pub enum BinnedRenderPhaseBatchSets<BK> {
DynamicUniforms(Vec<SmallVec<[BinnedRenderPhaseBatch; 1]>>),
Direct(Vec<BinnedRenderPhaseBatch>),
MultidrawIndirect(Vec<BinnedRenderPhaseBatchSet<BK>>),
}
Expand description
How we store and render the batch sets.
Each one of these corresponds to a GpuPreprocessingMode
.
Variants§
DynamicUniforms(Vec<SmallVec<[BinnedRenderPhaseBatch; 1]>>)
Batches are grouped into batch sets based on dynamic uniforms.
This corresponds to GpuPreprocessingMode::None
.
Direct(Vec<BinnedRenderPhaseBatch>)
Batches are never grouped into batch sets.
This corresponds to GpuPreprocessingMode::PreprocessingOnly
.
MultidrawIndirect(Vec<BinnedRenderPhaseBatchSet<BK>>)
Batches are grouped together into batch sets based on their ability to be multi-drawn together.
This corresponds to GpuPreprocessingMode::Culling
.
Auto Trait Implementations§
impl<BK> Freeze for BinnedRenderPhaseBatchSets<BK>
impl<BK> RefUnwindSafe for BinnedRenderPhaseBatchSets<BK>where
BK: RefUnwindSafe,
impl<BK> Send for BinnedRenderPhaseBatchSets<BK>where
BK: Send,
impl<BK> Sync for BinnedRenderPhaseBatchSets<BK>where
BK: Sync,
impl<BK> Unpin for BinnedRenderPhaseBatchSets<BK>where
BK: Unpin,
impl<BK> UnwindSafe for BinnedRenderPhaseBatchSets<BK>where
BK: UnwindSafe,
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