pub enum RenderSet {
Show 13 variants
ExtractCommands,
PrepareAssets,
ManageViews,
Queue,
QueueMeshes,
PhaseSort,
Prepare,
PrepareResources,
PrepareResourcesFlush,
PrepareBindGroups,
Render,
Cleanup,
PostCleanup,
}Expand description
The systems sets of the default App rendering schedule.
These can be useful for ordering, but you almost never want to add your systems to these sets.
Variants§
ExtractCommands
This is used for applying the commands from the ExtractSchedule
PrepareAssets
Prepare assets that have been created/modified/removed this frame.
ManageViews
Create any additional views such as those used for shadow mapping.
Queue
Queue drawable entities as phase items in render phases ready for sorting (if necessary)
QueueMeshes
A sub-set within Queue where mesh entity queue systems are executed. Ensures prepare_assets::<RenderMesh> is completed.
PhaseSort
Sort the SortedRenderPhases and
BinKeys here.
Prepare
Prepare render resources from extracted data for the GPU based on their sorted order.
Create BindGroups that depend on those data.
PrepareResources
A sub-set within Prepare for initializing buffers, textures and uniforms for use in bind groups.
PrepareResourcesFlush
Flush buffers after PrepareResources, but before PrepareBindGroups.
PrepareBindGroups
A sub-set within Prepare for constructing bind groups, or other data that relies on render resources prepared in PrepareResources.
Render
Actual rendering happens here. In most cases, only the render backend should insert resources here.
Cleanup
Cleanup render resources here.
PostCleanup
Final cleanup occurs: all entities will be despawned.
Runs after Cleanup.
Trait Implementations§
Source§impl SystemSet for RenderSet
impl SystemSet for RenderSet
Source§fn as_dyn_eq(&self) -> &dyn DynEq
fn as_dyn_eq(&self) -> &dyn DynEq
Source§fn system_type(&self) -> Option<TypeId>
fn system_type(&self) -> Option<TypeId>
Some if this system set is a SystemTypeSet.Source§fn is_anonymous(&self) -> bool
fn is_anonymous(&self) -> bool
true if this system set is an AnonymousSet.impl Eq for RenderSet
impl StructuralPartialEq for RenderSet
Auto Trait Implementations§
impl Freeze for RenderSet
impl RefUnwindSafe for RenderSet
impl Send for RenderSet
impl Sync for RenderSet
impl Unpin for RenderSet
impl UnwindSafe for RenderSet
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.Source§impl<T> BorrowMut<T> for Twhere
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otherwise. Read moreSource§impl<S> IntoSystemSet<()> for Swhere
S: SystemSet,
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S: SystemSet,
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fn into_configs(self) -> NodeConfigs<Interned<dyn SystemSet>>
Source§fn in_set(self, set: impl SystemSet) -> NodeConfigs<Interned<dyn SystemSet>>
fn in_set(self, set: impl SystemSet) -> NodeConfigs<Interned<dyn SystemSet>>
set.Source§fn before<M>(
self,
set: impl IntoSystemSet<M>,
) -> NodeConfigs<Interned<dyn SystemSet>>
fn before<M>( self, set: impl IntoSystemSet<M>, ) -> NodeConfigs<Interned<dyn SystemSet>>
Source§fn after<M>(
self,
set: impl IntoSystemSet<M>,
) -> NodeConfigs<Interned<dyn SystemSet>>
fn after<M>( self, set: impl IntoSystemSet<M>, ) -> NodeConfigs<Interned<dyn SystemSet>>
Source§fn before_ignore_deferred<M>(
self,
set: impl IntoSystemSet<M>,
) -> NodeConfigs<Interned<dyn SystemSet>>
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set: impl IntoSystemSet<M>,
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set.