Struct bevy::sprite::Mesh2dPipelineKey

pub struct Mesh2dPipelineKey(/* private fields */);

Implementations§

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impl Mesh2dPipelineKey

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impl Mesh2dPipelineKey

pub const fn empty() -> Mesh2dPipelineKey

Get a flags value with all bits unset.

pub const fn all() -> Mesh2dPipelineKey

Get a flags value with all known bits set.

pub const fn bits(&self) -> u32

Get the underlying bits value.

The returned value is exactly the bits set in this flags value.

pub const fn from_bits(bits: u32) -> Option<Mesh2dPipelineKey>

Convert from a bits value.

This method will return None if any unknown bits are set.

pub const fn from_bits_truncate(bits: u32) -> Mesh2dPipelineKey

Convert from a bits value, unsetting any unknown bits.

pub const fn from_bits_retain(bits: u32) -> Mesh2dPipelineKey

Convert from a bits value exactly.

pub fn from_name(name: &str) -> Option<Mesh2dPipelineKey>

Get a flags value with the bits of a flag with the given name set.

This method will return None if name is empty or doesn’t correspond to any named flag.

pub const fn is_empty(&self) -> bool

Whether all bits in this flags value are unset.

pub const fn is_all(&self) -> bool

Whether all known bits in this flags value are set.

pub const fn intersects(&self, other: Mesh2dPipelineKey) -> bool

Whether any set bits in a source flags value are also set in a target flags value.

pub const fn contains(&self, other: Mesh2dPipelineKey) -> bool

Whether all set bits in a source flags value are also set in a target flags value.

Examples found in repository?
examples/2d/mesh2d_manual.rs (line 159)
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    fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
        // Customize how to store the meshes' vertex attributes in the vertex buffer
        // Our meshes only have position and color
        let formats = vec![
            // Position
            VertexFormat::Float32x3,
            // Color
            VertexFormat::Uint32,
        ];

        let vertex_layout =
            VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);

        let format = match key.contains(Mesh2dPipelineKey::HDR) {
            true => ViewTarget::TEXTURE_FORMAT_HDR,
            false => TextureFormat::bevy_default(),
        };

        RenderPipelineDescriptor {
            vertex: VertexState {
                // Use our custom shader
                shader: COLORED_MESH2D_SHADER_HANDLE,
                entry_point: "vertex".into(),
                shader_defs: vec![],
                // Use our custom vertex buffer
                buffers: vec![vertex_layout],
            },
            fragment: Some(FragmentState {
                // Use our custom shader
                shader: COLORED_MESH2D_SHADER_HANDLE,
                shader_defs: vec![],
                entry_point: "fragment".into(),
                targets: vec![Some(ColorTargetState {
                    format,
                    blend: Some(BlendState::ALPHA_BLENDING),
                    write_mask: ColorWrites::ALL,
                })],
            }),
            // Use the two standard uniforms for 2d meshes
            layout: vec![
                // Bind group 0 is the view uniform
                self.mesh2d_pipeline.view_layout.clone(),
                // Bind group 1 is the mesh uniform
                self.mesh2d_pipeline.mesh_layout.clone(),
            ],
            push_constant_ranges: vec![],
            primitive: PrimitiveState {
                front_face: FrontFace::Ccw,
                cull_mode: Some(Face::Back),
                unclipped_depth: false,
                polygon_mode: PolygonMode::Fill,
                conservative: false,
                topology: key.primitive_topology(),
                strip_index_format: None,
            },
            depth_stencil: None,
            multisample: MultisampleState {
                count: key.msaa_samples(),
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            label: Some("colored_mesh2d_pipeline".into()),
        }
    }

pub fn insert(&mut self, other: Mesh2dPipelineKey)

The bitwise or (|) of the bits in two flags values.

pub fn remove(&mut self, other: Mesh2dPipelineKey)

The intersection of a source flags value with the complement of a target flags value (&!).

This method is not equivalent to self & !other when other has unknown bits set. remove won’t truncate other, but the ! operator will.

pub fn toggle(&mut self, other: Mesh2dPipelineKey)

The bitwise exclusive-or (^) of the bits in two flags values.

pub fn set(&mut self, other: Mesh2dPipelineKey, value: bool)

Call insert when value is true or remove when value is false.

pub const fn intersection(self, other: Mesh2dPipelineKey) -> Mesh2dPipelineKey

The bitwise and (&) of the bits in two flags values.

pub const fn union(self, other: Mesh2dPipelineKey) -> Mesh2dPipelineKey

The bitwise or (|) of the bits in two flags values.

pub const fn difference(self, other: Mesh2dPipelineKey) -> Mesh2dPipelineKey

The intersection of a source flags value with the complement of a target flags value (&!).

