Struct bevy::render::render_resource::BindGroupLayoutEntryBuilder
pub struct BindGroupLayoutEntryBuilder { /* private fields */ }
Expand description
Helper for constructing bind group layouts.
Allows constructing the layout’s entries as:
ⓘ
let layout = render_device.create_bind_group_layout(
"my_bind_group_layout",
&BindGroupLayoutEntries::with_indices(
// The layout entries will only be visible in the fragment stage
ShaderStages::FRAGMENT,
(
// Screen texture
(2, texture_2d(TextureSampleType::Float { filterable: true })),
// Sampler
(3, sampler(SamplerBindingType::Filtering)),
),
),
);
instead of
ⓘ
let layout = render_device.create_bind_group_layout(
"my_bind_group_layout",
&[
// Screen texture
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
// Sampler
BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
);
or
ⓘ
render_device.create_bind_group_layout(
"my_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
// Screen texture
texture_2d(TextureSampleType::Float { filterable: true }),
// Sampler
sampler(SamplerBindingType::Filtering),
),
),
);
instead of
ⓘ
let layout = render_device.create_bind_group_layout(
"my_bind_group_layout",
&[
// Screen texture
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
// Sampler
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
);
or
ⓘ
render_device.create_bind_group_layout(
"my_bind_group_layout",
&BindGroupLayoutEntries::single(
ShaderStages::FRAGMENT,
texture_2d(TextureSampleType::Float { filterable: true }),
),
);
instead of
ⓘ
let layout = render_device.create_bind_group_layout(
"my_bind_group_layout",
&[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
],
);
Implementations§
§impl BindGroupLayoutEntryBuilder
impl BindGroupLayoutEntryBuilder
pub fn visibility(self, visibility: ShaderStages) -> BindGroupLayoutEntryBuilder
pub fn count(self, count: NonZero<u32>) -> BindGroupLayoutEntryBuilder
pub fn count(self, count: NonZero<u32>) -> BindGroupLayoutEntryBuilder
Examples found in repository?
examples/shader/texture_binding_array.rs (line 164)
150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184
fn bind_group_layout_entries(_: &RenderDevice) -> Vec<BindGroupLayoutEntry>
where
Self: Sized,
{
BindGroupLayoutEntries::with_indices(
// The layout entries will only be visible in the fragment stage
ShaderStages::FRAGMENT,
(
// Screen texture
//
// @group(2) @binding(0) var textures: binding_array<texture_2d<f32>>;
(
0,
texture_2d(TextureSampleType::Float { filterable: true })
.count(NonZeroU32::new(MAX_TEXTURE_COUNT as u32).unwrap()),
),
// Sampler
//
// @group(2) @binding(1) var nearest_sampler: sampler;
//
// Note: as with textures, multiple samplers can also be bound
// onto one binding slot:
//
// ```
// sampler(SamplerBindingType::Filtering)
// .count(NonZeroU32::new(MAX_TEXTURE_COUNT as u32).unwrap()),
// ```
//
// One may need to pay attention to the limit of sampler binding
// amount on some platforms.
(1, sampler(SamplerBindingType::Filtering)),
),
)
.to_vec()
}
pub fn build( &self, binding: u32, default_visibility: ShaderStages ) -> BindGroupLayoutEntry
Trait Implementations§
§impl Clone for BindGroupLayoutEntryBuilder
impl Clone for BindGroupLayoutEntryBuilder
§fn clone(&self) -> BindGroupLayoutEntryBuilder
fn clone(&self) -> BindGroupLayoutEntryBuilder
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreimpl Copy for BindGroupLayoutEntryBuilder
Auto Trait Implementations§
impl Freeze for BindGroupLayoutEntryBuilder
impl RefUnwindSafe for BindGroupLayoutEntryBuilder
impl Send for BindGroupLayoutEntryBuilder
impl Sync for BindGroupLayoutEntryBuilder
impl Unpin for BindGroupLayoutEntryBuilder
impl UnwindSafe for BindGroupLayoutEntryBuilder
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
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more