DrawFunctions

Struct DrawFunctions 

Source
pub struct DrawFunctions<P>
where P: PhaseItem,
{ /* private fields */ }
Expand description

Stores all draw functions for the PhaseItem type hidden behind a reader-writer lock.

To access them the DrawFunctions::read and DrawFunctions::write methods are used.

Implementations§

Source§

impl<P> DrawFunctions<P>
where P: PhaseItem,

Source

pub fn read(&self) -> RwLockReadGuard<'_, DrawFunctionsInternal<P>>

Accesses the draw functions in read mode.

Examples found in repository?
examples/shader_advanced/custom_shader_instancing.rs (line 135)
124fn queue_custom(
125    transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
126    custom_pipeline: Res<CustomPipeline>,
127    mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
128    pipeline_cache: Res<PipelineCache>,
129    meshes: Res<RenderAssets<RenderMesh>>,
130    render_mesh_instances: Res<RenderMeshInstances>,
131    material_meshes: Query<(Entity, &MainEntity), With<InstanceMaterialData>>,
132    mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>,
133    views: Query<(&ExtractedView, &Msaa)>,
134) {
135    let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
136
137    for (view, msaa) in &views {
138        let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
139        else {
140            continue;
141        };
142
143        let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
144
145        let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
146        let rangefinder = view.rangefinder3d();
147        for (entity, main_entity) in &material_meshes {
148            let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*main_entity)
149            else {
150                continue;
151            };
152            let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
153                continue;
154            };
155            let key =
156                view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
157            let pipeline = pipelines
158                .specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
159                .unwrap();
160            transparent_phase.add(Transparent3d {
161                entity: (entity, *main_entity),
162                pipeline,
163                draw_function: draw_custom,
164                distance: rangefinder.distance_translation(&mesh_instance.translation),
165                batch_range: 0..1,
166                extra_index: PhaseItemExtraIndex::None,
167                indexed: true,
168            });
169        }
170    }
171}
More examples
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examples/3d/manual_material.rs (line 149)
135    fn prepare_asset(
136        source_asset: Self::SourceAsset,
137        asset_id: AssetId<Self::SourceAsset>,
138        (
139            opaque_draw_functions,
140            material_layout,
141            asset_server,
142            bind_group_allocators,
143            render_material_bindings,
144            gpu_images,
145            image_material_sampler,
146        ): &mut SystemParamItem<Self::Param>,
147    ) -> std::result::Result<Self::ErasedAsset, PrepareAssetError<Self::SourceAsset>> {
148        let material_layout = material_layout.0.clone();
149        let draw_function_id = opaque_draw_functions.read().id::<DrawMaterial>();
150        let bind_group_allocator = bind_group_allocators
151            .get_mut(&TypeId::of::<ImageMaterial>())
152            .unwrap();
153        let Some(image) = gpu_images.get(&source_asset.image) else {
154            return Err(PrepareAssetError::RetryNextUpdate(source_asset));
155        };
156        let unprepared = UnpreparedBindGroup {
157            bindings: BindingResources(vec![
158                (
159                    0,
160                    OwnedBindingResource::TextureView(
161                        TextureViewDimension::D2,
162                        image.texture_view.clone(),
163                    ),
164                ),
165                (
166                    1,
167                    OwnedBindingResource::Sampler(
168                        SamplerBindingType::NonFiltering,
169                        image_material_sampler.0.clone(),
170                    ),
171                ),
172            ]),
173        };
174        let binding = match render_material_bindings.entry(asset_id.into()) {
175            Entry::Occupied(mut occupied_entry) => {
176                bind_group_allocator.free(*occupied_entry.get());
177                let new_binding =
178                    bind_group_allocator.allocate_unprepared(unprepared, &material_layout);
179                *occupied_entry.get_mut() = new_binding;
180                new_binding
181            }
182            Entry::Vacant(vacant_entry) => *vacant_entry
183                .insert(bind_group_allocator.allocate_unprepared(unprepared, &material_layout)),
184        };
185
186        let mut properties = MaterialProperties {
187            material_layout: Some(material_layout),
188            ..Default::default()
189        };
190        properties.add_draw_function(MaterialDrawFunction, draw_function_id);
191        properties.add_shader(MaterialFragmentShader, asset_server.load(SHADER_ASSET_PATH));
192
193        Ok(PreparedMaterial {
194            binding,
195            properties: Arc::new(properties),
196        })
197    }
examples/2d/mesh2d_manual.rs (line 397)
377pub fn queue_colored_mesh2d(
378    transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
379    colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
380    mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
381    pipeline_cache: Res<PipelineCache>,
382    render_meshes: Res<RenderAssets<RenderMesh>>,
383    render_mesh_instances: Res<RenderColoredMesh2dInstances>,
384    mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
385    views: Query<(&RenderVisibleEntities, &ExtractedView, &Msaa)>,
386) {
387    if render_mesh_instances.is_empty() {
388        return;
389    }
390    // Iterate each view (a camera is a view)
391    for (visible_entities, view, msaa) in &views {
392        let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
393        else {
394            continue;
395        };
396
397        let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>();
398
399        let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
400            | Mesh2dPipelineKey::from_hdr(view.hdr);
