Struct bevy::sprite::Mesh2dPipeline

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pub struct Mesh2dPipeline {
    pub view_layout: BindGroupLayout,
    pub mesh_layout: BindGroupLayout,
    pub dummy_white_gpu_image: GpuImage,
    pub per_object_buffer_batch_size: Option<u32>,
}

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§view_layout: BindGroupLayout§mesh_layout: BindGroupLayout§dummy_white_gpu_image: GpuImage§per_object_buffer_batch_size: Option<u32>

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impl Mesh2dPipeline

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pub fn get_image_texture<'a>( &'a self, gpu_images: &'a RenderAssets<Image>, handle_option: &Option<Handle<Image>> ) -> Option<(&'a TextureView, &'a Sampler)>

Trait Implementations§

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impl Clone for Mesh2dPipeline

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fn clone(&self) -> Mesh2dPipeline

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl FromWorld for Mesh2dPipeline

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fn from_world(world: &mut World) -> Mesh2dPipeline

Creates Self using data from the given World.
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impl GetBatchData for Mesh2dPipeline

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type Param = Res<'static, RenderMesh2dInstances>

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type CompareData = (Material2dBindGroupId, AssetId<Mesh>)

Data used for comparison between phase items. If the pipeline id, draw function id, per-instance data buffer dynamic offset and this data matches, the draws can be batched.
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type BufferData = Mesh2dUniform

The per-instance data to be inserted into the GpuArrayBuffer containing these data for all instances.
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fn get_batch_data( mesh_instances: &<<Mesh2dPipeline as GetBatchData>::Param as SystemParam>::Item<'_, '_>, entity: Entity ) -> Option<(<Mesh2dPipeline as GetBatchData>::BufferData, Option<<Mesh2dPipeline as GetBatchData>::CompareData>)>

Get the per-instance data to be inserted into the GpuArrayBuffer. If the instance can be batched, also return the data used for comparison when deciding whether draws can be batched, else return None for the CompareData.
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impl SpecializedMeshPipeline for Mesh2dPipeline

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impl Resource for Mesh2dPipeline
where Mesh2dPipeline: Send + Sync + 'static,

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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