pub enum Core2dSystems {
Prepass,
MainPass,
EarlyPostProcess,
PostProcess,
}Expand description
System sets for the Core 2D rendering pipeline, defining the main stages of rendering. These stages include and run in the following order:
Prepass: Initial rendering operations, such as depth pre-pass.MainPass: The primary rendering operations, including drawing 2D sprites and meshes.EarlyPostProcess: Initial post processing effects.PostProcess: Final rendering operations, such as post-processing effects.
Additional systems can be added to these sets to customize the rendering pipeline, or additional sets can be created relative to these core sets.
Variants§
Trait Implementations§
Source§impl Clone for Core2dSystems
impl Clone for Core2dSystems
Source§fn clone(&self) -> Core2dSystems
fn clone(&self) -> Core2dSystems
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Debug for Core2dSystems
impl Debug for Core2dSystems
impl Eq for Core2dSystems
Source§impl Hash for Core2dSystems
impl Hash for Core2dSystems
Source§impl PartialEq for Core2dSystems
impl PartialEq for Core2dSystems
Source§fn eq(&self, other: &Core2dSystems) -> bool
fn eq(&self, other: &Core2dSystems) -> bool
Tests for
self and other values to be equal, and is used by ==.impl StructuralPartialEq for Core2dSystems
Source§impl SystemSet for Core2dSystems
impl SystemSet for Core2dSystems
Source§fn system_type(&self) -> Option<TypeId>
fn system_type(&self) -> Option<TypeId>
Returns
Some if this system set is a SystemTypeSet.Source§fn is_anonymous(&self) -> bool
fn is_anonymous(&self) -> bool
Returns
true if this system set is an AnonymousSet.Auto Trait Implementations§
impl Freeze for Core2dSystems
impl RefUnwindSafe for Core2dSystems
impl Send for Core2dSystems
impl Sync for Core2dSystems
impl Unpin for Core2dSystems
impl UnsafeUnpin for Core2dSystems
impl UnwindSafe for Core2dSystems
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Source§impl<T, U> AsBindGroupShaderType<U> for T
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