pub struct BuildIndirectParametersPipeline {
pub bind_group_layout: BindGroupLayout,
pub shader: Handle<Shader>,
pub pipeline_id: Option<CachedComputePipelineId>,
}Expand description
The pipeline for the indirect parameter building shader.
Fields§
§bind_group_layout: BindGroupLayoutThe bind group layout for the compute shader.
shader: Handle<Shader>The shader asset handle.
pipeline_id: Option<CachedComputePipelineId>The pipeline ID for the compute shader.
This gets filled in prepare_preprocess_pipelines.
Trait Implementations§
Source§impl Clone for BuildIndirectParametersPipeline
impl Clone for BuildIndirectParametersPipeline
Source§fn clone(&self) -> BuildIndirectParametersPipeline
fn clone(&self) -> BuildIndirectParametersPipeline
Returns a duplicate 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 moreSource§impl SpecializedComputePipeline for BuildIndirectParametersPipeline
impl SpecializedComputePipeline for BuildIndirectParametersPipeline
Source§type Key = BuildIndirectParametersPipelineKey
type Key = BuildIndirectParametersPipelineKey
The key that defines each “variant” of the compute pipeline.
Source§fn specialize(
&self,
key: <BuildIndirectParametersPipeline as SpecializedComputePipeline>::Key,
) -> ComputePipelineDescriptor
fn specialize( &self, key: <BuildIndirectParametersPipeline as SpecializedComputePipeline>::Key, ) -> ComputePipelineDescriptor
Construct a new compute pipeline based on the provided key.
Auto Trait Implementations§
impl Freeze for BuildIndirectParametersPipeline
impl !RefUnwindSafe for BuildIndirectParametersPipeline
impl Send for BuildIndirectParametersPipeline
impl Sync for BuildIndirectParametersPipeline
impl Unpin for BuildIndirectParametersPipeline
impl !UnwindSafe for BuildIndirectParametersPipeline
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§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
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fn borrow_mut(&mut self) -> &mut T
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