Struct bevy::render::render_resource::SpecializedRenderPipelines
source · pub struct SpecializedRenderPipelines<S>where
S: SpecializedRenderPipeline,{ /* private fields */ }
Implementations§
source§impl<S> SpecializedRenderPipelines<S>where
S: SpecializedRenderPipeline,
impl<S> SpecializedRenderPipelines<S>where
S: SpecializedRenderPipeline,
sourcepub fn specialize(
&mut self,
cache: &PipelineCache,
specialize_pipeline: &S,
key: <S as SpecializedRenderPipeline>::Key
) -> CachedRenderPipelineId
pub fn specialize( &mut self, cache: &PipelineCache, specialize_pipeline: &S, key: <S as SpecializedRenderPipeline>::Key ) -> CachedRenderPipelineId
Examples found in repository?
examples/2d/mesh2d_manual.rs (line 390)
353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407
pub fn queue_colored_mesh2d(
transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
render_meshes: Res<RenderAssets<Mesh>>,
render_mesh_instances: Res<RenderMesh2dInstances>,
mut views: Query<(
&VisibleEntities,
&mut RenderPhase<Transparent2d>,
&ExtractedView,
)>,
) {
if render_mesh_instances.is_empty() {
return;
}
// Iterate each view (a camera is a view)
for (visible_entities, mut transparent_phase, view) in &mut views {
let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>();
let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
| Mesh2dPipelineKey::from_hdr(view.hdr);
// Queue all entities visible to that view
for visible_entity in &visible_entities.entities {
if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
let mesh2d_handle = mesh_instance.mesh_asset_id;
let mesh2d_transforms = &mesh_instance.transforms;
// Get our specialized pipeline
let mut mesh2d_key = mesh_key;
if let Some(mesh) = render_meshes.get(mesh2d_handle) {
mesh2d_key |=
Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology);
}
let pipeline_id =
pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
let mesh_z = mesh2d_transforms.transform.translation.z;
transparent_phase.add(Transparent2d {
entity: *visible_entity,
draw_function: draw_colored_mesh2d,
pipeline: pipeline_id,
// The 2d render items are sorted according to their z value before rendering,
// in order to get correct transparency
sort_key: FloatOrd(mesh_z),
// This material is not batched
batch_range: 0..1,
dynamic_offset: None,
});
}
}
}
}
Trait Implementations§
source§impl<S> Default for SpecializedRenderPipelines<S>where
S: SpecializedRenderPipeline,
impl<S> Default for SpecializedRenderPipelines<S>where
S: SpecializedRenderPipeline,
source§fn default() -> SpecializedRenderPipelines<S>
fn default() -> SpecializedRenderPipelines<S>
Returns the “default value” for a type. Read more
impl<S> Resource for SpecializedRenderPipelines<S>
Auto Trait Implementations§
impl<S> Freeze for SpecializedRenderPipelines<S>
impl<S> RefUnwindSafe for SpecializedRenderPipelines<S>
impl<S> Send for SpecializedRenderPipelines<S>
impl<S> Sync for SpecializedRenderPipelines<S>
impl<S> Unpin for SpecializedRenderPipelines<S>
impl<S> UnwindSafe for SpecializedRenderPipelines<S>
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<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
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
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
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.