pub struct ScreenshotProcessor {
    screenshot_texture: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>,
    screenshot_readback_buffer: Mutex<GpuReadbackBuffer>,
}

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§screenshot_texture: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>§screenshot_readback_buffer: Mutex<GpuReadbackBuffer>

Implementations§

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impl ScreenshotProcessor

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pub const SCREENSHOT_COLOR_FORMAT: TextureFormat = wgpu::TextureFormat::Rgba8Unorm

The texture format used for screenshots.

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pub fn new<T: 'static + Send + Sync>( ctx: &RenderContext, view_name: &DebugLabel, resolution: UVec2, readback_identifier: GpuReadbackIdentifier, readback_user_data: T ) -> Self

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pub fn begin_render_pass<'a>( &'a self, view_name: &DebugLabel, encoder: &'a mut CommandEncoder ) -> RenderPass<'a>

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pub fn end_render_pass( &self, encoder: &mut CommandEncoder ) -> Result<(), GpuReadbackError>

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pub fn next_readback_result<T: 'static + Send + Sync>( ctx: &RenderContext, identifier: GpuReadbackIdentifier, on_screenshot: impl FnOnce(&[u8], UVec2, T) ) -> Option<()>

Returns the oldest received screenshot results for a given identifier and user data type.

It is recommended to call this method repeatedly until it returns None to ensure that all pending data is flushed.

Ready data that hasn’t been retrieved for more than a frame will be discarded.

See also crate::view_builder::ViewBuilder::schedule_screenshot

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