Enum bevy::render::render_resource::LoadOp
pub enum LoadOp<V> {
Clear(V),
Load,
}
Expand description
Operation to perform to the output attachment at the start of a render pass.
Corresponds to WebGPU GPULoadOp
,
plus the corresponding clearValue.
Variants§
Clear(V)
Loads the specified value for this attachment into the render pass.
On some GPU hardware (primarily mobile), “clear” is significantly cheaper because it avoids loading data from main memory into tile-local memory.
On other GPU hardware, there isn’t a significant difference.
As a result, it is recommended to use “clear” rather than “load” in cases where the initial value doesn’t matter (e.g. the render target will be cleared using a skybox).
Load
Loads the existing value for this attachment into the render pass.
Trait Implementations§
§impl From<Camera3dDepthLoadOp> for LoadOp<f32>
impl From<Camera3dDepthLoadOp> for LoadOp<f32>
§fn from(config: Camera3dDepthLoadOp) -> LoadOp<f32>
fn from(config: Camera3dDepthLoadOp) -> LoadOp<f32>
Converts to this type from the input type.
§impl<V> Serialize for LoadOp<V>where
V: Serialize,
impl<V> Serialize for LoadOp<V>where
V: Serialize,
§fn serialize<__S>(
&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
Serialize this value into the given Serde serializer. Read more
impl<V> Copy for LoadOp<V>where
V: Copy,
impl<V> Eq for LoadOp<V>where
V: Eq,
impl<V> StructuralPartialEq for LoadOp<V>
Auto Trait Implementations§
impl<V> Freeze for LoadOp<V>where
V: Freeze,
impl<V> RefUnwindSafe for LoadOp<V>where
V: RefUnwindSafe,
impl<V> Send for LoadOp<V>where
V: Send,
impl<V> Sync for LoadOp<V>where
V: Sync,
impl<V> Unpin for LoadOp<V>where
V: Unpin,
impl<V> UnwindSafe for LoadOp<V>where
V: UnwindSafe,
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
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T: Any,
impl<T> Downcast for Twhere
T: Any,
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fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
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can
then be further downcast
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where ConcreteType
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’s vtable from &Trait
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impl<T> DowncastSync for T
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impl<Q, K> Equivalent<K> for Q
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T: FromSample<F>,
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