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SortedRenderPhase

Struct SortedRenderPhase 

Source
pub struct SortedRenderPhase<I>
where I: SortedPhaseItem,
{ pub items: IndexMap<(Entity, MainEntity), I, EntityHash>, pub transient_items: Vec<(Entity, MainEntity)>, }
Expand description

A collection of all items to be rendered that will be encoded to GPU commands for a single render phase for a single view.

Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases. They are used to queue entities for rendering. Multiple phases might be required due to different sorting/batching behaviors (e.g. opaque: front to back, transparent: back to front) or because one phase depends on the rendered texture of the previous phase (e.g. for screen-space reflections). All PhaseItems are then rendered using a single TrackedRenderPass. The render pass might be reused for multiple phases to reduce GPU overhead.

This flavor of render phase is used only for meshes that need to be sorted back-to-front, such as transparent meshes. For items that don’t need strict sorting, BinnedRenderPhase is preferred, for performance.

Fields§

§items: IndexMap<(Entity, MainEntity), I, EntityHash>

The items within this SortedRenderPhase.

§transient_items: Vec<(Entity, MainEntity)>

Items within this render phase that will be automatically removed after this frame.

Implementations§

Source§

impl<I> SortedRenderPhase<I>
where I: SortedPhaseItem,

Source

pub fn add_retained(&mut self, item: I)

Adds a PhaseItem to this render phase, which will persist between frames until removed.

