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 PhaseItem
s 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
.
Fields§
§batchable_keys: Vec<<BPI as BinnedPhaseItem>::BinKey>
A list of BinKey
s 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 BinKey
s for unbatchable items.
These are accumulated in queue_material_meshes
and then sorted in
batch_and_prepare_binned_render_phase
.
Implementations§
§impl<BPI> BinnedRenderPhase<BPI>where
BPI: BinnedPhaseItem,
impl<BPI> BinnedRenderPhase<BPI>where
BPI: BinnedPhaseItem,
pub fn add(
&mut self,
key: <BPI as BinnedPhaseItem>::BinKey,
entity: Entity,
batchable: bool
)
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
)
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§
§impl<BPI> Component for BinnedRenderPhase<BPI>
impl<BPI> Component for BinnedRenderPhase<BPI>
§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
ComponentHooks
.§impl<BPI> Default for BinnedRenderPhase<BPI>where
BPI: BinnedPhaseItem,
impl<BPI> Default for BinnedRenderPhase<BPI>where
BPI: BinnedPhaseItem,
§fn default() -> BinnedRenderPhase<BPI>
fn default() -> BinnedRenderPhase<BPI>
Auto Trait Implementations§
impl<BPI> Freeze for BinnedRenderPhase<BPI>
impl<BPI> RefUnwindSafe for BinnedRenderPhase<BPI>
impl<BPI> Send for BinnedRenderPhase<BPI>
impl<BPI> Sync for BinnedRenderPhase<BPI>
impl<BPI> Unpin for BinnedRenderPhase<BPI>
impl<BPI> UnwindSafe for BinnedRenderPhase<BPI>
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