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BindGroupLayoutDescriptor

Struct BindGroupLayoutDescriptor 

Source
pub struct BindGroupLayoutDescriptor {
    pub label: Cow<'static, str>,
    pub entries: Vec<BindGroupLayoutEntry>,
}

Fields§

§label: Cow<'static, str>

Debug label of the bind group layout descriptor. This will show up in graphics debuggers for easy identification.

§entries: Vec<BindGroupLayoutEntry>

Implementations§

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impl BindGroupLayoutDescriptor

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pub fn new( label: impl Into<Cow<'static, str>>, entries: &[BindGroupLayoutEntry], ) -> BindGroupLayoutDescriptor

Examples found in repository?
examples/shader/gpu_readback.rs (lines 176-185)
171fn init_compute_pipeline(
172    mut commands: Commands,
173    asset_server: Res<AssetServer>,
174    pipeline_cache: Res<PipelineCache>,
175) {
176    let layout = BindGroupLayoutDescriptor::new(
177        "",
178        &BindGroupLayoutEntries::sequential(
179            ShaderStages::COMPUTE,
180            (
181                storage_buffer::<Vec<u32>>(false),
182                texture_storage_2d(TextureFormat::R32Uint, StorageTextureAccess::WriteOnly),
183            ),
184        ),
185    );
186    let shader = asset_server.load(SHADER_ASSET_PATH);
187    let pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
188        label: Some("GPU readback compute shader".into()),
189        layout: vec![layout.clone()],
190        shader: shader.clone(),
191        ..default()
192    });
193    commands.insert_resource(ComputePipeline { layout, pipeline });
194}
More examples
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examples/shader_advanced/compute_mesh.rs (lines 219-232)
214fn init_compute_pipeline(
215    mut commands: Commands,
216    asset_server: Res<AssetServer>,
217    pipeline_cache: Res<PipelineCache>,
218) {
219    let layout = BindGroupLayoutDescriptor::new(
220        "",
221        &BindGroupLayoutEntries::sequential(
222            ShaderStages::COMPUTE,
223            (
224                // offsets
225                uniform_buffer::<DataRanges>(false),
226                // vertices
227                storage_buffer::<Vec<u32>>(false),
228                // indices
229                storage_buffer::<Vec<u32>>(false),
230            ),
231        ),
232    );
233    let shader = asset_server.load(SHADER_ASSET_PATH);
234    let pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
235        label: Some("Mesh generation compute shader".into()),
236        layout: vec![layout.clone()],
237        shader: shader.clone(),
238        ..default()
239    });
240    commands.insert_resource(ComputePipeline { layout, pipeline });
241}
examples/shader_advanced/manual_material.rs (lines 84-93)
79fn init_image_material_resources(
80    mut commands: Commands,
81    render_device: Res<RenderDevice>,
82    mut bind_group_allocators: ResMut<MaterialBindGroupAllocators>,
83) {
84    let bind_group_layout = BindGroupLayoutDescriptor::new(
85        "image_material_layout",
86        &BindGroupLayoutEntries::sequential(
87            ShaderStages::FRAGMENT,
88            (
89                texture_2d(TextureSampleType::Float { filterable: false }),
90                sampler(SamplerBindingType::NonFiltering),
91            ),
92        ),
93    );
94    let sampler = render_device.create_sampler(&SamplerDescriptor::default());
95    commands.insert_resource(ImageMaterialBindGroupLayout(bind_group_layout.clone()));
96    commands.insert_resource(ImageMaterialBindGroupSampler(sampler));
97
98    bind_group_allocators.insert(
99        TypeId::of::<ImageMaterial>(),
100        MaterialBindGroupAllocator::new(
101            &render_device,
102            "image_material_allocator",
103            None,
104            bind_group_layout,
105            None,
106        ),
107    );
108}
examples/shader/compute_shader_game_of_life.rs (lines 179-189)
174fn init_game_of_life_pipeline(
175    mut commands: Commands,
176    asset_server: Res<AssetServer>,
177    pipeline_cache: Res<PipelineCache>,
178) {
179    let texture_bind_group_layout = BindGroupLayoutDescriptor::new(
180        "GameOfLifeImages",
181        &BindGroupLayoutEntries::sequential(
182            ShaderStages::COMPUTE,
183            (
184                texture_storage_2d(TextureFormat::Rgba32Float, StorageTextureAccess::ReadOnly),
185                texture_storage_2d(TextureFormat::Rgba32Float, StorageTextureAccess::WriteOnly),
186                uniform_buffer::<GameOfLifeUniforms>(false),
187            ),
188        ),
189    );
190    let shader = asset_server.load(SHADER_ASSET_PATH);
191    let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
192        layout: vec![texture_bind_group_layout.clone()],
193        shader: shader.clone(),
194        entry_point: Some(Cow::from("init")),
195        ..default()
196    });
197    let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
198        layout: vec![texture_bind_group_layout.clone()],