Examples found in repository?
examples/shader_advanced/custom_shader_instancing.rs (lines 180-203)
137fn queue_custom(
138    transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
139    custom_pipeline: Res<CustomPipeline>,
140    mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
141    pipeline_cache: Res<PipelineCache>,
142    meshes: Res<RenderAssets<RenderMesh>>,
143    render_mesh_instances: Res<RenderMeshInstances>,
144    maybe_batched_instance_buffers: Option<
145        Res<BatchedInstanceBuffers<MeshUniform, MeshInputUniform>>,
146    >,
147    material_meshes: Query<(Entity, &MainEntity), With<InstanceMaterialData>>,
148    mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>,
149    views: Query<&ExtractedView>,
150    view_key_cache: Res<ViewKeyCache>,
151) {
152    let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
153
154    for view in &views {
155        let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
156        else {
157            continue;
158        };
159
160        let Some(&view_key) = view_key_cache.get(&view.retained_view_entity) else {
161            continue;
162        };
163
164        for (entity, main_entity) in &material_meshes {
165            let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*main_entity)
166            else {
167                continue;
168            };
169            let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id()) else {
170                continue;
171            };
172            let key = view_key
173                | MeshPipelineKey::from_primitive_topology_and_strip_index(
174                    mesh.primitive_topology(),
175                    mesh.index_format(),
176                );
177            let pipeline = pipelines
178                .specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
179                .unwrap();
180            transparent_phase.add_retained(Transparent3d {
181                sorting_info: TransparentSortingInfo3d::Sorted {
182                    mesh_center: pbr::get_mesh_instance_world_from_local(
183                        *main_entity,
184                        mesh_instance.current_uniform_index,
185                        &render_mesh_instances,
186                        maybe_batched_instance_buffers.as_deref(),
187                    )
188                    .transform_point3(
189                        meshes
190                            .get(mesh_instance.mesh_asset_id())
191                            .unwrap()
192                            .aabb_center,
193                    ),
194                    depth_bias: 0.0,
195                },
196                entity: (entity, *main_entity),
197                pipeline,
198                draw_function: draw_custom,
199                distance: 0.0,
200                batch_range: 0..1,
201                extra_index: PhaseItemExtraIndex::None,
202                indexed: true,
203            });
204        }
205    }
206}
More examples
Hide additional examples
examples/2d/mesh2d_manual.rs (lines 426-438)
379pub fn queue_colored_mesh2d(
380    transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
381    colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
382    mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
383    pipeline_cache: Res<PipelineCache>,
384    render_meshes: Res<RenderAssets<RenderMesh>>,
385    render_mesh_instances: Res<RenderColoredMesh2dInstances>,
386    mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
387    views: Query<(&RenderVisibleEntities, &ExtractedView, &Msaa)>,
388) {
389    if render_mesh_instances.is_empty() {
390        return;
391    }
392    // Iterate each view (a camera is a view)
393    for (visible_entities, view, msaa) in &views {
394        let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
395        else {
396            continue;
397        };
398
399        let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>();
400
401        let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
402            | Mesh2dPipelineKey::from_target_format(view.target_format);
403
404        // Queue all entities visible to that view
405        let Some(visible_entities) = visible_entities.get::<Mesh2d>() else {
406            continue;
407        };
408        for (render_entity, visible_entity) in visible_entities.iter_visible() {
409            if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
410                let mesh2d_handle = mesh_instance.mesh_asset_id;
411                let mesh2d_transforms = &mesh_instance.transforms;
412                // Get our specialized pipeline
413                let mut mesh2d_key = mesh_key;
414                let Some(mesh) = render_meshes.get(mesh2d_handle) else {
415                    continue;
416                };
417                mesh2d_key |= Mesh2dPipelineKey::from_primitive_topology_and_strip_index(
418                    mesh.primitive_topology(),
419                    mesh.index_format(),
420                );
421
422                let pipeline_id =
423                    pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
424
425                let mesh_z = mesh2d_transforms.world_from_local.translation.z;
426                transparent_phase.add_retained(Transparent2d {
427                    entity: (*render_entity, *visible_entity),
428                    draw_function: draw_colored_mesh2d,
429                    pipeline: pipeline_id,
430                    // The 2d render items are sorted according to their z value before rendering,
431                    // in order to get correct transparency
432                    sort_key: FloatOrd(mesh_z),
433                    // This material is not batched
