RenderTextures

Struct RenderTextures 

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pub struct RenderTextures {
    width: u32,
    height: u32,
    pub render_texture: ReadbackWgpuTexture,
    pub depth_stencil_texture: ReadbackWgpuTexture,
    pub render_view: TextureView,
    pub linear_render_view: TextureView,
    pub depth_texture_view: TextureView,
    pub(crate) depth_bind_group: BindGroup,
    pub(crate) depth_stencil_view: TextureView,
    output_dirty: bool,
    depth_dirty: bool,
}
Expand description

Texture resources used for rendering

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§width: u32§height: u32§render_texture: ReadbackWgpuTexture§depth_stencil_texture: ReadbackWgpuTexture§render_view: TextureView§linear_render_view: TextureView§depth_texture_view: TextureView§depth_bind_group: BindGroup

Bind group for depth texture (used in OIT resolve)

§depth_stencil_view: TextureView§output_dirty: bool§depth_dirty: bool

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impl RenderTextures

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pub fn width(&self) -> u32

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pub fn height(&self) -> u32

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pub fn ratio(&self) -> f32

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pub(crate) fn new(ctx: &WgpuContext, width: u32, height: u32) -> Self

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pub fn mark_dirty(&mut self)

Mark textures as dirty after rendering.

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pub fn start_readback(&mut self, ctx: &WgpuContext)

Start async readback of the output texture (non-blocking).

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pub fn finish_readback(&mut self, ctx: &WgpuContext)

Finish a pending async readback, copying data into the CPU-side buffer.

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pub fn try_finish_readback(&mut self, ctx: &WgpuContext) -> bool

Try to finish a pending readback without blocking. Returns true if the readback completed (or there was nothing pending), false if the GPU hasn’t finished yet.

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pub fn get_rendered_texture_data(&mut self, ctx: &WgpuContext) -> &[u8]

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pub fn get_rendered_texture_img_buffer( &mut self, ctx: &WgpuContext, ) -> ImageBuffer<Rgba<u8>, &[u8]>

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pub fn get_depth_texture_data(&mut self, ctx: &WgpuContext) -> &[f32]

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pub fn get_depth_texture_img_buffer( &mut self, ctx: &WgpuContext, ) -> ImageBuffer<Luma<u8>, Vec<u8>>

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