RenderAssets

Struct RenderAssets 

Source
pub struct RenderAssets<A>(/* private fields */)
where
    A: RenderAsset;
Expand description

Stores all GPU representations (RenderAsset) of RenderAsset::SourceAsset as long as they exist.

Implementations§

Source§

impl<A> RenderAssets<A>
where A: RenderAsset,

Source

pub fn get( &self, id: impl Into<AssetId<<A as RenderAsset>::SourceAsset>>, ) -> Option<&A>

Examples found in repository?
examples/shader/gpu_readback.rs (line 161)
152fn prepare_bind_group(
153    mut commands: Commands,
154    pipeline: Res<ComputePipeline>,
155    render_device: Res<RenderDevice>,
156    buffer: Res<ReadbackBuffer>,
157    image: Res<ReadbackImage>,
158    buffers: Res<RenderAssets<GpuShaderStorageBuffer>>,
159    images: Res<RenderAssets<GpuImage>>,
160) {
161    let buffer = buffers.get(&buffer.0).unwrap();
162    let image = images.get(&image.0).unwrap();
163    let bind_group = render_device.create_bind_group(
164        None,
165        &pipeline.layout,
166        &BindGroupEntries::sequential((
167            buffer.buffer.as_entire_buffer_binding(),
168            image.texture_view.into_binding(),
169        )),
170    );
171    commands.insert_resource(GpuBufferBindGroup(bind_group));
172}
More examples
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examples/shader/compute_shader_game_of_life.rs (line 141)
132fn prepare_bind_group(
133    mut commands: Commands,
134    pipeline: Res<GameOfLifePipeline>,
135    gpu_images: Res<RenderAssets<GpuImage>>,
136    game_of_life_images: Res<GameOfLifeImages>,
137    game_of_life_uniforms: Res<GameOfLifeUniforms>,
138    render_device: Res<RenderDevice>,
139    queue: Res<RenderQueue>,
140) {
141    let view_a = gpu_images.get(&game_of_life_images.texture_a).unwrap();
142    let view_b = gpu_images.get(&game_of_life_images.texture_b).unwrap();
143
144    // Uniform buffer is used here to demonstrate how to set up a uniform in a compute shader
145    // Alternatives such as storage buffers or push constants may be more suitable for your use case
146    let mut uniform_buffer = UniformBuffer::from(game_of_life_uniforms.into_inner());
147    uniform_buffer.write_buffer(&render_device, &queue);
148
149    let bind_group_0 = render_device.create_bind_group(
150        None,
151        &pipeline.texture_bind_group_layout,
152        &BindGroupEntries::sequential((
153            &view_a.texture_view,
154            &view_b.texture_view,
155            &uniform_buffer,
156        )),
157    );
158    let bind_group_1 = render_device.create_bind_group(
159        None,
160        &pipeline.texture_bind_group_layout,
161        &BindGroupEntries::sequential((
162            &view_b.texture_view,
163            &view_a.texture_view,
164            &uniform_buffer,
165        )),
166    );
167    commands.insert_resource(GameOfLifeImageBindGroups([bind_group_0, bind_group_1]));
168}
examples/shader_advanced/texture_binding_array.rs (line 112)
103    fn as_bind_group(
104        &self,
105        layout: &BindGroupLayout,
106        render_device: &RenderDevice,
107        (image_assets, fallback_image): &mut SystemParamItem<'_, '_, Self::Param>,
108    ) -> Result<PreparedBindGroup, AsBindGroupError> {
109        // retrieve the render resources from handles
110        let mut images = vec![];
111        for handle in self.textures.iter().take(MAX_TEXTURE_COUNT) {
112            match image_assets.get(handle) {
113                Some(image) => images.push(image),
114                None => return Err(AsBindGroupError::RetryNextUpdate),
115            }
116        }
117
118        let fallback_image = &fallback_image.d2;
119
120        let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT];
121
122        // convert bevy's resource types to WGPU's references
123        let mut textures: Vec<_> = textures.into_iter().map(|texture| &**texture).collect();
124
125        // fill in up to the first `MAX_TEXTURE_COUNT` textures and samplers to the arrays
126        for (id, image) in images.into_iter().enumerate() {
127            textures[id] = &*image.texture_view;
128        }
129
130        let bind_group = render_device.create_bind_group(
131            "bindless_material_bind_group",
132            layout,
133            &BindGroupEntries::sequential((&textures[..], &fallback_image.sampler)),
134        );
135
136        Ok(PreparedBindGroup {
137            bindings: BindingResources(vec![]),
138            bind_group,
139        })
140    }
examples/shader_advanced/custom_shader_instancing.rs (line 152)
124fn queue_custom(
125    transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
126    custom_pipeline: Res<CustomPipeline>,
127    mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
128    pipeline_cache: Res<PipelineCache>,
129    meshes: Res<RenderAssets<RenderMesh>>,
130    render_mesh_instances: Res<RenderMeshInstances>,
131    material_meshes: Query<(Entity, &MainEntity), With<InstanceMaterialData>>,
132    mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>,
133    views: Query<(&ExtractedView, &Msaa)>,
134) {
135    let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
136
137    for (view, msaa) in &views {
138        let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
139        else {
140            continue;
141        };
142
143        let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
144
145        let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
146        let rangefinder = view.rangefinder3d();
147        for (entity, main_entity) in &material_meshes {
