Struct re_renderer::draw_phases::outlines::OutlineMaskProcessor
source · pub struct OutlineMaskProcessor {
label: DebugLabel,
mask_texture: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>,
mask_depth: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>,
voronoi_textures: [Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>; 2],
bind_group_jumpflooding_init: GpuBindGroup,
bind_group_jumpflooding_steps: Vec<GpuBindGroup>,
render_pipeline_jumpflooding_init: GpuRenderPipelineHandle,
render_pipeline_jumpflooding_step: GpuRenderPipelineHandle,
}
Fields§
§label: DebugLabel
§mask_texture: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>
§mask_depth: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>
§voronoi_textures: [Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>; 2]
§bind_group_jumpflooding_init: GpuBindGroup
§bind_group_jumpflooding_steps: Vec<GpuBindGroup>
§render_pipeline_jumpflooding_init: GpuRenderPipelineHandle
§render_pipeline_jumpflooding_step: GpuRenderPipelineHandle
Implementations§
source§impl OutlineMaskProcessor
impl OutlineMaskProcessor
sourcepub const MASK_FORMAT: TextureFormat = wgpu::TextureFormat::Rg8Uint
pub const MASK_FORMAT: TextureFormat = wgpu::TextureFormat::Rg8Uint
Format of the outline mask target.
Two channels with each 256 object ids.
pub const MASK_DEPTH_FORMAT: TextureFormat = ViewBuilder::MAIN_TARGET_DEPTH_FORMAT
pub const MASK_DEPTH_STATE: Option<DepthStencilState> = _
sourceconst VORONOI_FORMAT: TextureFormat = wgpu::TextureFormat::Rgba16Float
const VORONOI_FORMAT: TextureFormat = wgpu::TextureFormat::Rgba16Float
Holds two pairs of pixel coordinates (one for each layer).
sourcepub fn mask_default_msaa_state(tier: &DeviceCaps) -> MultisampleState
pub fn mask_default_msaa_state(tier: &DeviceCaps) -> MultisampleState
Default MSAA state for the outline mask target.
sourcepub fn mask_sample_count(tier: &DeviceCaps) -> u32
pub fn mask_sample_count(tier: &DeviceCaps) -> u32
Number of MSAA samples used for the outline mask target.
pub fn new( ctx: &RenderContext, config: &OutlineConfig, view_name: &DebugLabel, resolution_in_pixel: [u32; 2] ) -> Self
pub fn final_voronoi_texture( &self ) -> &Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>
pub fn start_mask_render_pass<'a>( &'a self, encoder: &'a mut CommandEncoder ) -> RenderPass<'a>
pub fn compute_outlines( &self, pipelines: &StaticResourcePoolReadLockAccessor<'_, GpuRenderPipelineHandle, RenderPipeline>, encoder: &mut CommandEncoder ) -> Result<(), PoolError>
fn create_bind_group_jumpflooding_init( ctx: &RenderContext, instance_label: &DebugLabel, mask_texture: &Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>> ) -> (GpuBindGroup, GpuBindGroupLayoutHandle)
fn create_bind_groups_for_jumpflooding_steps( config: &OutlineConfig, ctx: &RenderContext, instance_label: &DebugLabel, voronoi_textures: &[Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>; 2] ) -> (Vec<GpuBindGroup>, GpuBindGroupLayoutHandle)
Auto Trait Implementations§
impl Freeze for OutlineMaskProcessor
impl !RefUnwindSafe for OutlineMaskProcessor
impl Send for OutlineMaskProcessor
impl Sync for OutlineMaskProcessor
impl Unpin for OutlineMaskProcessor
impl !UnwindSafe for OutlineMaskProcessor
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