pub struct GpuBindGroupPool {
    pool: DynamicResourcePool<GpuBindGroupHandle, BindGroupDesc, BindGroup>,
}
Expand description

Resource pool for bind groups.

Implementation notes: Requirements regarding ownership & resource lifetime:

  • owned [wgpu::BindGroup] should keep buffer/texture alive (user should not need to hold buffer/texture manually)
  • GpuBindGroupPool should try to re-use previously created bind groups if they happen to match
  • mustn’t prevent buffer/texture re-use on next frame i.e. a internally cached GpuBindGroupPools without owner shouldn’t keep textures/buffers alive

We satisfy these by retrieving the “weak” buffer/texture handles and make them part of the GpuBindGroup. Internally, the GpuBindGroupPool does not hold any strong reference to any resource, i.e. it does not interfere with the ownership tracking of buffer/texture pools. The question whether a bind groups happen to be re-usable becomes again a simple question of matching bind group descs which itself does not contain any ref counted objects!

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§pool: DynamicResourcePool<GpuBindGroupHandle, BindGroupDesc, BindGroup>

Implementations§

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impl GpuBindGroupPool

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pub fn alloc( &self, device: &Device, pools: &WgpuResourcePools, desc: &BindGroupDesc ) -> GpuBindGroup

Returns a reference-counted, currently unused bind-group. Once ownership to the handle is given up, the bind group may be reclaimed in future frames. The handle also keeps alive any dependent resources.

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pub fn begin_frame( &mut self, frame_index: u64, _textures: &mut GpuTexturePool, _buffers: &mut GpuBufferPool, _samplers: &mut GpuSamplerPool )

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pub fn num_resources(&self) -> usize

Trait Implementations§

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impl Default for GpuBindGroupPool

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fn default() -> GpuBindGroupPool

Returns the “default value” for a type. Read more

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