148            let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*main_entity)
149            else {
150                continue;
151            };
152            let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
153                continue;
154            };
155            let key =
156                view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
157            let pipeline = pipelines
158                .specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
159                .unwrap();
160            transparent_phase.add(Transparent3d {
161                entity: (entity, *main_entity),
162                pipeline,
163                draw_function: draw_custom,
164                distance: rangefinder.distance_translation(&mesh_instance.translation),
165                batch_range: 0..1,
166                extra_index: PhaseItemExtraIndex::None,
167                indexed: true,
168            });
169        }
170    }
171}
172
173#[derive(Component)]
174struct InstanceBuffer {
175    buffer: Buffer,
176    length: usize,
177}
178
179fn prepare_instance_buffers(
180    mut commands: Commands,
181    query: Query<(Entity, &InstanceMaterialData)>,
182    render_device: Res<RenderDevice>,
183) {
184    for (entity, instance_data) in &query {
185        let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
186            label: Some("instance data buffer"),
187            contents: bytemuck::cast_slice(instance_data.as_slice()),
188            usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
189        });
190        commands.entity(entity).insert(InstanceBuffer {
191            buffer,
192            length: instance_data.len(),
193        });
194    }
195}
196
197#[derive(Resource)]
198struct CustomPipeline {
199    shader: Handle<Shader>,
200    mesh_pipeline: MeshPipeline,
201}
202
203fn init_custom_pipeline(
204    mut commands: Commands,
205    asset_server: Res<AssetServer>,
206    mesh_pipeline: Res<MeshPipeline>,
207) {
208    commands.insert_resource(CustomPipeline {
209        shader: asset_server.load(SHADER_ASSET_PATH),
210        mesh_pipeline: mesh_pipeline.clone(),
211    });
212}
213
214impl SpecializedMeshPipeline for CustomPipeline {
215    type Key = MeshPipelineKey;
216
217    fn specialize(
218        &self,
219        key: Self::Key,
220        layout: &MeshVertexBufferLayoutRef,
221    ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
222        let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
223
224        descriptor.vertex.shader = self.shader.clone();
225        descriptor.vertex.buffers.push(VertexBufferLayout {
226            array_stride: size_of::<InstanceData>() as u64,
227            step_mode: VertexStepMode::Instance,
228            attributes: vec![
229                VertexAttribute {
230                    format: VertexFormat::Float32x4,
231                    offset: 0,
232                    shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
233                },
234                VertexAttribute {
235                    format: VertexFormat::Float32x4,
236                    offset: VertexFormat::Float32x4.size(),
237                    shader_location: 4,
238                },
239            ],
240        });
241        descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
242        Ok(descriptor)
243    }
244}
245
246type DrawCustom = (
247    SetItemPipeline,
248    SetMeshViewBindGroup<0>,
249    SetMeshViewBindingArrayBindGroup<1>,
250    SetMeshBindGroup<2>,
251    DrawMeshInstanced,
252);
253
254struct DrawMeshInstanced;
255
256impl<P: PhaseItem> RenderCommand<P> for DrawMeshInstanced {
257    type Param = (
258        SRes<RenderAssets<RenderMesh>>,
259        SRes<RenderMeshInstances>,
260        SRes<MeshAllocator>,
261    );
262    type ViewQuery = ();
263    type ItemQuery = Read<InstanceBuffer>;
264
265    #[inline]
266    fn render<'w>(
267        item: &P,
268        _view: (),
269        instance_buffer: Option<&'w InstanceBuffer>,
270        (meshes, render_mesh_instances, mesh_allocator): SystemParamItem<'w, '_, Self::Param>,
271        pass: &mut TrackedRenderPass<'w>,
272    ) -> RenderCommandResult {
273        // A borrow check workaround.
274        let mesh_allocator = mesh_allocator.into_inner();
275
276        let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(item.main_entity())
277        else {
278            return RenderCommandResult::Skip;
279        };
280        let Some(gpu_mesh) = meshes.into_inner().get(mesh_instance.mesh_asset_id) else {
281            return RenderCommandResult::Skip;
282        };
283        let Some(instance_buffer) = instance_buffer else {
284            return RenderCommandResult::Skip;
285        };
286        let Some(vertex_buffer_slice) =
287            mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id)
288        else {
289            return RenderCommandResult::Skip;
290        };
291
292        pass.set_vertex_buffer(0, vertex_buffer_slice.buffer.slice(..));
293        pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
294
295        match &gpu_mesh.buffer_info {
296            RenderMeshBufferInfo::Indexed {
297                index_format,
298                count,
299            } => {
300                let Some(index_buffer_slice) =
301                    mesh_allocator.mesh_index_slice(&mesh_instance.mesh_asset_id)
302                else {
303                    return RenderCommandResult::Skip;
304                };
305
