Struct veloren_voxygen::render::renderer::Renderer

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pub struct Renderer {
Show 30 fields device: Arc<Device>, queue: Queue, surface: Surface, surface_config: SurfaceConfiguration, sampler: Sampler, depth_sampler: Sampler, state: State, recreation_pending: Option<PipelineModes>, layouts: Layouts, locals: Locals, views: Views, noise_tex: Texture, quad_index_buffer_u16: Buffer<u16>, quad_index_buffer_u32: Buffer<u32>, shaders: AssetHandle<Shaders>, shaders_watcher: ReloadWatcher, pipeline_modes: PipelineModes, other_modes: OtherModes, resolution: Vec2<u32>, take_screenshot: Option<Box<dyn FnOnce(Result<RgbImage, String>) + Send>>, profiler: GpuProfiler, profile_times: Vec<GpuTimerScopeResult>, profiler_features_enabled: bool, ui_premultiply_uploads: BatchedUploads, egui_renderpass: RenderPass, is_minimized: bool, graphics_backend: String, intermediate_format: TextureFormat, present_modes: Vec<PresentMode>, max_texture_size: u32,
}
Expand description

A type that encapsulates rendering state. Renderer is central to Voxygen’s rendering subsystem and contains any state necessary to interact with the GPU, along with pipeline state objects (PSOs) needed to renderer different kinds of models to the screen.

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§device: Arc<Device>§queue: Queue§surface: Surface§surface_config: SurfaceConfiguration§sampler: Sampler§depth_sampler: Sampler§state: State§recreation_pending: Option<PipelineModes>§layouts: Layouts§locals: Locals§views: Views§noise_tex: Texture§quad_index_buffer_u16: Buffer<u16>§quad_index_buffer_u32: Buffer<u32>§shaders: AssetHandle<Shaders>§shaders_watcher: ReloadWatcher§pipeline_modes: PipelineModes§other_modes: OtherModes§resolution: Vec2<u32>§take_screenshot: Option<Box<dyn FnOnce(Result<RgbImage, String>) + Send>>§profiler: GpuProfiler§profile_times: Vec<GpuTimerScopeResult>§profiler_features_enabled: bool§ui_premultiply_uploads: BatchedUploads§egui_renderpass: RenderPass§is_minimized: bool§graphics_backend: String§intermediate_format: TextureFormat

The texture format used for the intermediate rendering passes

§present_modes: Vec<PresentMode>

Supported present modes.

§max_texture_size: u32

Cached max texture size.

Implementations§

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impl Renderer

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pub fn bind_globals( &self, global_model: &GlobalModel, lod_data: &LodData, ) -> GlobalsBindGroup

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pub fn bind_sprite_globals( &self, global_model: &GlobalModel, lod_data: &LodData, sprite_verts: &SpriteVerts, ) -> SpriteGlobalsBindGroup

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pub fn create_debug_bound_locals(&mut self, vals: &[Locals]) -> BoundLocals

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pub fn create_ui_bound_locals(&mut self, vals: &[Locals]) -> BoundLocals

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pub fn ui_bind_texture(&mut self, texture: &Texture) -> TextureBindGroup

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pub fn create_figure_bound_locals( &mut self, locals: &[Locals], bone_data: &[BoneData], ) -> BoundLocals

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pub fn create_rope_bound_locals(&mut self, locals: &[Locals]) -> BoundLocals

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pub fn create_terrain_bound_locals(&mut self, locals: &[Locals]) -> BoundLocals

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pub fn create_shadow_bound_locals(&mut self, locals: &[Locals]) -> BoundLocals

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pub fn create_rain_occlusion_bound_locals( &mut self, locals: &[Locals], ) -> BoundLocals

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pub fn figure_bind_atlas_textures( &self, col_light: Texture, ) -> AtlasTextures<Locals, FigureSpriteAtlasData>

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pub fn terrain_bind_atlas_textures( &self, col_light: Texture, kinds: Texture, ) -> AtlasTextures<Locals, TerrainAtlasData>

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pub fn sprite_bind_atlas_textures( &self, col_light: Texture, ) -> AtlasTextures<Locals, FigureSpriteAtlasData>

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impl Renderer

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pub fn new( window: &Window, mode: RenderMode, runtime: &Runtime, ) -> Result<Self, RenderError>

Create a new Renderer from a variety of backend-specific components and the window targets.

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pub fn graphics_backend(&self) -> &str

Get the graphics backend being used

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pub fn pipeline_creation_status(&self) -> Option<(usize, usize)>

Check the status of the intial pipeline creation Returns None if complete Returns Some((total, complete)) if in progress

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pub fn pipeline_recreation_status(&self) -> Option<(usize, usize)>

Check the status the pipeline recreation Returns None if pipelines are currently not being recreated Returns Some((total, complete)) if in progress

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pub fn set_render_mode(&mut self, mode: RenderMode) -> Result<(), RenderError>

Change the render mode.