434                    batch_range: 0..1,
435                    extra_index: PhaseItemExtraIndex::None,
436                    extracted_index: usize::MAX,
437                    indexed: mesh.indexed(),
438                });
439            }
440        }
441    }
442}
examples/shader_advanced/custom_render_phase.rs (lines 620-644)
531fn queue_custom_meshes(
532    custom_draw_functions: Res<DrawFunctions<Stencil3d>>,
533    mut pipelines: ResMut<SpecializedMeshPipelines<StencilPipeline>>,
534    pipeline_cache: Res<PipelineCache>,
535    custom_draw_pipeline: Res<StencilPipeline>,
536    render_meshes: Res<RenderAssets<RenderMesh>>,
537    render_mesh_instances: Res<RenderMeshInstances>,
538    maybe_batched_instance_buffers: Option<
539        Res<BatchedInstanceBuffers<MeshUniform, MeshInputUniform>>,
540    >,
541    mut custom_render_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
542    mut views: Query<(&ExtractedView, &RenderVisibleEntities)>,
543    view_key_cache: Res<ViewKeyCache>,
544    dirty_specializations: Res<DirtySpecializations>,
545    mut pending_custom_mesh_queues: ResMut<PendingCustomMeshQueues>,
546    has_marker: Query<(), With<DrawStencil>>,
547) {
548    for (view, visible_entities) in &mut views {
549        let Some(custom_phase) = custom_render_phases.get_mut(&view.retained_view_entity) else {
550            continue;
551        };
552        let draw_custom = custom_draw_functions.read().id::<DrawMesh3dStencil>();
553
554        let Some(&view_key) = view_key_cache.get(&view.retained_view_entity) else {
555            continue;
556        };
557
558        // Since our phase can work on any 3d mesh we can reuse the default mesh 3d filter
559        let Some(render_visible_mesh_entities) = visible_entities.get::<Mesh3d>() else {
560            continue;
561        };
562
563        let view_pending_custom_mesh_queues =
564            pending_custom_mesh_queues.prepare_for_new_frame(view.retained_view_entity);
565
566        // First, remove meshes that need to be respecialized, and those that were removed, from the bins.
567        for &main_entity in dirty_specializations
568            .iter_to_dequeue(view.retained_view_entity, render_visible_mesh_entities)
569        {
570            custom_phase.remove(Entity::PLACEHOLDER, main_entity);
571        }
572
573        for (render_entity, visible_entity) in dirty_specializations.iter_to_queue(
574            view.retained_view_entity,
575            render_visible_mesh_entities,
576            &view_pending_custom_mesh_queues.prev_frame,
577        ) {
578            // We only want meshes with the marker component to be queued to our phase.
579            if has_marker.get(*render_entity).is_err() {
580                continue;
581            }
582            let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity)
583            else {
584                // We couldn't fetch the mesh, probably because it hasn't been
585                // loaded yet. Add the entity to the list of pending custom mesh
586                // queues and bail.
587                view_pending_custom_mesh_queues
588                    .current_frame
589                    .insert((*render_entity, *visible_entity));
590                continue;
591            };
592            let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id()) else {
593                continue;
594            };
595
596            // Specialize the key for the current mesh entity
597            // For this example we only specialize based on the mesh topology
598            // but you could have more complex keys and that's where you'd need to create those keys
599            let mut mesh_key = view_key;
600            mesh_key |= MeshPipelineKey::from_primitive_topology_and_strip_index(
601                mesh.primitive_topology(),
602                mesh.index_format(),
603            );
604
605            let pipeline_id = pipelines.specialize(
606                &pipeline_cache,
607                &custom_draw_pipeline,
608                mesh_key,
609                &mesh.layout,
610            );
611            let pipeline_id = match pipeline_id {
612                Ok(id) => id,
613                Err(err) => {
614                    error!("{}", err);
615                    continue;
616                }
617            };
618            // At this point we have all the data we need to create a phase item and add it to our
619            // phase
620            custom_phase.add_retained(Stencil3d {
621                sorting_info: TransparentSortingInfo3d::Sorted {
622                    mesh_center: pbr::get_mesh_instance_world_from_local(
623                        *visible_entity,
624                        mesh_instance.current_uniform_index,
625                        &render_mesh_instances,
626                        maybe_batched_instance_buffers.as_deref(),
627                    )
628                    .transform_point3(
629                        render_meshes
630                            .get(mesh_instance.mesh_asset_id())
631                            .unwrap()
632                            .aabb_center,
633                    ),
634                    depth_bias: 0.0,
635                },
636                distance: FloatOrd(0.0),
637                entity: (Entity::PLACEHOLDER, *visible_entity),
638                pipeline: pipeline_id,
639                draw_function: draw_custom,
640                // Sorted phase items aren't batched
641                batch_range: 0..1,
642                extra_index: PhaseItemExtraIndex::None,
643                indexed: mesh.indexed(),
644            });
645        }
646    }
647}
Source

