VItemsBuffer

Struct VItemsBuffer 

Source
pub struct VItemsBuffer {
    pub(crate) item_infos_buffer: WgpuVecBuffer<ItemInfo>,
    pub(crate) planes_buffer: WgpuVecBuffer<PlaneData>,
    pub(crate) clip_boxes_buffer: WgpuVecBuffer<i32>,
    pub(crate) points3d_buffer: WgpuVecBuffer<Vec4>,
    pub(crate) points2d_buffer: WgpuVecBuffer<Vec4>,
    pub(crate) fill_rgbas_buffer: WgpuVecBuffer<Rgba>,
    pub(crate) stroke_rgbas_buffer: WgpuVecBuffer<Rgba>,
    pub(crate) stroke_widths_buffer: WgpuVecBuffer<Width>,
    pub(crate) item_count: u32,
    pub(crate) total_points: u32,
    pub(crate) compute_bind_group: Option<BindGroup>,
    pub(crate) render_bind_group: Option<BindGroup>,
}
Expand description

Merged GPU buffers for all VItems in a frame.

Instead of one set of buffers per VItem, all data is packed into contiguous arrays with an index table (item_infos) that tells shaders where each item’s data lives.

Fields§

§item_infos_buffer: WgpuVecBuffer<ItemInfo>

Per-item metadata: offsets and counts

§planes_buffer: WgpuVecBuffer<PlaneData>

Per-item plane data (origin + basis)

§clip_boxes_buffer: WgpuVecBuffer<i32>

Per-item clip boxes (5 i32 each: min_x, max_x, min_y, max_y, max_w)

§points3d_buffer: WgpuVecBuffer<Vec4>

Merged 3D points from all VItems

§points2d_buffer: WgpuVecBuffer<Vec4>

Merged 2D projected points (written by compute shader)

§fill_rgbas_buffer: WgpuVecBuffer<Rgba>

Merged fill colors

§stroke_rgbas_buffer: WgpuVecBuffer<Rgba>

Merged stroke colors

§stroke_widths_buffer: WgpuVecBuffer<Width>

Merged stroke widths

§item_count: u32

Number of items

§total_points: u32

Total number of points across all items

§compute_bind_group: Option<BindGroup>

Compute bind group (recreated when buffers resize)

§render_bind_group: Option<BindGroup>

Render bind group (recreated when buffers resize)

Implementations§

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impl VItemsBuffer

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pub fn new(ctx: &WgpuContext) -> Self

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pub fn update(&mut self, ctx: &WgpuContext, vitems: &[VItem])

Pack all VItems into the merged buffers. Called once per frame.

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pub fn item_count(&self) -> u32

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pub fn total_points(&self) -> u32

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pub fn compute_bind_group_layout(ctx: &WgpuContext) -> BindGroupLayout

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pub fn render_bind_group_layout(ctx: &WgpuContext) -> BindGroupLayout

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fn create_compute_bind_group(ctx: &WgpuContext, this: &Self) -> BindGroup

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fn create_render_bind_group(ctx: &WgpuContext, this: &Self) -> BindGroup

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