306                pass.set_index_buffer(index_buffer_slice.buffer.slice(..), 0, *index_format);
307                pass.draw_indexed(
308                    index_buffer_slice.range.start..(index_buffer_slice.range.start + count),
309                    vertex_buffer_slice.range.start as i32,
310                    0..instance_buffer.length as u32,
311                );
312            }
313            RenderMeshBufferInfo::NonIndexed => {
314                pass.draw(vertex_buffer_slice.range, 0..instance_buffer.length as u32);
315            }
316        }
317        RenderCommandResult::Success
318    }
examples/app/headless_renderer.rs (line 355)
339    fn run(
340        &self,
341        _graph: &mut RenderGraphContext,
342        render_context: &mut RenderContext,
343        world: &World,
344    ) -> Result<(), NodeRunError> {
345        let image_copiers = world.get_resource::<ImageCopiers>().unwrap();
346        let gpu_images = world
347            .get_resource::<RenderAssets<bevy::render::texture::GpuImage>>()
348            .unwrap();
349
350        for image_copier in image_copiers.iter() {
351            if !image_copier.enabled() {
352                continue;
353            }
354
355            let src_image = gpu_images.get(&image_copier.src_image).unwrap();
356
357            let mut encoder = render_context
358                .render_device()
359                .create_command_encoder(&CommandEncoderDescriptor::default());
360
361            let block_dimensions = src_image.texture_format.block_dimensions();
362            let block_size = src_image.texture_format.block_copy_size(None).unwrap();
363
364            // Calculating correct size of image row because
365            // copy_texture_to_buffer can copy image only by rows aligned wgpu::COPY_BYTES_PER_ROW_ALIGNMENT
366            // That's why image in buffer can be little bit wider
367            // This should be taken into account at copy from buffer stage
368            let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(
369                (src_image.size.width as usize / block_dimensions.0 as usize) * block_size as usize,
370            );
371
372            encoder.copy_texture_to_buffer(
373                src_image.texture.as_image_copy(),
374                TexelCopyBufferInfo {
375                    buffer: &image_copier.buffer,
376                    layout: TexelCopyBufferLayout {
377                        offset: 0,
378                        bytes_per_row: Some(
379                            std::num::NonZero::<u32>::new(padded_bytes_per_row as u32)
380                                .unwrap()
381                                .into(),
382                        ),
383                        rows_per_image: None,
384                    },
385                },
386                src_image.size,
387            );
388
389            let render_queue = world.get_resource::<RenderQueue>().unwrap();
390            render_queue.submit(std::iter::once(encoder.finish()));
391        }
392
393        Ok(())
394    }
examples/shader_advanced/render_depth_to_texture.rs (line 306)
288    fn run<'w>(
289        &self,
290        _: &mut RenderGraphContext,
291        render_context: &mut RenderContext<'w>,
292        (camera, depth_texture): QueryItem<'w, '_, Self::ViewQuery>,
293        world: &'w World,
294    ) -> Result<(), NodeRunError> {
295        // Make sure we only run on the depth-only camera.
296        // We could make a marker component for that camera and extract it to
297        // the render world, but using `order` as a tag to tell the main camera
298        // and the depth-only camera apart works in a pinch.
299        if camera.order >= 0 {
300            return Ok(());
301        }
302
303        // Grab the texture we're going to copy to.
304        let demo_depth_texture = world.resource::<DemoDepthTexture>();
305        let image_assets = world.resource::<RenderAssets<GpuImage>>();
306        let Some(demo_depth_image) = image_assets.get(demo_depth_texture.0.id()) else {
307            return Ok(());
308        };
309
310        // Perform the copy.
311        render_context.add_command_buffer_generation_task(move |render_device| {
312            let mut command_encoder =
313                render_device.create_command_encoder(&CommandEncoderDescriptor {
314                    label: Some("copy depth to demo texture command encoder"),
315                });
316            command_encoder.push_debug_group("copy depth to demo texture");
317
318            // Copy from the view's depth texture to the destination depth
319            // texture.
320            command_encoder.copy_texture_to_texture(
321                TexelCopyTextureInfo {
322                    texture: &depth_texture.texture,
323                    mip_level: 0,
324                    origin: Origin3d::default(),
325                    aspect: TextureAspect::DepthOnly,
326                },
327                TexelCopyTextureInfo {
328                    texture: &demo_depth_image.texture,
329                    mip_level: 0,
330                    origin: Origin3d::default(),
331                    aspect: TextureAspect::DepthOnly,
332                },
333                Extent3d {
334                    width: DEPTH_TEXTURE_SIZE,
335                    height: DEPTH_TEXTURE_SIZE,
336                    depth_or_array_layers: 1,
337                },
338            );
339
340            command_encoder.pop_debug_group();
341            command_encoder.finish()
342        });
343
344        Ok(())
345    }
Source

