pub struct ShaderResolver<'a> { /* private fields */ }Available on crate feature
bevy_shader only.Expand description
A Wesl import resolver. Maps module paths to actual Wesl shader source.
Implementations§
Source§impl<'a> ShaderResolver<'a>
impl<'a> ShaderResolver<'a>
Sourcepub fn new(
module_path_to_asset_id: &'a HashMap<ModulePath, AssetId<Shader>>,
shaders: &'a HashMap<AssetId<Shader>, Shader>,
constants_source: &'a str,
) -> ShaderResolver<'a>
pub fn new( module_path_to_asset_id: &'a HashMap<ModulePath, AssetId<Shader>>, shaders: &'a HashMap<AssetId<Shader>, Shader>, constants_source: &'a str, ) -> ShaderResolver<'a>
Creates a shader resolver with the given map of module paths to shader asset ids,
map of shader asset ids to shader source, and the source of the virtual
constants module. This resolver is not meant to be long living.
Trait Implementations§
Source§impl<'a> Resolver for ShaderResolver<'a>
impl<'a> Resolver for ShaderResolver<'a>
Source§fn resolve_source(
&self,
module_path: &ModulePath,
) -> Result<Cow<'_, str>, ResolveError>
fn resolve_source( &self, module_path: &ModulePath, ) -> Result<Cow<'_, str>, ResolveError>
Try to resolve a source file identified by a module path.
Source§fn canonical_path(&self, module_path: &ModulePath) -> ModulePath
fn canonical_path(&self, module_path: &ModulePath) -> ModulePath
Get the canonical form of a module path.
Source§fn display_name(&self, module_path: &ModulePath) -> Option<String>
fn display_name(&self, module_path: &ModulePath) -> Option<String>
Get the display name of the module path. Implementing this is optional.
Source§fn fs_path(&self, _module_path: &ModulePath) -> Result<PathBuf, ResolveError>
fn fs_path(&self, _module_path: &ModulePath) -> Result<PathBuf, ResolveError>
Get the filesystem path of the module path. Implementing this is optional.
Source§fn module_path(&self, _fs_path: &Path) -> Result<ModulePath, ResolveError>
fn module_path(&self, _fs_path: &Path) -> Result<ModulePath, ResolveError>
Get the module path of the filesystem path. Implementing this is optional.
Auto Trait Implementations§
impl<'a> Freeze for ShaderResolver<'a>
impl<'a> RefUnwindSafe for ShaderResolver<'a>
impl<'a> Send for ShaderResolver<'a>
impl<'a> Sync for ShaderResolver<'a>
impl<'a> Unpin for ShaderResolver<'a>
impl<'a> UnsafeUnpin for ShaderResolver<'a>
impl<'a> UnwindSafe for ShaderResolver<'a>
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.Source§impl<T> BorrowMut<T> for Twhere
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