199        shader,
200        entry_point: Some(Cow::from("update")),
201        ..default()
202    });
203
204    commands.insert_resource(GameOfLifePipeline {
205        texture_bind_group_layout,
206        init_pipeline,
207        update_pipeline,
208    });
209}
examples/shader_advanced/custom_post_processing.rs (lines 182-196)
174fn init_post_process_pipeline(
175    mut commands: Commands,
176    render_device: Res<RenderDevice>,
177    asset_server: Res<AssetServer>,
178    fullscreen_shader: Res<FullscreenShader>,
179    pipeline_cache: Res<PipelineCache>,
180) {
181    // We need to define the bind group layout used for our pipeline
182    let layout = BindGroupLayoutDescriptor::new(
183        "post_process_bind_group_layout",
184        &BindGroupLayoutEntries::sequential(
185            // The layout entries will only be visible in the fragment stage
186            ShaderStages::FRAGMENT,
187            (
188                // The screen texture
189                texture_2d(TextureSampleType::Float { filterable: true }),
190                // The sampler that will be used to sample the screen texture
191                sampler(SamplerBindingType::Filtering),
192                // The settings uniform that will control the effect
193                uniform_buffer::<PostProcessSettings>(true),
194            ),
195        ),
196    );
197    // We can create the sampler here since it won't change at runtime and doesn't depend on the view
198    let sampler = render_device.create_sampler(&SamplerDescriptor::default());
199
200    // Get the shader handle
201    let shader = asset_server.load(SHADER_ASSET_PATH);
202    // This will setup a fullscreen triangle for the vertex state.
203    let vertex_state = fullscreen_shader.to_vertex_state();
204    let pipeline_id = pipeline_cache
205        // This will add the pipeline to the cache and queue its creation
206        .queue_render_pipeline(RenderPipelineDescriptor {
207            label: Some("post_process_pipeline".into()),
208            layout: vec![layout.clone()],
209            vertex: vertex_state,
210            fragment: Some(FragmentState {
211                shader,
212                // Make sure this matches the entry point of your shader.
213                // It can be anything as long as it matches here and in the shader.
214                targets: vec![Some(ColorTargetState {
215                    format: TextureFormat::Rgba8UnormSrgb,
216                    blend: None,
217                    write_mask: ColorWrites::ALL,
218                })],
219                ..default()
220            }),
221            ..default()
222        });
223    commands.insert_resource(PostProcessPipeline {
224        layout,
225        sampler,
226        pipeline_id,
227    });
228}

Trait Implementations§

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impl Clone for BindGroupLayoutDescriptor

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fn clone(&self) -> BindGroupLayoutDescriptor

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for BindGroupLayoutDescriptor

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for BindGroupLayoutDescriptor

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fn default() -> BindGroupLayoutDescriptor

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

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impl Hash for BindGroupLayoutDescriptor

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fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given Hasher. Read more
1.3.0 · Source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for BindGroupLayoutDescriptor

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fn eq(&self, other: &BindGroupLayoutDescriptor) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for BindGroupLayoutDescriptor

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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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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> Template for T
where T: Clone + Default + Unpin,

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type Output = T

The type of value produced by this Template.
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fn build_template( &self, _context: &mut TemplateContext<'_, '_>, ) -> Result<<T as Template>::Output, BevyError>

Uses this template and the given entity context to produce a Template::Output.
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fn clone_template(&self) -> T

Clones this template. See Clone.
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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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<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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fn clone_type_data(&self) -> Box<dyn TypeData>

Creates a type-erased clone of this value.
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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