Function specialize_prepass_material_meshes

Source
pub fn specialize_prepass_material_meshes<M>(
    render_meshes: Res<'_, RenderAssets<RenderMesh>>,
    render_materials: Res<'_, RenderAssets<PreparedMaterial<M>>>,
    render_mesh_instances: Res<'_, RenderMeshInstances>,
    render_material_instances: Res<'_, RenderMaterialInstances>,
    render_lightmaps: Res<'_, RenderLightmaps>,
    render_visibility_ranges: Res<'_, RenderVisibilityRanges>,
    material_bind_group_allocator: Res<'_, MaterialBindGroupAllocator<M>>,
    view_key_cache: Res<'_, ViewKeyPrepassCache>,
    views: Query<'_, '_, (&ExtractedView, &RenderVisibleEntities, &Msaa, Option<&MotionVectorPrepass>, Option<&DeferredPrepass>)>,
    _: (Res<'_, ViewBinnedRenderPhases<Opaque3dPrepass>>, Res<'_, ViewBinnedRenderPhases<AlphaMask3dPrepass>>, Res<'_, ViewBinnedRenderPhases<Opaque3dDeferred>>, Res<'_, ViewBinnedRenderPhases<AlphaMask3dDeferred>>),
    _: (ResMut<'_, SpecializedPrepassMaterialPipelineCache<M>>, SystemChangeTick, Res<'_, PrepassPipeline<M>>, ResMut<'_, SpecializedMeshPipelines<PrepassPipeline<M>>>, Res<'_, PipelineCache>, Res<'_, ViewPrepassSpecializationTicks>, Res<'_, EntitySpecializationTicks<M>>),
)
where M: Material, <M as AsBindGroup>::Data: PartialEq + Eq + Hash + Clone,