Struct bevy::sprite::Material2dPipeline [−]
pub struct Material2dPipeline<M> where
M: SpecializedMaterial2d, {
pub mesh2d_pipeline: Mesh2dPipeline,
pub material2d_layout: BindGroupLayout,
pub vertex_shader: Option<Handle<Shader>>,
pub fragment_shader: Option<Handle<Shader>>,
// some fields omitted
}
Fields
mesh2d_pipeline: Mesh2dPipeline
material2d_layout: BindGroupLayout
vertex_shader: Option<Handle<Shader>>
fragment_shader: Option<Handle<Shader>>
Trait Implementations
impl<M> FromWorld for Material2dPipeline<M> where
M: SpecializedMaterial2d,
impl<M> FromWorld for Material2dPipeline<M> where
M: SpecializedMaterial2d,
pub fn from_world(world: &mut World) -> Material2dPipeline<M>
pub fn from_world(world: &mut World) -> Material2dPipeline<M>
Creates Self
using data from the given World
impl<M> SpecializedPipeline for Material2dPipeline<M> where
M: SpecializedMaterial2d,
impl<M> SpecializedPipeline for Material2dPipeline<M> where
M: SpecializedMaterial2d,
type Key = (Mesh2dPipelineKey, <M as SpecializedMaterial2d>::Key)
pub fn specialize(
&self,
key: <Material2dPipeline<M> as SpecializedPipeline>::Key
) -> RenderPipelineDescriptor
Auto Trait Implementations
impl<M> !RefUnwindSafe for Material2dPipeline<M>
impl<M> Send for Material2dPipeline<M>
impl<M> Sync for Material2dPipeline<M>
impl<M> Unpin for Material2dPipeline<M> where
M: Unpin,
impl<M> !UnwindSafe for Material2dPipeline<M>
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