This method is not equivalent to self & !other when other has unknown bits set. difference won’t truncate other, but the ! operator will.

pub const fn symmetric_difference( self, other: Mesh2dPipelineKey, ) -> Mesh2dPipelineKey

The bitwise exclusive-or (^) of the bits in two flags values.

pub const fn complement(self) -> Mesh2dPipelineKey

The bitwise negation (!) of the bits in a flags value, truncating the result.

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impl Mesh2dPipelineKey

pub const fn iter(&self) -> Iter<Mesh2dPipelineKey>

Yield a set of contained flags values.

Each yielded flags value will correspond to a defined named flag. Any unknown bits will be yielded together as a final flags value.

pub const fn iter_names(&self) -> IterNames<Mesh2dPipelineKey>

Yield a set of contained named flags values.

This method is like iter, except only yields bits in contained named flags. Any unknown bits, or bits not corresponding to a contained flag will not be yielded.

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impl Mesh2dPipelineKey

pub fn from_msaa_samples(msaa_samples: u32) -> Mesh2dPipelineKey

Examples found in repository?
examples/2d/mesh2d_manual.rs (line 371)
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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.world_from_local.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,
                });
            }
        }
    }
}

pub fn from_hdr(hdr: bool) -> Mesh2dPipelineKey

Examples found in repository?
examples/2d/mesh2d_manual.rs (line 372)
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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.world_from_local.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,
                });
            }
        }
    }
}

pub fn msaa_samples(&self) -> u32

Examples found in repository?
examples/2d/mesh2d_manual.rs (line 203)
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    fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
        // Customize how to store the meshes' vertex attributes in the vertex buffer
        // Our meshes only have position and color
        let formats = vec![
            // Position
            VertexFormat::Float32x3,
            // Color
            VertexFormat::Uint32,
        ];

        let vertex_layout =
            VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);

        let format = match key.contains(Mesh2dPipelineKey::HDR) {
            true => ViewTarget::TEXTURE_FORMAT_HDR,
            false => TextureFormat::bevy_default(),
        };

        RenderPipelineDescriptor {
            vertex: VertexState {
                // Use our custom shader
                shader: COLORED_MESH2D_SHADER_HANDLE,
                entry_point: "vertex".into(),
                shader_defs: vec![],
                // Use our custom vertex buffer
                buffers: vec![vertex_layout],
            },
            fragment: Some(FragmentState {
                // Use our custom shader
                shader: COLORED_MESH2D_SHADER_HANDLE,
                shader_defs: vec![],
                entry_point: "fragment".into(),
                targets: vec![Some(ColorTargetState {
                    format,
                    blend: Some(BlendState::ALPHA_BLENDING),
                    write_mask: ColorWrites::ALL,
                })],
            }),
            // Use the two standard uniforms for 2d meshes
            layout: vec![
                // Bind group 0 is the view uniform
                self.mesh2d_pipeline.view_layout.clone(),
                // Bind group 1 is the mesh uniform
                self.mesh2d_pipeline.mesh_layout.clone(),
            ],
            push_constant_ranges: vec![],
            primitive: PrimitiveState {
                front_face: FrontFace::Ccw,
                cull_mode: Some(Face::Back),
                unclipped_depth: false,
                polygon_mode: PolygonMode::Fill,
                conservative: false,
                topology: key.primitive_topology(),
                strip_index_format: None,
            },
            depth_stencil: None,
            multisample: MultisampleState {
                count: key.msaa_samples(),
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            label: Some("colored_mesh2d_pipeline".into()),
        }
    }

pub fn from_primitive_topology( primitive_topology: PrimitiveTopology, ) -> Mesh2dPipelineKey