401
402        // Queue all entities visible to that view
403        for (render_entity, visible_entity) in visible_entities.iter::<Mesh2d>() {
404            if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
405                let mesh2d_handle = mesh_instance.mesh_asset_id;
406                let mesh2d_transforms = &mesh_instance.transforms;
407                // Get our specialized pipeline
408                let mut mesh2d_key = mesh_key;
409                let Some(mesh) = render_meshes.get(mesh2d_handle) else {
410                    continue;
411                };
412                mesh2d_key |= Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology());
413
414                let pipeline_id =
415                    pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
416
417                let mesh_z = mesh2d_transforms.world_from_local.translation.z;
418                transparent_phase.add(Transparent2d {
419                    entity: (*render_entity, *visible_entity),
420                    draw_function: draw_colored_mesh2d,
421                    pipeline: pipeline_id,
422                    // The 2d render items are sorted according to their z value before rendering,
423                    // in order to get correct transparency
424                    sort_key: FloatOrd(mesh_z),
425                    // This material is not batched
426                    batch_range: 0..1,
427                    extra_index: PhaseItemExtraIndex::None,
428                    extracted_index: usize::MAX,
429                    indexed: mesh.indexed(),
430                });
431            }
432        }
433    }
434}
examples/shader_advanced/custom_phase_item.rs (line 224)
215fn queue_custom_phase_item(
216    pipeline_cache: Res<PipelineCache>,
217    mut pipeline: ResMut<CustomPhasePipeline>,
218    mut opaque_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3d>>,
219    opaque_draw_functions: Res<DrawFunctions<Opaque3d>>,
220    views: Query<(&ExtractedView, &RenderVisibleEntities, &Msaa)>,
221    mut next_tick: Local<Tick>,
222) {
223    let draw_custom_phase_item = opaque_draw_functions
224        .read()
225        .id::<DrawCustomPhaseItemCommands>();
226
227    // Render phases are per-view, so we need to iterate over all views so that
228    // the entity appears in them. (In this example, we have only one view, but
229    // it's good practice to loop over all views anyway.)
230    for (view, view_visible_entities, msaa) in views.iter() {
231        let Some(opaque_phase) = opaque_render_phases.get_mut(&view.retained_view_entity) else {
232            continue;
233        };
234
235        // Find all the custom rendered entities that are visible from this
236        // view.
237        for &entity in view_visible_entities.get::<CustomRenderedEntity>().iter() {
238            // Ordinarily, the [`SpecializedRenderPipeline::Key`] would contain
239            // some per-view settings, such as whether the view is HDR, but for
240            // simplicity's sake we simply hard-code the view's characteristics,
241            // with the exception of number of MSAA samples.
242            let Ok(pipeline_id) = pipeline
243                .variants
244                .specialize(&pipeline_cache, CustomPhaseKey(*msaa))
245            else {
246                continue;
247            };
248
249            // Bump the change tick in order to force Bevy to rebuild the bin.
250            let this_tick = next_tick.get() + 1;
251            next_tick.set(this_tick);
252
253            // Add the custom render item. We use the
254            // [`BinnedRenderPhaseType::NonMesh`] type to skip the special
255            // handling that Bevy has for meshes (preprocessing, indirect
256            // draws, etc.)
257            //
258            // The asset ID is arbitrary; we simply use [`AssetId::invalid`],
259            // but you can use anything you like. Note that the asset ID need
260            // not be the ID of a [`Mesh`].
261            opaque_phase.add(
262                Opaque3dBatchSetKey {
263                    draw_function: draw_custom_phase_item,
264                    pipeline: pipeline_id,
265                    material_bind_group_index: None,
266                    lightmap_slab: None,
267                    vertex_slab: default(),
268                    index_slab: None,
269                },
270                Opaque3dBinKey {
271                    asset_id: AssetId::<Mesh>::invalid().untyped(),
272                },
273                entity,
274                InputUniformIndex::default(),
275                BinnedRenderPhaseType::NonMesh,
276                *next_tick,
277            );
278        }
279    }
280}
examples/shader_advanced/custom_render_phase.rs (line 511)
496fn queue_custom_meshes(
497    custom_draw_functions: Res<DrawFunctions<Stencil3d>>,
498    mut pipelines: ResMut<SpecializedMeshPipelines<StencilPipeline>>,
499    pipeline_cache: Res<PipelineCache>,
500    custom_draw_pipeline: Res<StencilPipeline>,
501    render_meshes: Res<RenderAssets<RenderMesh>>,
502    render_mesh_instances: Res<RenderMeshInstances>,
503    mut custom_render_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
504    mut views: Query<(&ExtractedView, &RenderVisibleEntities, &Msaa)>,
505    has_marker: Query<(), With<DrawStencil>>,
506) {
507    for (view, visible_entities, msaa) in &mut views {
508        let Some(custom_phase) = custom_render_phases.get_mut(&view.retained_view_entity) else {
509            continue;
510        };
511        let draw_custom = custom_draw_functions.read().id::<DrawMesh3dStencil>();
512
513        // Create the key based on the view.
514        // In this case we only care about MSAA and HDR
515        let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
516            | MeshPipelineKey::from_hdr(view.hdr);
517
518        let rangefinder = view.rangefinder3d();
519        // Since our phase can work on any 3d mesh we can reuse the default mesh 3d filter
520        for (render_entity, visible_entity) in visible_entities.iter::<Mesh3d>() {
521            // We only want meshes with the marker component to be queued to our phase.
522            if has_marker.get(*render_entity).is_err() {
523                continue;
524            }
525            let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity)
526            else {
527                continue;
528            };
