Struct bevy::render::RenderPlugin

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pub struct RenderPlugin {
    pub render_creation: RenderCreation,
    pub synchronous_pipeline_compilation: bool,
}
Expand description

Contains the default Bevy rendering backend based on wgpu.

Rendering is done in a SubApp, which exchanges data with the main app between main schedule iterations.

Rendering can be executed between iterations of the main schedule, or it can be executed in parallel with main schedule when PipelinedRenderingPlugin is enabled.

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§render_creation: RenderCreation§synchronous_pipeline_compilation: bool

If true, disables asynchronous pipeline compilation. This has no effect on macOS, Wasm, iOS, or without the multi_threaded feature.

Trait Implementations§

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impl Default for RenderPlugin

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fn default() -> RenderPlugin

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

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fn build(&self, app: &mut App)

Initializes the renderer, sets up the RenderSet and creates the rendering sub-app.

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fn ready(&self, app: &App) -> bool

Has the plugin finished its setup? This can be useful for plugins that need something asynchronous to happen before they can finish their setup, like the initialization of a renderer. Once the plugin is ready, finish should be called.
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fn finish(&self, app: &mut App)

Finish adding this plugin to the App, once all plugins registered are ready. This can be useful for plugins that depends on another plugin asynchronous setup, like the renderer.
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fn cleanup(&self, _app: &mut App)

Runs after all plugins are built and finished, but before the app schedule is executed. This can be useful if you have some resource that other plugins need during their build step, but after build you want to remove it and send it to another thread.
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fn name(&self) -> &str

Configures a name for the Plugin which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an App, override this method to return false.

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fn type_id(&self) -> TypeId

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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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