Struct wgpu::ImageDataLayout[][src]

#[repr(C)]
pub struct ImageDataLayout { pub offset: u64, pub bytes_per_row: Option<NonZeroU32>, pub rows_per_image: Option<NonZeroU32>, }
Expand description

Layout of a texture in a buffer’s memory.

The bytes per row and rows per image can be hard to figure out so here are some examples:

ResolutionFormatBytes per blockPixels per blockBytes per rowRows per image
256x256RGBA841 * 1 * 1256 * 4 = Some(1024)None
32x16x8RGBA841 * 1 * 132 * 4 = 128 padded to 256 = Some(256)None
256x256BC3164 * 4 * 116 * (256 / 4) = 1024 = Some(1024)None
64x64x8BC3164 * 4 * 116 * (64 / 4) = 256 = Some(256)64 / 4 = 16 = Some(16)

Fields

offset: u64

Offset into the buffer that is the start of the texture. Must be a multiple of texture block size. For non-compressed textures, this is 1.

bytes_per_row: Option<NonZeroU32>

Bytes per “row” in an image.

A row is one row of pixels or of compressed blocks in the x direction.

This value is required if there are multiple rows (i.e. height or depth is more than one pixel or pixel block for compressed textures)

Must be a multiple of 256 for [CommandEncoder::copy_buffer_to_texture] and [CommandEncoder::copy_texture_to_buffer]. You must manually pad the image such that this is a multiple of 256. It will not affect the image data.

[Queue::write_texture] does not have this requirement.

Must be a multiple of the texture block size. For non-compressed textures, this is 1.

rows_per_image: Option<NonZeroU32>

“Rows” that make up a single “image”.

A row is one row of pixels or of compressed blocks in the x direction.

An image is one layer in the z direction of a 3D image or 2DArray texture.

The amount of rows per image may be larger than the actual amount of rows of data.

Required if there are multiple images (i.e. the depth is more than one).

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