Update render_resource gpu buffer doc comments (#17118)
Minor improvement to the render_resource doc comments; specifically, the gpu buffer types - makes them consistently reference each other - reorders them to be alphabetical - removes duplicated entries
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				| @ -29,13 +29,13 @@ use super::GpuArrayBufferable; | |||||||
| /// from system RAM to VRAM.
 | /// from system RAM to VRAM.
 | ||||||
| ///
 | ///
 | ||||||
| /// Other options for storing GPU-accessible data are:
 | /// Other options for storing GPU-accessible data are:
 | ||||||
| /// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
 | /// * [`BufferVec`]
 | ||||||
| /// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
 | /// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
 | ||||||
| /// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
 |  | ||||||
| /// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
 | /// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
 | ||||||
| /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | ||||||
| /// * [`BufferVec`]
 | /// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
 | ||||||
| /// * [`Texture`](crate::render_resource::Texture)
 | /// * [`Texture`](crate::render_resource::Texture)
 | ||||||
|  | /// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
 | ||||||
| pub struct RawBufferVec<T: NoUninit> { | pub struct RawBufferVec<T: NoUninit> { | ||||||
|     values: Vec<T>, |     values: Vec<T>, | ||||||
|     buffer: Option<Buffer>, |     buffer: Option<Buffer>, | ||||||
| @ -233,6 +233,15 @@ impl<T: NoUninit> Extend<T> for RawBufferVec<T> { | |||||||
| /// CPU access to the data after it's been added via [`BufferVec::push`]. If you
 | /// CPU access to the data after it's been added via [`BufferVec::push`]. If you
 | ||||||
| /// need CPU access to the data, consider another type, such as
 | /// need CPU access to the data, consider another type, such as
 | ||||||
| /// [`StorageBuffer`][super::StorageBuffer].
 | /// [`StorageBuffer`][super::StorageBuffer].
 | ||||||
|  | ///
 | ||||||
|  | /// Other options for storing GPU-accessible data are:
 | ||||||
|  | /// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
 | ||||||
|  | /// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
 | ||||||
|  | /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | ||||||
|  | /// * [`RawBufferVec`]
 | ||||||
|  | /// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
 | ||||||
|  | /// * [`Texture`](crate::render_resource::Texture)
 | ||||||
|  | /// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
 | ||||||
| pub struct BufferVec<T> | pub struct BufferVec<T> | ||||||
| where | where | ||||||
|     T: ShaderType + WriteInto, |     T: ShaderType + WriteInto, | ||||||
|  | |||||||
| @ -24,13 +24,13 @@ impl<T: ShaderType + ShaderSize + WriteInto + Clone> GpuArrayBufferable for T {} | |||||||
| /// binding (within reasonable limits).
 | /// binding (within reasonable limits).
 | ||||||
| ///
 | ///
 | ||||||
| /// Other options for storing GPU-accessible data are:
 | /// Other options for storing GPU-accessible data are:
 | ||||||
| /// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
 | /// * [`BufferVec`]
 | ||||||
| /// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
 | /// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
 | ||||||
| /// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
 |  | ||||||
| /// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
 | /// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
 | ||||||
| /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | ||||||
| /// * [`BufferVec`]
 | /// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
 | ||||||
| /// * [`Texture`](crate::render_resource::Texture)
 | /// * [`Texture`](crate::render_resource::Texture)
 | ||||||
|  | /// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
 | ||||||
| #[derive(Resource)] | #[derive(Resource)] | ||||||
| pub enum GpuArrayBuffer<T: GpuArrayBufferable> { | pub enum GpuArrayBuffer<T: GpuArrayBufferable> { | ||||||
|     Uniform(BatchedUniformBuffer<T>), |     Uniform(BatchedUniformBuffer<T>), | ||||||
|  | |||||||
| @ -22,14 +22,13 @@ use super::IntoBinding; | |||||||
| /// is automatically enforced by this structure.
 | /// is automatically enforced by this structure.
 | ||||||
| ///
 | ///
 | ||||||
| /// Other options for storing GPU-accessible data are:
 | /// Other options for storing GPU-accessible data are:
 | ||||||
|  | /// * [`BufferVec`](crate::render_resource::BufferVec)
 | ||||||
| /// * [`DynamicStorageBuffer`]
 | /// * [`DynamicStorageBuffer`]
 | ||||||
| /// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
 |  | ||||||
| /// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
 | /// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
 | ||||||
| /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | ||||||
| /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | ||||||
| /// * [`BufferVec`](crate::render_resource::BufferVec)
 |  | ||||||
| /// * [`BufferVec`](crate::render_resource::BufferVec)
 |  | ||||||
| /// * [`Texture`](crate::render_resource::Texture)
 | /// * [`Texture`](crate::render_resource::Texture)
 | ||||||
|  | /// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
 | ||||||
| ///
 | ///
 | ||||||
| /// [std430 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-storage
 | /// [std430 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-storage
 | ||||||
| pub struct StorageBuffer<T: ShaderType> { | pub struct StorageBuffer<T: ShaderType> { | ||||||
| @ -170,14 +169,13 @@ impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a StorageBuffer<T> { | |||||||
| /// will additionally be aligned to meet dynamic offset alignment requirements.
 | /// will additionally be aligned to meet dynamic offset alignment requirements.
