Struct webrender::render_target::RenderTargetList
source · pub struct RenderTargetList<T> {
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.
Fields§
§targets: Vec<T>
Implementations§
source§impl<T: RenderTarget> RenderTargetList<T>
impl<T: RenderTarget> RenderTargetList<T>
pub fn new() -> Self
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, )
pub fn needs_depth(&self) -> bool
Trait Implementations§
Auto Trait Implementations§
impl<T> Freeze for RenderTargetList<T>
impl<T> RefUnwindSafe for RenderTargetList<T>where
T: RefUnwindSafe,
impl<T> Send for RenderTargetList<T>where
T: Send,
impl<T> Sync for RenderTargetList<T>where
T: Sync,
impl<T> Unpin for RenderTargetList<T>where
T: Unpin,
impl<T> UnwindSafe for RenderTargetList<T>where
T: UnwindSafe,
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more