
48                color: [0.2, 0.0, 0.3],
49            },
50        ])
51        .build();
52
53    let indices_buffer = BufferCreator::indices(&app_data.device)
54        .data(vec![0, 1, 2, 2, 1, 3])
55        .build();
56
57    {
58        let mut render_pass: RenderPass = RenderPassCreator::new(&view)
59            .clear_color(Color::BLACK)
60            .build(&mut encoder);
61
62        render_pass.set_pipeline(app_data.render_pipelines.get(0).unwrap());
63
64        render_pass.set_vertex_buffer(0, vertex_buffer.slice());
65        render_pass.set_index_buffer(indices_buffer.slice(), wgpu::IndexFormat::Uint32);
66
67        render_pass.draw_indexed(0..indices_buffer.size(), 0, 0..1);
68    }
69
70    app_data.queue.submit(once(encoder.finish()));
71}
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pub fn add_data(&mut self, data: T) -> &mut Self

push data to current dataVec

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pub fn append_data(&mut self, data: &mut Vec<T>) -> &mut Self

appends data to current dataVec

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pub fn build(&self) -> SimpleBuffer

creates SimpleBuffer

Examples found in repository?
examples/moving_triangle.rs (line 65)
43fn render(app_data: &AppData, state: &mut State, mut encoder: CommandEncoder, view: TextureView) {
44    let vertex_buffer = BufferCreator::vertex(&app_data.device)
45        .data(vec![
46            ColoredPosVertex {
47                position: [
48                    (0.0 + state.pos.0) * state.x_scale,
49                    TRIANGLE_SIZE + state.pos.1,
50                ],
51            },
52            ColoredPosVertex {
53                position: [
54                    (-TRIANGLE_SIZE + state.pos.0) * state.x_scale,
55                    -TRIANGLE_SIZE + state.pos.1,
56                ],
57            },
58            ColoredPosVertex {
59                position: [
60                    (TRIANGLE_SIZE + state.pos.0) * state.x_scale,
61                    -TRIANGLE_SIZE + state.pos.1,
62                ],
63            },
64        ])
65        .build();
66
67    {
68        let mut render_pass = RenderPassCreator::new(&view).build(&mut encoder);
69
70        render_pass.set_pipeline(app_data.render_pipelines.get(0).unwrap());
71        render_pass.set_vertex_buffer(0, vertex_buffer.slice());
72
73        render_pass.draw(0..3, 0..1);
74    }
75
76    app_data.queue.submit(once(encoder.finish()));
77}
More examples
Hide additional examples
examples/display_rect.rs (line 51)
31fn render(app_data: &AppData, _: &mut (), mut encoder: CommandEncoder, view: TextureView) {
32    let vertex_buffer = BufferCreator::vertex(&app_data.device)
33        .data(vec![
34            ColoredVertex {
35                position: [-0.5, 0.5, 0.0],
36                color: [0.2, 0.0, 0.3],
37            },
38            ColoredVertex {
39                position: [-0.5, -0.5, 0.0],
40                color: [0.2, 0.0, 0.3],
41            },
42            ColoredVertex {
43                position: [0.5, 0.5, 0.0],
44                color: [0.2, 0.0, 0.3],
45            },
46            ColoredVertex {
47                position: [0.5, -0.5, 0.0],
48                color: [0.2, 0.0, 0.3],
49            },
50        ])
51        .build();
52
53    let indices_buffer = BufferCreator::indices(&app_data.device)
54        .data(vec![0, 1, 2, 2, 1, 3])
55        .build();
56
57    {
58        let mut render_pass: RenderPass = RenderPassCreator::new(&view)
59            .clear_color(Color::BLACK)
60            .build(&mut encoder);
61
62        render_pass.set_pipeline(app_data.render_pipelines.get(0).unwrap());
63
64        render_pass.set_vertex_buffer(0, vertex_buffer.slice());
65        render_pass.set_index_buffer(indices_buffer.slice(), wgpu::IndexFormat::Uint32);
66
67        render_pass.draw_indexed(0..indices_buffer.size(), 0, 0..1);
68    }
69
70    app_data.queue.submit(once(encoder.finish()));
71}

Auto Trait Implementations§

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impl<'a, T> Freeze for BufferCreator<'a, T>

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impl<'a, T> !RefUnwindSafe for BufferCreator<'a, T>

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impl<'a, T> Send for BufferCreator<'a, T>
where T: Send,

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impl<'a, T> Sync for BufferCreator<'a, T>
where T: Sync,

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impl<'a, T> Unpin for BufferCreator<'a, T>
where T: Unpin,

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impl<'a, T> !UnwindSafe for BufferCreator<'a, T>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>