Examples found in repository?
examples/2d/mesh2d_manual.rs (line 383)
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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.world_from_local.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,
                });
            }
        }
    }
}

pub fn primitive_topology(&self) -> PrimitiveTopology

Examples found in repository?
examples/2d/mesh2d_manual.rs (line 198)
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    fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
        // Customize how to store the meshes' vertex attributes in the vertex buffer
        // Our meshes only have position and color
        let formats = vec![
            // Position
            VertexFormat::Float32x3,
            // Color
            VertexFormat::Uint32,
        ];

        let vertex_layout =
            VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);

        let format = match key.contains(Mesh2dPipelineKey::HDR) {
            true => ViewTarget::TEXTURE_FORMAT_HDR,
            false => TextureFormat::bevy_default(),
        };

        RenderPipelineDescriptor {
            vertex: VertexState {
                // Use our custom shader
                shader: COLORED_MESH2D_SHADER_HANDLE,
                entry_point: "vertex".into(),
                shader_defs: vec![],
                // Use our custom vertex buffer
                buffers: vec![vertex_layout],
            },
            fragment: Some(FragmentState {
                // Use our custom shader
                shader: COLORED_MESH2D_SHADER_HANDLE,
                shader_defs: vec![],
                entry_point: "fragment".into(),
                targets: vec![Some(ColorTargetState {
                    format,
                    blend: Some(BlendState::ALPHA_BLENDING),
                    write_mask: ColorWrites::ALL,
                })],
            }),
            // Use the two standard uniforms for 2d meshes
            layout: vec![
                // Bind group 0 is the view uniform
                self.mesh2d_pipeline.view_layout.clone(),
                // Bind group 1 is the mesh uniform
                self.mesh2d_pipeline.mesh_layout.clone(),
            ],
            push_constant_ranges: vec![],
            primitive: PrimitiveState {
                front_face: FrontFace::Ccw,
                cull_mode: Some(Face::Back),
                unclipped_depth: false,
                polygon_mode: PolygonMode::Fill,
                conservative: false,
                topology: key.primitive_topology(),
                strip_index_format: None,
            },
            depth_stencil: None,
            multisample: MultisampleState {
                count: key.msaa_samples(),
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            label: Some("colored_mesh2d_pipeline".into()),
        }
    }

Trait Implementations§

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impl Binary for Mesh2dPipelineKey

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl BitAnd for Mesh2dPipelineKey

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fn bitand(self, other: Mesh2dPipelineKey) -> Mesh2dPipelineKey

The bitwise and (&) of the bits in two flags values.

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type Output = Mesh2dPipelineKey

The resulting type after applying the & operator.
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impl BitAndAssign for Mesh2dPipelineKey

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fn bitand_assign(&mut self, other: Mesh2dPipelineKey)

The bitwise and (&) of the bits in two flags values.

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impl BitOr for Mesh2dPipelineKey

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fn bitor(self, other: Mesh2dPipelineKey) -> Mesh2dPipelineKey

The bitwise or (|) of the bits in two flags values.

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type Output = Mesh2dPipelineKey

The resulting type after applying the | operator.
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impl BitOrAssign for Mesh2dPipelineKey

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fn bitor_assign(&mut self, other: Mesh2dPipelineKey)

The bitwise or (|) of the bits in two flags values.

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impl BitXor for Mesh2dPipelineKey

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fn bitxor(self, other: Mesh2dPipelineKey) -> Mesh2dPipelineKey

The bitwise exclusive-or (^) of the bits in two flags values.

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type Output = Mesh2dPipelineKey

The resulting type after applying the ^ operator.
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impl BitXorAssign for Mesh2dPipelineKey

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fn bitxor_assign(&mut self, other: Mesh2dPipelineKey)

The bitwise exclusive-or (^) of the bits in two flags values.

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impl Clone for Mesh2dPipelineKey

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fn clone(&self) -> Mesh2dPipelineKey

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 Debug for Mesh2dPipelineKey

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Extend<Mesh2dPipelineKey> for Mesh2dPipelineKey

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fn extend<T>(&mut self, iterator: T)

The bitwise or (|) of the bits in each flags value.

