pub struct WorldShader<'a> {
pub programs: Option<&'a ShaderPrograms>,
pub deferred: bool,
}Expand description
One world Shader as the backend receives it: the cook’s compiled programs, which the backend resolves per entry against the source it assembles (see each backend’s surface-source lookup), or nothing for the engine’s own program.
Fields§
§programs: Option<&'a ShaderPrograms>The decoded payload; None for the engine’s own main-pass program,
which every backend compiles from its embedded source.
deferred: boolThis entry’s payload was not decoded because a scene other than the start scene owns it: the backend leaves the bucket’s pipeline unbuilt and the streaming pump installs it when that scene pins.
Trait Implementations§
Source§impl<'a> Clone for WorldShader<'a>
impl<'a> Clone for WorldShader<'a>
Source§fn clone(&self) -> WorldShader<'a>
fn clone(&self) -> WorldShader<'a>
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreimpl<'a> Copy for WorldShader<'a>
Auto Trait Implementations§
impl<'a> Freeze for WorldShader<'a>
impl<'a> RefUnwindSafe for WorldShader<'a>
impl<'a> Send for WorldShader<'a>
impl<'a> Sync for WorldShader<'a>
impl<'a> Unpin for WorldShader<'a>
impl<'a> UnsafeUnpin for WorldShader<'a>
impl<'a> UnwindSafe for WorldShader<'a>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more