529            let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
530                continue;
531            };
532
533            // Specialize the key for the current mesh entity
534            // For this example we only specialize based on the mesh topology
535            // but you could have more complex keys and that's where you'd need to create those keys
536            let mut mesh_key = view_key;
537            mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
538
539            let pipeline_id = pipelines.specialize(
540                &pipeline_cache,
541                &custom_draw_pipeline,
542                mesh_key,
543                &mesh.layout,
544            );
545            let pipeline_id = match pipeline_id {
546                Ok(id) => id,
547                Err(err) => {
548                    error!("{}", err);
549                    continue;
550                }
551            };
552            let distance = rangefinder.distance_translation(&mesh_instance.translation);
553            // At this point we have all the data we need to create a phase item and add it to our
554            // phase
555            custom_phase.add(Stencil3d {
556                // Sort the data based on the distance to the view
557                sort_key: FloatOrd(distance),
558                entity: (*render_entity, *visible_entity),
559                pipeline: pipeline_id,
560                draw_function: draw_custom,
561                // Sorted phase items aren't batched
562                batch_range: 0..1,
563                extra_index: PhaseItemExtraIndex::None,
564                indexed: mesh.indexed(),
565            });
566        }
567    }
568}
examples/shader_advanced/specialized_mesh_pipeline.rs (line 286)
267fn queue_custom_mesh_pipeline(
268    pipeline_cache: Res<PipelineCache>,
269    custom_mesh_pipeline: Res<CustomMeshPipeline>,
270    (mut opaque_render_phases, opaque_draw_functions): (
271        ResMut<ViewBinnedRenderPhases<Opaque3d>>,
272        Res<DrawFunctions<Opaque3d>>,
273    ),
274    mut specialized_mesh_pipelines: ResMut<SpecializedMeshPipelines<CustomMeshPipeline>>,
275    views: Query<(&RenderVisibleEntities, &ExtractedView, &Msaa)>,
276    (render_meshes, render_mesh_instances): (
277        Res<RenderAssets<RenderMesh>>,
278        Res<RenderMeshInstances>,
279    ),
280    mut change_tick: Local<Tick>,
281    mesh_allocator: Res<MeshAllocator>,
282    gpu_preprocessing_support: Res<GpuPreprocessingSupport>,
283) {
284    // Get the id for our custom draw function
285    let draw_function = opaque_draw_functions
286        .read()
287        .id::<DrawSpecializedPipelineCommands>();
288
289    // Render phases are per-view, so we need to iterate over all views so that
290    // the entity appears in them. (In this example, we have only one view, but
291    // it's good practice to loop over all views anyway.)
292    for (view_visible_entities, view, msaa) in views.iter() {
293        let Some(opaque_phase) = opaque_render_phases.get_mut(&view.retained_view_entity) else {
294            continue;
295        };
296
297        // Create the key based on the view. In this case we only care about MSAA and HDR
298        let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
299            | MeshPipelineKey::from_hdr(view.hdr);
300
301        // Find all the custom rendered entities that are visible from this
302        // view.
303        for &(render_entity, visible_entity) in
304            view_visible_entities.get::<CustomRenderedEntity>().iter()
305        {
306            // Get the mesh instance
307            let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(visible_entity)
308            else {
309                continue;
310            };
311
312            // Get the mesh data
313            let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
314                continue;
315            };
316
317            let (vertex_slab, index_slab) = mesh_allocator.mesh_slabs(&mesh_instance.mesh_asset_id);
318
319            // Specialize the key for the current mesh entity
320            // For this example we only specialize based on the mesh topology
321            // but you could have more complex keys and that's where you'd need to create those keys
322            let mut mesh_key = view_key;
323            mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
324
325            // Finally, we can specialize the pipeline based on the key
326            let pipeline_id = specialized_mesh_pipelines
327                .specialize(
328                    &pipeline_cache,
329                    &custom_mesh_pipeline,
330                    mesh_key,
331                    &mesh.layout,
332                )
333                // This should never happen with this example, but if your pipeline
334                // specialization can fail you need to handle the error here
335                .expect("Failed to specialize mesh pipeline");
336
337            // Bump the change tick so that Bevy is forced to rebuild the bin.
338            let next_change_tick = change_tick.get() + 1;
339            change_tick.set(next_change_tick);
340
341            // Add the mesh with our specialized pipeline
342            opaque_phase.add(
343                Opaque3dBatchSetKey {
344                    draw_function,
345                    pipeline: pipeline_id,
346                    material_bind_group_index: None,
347                    vertex_slab: vertex_slab.unwrap_or_default(),
348                    index_slab,
349                    lightmap_slab: None,
350                },
351                // For this example we can use the mesh asset id as the bin key,
352                // but you can use any asset_id as a key
353                Opaque3dBinKey {
354                    asset_id: mesh_instance.mesh_asset_id.into(),
355                },
356                (render_entity, visible_entity),
357                mesh_instance.current_uniform_index,
358                // This example supports batching and multi draw indirect,
359                // but if your pipeline doesn't support it you can use
360                // `BinnedRenderPhaseType::UnbatchableMesh`
361                BinnedRenderPhaseType::mesh(
362                    mesh_instance.should_batch(),
363                    &gpu_preprocessing_support,
364                ),
365                *change_tick,
366            );
367        }
368    }
369}
Source

