#[repr(C)]
pub struct PreprocessWorkItem { pub input_index: u32, pub output_index: u32, }
Expand description

One invocation of the preprocessing shader: i.e. one mesh instance in a view.

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§input_index: u32

The index of the batch input data in the input buffer that the shader reads from.

§output_index: u32

In direct mode, this is the index of the MeshUniform in the output buffer that we write to. In indirect mode, this is the index of the IndirectParameters.

Trait Implementations§

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impl Clone for PreprocessWorkItem

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fn clone(&self) -> PreprocessWorkItem

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl CreateFrom for PreprocessWorkItem
where PreprocessWorkItem: ShaderType<ExtraMetadata = StructMetadata<2>>, u32: for<'__> CreateFrom + for<'__> CreateFrom,

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fn create_from<B>(reader: &mut Reader<B>) -> PreprocessWorkItem
where B: BufferRef,

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impl ReadFrom for PreprocessWorkItem
where PreprocessWorkItem: ShaderType<ExtraMetadata = StructMetadata<2>>, u32: for<'__> ReadFrom + for<'__> ReadFrom,

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fn read_from<B>(&mut self, reader: &mut Reader<B>)
where B: BufferRef,

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impl ShaderSize for PreprocessWorkItem
where u32: ShaderSize,

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const SHADER_SIZE: NonZero<u64> = _

Represents WGSL Size (equivalent to ShaderType::min_size)
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impl ShaderType for PreprocessWorkItem

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fn size(&self) -> NonZero<u64>

Returns the size of Self at runtime Read more
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fn min_size() -> NonZero<u64>

Represents the minimum size of Self (equivalent to GPUBufferBindingLayout.minBindingSize) Read more
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fn assert_uniform_compat()

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impl WriteInto for PreprocessWorkItem
where PreprocessWorkItem: ShaderType<ExtraMetadata = StructMetadata<2>>, u32: for<'__> WriteInto + for<'__> WriteInto,

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fn write_into<B>(&self, writer: &mut Writer<B>)
where B: BufferMut,

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impl Zeroable for PreprocessWorkItem

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fn zeroed() -> Self

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impl Copy for PreprocessWorkItem

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impl Pod for PreprocessWorkItem

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

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Gets the TypeId of self. Read more
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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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type Bits = T

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