Struct bevy::render::render_resource::SpecializedRenderPipelines
pub struct SpecializedRenderPipelines<S>where
S: SpecializedRenderPipeline,{ /* private fields */ }
Implementations§
§impl<S> SpecializedRenderPipelines<S>where
S: SpecializedRenderPipeline,
impl<S> SpecializedRenderPipelines<S>where
S: SpecializedRenderPipeline,
pub fn specialize(
&mut self,
cache: &PipelineCache,
specialize_pipeline: &S,
key: <S as SpecializedRenderPipeline>::Key
) -> CachedRenderPipelineId
pub fn specialize( &mut self, cache: &PipelineCache, specialize_pipeline: &S, key: <S as SpecializedRenderPipeline>::Key ) -> CachedRenderPipelineId
Examples found in repository?
examples/2d/mesh2d_manual.rs (line 386)
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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 views: Query<(
&VisibleEntities,
&mut SortedRenderPhase<Transparent2d>,
&ExtractedView,
)>,
) {
if render_mesh_instances.is_empty() {
return;
}
// Iterate each view (a camera is a view)
for (visible_entities, mut transparent_phase, view) in &mut views {
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.transform.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,
});
}
}
}
}
Trait Implementations§
§impl<S> Default for SpecializedRenderPipelines<S>where
S: SpecializedRenderPipeline,
impl<S> Default for SpecializedRenderPipelines<S>where
S: SpecializedRenderPipeline,
§fn default() -> SpecializedRenderPipelines<S>
fn default() -> SpecializedRenderPipelines<S>
Returns the “default value” for a type. Read more
impl<S> Resource for SpecializedRenderPipelines<S>
Auto Trait Implementations§
impl<S> Freeze for SpecializedRenderPipelines<S>
impl<S> RefUnwindSafe for SpecializedRenderPipelines<S>
impl<S> Send for SpecializedRenderPipelines<S>
impl<S> Sync for SpecializedRenderPipelines<S>
impl<S> Unpin for SpecializedRenderPipelines<S>
impl<S> UnwindSafe for SpecializedRenderPipelines<S>
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§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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