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SpecializedRenderPipelines

Struct SpecializedRenderPipelines 

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pub struct SpecializedRenderPipelines<S>{ /* private fields */ }
Available on crate feature bevy_render only.
Expand description

A convenience cache for creating different variants of a render pipeline based on some key.

Some render pipelines may need to be configured differently depending on the exact situation. This cache allows constructing different render pipelines for each situation based on a key, making it easy to A) construct the necessary pipelines, and B) reuse already constructed pipelines.

Note: This is intended for modifying your pipeline descriptor on the basis of a key. If your key contains no data then you don’t need to specialize. For example, if you are using the AsBindGroup without the #[bind_group_data] attribute, you don’t need to specialize. Instead, create the pipeline directly from PipelineCache and store its ID.

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impl<S> SpecializedRenderPipelines<S>

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pub fn specialize( &mut self, cache: &PipelineCache, pipeline_specializer: &S, key: <S as SpecializedRenderPipeline>::Key, ) -> CachedRenderPipelineId

Get or create a specialized instance of the pipeline corresponding to key.

Examples found in repository?
examples/2d/mesh2d_manual.rs (line 615)
565fn queue_colored_mesh2d(
566    transparent_draw_functions: Res<DrawFunctions<TransparentColoredMesh2d>>,
567    colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
568    mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
569    pipeline_cache: Res<PipelineCache>,
570    render_meshes: Res<RenderAssets<RenderMesh>>,
571    render_mesh_instances: Res<RenderColoredMesh2dInstances>,
572    mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentColoredMesh2d>>,
573    views: Query<(&RenderVisibleEntities, &ExtractedView, &Msaa)>,
574) {
575    if render_mesh_instances.is_empty() {
576        return;
577    }
578
579    // Iterate each view (a camera is a view)
580    for (visible_entities, view, msaa) in &views {
581        let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
582        else {
583            continue;
584        };
585
586        let draw_colored_mesh2d = transparent_draw_functions
587            .read()
588            .id::<DrawTransparentColoredMesh2d>();
589
590        let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
591            | Mesh2dPipelineKey::from_target_format(view.target_format);
592
593        // Queue all entities visible to that view
594        let Some(visible_entities) = visible_entities.get::<Mesh2d>() else {
595            continue;
596        };
597        for (render_entity, visible_entity) in visible_entities.iter_visible() {
598            if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
599                let mesh2d_handle = mesh_instance.mesh_asset_id;
600                let mesh2d_transforms = &mesh_instance.transforms;
601                // Get our specialized pipeline
602                let mut mesh2d_key = mesh_key;
603                let Some(mesh) = render_meshes.get(mesh2d_handle) else {
604                    continue;
605                };
606                mesh2d_key |= Mesh2dPipelineKey::from(
607                    BaseMeshPipelineKey::from_primitive_topology_and_strip_index(
608                        mesh.primitive_topology(),
609                        mesh.index_format(),
610                    )
611                    .bits(),
612                );
613
614                let pipeline_id =
615                    pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
616
617                let mesh_z = mesh2d_transforms.world_from_local.translation.z;
618                transparent_phase.add_retained(TransparentColoredMesh2d {
619                    entity: (*render_entity, *visible_entity),
620                    draw_function: draw_colored_mesh2d,
621                    pipeline: pipeline_id,
622                    // The 2d render items are sorted according to their z value before rendering,
623                    // in order to get correct transparency
624                    sort_key: FloatOrd(mesh_z),
625                    // This material is not batched
626                    batch_range: 0..1,
627                    extra_index: PhaseItemExtraIndex::None,
628                    indexed: mesh.indexed(),
629                });
630            }
631        }
632    }
633}

Trait Implementations§

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impl<S> Component for SpecializedRenderPipelines<S>

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have Component<Mutability = Mutable>, while immutable components will instead have Component<Mutability = Immutable>. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<SpecializedRenderPipelines<S>>>

Returns ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_discard ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more
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const HAS_SUMMARY_TICK: bool = false

Set this constant to true if the component should track a summary tick. Read more
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impl<S> Default for SpecializedRenderPipelines<S>

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fn default() -> SpecializedRenderPipelines<S>

Returns the “default value” for a type. Read more
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impl<S> Resource for SpecializedRenderPipelines<S>

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

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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

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