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pub fn pipeline_modes(&self) -> &PipelineModes

Get the pipelines mode.

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pub fn present_modes(&self) -> &[PresentMode]

Get the supported present modes.

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pub fn timings(&self) -> Vec<(u8, &str, f64)>

Get the current profiling times Nested timings immediately follow their parent Returns Vec<(how nested this timing is, label, length in seconds)>

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pub fn on_resize(&mut self, dims: Vec2<u32>)

Resize internal render targets to match window render target dimensions.

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pub fn maintain(&self)

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fn create_rt_views( device: &Device, size: (u32, u32), pipeline_modes: &PipelineModes, other_modes: &OtherModes, format: TextureFormat, ) -> (Views, [Vec2<f32>; 5])

Create render target views

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pub fn resolution(&self) -> Vec2<u32>

Get the resolution of the render target.

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pub fn get_shadow_resolution(&self) -> (Vec2<u32>, Vec2<u32>)

Get the resolution of the shadow render target.

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pub fn start_recording_frame<'a>( &'a mut self, globals: &'a GlobalsBindGroup, ) -> Result<Option<Drawer<'a>>, RenderError>

NOTE: Supported by Vulkan (by default), DirectX 10+ (it seems–it’s hard to find proof of this, but Direct3D 10 apparently does it by default, and 11 definitely does, so I assume it’s natively supported by DirectX itself), OpenGL 3.2+, and Metal (done by default). While there may be some GPUs that don’t quite support it correctly, the impact is relatively small, so there is no reason not to enable it where available. Start recording the frame When the returned Drawer is dropped the recorded draw calls will be submitted to the queue If there is an intermittent issue with the swap chain then Ok(None) will be returned

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fn recreate_pipelines(&mut self, pipeline_modes: PipelineModes)

Recreate the pipelines

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pub fn create_consts<T: Copy + Pod>(&mut self, vals: &[T]) -> Consts<T>

Create a new set of constants with the provided values.

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pub fn create_consts_inner<T: Copy + Pod>( device: &Device, queue: &Queue, vals: &[T], ) -> Consts<T>

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pub fn update_consts<T: Copy + Pod>(&self, consts: &mut Consts<T>, vals: &[T])

Update a set of constants with the provided values.

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pub fn update_clouds_locals(&mut self, new_val: Locals)

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pub fn update_postprocess_locals(&mut self, new_val: Locals)

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pub fn create_instances<T: Copy + Pod>(&mut self, vals: &[T]) -> Instances<T>

Create a new set of instances with the provided values.

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pub(super) fn ensure_sufficient_index_length<V: Vertex>( &mut self, vert_length: usize, )

Ensure that the quad index buffer is large enough for a quad vertex buffer with this many vertices

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pub fn create_sprite_verts(&mut self, mesh: Mesh<Vertex>) -> SpriteVerts

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pub fn create_model<V: Vertex>(&mut self, mesh: &Mesh<V>) -> Option<Model<V>>

Create a new model from the provided mesh. If the provided mesh is empty this returns None

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pub fn create_dynamic_model<V: Vertex>( &mut self, size: usize, ) -> DynamicModel<V>

Create a new dynamic model with the specified size.

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pub fn update_model<V: Vertex>( &self, model: &DynamicModel<V>, mesh: &Mesh<V>, offset: usize, )

Update a dynamic model with a mesh and a offset.

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pub fn max_texture_size(&self) -> u32

Return the maximum supported texture size.

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pub fn create_texture_with_data_raw( &mut self, texture_info: &TextureDescriptor<'_>, view_info: &TextureViewDescriptor<'_>, sampler_info: &SamplerDescriptor<'_>, data: &[u8], ) -> Texture

Create a new immutable texture from the provided image.

§Panics

If the provided data doesn’t completely fill the texture this function will panic.

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pub fn create_texture_raw( &mut self, texture_info: &TextureDescriptor<'_>, view_info: &TextureViewDescriptor<'_>, sampler_info: &SamplerDescriptor<'_>, ) -> Texture

Create a new raw texture.

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pub fn create_texture( &mut self, image: &DynamicImage, filter_method: Option<FilterMode>, address_mode: Option<AddressMode>, ) -> Result<Texture, RenderError>

Create a new texture from the provided image.

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pub fn create_dynamic_texture(&mut self, dims: Vec2<u32>) -> Texture

Create a new dynamic texture with the specified dimensions.

Currently only supports Rgba8Srgb.

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pub fn update_texture<T: Pod>( &mut self, texture: &Texture, offset: [u32; 2], size: [u32; 2], data: &[T], )

Update a texture with the provided offset, size, and data.

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pub fn ui_premultiply_upload( &mut self, target_texture: &Arc<Texture>, batch: UploadBatchId, image: &RgbaImage, offset: Vec2<u16>, ) -> UploadBatchId

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pub fn create_screenshot( &mut self, screenshot_handler: impl FnOnce(Result<RgbImage, String>) + Send + 'static, )

Queue to obtain a screenshot on the next frame render

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