 | ||||||
| ///
 | ///
 | ||||||
| /// Other options for storing GPU-accessible data are:
 | /// Other options for storing GPU-accessible data are:
 | ||||||
| /// * [`StorageBuffer`]
 | /// * [`BufferVec`](crate::render_resource::BufferVec)
 | ||||||
| /// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
 |  | ||||||
| /// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
 | /// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
 | ||||||
| /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | ||||||
| /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | ||||||
| /// * [`BufferVec`](crate::render_resource::BufferVec)
 | /// * [`StorageBuffer`]
 | ||||||
| /// * [`BufferVec`](crate::render_resource::BufferVec)
 |  | ||||||
| /// * [`Texture`](crate::render_resource::Texture)
 | /// * [`Texture`](crate::render_resource::Texture)
 | ||||||
|  | /// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
 | ||||||
| ///
 | ///
 | ||||||
| /// [std430 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-storage
 | /// [std430 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-storage
 | ||||||
| pub struct DynamicStorageBuffer<T: ShaderType> { | pub struct DynamicStorageBuffer<T: ShaderType> { | ||||||
|  | |||||||
| @ -11,6 +11,15 @@ define_atomic_id!(TextureId); | |||||||
| ///
 | ///
 | ||||||
| /// May be converted from and dereferences to a wgpu [`Texture`](wgpu::Texture).
 | /// May be converted from and dereferences to a wgpu [`Texture`](wgpu::Texture).
 | ||||||
| /// Can be created via [`RenderDevice::create_texture`](crate::renderer::RenderDevice::create_texture).
 | /// Can be created via [`RenderDevice::create_texture`](crate::renderer::RenderDevice::create_texture).
 | ||||||
|  | ///
 | ||||||
|  | /// Other options for storing GPU-accessible data are:
 | ||||||
|  | /// * [`BufferVec`](crate::render_resource::BufferVec)
 | ||||||
|  | /// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
 | ||||||
|  | /// * [`DynamicUniformBuffer`](crate::render_resource::DynamicUniformBuffer)
 | ||||||
|  | /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | ||||||
|  | /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | ||||||
|  | /// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
 | ||||||
|  | /// * [`UniformBuffer`](crate::render_resource::UniformBuffer)
 | ||||||
| #[derive(Clone, Debug)] | #[derive(Clone, Debug)] | ||||||
| pub struct Texture { | pub struct Texture { | ||||||
|     id: TextureId, |     id: TextureId, | ||||||
|  | |||||||
| @ -27,12 +27,12 @@ use super::IntoBinding; | |||||||
| /// (vectors), or structures with fields that are vectors.
 | /// (vectors), or structures with fields that are vectors.
 | ||||||
| ///
 | ///
 | ||||||
| /// Other options for storing GPU-accessible data are:
 | /// Other options for storing GPU-accessible data are:
 | ||||||
| /// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
 | /// * [`BufferVec`](crate::render_resource::BufferVec)
 | ||||||
| /// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
 | /// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
 | ||||||
| /// * [`DynamicUniformBuffer`]
 | /// * [`DynamicUniformBuffer`]
 | ||||||
| /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | ||||||
| /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | ||||||
| /// * [`BufferVec`](crate::render_resource::BufferVec)
 | /// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
 | ||||||
| /// * [`Texture`](crate::render_resource::Texture)
 | /// * [`Texture`](crate::render_resource::Texture)
 | ||||||
| ///
 | ///
 | ||||||
| /// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
 | /// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
 | ||||||
| @ -164,14 +164,13 @@ impl<'a, T: ShaderType + WriteInto> IntoBinding<'a> for &'a UniformBuffer<T> { | |||||||
| /// (vectors), or structures with fields that are vectors.
 | /// (vectors), or structures with fields that are vectors.
 | ||||||
| ///
 | ///
 | ||||||
| /// Other options for storing GPU-accessible data are:
 | /// Other options for storing GPU-accessible data are:
 | ||||||
| /// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
 | /// * [`BufferVec`](crate::render_resource::BufferVec)
 | ||||||
| /// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
 | /// * [`DynamicStorageBuffer`](crate::render_resource::DynamicStorageBuffer)
 | ||||||
| /// * [`UniformBuffer`]
 |  | ||||||
| /// * [`DynamicUniformBuffer`]
 |  | ||||||
| /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | /// * [`GpuArrayBuffer`](crate::render_resource::GpuArrayBuffer)
 | ||||||
| /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | /// * [`RawBufferVec`](crate::render_resource::RawBufferVec)
 | ||||||
| /// * [`BufferVec`](crate::render_resource::BufferVec)
 | /// * [`StorageBuffer`](crate::render_resource::StorageBuffer)
 | ||||||
| /// * [`Texture`](crate::render_resource::Texture)
 | /// * [`Texture`](crate::render_resource::Texture)
 | ||||||
|  | /// * [`UniformBuffer`]
 | ||||||
| ///
 | ///
 | ||||||
| /// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
 | /// [std140 alignment/padding requirements]: https://www.w3.org/TR/WGSL/#address-spaces-uniform
 | ||||||
| pub struct DynamicUniformBuffer<T: ShaderType> { | pub struct DynamicUniformBuffer<T: ShaderType> { | ||||||
|  | |||||||
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