pub fn add_transient(&mut self, item: I)

Adds a PhaseItem to this render phase, which will be automatically removed after this frame.

Source

pub fn remove(&mut self, render_entity: Entity, main_entity: MainEntity)

Removes the PhaseItem corresponding to the given main-world entity from this render phase.

Examples found in repository?
examples/shader_advanced/custom_render_phase.rs (line 570)
531fn queue_custom_meshes(
532    custom_draw_functions: Res<DrawFunctions<Stencil3d>>,
533    mut pipelines: ResMut<SpecializedMeshPipelines<StencilPipeline>>,
534    pipeline_cache: Res<PipelineCache>,
535    custom_draw_pipeline: Res<StencilPipeline>,
536    render_meshes: Res<RenderAssets<RenderMesh>>,
537    render_mesh_instances: Res<RenderMeshInstances>,
538    maybe_batched_instance_buffers: Option<
539        Res<BatchedInstanceBuffers<MeshUniform, MeshInputUniform>>,
540    >,
541    mut custom_render_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
542    mut views: Query<(&ExtractedView, &RenderVisibleEntities)>,
543    view_key_cache: Res<ViewKeyCache>,
544    dirty_specializations: Res<DirtySpecializations>,
545    mut pending_custom_mesh_queues: ResMut<PendingCustomMeshQueues>,
546    has_marker: Query<(), With<DrawStencil>>,
547) {
548    for (view, visible_entities) in &mut views {
549        let Some(custom_phase) = custom_render_phases.get_mut(&view.retained_view_entity) else {
550            continue;
551        };
552        let draw_custom = custom_draw_functions.read().id::<DrawMesh3dStencil>();
553
554        let Some(&view_key) = view_key_cache.get(&view.retained_view_entity) else {
555            continue;
556        };
557
558        // Since our phase can work on any 3d mesh we can reuse the default mesh 3d filter
559        let Some(render_visible_mesh_entities) = visible_entities.get::<Mesh3d>() else {
560            continue;
561        };
562
563        let view_pending_custom_mesh_queues =
564            pending_custom_mesh_queues.prepare_for_new_frame(view.retained_view_entity);
565
566        // First, remove meshes that need to be respecialized, and those that were removed, from the bins.
567        for &main_entity in dirty_specializations
568            .iter_to_dequeue(view.retained_view_entity, render_visible_mesh_entities)
569        {
570            custom_phase.remove(Entity::PLACEHOLDER, main_entity);
571        }
572
573        for (render_entity, visible_entity) in dirty_specializations.iter_to_queue(
574            view.retained_view_entity,
575            render_visible_mesh_entities,
576            &view_pending_custom_mesh_queues.prev_frame,
577        ) {
578            // We only want meshes with the marker component to be queued to our phase.
579            if has_marker.get(*render_entity).is_err() {
580                continue;
581            }
582            let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity)
583            else {
584                // We couldn't fetch the mesh, probably because it hasn't been
585                // loaded yet. Add the entity to the list of pending custom mesh
586                // queues and bail.
587                view_pending_custom_mesh_queues
588                    .current_frame
589                    .insert((*render_entity, *visible_entity));
590                continue;
591            };
592            let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id()) else {
593                continue;
594            };
595
596            // Specialize the key for the current mesh entity
597            // For this example we only specialize based on the mesh topology
598            // but you could have more complex keys and that's where you'd need to create those keys
599            let mut mesh_key = view_key;
600            mesh_key |= MeshPipelineKey::from_primitive_topology_and_strip_index(
601                mesh.primitive_topology(),
602                mesh.index_format(),
603            );
604
605            let pipeline_id = pipelines.specialize(
606                &pipeline_cache,
607                &custom_draw_pipeline,
608                mesh_key,
609                &mesh.layout,
610            );
611            let pipeline_id = match pipeline_id {
612                Ok(id) => id,
613                Err(err) => {
614                    error!("{}", err);
615                    continue;
616                }
617            };
618            // At this point we have all the data we need to create a phase item and add it to our
619            // phase
620            custom_phase.add_retained(Stencil3d {
621                sorting_info: TransparentSortingInfo3d::Sorted {
622                    mesh_center: pbr::get_mesh_instance_world_from_local(
623                        *visible_entity,
624                        mesh_instance.current_uniform_index,
625                        &render_mesh_instances,
626                        maybe_batched_instance_buffers.as_deref(),
627                    )
628                    .transform_point3(
629                        render_meshes
630                            .get(mesh_instance.mesh_asset_id())
631                            .unwrap()
632                            .aabb_center,
633                    ),
634                    depth_bias: 0.0,
635                },
636                distance: FloatOrd(0.0),
637                entity: (Entity::PLACEHOLDER, *visible_entity),
638                pipeline: pipeline_id,
639                draw_function: draw_custom,
640                // Sorted phase items aren't batched
641                batch_range: 0..1,
642                extra_index: PhaseItemExtraIndex::None,
643                indexed: mesh.indexed(),
644            });
645        }
646    }
647}
Source

pub fn clear(&mut self)

Removes all PhaseItems from this render phase.