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fn extend_one(&mut self, item: A)

🔬This is a nightly-only experimental API. (extend_one)
Extends a collection with exactly one element.
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fn extend_reserve(&mut self, additional: usize)

🔬This is a nightly-only experimental API. (extend_one)
Reserves capacity in a collection for the given number of additional elements. Read more
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impl Flags for Mesh2dPipelineKey

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const FLAGS: &'static [Flag<Mesh2dPipelineKey>] = _

The set of defined flags.
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type Bits = u32

The underlying bits type.
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fn bits(&self) -> u32

Get the underlying bits value. Read more
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fn from_bits_retain(bits: u32) -> Mesh2dPipelineKey

Convert from a bits value exactly.
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fn empty() -> Self

Get a flags value with all bits unset.
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fn all() -> Self

Get a flags value with all known bits set.
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fn from_bits(bits: Self::Bits) -> Option<Self>

Convert from a bits value. Read more
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fn from_bits_truncate(bits: Self::Bits) -> Self

Convert from a bits value, unsetting any unknown bits.
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fn from_name(name: &str) -> Option<Self>

Get a flags value with the bits of a flag with the given name set. Read more
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fn iter(&self) -> Iter<Self>

Yield a set of contained flags values. Read more
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fn iter_names(&self) -> IterNames<Self>

Yield a set of contained named flags values. Read more
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fn is_empty(&self) -> bool

Whether all bits in this flags value are unset.
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fn is_all(&self) -> bool

Whether all known bits in this flags value are set.
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fn intersects(&self, other: Self) -> bool
where Self: Sized,

Whether any set bits in a source flags value are also set in a target flags value.
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fn contains(&self, other: Self) -> bool
where Self: Sized,

Whether all set bits in a source flags value are also set in a target flags value.
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fn insert(&mut self, other: Self)
where Self: Sized,

The bitwise or (|) of the bits in two flags values.
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fn remove(&mut self, other: Self)
where Self: Sized,

The intersection of a source flags value with the complement of a target flags value (&!). Read more
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fn toggle(&mut self, other: Self)
where Self: Sized,

The bitwise exclusive-or (^) of the bits in two flags values.
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fn set(&mut self, other: Self, value: bool)
where Self: Sized,

Call [Flags::insert] when value is true or [Flags::remove] when value is false.
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fn intersection(self, other: Self) -> Self

The bitwise and (&) of the bits in two flags values.
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fn union(self, other: Self) -> Self

The bitwise or (|) of the bits in two flags values.
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fn difference(self, other: Self) -> Self

The intersection of a source flags value with the complement of a target flags value (&!). Read more
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fn symmetric_difference(self, other: Self) -> Self

The bitwise exclusive-or (^) of the bits in two flags values.
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fn complement(self) -> Self

The bitwise negation (!) of the bits in a flags value, truncating the result.
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impl FromIterator<Mesh2dPipelineKey> for Mesh2dPipelineKey

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fn from_iter<T>(iterator: T) -> Mesh2dPipelineKey

The bitwise or (|) of the bits in each flags value.

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impl Hash for Mesh2dPipelineKey

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fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl IntoIterator for Mesh2dPipelineKey

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type Item = Mesh2dPipelineKey

The type of the elements being iterated over.
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type IntoIter = Iter<Mesh2dPipelineKey>

Which kind of iterator are we turning this into?
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fn into_iter(self) -> <Mesh2dPipelineKey as IntoIterator>::IntoIter

Creates an iterator from a value. Read more
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impl LowerHex for Mesh2dPipelineKey

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Not for Mesh2dPipelineKey

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fn not(self) -> Mesh2dPipelineKey

The bitwise negation (!) of the bits in a flags value, truncating the result.

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type Output = Mesh2dPipelineKey

The resulting type after applying the ! operator.
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impl Octal for Mesh2dPipelineKey

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl PartialEq for Mesh2dPipelineKey

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fn eq(&self, other: &Mesh2dPipelineKey) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Sub for Mesh2dPipelineKey

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fn sub(self, other: Mesh2dPipelineKey) -> Mesh2dPipelineKey

The intersection of a source flags value with the complement of a target flags value (&!).

This method is not equivalent to self & !other when other has unknown bits set. difference won’t truncate other, but the ! operator will.

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type Output = Mesh2dPipelineKey

The resulting type after applying the - operator.
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impl SubAssign for Mesh2dPipelineKey

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fn sub_assign(&mut self, other: Mesh2dPipelineKey)

The intersection of a source flags value with the complement of a target flags value (&!).

This method is not equivalent to self & !other when other has unknown bits set. difference won’t truncate other, but the ! operator will.

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impl UpperHex for Mesh2dPipelineKey

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Copy for Mesh2dPipelineKey

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impl Eq for Mesh2dPipelineKey

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impl StructuralPartialEq for Mesh2dPipelineKey

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