Struct demo_vk::graphics::SpriteLayer

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pub struct SpriteLayer<UserDataT: Copy + Clone + Default> { /* private fields */ }
Expand description

A sprite layer contains all of the resources to render batches of Sprites.

Multiple layers can be used for batches of sprites with different perspective transforms. (a scene layer and a ui layer, for example). Additionally, layers can be used to employ unique sprite shaders.

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impl<UserDataT: Copy + Clone + Default> SpriteLayer<UserDataT>

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pub fn begin_frame_commands<'a, 'b>( &'a mut self, frame: &'b Frame, ) -> Result<SpriteLayerCommands<'a, 'b, UserDataT>>

Begin rendering a layer to the frame.

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pub fn reset(&mut self, frames_in_flight: &FramesInFlight) -> Result<()>

Reset the Sprite Layer’s internal resources.

This can be more efficient than destroying and recreating a new sprite layer.

§Performance

This method waits for all pending frames in flight to complete.

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pub unsafe fn rebuild_pipeline( &mut self, renderpass: &RenderPass, fragment_shader: Option<Arc<ShaderModule>>, ) -> Result<()>

Rebuild the graphics pipeline

§Safety

Unsafe because this should only be called when the layer is not being used by the GPU. For example, after a device wait_idle or after all frames in flight have completed.

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pub fn set_projection(&mut self, projection: &Matrix4<f32>)

Sets the layer’s projection matrix. This will take effect in the next Self::begin_frame_commands call.

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pub fn set_user_data(&mut self, user_data: UserDataT)

Sets the layer’s user data for the frame. This will take effect in the next Self::begin_frame_commands call.

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pub fn builder<'f1, 'f2, 'f3>() -> SpriteLayerBuilder<'f1, 'f2, 'f3, UserDataT>

Creates a new sprite layer for use with the provided render pass.

Auto Trait Implementations§

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impl<UserDataT> Freeze for SpriteLayer<UserDataT>
where UserDataT: Freeze,

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impl<UserDataT> !RefUnwindSafe for SpriteLayer<UserDataT>

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impl<UserDataT> Send for SpriteLayer<UserDataT>
where UserDataT: Send,

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impl<UserDataT> Sync for SpriteLayer<UserDataT>
where UserDataT: Sync,

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impl<UserDataT> Unpin for SpriteLayer<UserDataT>
where UserDataT: Unpin,

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impl<UserDataT> !UnwindSafe for SpriteLayer<UserDataT>

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impl<T> Any for T
where T: 'static + ?Sized,

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