pub struct RenderTargetList<T> {
    pub format: ImageFormat,
    pub targets: Vec<T>,
}
Expand description

A series of RenderTarget instances, serving as the high-level container into which RenderTasks are assigned.

During the build phase, we iterate over the tasks in each RenderPass. For each task, we invoke allocate() on the RenderTargetList, which in turn attempts to allocate an output region in the last RenderTarget in the list. If allocation fails (or if the list is empty), a new RenderTarget is created and appended to the list. The build phase then assign the task into the target associated with the final allocation.

The result is that each RenderPass is associated with one or two RenderTargetLists, depending on whether we have all our tasks have the same RenderTargetKind. The lists are then shipped to the Renderer, which allocates a device texture array, with one slice per render target in the list.

The upshot of this scheme is that it maximizes batching. In a given pass, we need to do a separate batch for each individual render target. But with the texture array, we can expose the entirety of the previous pass to each task in the current pass in a single batch, which generally allows each task to be drawn in a single batch regardless of how many results from the previous pass it depends on.

Note that in some cases (like drop-shadows), we can depend on the output of a pass earlier than the immediately-preceding pass.

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§format: ImageFormat§targets: Vec<T>

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impl<T: RenderTarget> RenderTargetList<T>

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pub fn new(format: ImageFormat) -> Self

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pub fn build( &mut self, ctx: &mut RenderTargetContext<'_, '_>, gpu_cache: &mut GpuCache, render_tasks: &RenderTaskGraph, prim_headers: &mut PrimitiveHeaders, transforms: &mut TransformPalette, z_generator: &mut ZBufferIdGenerator, prim_instances: &[PrimitiveInstance], cmd_buffers: &CommandBufferList, gpu_buffer_builder: &mut GpuBufferBuilder )

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pub fn needs_depth(&self) -> bool

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impl<T> Serialize for RenderTargetList<T>where T: Serialize,

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

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impl<T> RefUnwindSafe for RenderTargetList<T>where T: RefUnwindSafe,

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impl<T> Send for RenderTargetList<T>where T: Send,

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impl<T> Sync for RenderTargetList<T>where T: Sync,

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impl<T> Unpin for RenderTargetList<T>where T: Unpin,

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impl<T> UnwindSafe for RenderTargetList<T>where T: UnwindSafe,

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impl<T> Any for Twhere 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 Twhere 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 Twhere 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> 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 Twhere 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> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T, U> TryFrom<U> for Twhere 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 Twhere 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.