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

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impl<S> SpecializedRenderPipelines<S>

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 387)
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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<GpuMesh>>,
    render_mesh_instances: Res<RenderColoredMesh2dInstances>,
    mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
    mut views: Query<(Entity, &VisibleEntities, &ExtractedView)>,
) {
    if render_mesh_instances.is_empty() {
        return;
    }
    // Iterate each view (a camera is a view)
    for (view_entity, visible_entities, view) in &mut views {
        let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
            continue;
        };

        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.iter::<WithMesh2d>() {
            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,
                    extra_index: PhaseItemExtraIndex::NONE,
                });
            }
        }
    }
}

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