Struct bevy::sprite::Material2dPipeline
[−]pub struct Material2dPipeline<M> where
M: Material2d, {
pub mesh2d_pipeline: Mesh2dPipeline,
pub material2d_layout: BindGroupLayout,
pub vertex_shader: Option<Handle<Shader>>,
pub fragment_shader: Option<Handle<Shader>>,
/* private fields */
}
Expand description
Render pipeline data for a given Material2d
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: Material2d,
impl<M> FromWorld for Material2dPipeline<M> where
M: Material2d,
fn from_world(world: &mut World) -> Material2dPipeline<M>
fn from_world(world: &mut World) -> Material2dPipeline<M>
Creates Self
using data from the given World
impl<M> SpecializedMeshPipeline for Material2dPipeline<M> where
M: Material2d,
<M as AsBindGroup>::Data: PartialEq<<M as AsBindGroup>::Data>,
<M as AsBindGroup>::Data: Eq,
<M as AsBindGroup>::Data: Hash,
<M as AsBindGroup>::Data: Clone,
impl<M> SpecializedMeshPipeline for Material2dPipeline<M> where
M: Material2d,
<M as AsBindGroup>::Data: PartialEq<<M as AsBindGroup>::Data>,
<M as AsBindGroup>::Data: Eq,
<M as AsBindGroup>::Data: Hash,
<M as AsBindGroup>::Data: Clone,
type Key = Material2dKey<M>
fn specialize(
&self,
key: <Material2dPipeline<M> as SpecializedMeshPipeline>::Key,
layout: &Hashed<InnerMeshVertexBufferLayout, FixedState>
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError>
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>
Blanket Implementations
impl<T, U> AsBindGroupShaderType<U> for T where
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for T where
U: ShaderType,
&'a T: for<'a> Into<U>,
fn as_bind_group_shader_type(
&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
fn as_bind_group_shader_type(
&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
Return the T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist. Read more
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
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fn as_any(&self) -> &(dyn Any + 'static)
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) to &Any
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sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>ⓘNotable traits for Instrumented<T>impl<T> Future for Instrumented<T> where
T: Future, type Output = <T as Future>::Output;
fn instrument(self, span: Span) -> Instrumented<Self>ⓘNotable traits for Instrumented<T>impl<T> Future for Instrumented<T> where
T: Future, type Output = <T as Future>::Output;
T: Future, type Output = <T as Future>::Output;
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T: Future, type Output = <T as Future>::Output;
fn in_current_span(self) -> Instrumented<Self>ⓘNotable traits for Instrumented<T>impl<T> Future for Instrumented<T> where
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impl<T> WithSubscriber for T
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S: Into<Dispatch>,
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S: Into<Dispatch>,
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