Source

pub fn recalculate_sort_keys(&mut self, view: &ExtractedView)

Populates whatever internal fields are necessary in order to perform the sort.

For example, for transparent 3D phases, this calculates the distance from each object to the view.

Source

pub fn sort(&mut self)

Sorts all of its PhaseItems.

Source

pub fn iter_entities(&self) -> impl Iterator<Item = Entity>

An Iterator through the associated Entity for each PhaseItem in order.

Source

pub fn render<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity, ) -> Result<(), DrawError>

Renders all of its PhaseItems using their corresponding draw functions.

Examples found in repository?
examples/shader_advanced/custom_render_phase.rs (line 686)
649fn custom_draw_system(
650    world: &World,
651    view: ViewQuery<(
652        &ExtractedCamera,
653        &ExtractedView,
654        &ViewTarget,
655        Option<&MainPassResolutionOverride>,
656    )>,
657    stencil_phases: Res<ViewSortedRenderPhases<Stencil3d>>,
658    mut ctx: RenderContext,
659) {
660    let view_entity = view.entity();
661    let (camera, extracted_view, target, resolution_override) = view.into_inner();
662
663    let Some(stencil_phase) = stencil_phases.get(&extracted_view.retained_view_entity) else {
664        return;
665    };
666
667    let mut render_pass = ctx.begin_tracked_render_pass(RenderPassDescriptor {
668        label: Some("stencil pass"),
669        // For the purpose of the example, we will write directly to the view target. A real
670        // stencil pass would write to a custom texture and that texture would be used in later
671        // passes to render custom effects using it.
672        color_attachments: &[Some(target.get_color_attachment())],
673        // We don't bind any depth buffer for this pass
674        depth_stencil_attachment: None,
675        timestamp_writes: None,
676        occlusion_query_set: None,
677        multiview_mask: None,
678    });
679
680    if let Some(viewport) =
681        Viewport::from_viewport_and_override(camera.viewport.as_ref(), resolution_override)
682    {
683        render_pass.set_camera_viewport(&viewport);
684    }
685
686    if let Err(err) = stencil_phase.render(&mut render_pass, world, view_entity) {
687        error!("Error encountered while rendering the stencil phase {err:?}");
688    }
689}
Source

pub fn render_range<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity, range: impl RangeBounds<usize>, ) -> Result<(), DrawError>

Renders all PhaseItems in the provided range (based on their index in self.items) using their corresponding draw functions.

Trait Implementations§

Source§

impl<I> Default for SortedRenderPhase<I>
where I: SortedPhaseItem,

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fn default() -> SortedRenderPhase<I>

Returns the “default value” for a type. Read more

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fn fmt_list(self) -> FmtList<Self>
where &'a Self: for<'a> IntoIterator,

Formats each item in a sequence. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using default().

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impl<T, W> HasTypeWitness<W> for T
where W: MakeTypeWitness<Arg = T>, T: ?Sized,

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const WITNESS: W = W::MAKE

A constant of the type witness
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impl<T> Identity for T
where T: ?Sized,

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const TYPE_EQ: TypeEq<T, <T as Identity>::Type> = TypeEq::NEW

Proof that Self is the same type as Self::Type, provides methods for casting between Self and Self::Type.
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type Type = T

The same type as Self, used to emulate type equality bounds (T == U) with associated type equality constraints (T: Identity<Type = U>).
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impl<T> InitializeFromFunction<T> for T

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fn initialize_from_function(f: fn() -> T) -> T

Create an instance of this type from an initialization function
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

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> Read<Exclusive, BecauseExclusive> for T
where T: ?Sized,

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

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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> 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,

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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