pub struct PrepassPipeline {
pub view_layout_motion_vectors: BindGroupLayout,
pub view_layout_no_motion_vectors: BindGroupLayout,
pub mesh_layouts: MeshLayouts,
pub empty_layout: BindGroupLayout,
pub default_prepass_shader: Handle<Shader>,
pub skins_use_uniform_buffers: bool,
pub depth_clip_control_supported: bool,
pub binding_arrays_are_usable: bool,
pub material_pipeline: MaterialPipeline,
}
Fields§
§view_layout_motion_vectors: BindGroupLayout
§view_layout_no_motion_vectors: BindGroupLayout
§mesh_layouts: MeshLayouts
§empty_layout: BindGroupLayout
§default_prepass_shader: Handle<Shader>
§skins_use_uniform_buffers: bool
Whether skins will use uniform buffers on account of storage buffers being unavailable on this platform.
depth_clip_control_supported: bool
§binding_arrays_are_usable: bool
Whether binding arrays (a.k.a. bindless textures) are usable on the current render device.
material_pipeline: MaterialPipeline
Trait Implementations§
Source§impl Clone for PrepassPipeline
impl Clone for PrepassPipeline
Source§fn clone(&self) -> PrepassPipeline
fn clone(&self) -> PrepassPipeline
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 moreimpl Resource for PrepassPipeline
Auto Trait Implementations§
impl Freeze for PrepassPipeline
impl !RefUnwindSafe for PrepassPipeline
impl Send for PrepassPipeline
impl Sync for PrepassPipeline
impl Unpin for PrepassPipeline
impl !UnwindSafe for PrepassPipeline
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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
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ShaderType
for self
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