Struct bevy::render::render_phase::BinnedRenderPhase

pub struct BinnedRenderPhase<BPI>
where BPI: BinnedPhaseItem,
{ pub batchable_keys: Vec<<BPI as BinnedPhaseItem>::BinKey>, pub unbatchable_keys: Vec<<BPI as BinnedPhaseItem>::BinKey>, /* private fields */ }
Expand description

A collection of all rendering instructions, that will be executed by the GPU, for a single render phase for a single view.

Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases. They are used to queue entities for rendering. Multiple phases might be required due to different sorting/batching behaviors (e.g. opaque: front to back, transparent: back to front) or because one phase depends on the rendered texture of the previous phase (e.g. for screen-space reflections). All PhaseItems are then rendered using a single TrackedRenderPass. The render pass might be reused for multiple phases to reduce GPU overhead.

This flavor of render phase is used for phases in which the ordering is less critical: for example, Opaque3d. It’s generally faster than the alternative SortedRenderPhase.

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§batchable_keys: Vec<<BPI as BinnedPhaseItem>::BinKey>

A list of BinKeys for batchable items.

These are accumulated in queue_material_meshes and then sorted in batch_and_prepare_binned_render_phase.

§unbatchable_keys: Vec<<BPI as BinnedPhaseItem>::BinKey>

A list of BinKeys for unbatchable items.

These are accumulated in queue_material_meshes and then sorted in batch_and_prepare_binned_render_phase.

Implementations§

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impl<BPI> BinnedRenderPhase<BPI>
where BPI: BinnedPhaseItem,

pub fn add( &mut self, key: <BPI as BinnedPhaseItem>::BinKey, entity: Entity, batchable: bool )

Bins a new entity.

batchable specifies whether the entity can be batched with other entities of the same type.

pub fn render<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity )

Encodes the GPU commands needed to render all entities in this phase.

pub fn is_empty(&self) -> bool

Trait Implementations§

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impl<BPI> Component for BinnedRenderPhase<BPI>
where BPI: BinnedPhaseItem, BinnedRenderPhase<BPI>: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_component_hooks(_hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl<BPI> Default for BinnedRenderPhase<BPI>
where BPI: BinnedPhaseItem,

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fn default() -> BinnedRenderPhase<BPI>

Returns the “default value” for a type. Read more

Auto Trait Implementations§

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impl<BPI> Freeze for BinnedRenderPhase<BPI>

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impl<BPI> RefUnwindSafe for BinnedRenderPhase<BPI>

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impl<BPI> Send for BinnedRenderPhase<BPI>

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impl<BPI> Sync for BinnedRenderPhase<BPI>

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impl<BPI> Unpin for BinnedRenderPhase<BPI>
where <BPI as BinnedPhaseItem>::BinKey: Unpin,

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impl<BPI> UnwindSafe for BinnedRenderPhase<BPI>

Blanket Implementations§

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where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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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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