pub struct BindingInstanceDescriptor<T> {
pub target: RawAssetHandle,
pub params: Vec<(&'static str, BindingInstanceEntry)>,
/* private fields */
}Expand description
Source data for a GPUBindingInstance<T>: which T (a
GPUMaterial or
GPUCompute) to bind against, and the
concrete resource for each of its named binding entries.
T is a marker only — this holds no T value, just a
RawAssetHandle into whichever ProcessedAssets<T> store T lives
in. See the MaterialInstanceDescriptor/ComputeInstanceDescriptor
aliases for the two concrete instantiations.
Fields§
§target: RawAssetHandleHandle to the target T (looked up in ProcessedAssets<T> at
upload time).
params: Vec<(&'static str, BindingInstanceEntry)>(entry name, resource) pairs — every name must match a named
binding entry on the target, or upload fails (see
build_instance_bind_group).
Implementations§
Source§impl<T> BindingInstanceDescriptor<T>
impl<T> BindingInstanceDescriptor<T>
pub fn new( target: RawAssetHandle, params: Vec<(&'static str, BindingInstanceEntry)>, ) -> Self
Auto Trait Implementations§
impl<T> Freeze for BindingInstanceDescriptor<T>
impl<T> RefUnwindSafe for BindingInstanceDescriptor<T>
impl<T> Send for BindingInstanceDescriptor<T>
impl<T> Sync for BindingInstanceDescriptor<T>
impl<T> Unpin for BindingInstanceDescriptor<T>
impl<T> UnsafeUnpin for BindingInstanceDescriptor<T>
impl<T> UnwindSafe for BindingInstanceDescriptor<T>
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T: ?Sized,
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T: ?Sized,
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