Skip to main content Crate bevy_shader_plugin Copy item path Source prelude fragment_layout Build a BindGroupLayoutDescriptor with sequential fragment-stage bindings. ArrayBufferChanges Main-world resource for queuing index-value changes to a fixed-size array buffer. ArrayBufferState Render-world resource holding the persistent GPU buffer and element stride. AutoBufferBindGroups Assembled bind groups for all auto-managed buffers, keyed by WGSL group index. AutoBufferCompiledLayouts Compiled BindGroupLayout per group, populated at startup. AutoBufferLayoutDescriptors Layout descriptors for every auto-managed group, in group order, populated at startup. AutoBufferLayouts (group → binding → kind) for all auto-managed buffers. BindingTable Persistent (group, binding) → GPU resource table for all auto-managed bindings. ComputePasses Main-world control over the compute passes. ComputeShaderPlugin Bevy plugin that runs compute shader passes once per frame, before any camera renders. FragmentBindGroupBuilder Fluent builder for creating a single extra bind group. FragmentExtraBindGroups Per-frame bind groups for manual extra groups. FragmentExtraLayouts Bind group layout descriptors for the manual extra bind groups. FullscreenFragmentPlugin Bevy plugin that wires up a fullscreen fragment shader pipeline. FullscreenPipeline Render-world resource created by init_pipeline. FullscreenPipelineConfig Inserted during Plugin::build so init_pipeline can read the shader path
and entry point. GpuBuffer Main-world handle to a GPU-owned buffer registered with
register_gpu_buffer . GpuReadback The most recent CPU copy of an array buffer or GPU buffer, decoded into T values. StorageReadback The most recent CPU copy of a storage buffer, decoded as the registered resource type
S (which may itself contain arrays). Workgroups How many workgroups a compute pass dispatches. AutoBufferKind Whether a registered auto-managed buffer is a uniform or a storage buffer. BoundResource A GPU resource bound at one (group, binding) slot. FragmentSystems System set label for the pipeline initialisation system so users can order
their static-resource init systems before it. ReadbackMode When a read-back buffer is copied to the CPU. ShaderPassSystems System sets for the GPU passes this crate records, so your own render systems can be
ordered around them. ShaderSystems System sets for the binding machinery shared by the fragment and compute plugins. ShaderAppExt Extension methods on App for registering buffers shared by the fullscreen
fragment shader and the compute shader. fullscreen_pass The render system that draws the fullscreen fragment shader for each 3D camera. It
runs in the Core3d schedule, in
ShaderPassSystems::Fullscreen , just before
the main pass.