pub fn get_mut( &mut self, id: impl Into<AssetId<<A as RenderAsset>::SourceAsset>>, ) -> Option<&mut A>

Source

pub fn insert( &mut self, id: impl Into<AssetId<<A as RenderAsset>::SourceAsset>>, value: A, ) -> Option<A>

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pub fn remove( &mut self, id: impl Into<AssetId<<A as RenderAsset>::SourceAsset>>, ) -> Option<A>

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pub fn iter( &self, ) -> impl Iterator<Item = (AssetId<<A as RenderAsset>::SourceAsset>, &A)>

Source

pub fn iter_mut( &mut self, ) -> impl Iterator<Item = (AssetId<<A as RenderAsset>::SourceAsset>, &mut A)>

Trait Implementations§

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impl<A> Default for RenderAssets<A>
where A: RenderAsset,

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fn default() -> RenderAssets<A>

Returns the “default value” for a type. Read more
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impl<A> Resource for RenderAssets<A>
where A: RenderAsset, RenderAssets<A>: Send + Sync + 'static,

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impl<A> Freeze for RenderAssets<A>

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impl<A> RefUnwindSafe for RenderAssets<A>
where A: RefUnwindSafe,

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impl<A> Send for RenderAssets<A>

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impl<A> Sync for RenderAssets<A>

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impl<A> Unpin for RenderAssets<A>
where A: Unpin,

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impl<A> UnwindSafe for RenderAssets<A>
where A: UnwindSafe,

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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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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impl<T> Borrow<T> for T
where T: ?Sized,

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Immutably borrows from an owned value. Read more
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impl<T> Pipe for T
where T: ?Sized,

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fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> R
where Self: Sized,

Pipes by value. This is generally the method you want to use. Read more
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fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> R
where R: 'a,

Borrows self and passes that borrow into the pipe function. Read more
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fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> R
where R: 'a,

Mutably borrows self and passes that borrow into the pipe function. Read more
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fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
where Self: Borrow<B>, B: 'a + ?Sized, R: 'a,

Borrows self, then passes self.borrow() into the pipe function. Read more
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fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
where Self: BorrowMut<B>, B: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.borrow_mut() into the pipe function. Read more
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fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
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fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
where Self: AsMut<U>, U: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.as_mut() into the pipe function.
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fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
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fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<Ret> SpawnIfAsync<(), Ret> for Ret

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fn spawn(self) -> Ret

Spawn the value into the dioxus runtime if it is an async block
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impl<T, O> SuperFrom<T> for O
where O: From<T>,

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fn super_from(input: T) -> O

Convert from a type to another type.
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impl<T, O, M> SuperInto<O, M> for T
where O: SuperFrom<T, M>,

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fn super_into(self) -> O

Convert from a type to another type.
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impl<T> Tap for T

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fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
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fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
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fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
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fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
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fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
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fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
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fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
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fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
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fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,