bevy/bevy_render/src/renderer_2/render_context.rs

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use super::RenderResourceContext;
use crate::{
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pass::{PassDescriptor, RenderPass},
pipeline::{BindGroupDescriptor, PipelineDescriptor},
render_resource::{RenderResource, RenderResourceAssignments, RenderResourceSetId},
shader::Shader,
texture::TextureDescriptor,
};
use bevy_asset::{AssetStorage, Handle};
pub trait RenderContext {
fn resources(&self) -> &dyn RenderResourceContext;
fn resources_mut(&mut self) -> &mut dyn RenderResourceContext;
fn create_texture_with_data(
&mut self,
texture_descriptor: &TextureDescriptor,
bytes: &[u8],
) -> RenderResource;
fn copy_buffer_to_buffer(
&mut self,
source_buffer: RenderResource,
source_offset: u64,
destination_buffer: RenderResource,
destination_offset: u64,
size: u64,
);
fn create_bind_group(
&mut self,
bind_group_descriptor: &BindGroupDescriptor,
render_resource_assignments: &RenderResourceAssignments,
) -> Option<RenderResourceSetId>;
fn create_render_pipeline(
&mut self,
pipeline_handle: Handle<PipelineDescriptor>,
pipeline_descriptor: &mut PipelineDescriptor,
shader_storage: &AssetStorage<Shader>,
);
fn setup_bind_groups(
&mut self,
pipeline_descriptor: &PipelineDescriptor,
render_resource_assignments: &RenderResourceAssignments,
) {
let pipeline_layout = pipeline_descriptor.get_layout().unwrap();
for bind_group in pipeline_layout.bind_groups.iter() {
self.create_bind_group(bind_group, render_resource_assignments);
}
}
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fn begin_pass(
&mut self,
pass_descriptor: &PassDescriptor,
render_resource_assignments: &RenderResourceAssignments,
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run_pass: &mut dyn Fn(&mut dyn RenderPass),
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);
}