pub struct ScreenshotToScreenPipeline {
pub bind_group_layout: BindGroupLayout,
pub shader: Handle<Shader>,
}Fields§
§bind_group_layout: BindGroupLayout§shader: Handle<Shader>Trait Implementations§
Source§impl SpecializedRenderPipeline for ScreenshotToScreenPipeline
impl SpecializedRenderPipeline for ScreenshotToScreenPipeline
Source§type Key = TextureFormat
type Key = TextureFormat
The key that defines each “variant” of the render pipeline.
Source§fn specialize(
&self,
key: <ScreenshotToScreenPipeline as SpecializedRenderPipeline>::Key,
) -> RenderPipelineDescriptor
fn specialize( &self, key: <ScreenshotToScreenPipeline as SpecializedRenderPipeline>::Key, ) -> RenderPipelineDescriptor
Construct a new render pipeline based on the provided key.
impl Resource for ScreenshotToScreenPipeline
Auto Trait Implementations§
impl Freeze for ScreenshotToScreenPipeline
impl !RefUnwindSafe for ScreenshotToScreenPipeline
impl Send for ScreenshotToScreenPipeline
impl Sync for ScreenshotToScreenPipeline
impl Unpin for ScreenshotToScreenPipeline
impl !UnwindSafe for ScreenshotToScreenPipeline
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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