pub struct PreprocessPipeline {
pub bind_group_layout: BindGroupLayout,
pub shader: Handle<Shader>,
pub pipeline_id: Option<CachedComputePipelineId>,
}Expand description
The pipeline for the GPU mesh preprocessing 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 SpecializedComputePipeline for PreprocessPipeline
impl SpecializedComputePipeline for PreprocessPipeline
Source§type Key = PreprocessPipelineKey
type Key = PreprocessPipelineKey
The key that defines each “variant” of the compute pipeline.
Source§fn specialize(
&self,
key: <PreprocessPipeline as SpecializedComputePipeline>::Key,
) -> ComputePipelineDescriptor
fn specialize( &self, key: <PreprocessPipeline as SpecializedComputePipeline>::Key, ) -> ComputePipelineDescriptor
Construct a new compute pipeline based on the provided key.
Auto Trait Implementations§
impl Freeze for PreprocessPipeline
impl !RefUnwindSafe for PreprocessPipeline
impl Send for PreprocessPipeline
impl Sync for PreprocessPipeline
impl Unpin for PreprocessPipeline
impl !UnwindSafe for PreprocessPipeline
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,
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