pub struct PrepassPipelineSpecializer { /* private fields */ }
Trait Implementations§
Source§impl SpecializedMeshPipeline for PrepassPipelineSpecializer
impl SpecializedMeshPipeline for PrepassPipelineSpecializer
Source§type Key = ErasedMaterialPipelineKey
type Key = ErasedMaterialPipelineKey
The key that defines each “variant” of the render pipeline.
Source§fn specialize(
&self,
key: <PrepassPipelineSpecializer as SpecializedMeshPipeline>::Key,
layout: &MeshVertexBufferLayoutRef,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError>
fn specialize( &self, key: <PrepassPipelineSpecializer as SpecializedMeshPipeline>::Key, layout: &MeshVertexBufferLayoutRef, ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError>
Construct a new render pipeline based on the provided key and vertex layout. Read more
Auto Trait Implementations§
impl Freeze for PrepassPipelineSpecializer
impl !RefUnwindSafe for PrepassPipelineSpecializer
impl Send for PrepassPipelineSpecializer
impl Sync for PrepassPipelineSpecializer
impl Unpin for PrepassPipelineSpecializer
impl !UnwindSafe for PrepassPipelineSpecializer
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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
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