pub struct SpecializedRenderPipelines<S>{ /* private fields */ }

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impl<S> SpecializedRenderPipelines<S>

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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)
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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,
                });
            }
        }
    }
}

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