pub fn write(&self) -> RwLockWriteGuard<'_, DrawFunctionsInternal<P>>

Accesses the draw functions in write mode.

Trait Implementations§

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impl<P> Default for DrawFunctions<P>
where P: PhaseItem,

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fn default() -> DrawFunctions<P>

Returns the “default value” for a type. Read more
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impl<P> Resource for DrawFunctions<P>
where P: PhaseItem, DrawFunctions<P>: Send + Sync + 'static,

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impl<P> !Freeze for DrawFunctions<P>

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impl<P> RefUnwindSafe for DrawFunctions<P>

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impl<P> Send for DrawFunctions<P>

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impl<P> Sync for DrawFunctions<P>

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impl<P> Unpin for DrawFunctions<P>

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impl<P> UnwindSafe for DrawFunctions<P>

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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.
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Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> IntoResult<T> for T

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fn into_result(self) -> Result<T, RunSystemError>

Converts this type into the system output type.
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<A> Is for A
where A: Any,

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fn is<T>() -> bool
where T: Any,

Checks if the current type “is” another type, using a TypeId equality comparison. This is most useful in the context of generic logic. Read more
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impl<T> NoneValue for T
where T: Default,

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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impl<T> Pipe for T
where T: ?Sized,

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fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> R
where Self: Sized,

Pipes by value. This is generally the method you want to use. Read more
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fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> R
where R: 'a,

Borrows self and passes that borrow into the pipe function. Read more
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fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> R
where R: 'a,

Mutably borrows self and passes that borrow into the pipe function. Read more
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fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
where Self: Borrow<B>, B: 'a + ?Sized, R: 'a,

Borrows self, then passes self.borrow() into the pipe function. Read more
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fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
where Self: BorrowMut<B>, B: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.borrow_mut() into the pipe function. Read more
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fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
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fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
where Self: AsMut<U>, U: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.as_mut() into the pipe function.
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fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
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fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<Ret> SpawnIfAsync<(), Ret> for Ret

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fn spawn(self) -> Ret

Spawn the value into the dioxus runtime if it is an async block
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impl<T, O> SuperFrom<T> for O
where O: From<T>,

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fn super_from(input: T) -> O

Convert from a type to another type.
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impl<T, O, M> SuperInto<O, M> for T
where O: SuperFrom<T, M>,

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fn super_into(self) -> O

Convert from a type to another type.
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impl<T> Tap for T

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fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
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fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
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fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
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fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
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fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
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fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
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fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
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fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
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fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,