pub struct UniformAllocationFanPipeline {
pub bind_group_layout: BindGroupLayoutDescriptor,
pub shader: Handle<Shader>,
pub pipeline_id_fan: Option<CachedComputePipelineId>,
}Expand description
The pipeline for the third step of the allocate_uniforms shader.
This step is skipped if the number of bins in the batch set is 256 or fewer.
Fields§
§bind_group_layout: BindGroupLayoutDescriptorThe bind group layout, shared among all the uniform allocation pipelines.
shader: Handle<Shader>The shader, also shared among all uniform allocation pipelines.
pipeline_id_fan: Option<CachedComputePipelineId>The pipeline ID for the third step of the allocate_uniforms shader.
Trait Implementations§
Source§impl Clone for UniformAllocationFanPipeline
impl Clone for UniformAllocationFanPipeline
Source§fn clone(&self) -> UniformAllocationFanPipeline
fn clone(&self) -> UniformAllocationFanPipeline
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · 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 UniformAllocationFanPipeline
impl SpecializedComputePipeline for UniformAllocationFanPipeline
Source§fn specialize(
&self,
_: <UniformAllocationFanPipeline as SpecializedComputePipeline>::Key,
) -> ComputePipelineDescriptor
fn specialize( &self, _: <UniformAllocationFanPipeline as SpecializedComputePipeline>::Key, ) -> ComputePipelineDescriptor
Construct a new compute pipeline based on the provided key.
Auto Trait Implementations§
impl Freeze for UniformAllocationFanPipeline
impl RefUnwindSafe for UniformAllocationFanPipeline
impl Send for UniformAllocationFanPipeline
impl Sync for UniformAllocationFanPipeline
impl !Unpin for UniformAllocationFanPipeline
impl UnsafeUnpin for UniformAllocationFanPipeline
impl UnwindSafe for UniformAllocationFanPipeline
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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