Struct rerun::external::eframe::egui_wgpu::capture::CaptureState

pub struct CaptureState {
    padding: BufferPadding,
    pub texture: Texture,
    pipeline: RenderPipeline,
    bind_group: BindGroup,
}
Expand description

A texture and a buffer for reading the rendered frame back to the cpu. The texture is required since wgpu::TextureUsages::COPY_SRC is not an allowed flag for the surface texture on all platforms. This means that anytime we want to capture the frame, we first render it to this texture, and then we can copy it to both the surface texture (via a render pass) and the buffer (via a texture to buffer copy), from where we can pull it back to the cpu.

Fields§

§padding: BufferPadding§texture: Texture§pipeline: RenderPipeline§bind_group: BindGroup

Implementations§

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impl CaptureState

pub fn new(device: &Device, surface_texture: &Texture) -> CaptureState

pub fn update(&mut self, device: &Device, texture: &Texture)

Updates the CaptureState if the size of the surface texture has changed

pub fn copy_textures( &mut self, device: &Device, output_frame: &SurfaceTexture, encoder: &mut CommandEncoder, ) -> Buffer

Handles copying from the CaptureState texture to the surface texture and the buffer. Pass the returned buffer to CaptureState::read_screen_rgba to read the data back to the cpu.

pub fn read_screen_rgba( &self, ctx: Context, buffer: Buffer, data: Vec<UserData>, tx: Sender<(ViewportId, Vec<UserData>, ColorImage)>, viewport_id: ViewportId, )

Handles copying from the CaptureState texture to the surface texture and the cpu This function is non-blocking and will send the data to the given sender when it’s ready. Pass in the buffer returned from CaptureState::copy_textures. Make sure to call this after the encoder has been submitted.

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