pub struct ShaderCache<ShaderModule, RenderDevice> {
pub composer: Composer,
/* private fields */
}
Fields§
§composer: Composer
Implementations§
Source§impl<ShaderModule, RenderDevice> ShaderCache<ShaderModule, RenderDevice>
impl<ShaderModule, RenderDevice> ShaderCache<ShaderModule, RenderDevice>
pub fn new( features: Features, downlevel: DownlevelFlags, load_module: fn(&RenderDevice, ShaderCacheSource<'_>, &ValidateShader) -> Result<ShaderModule, PipelineCacheError>, ) -> ShaderCache<ShaderModule, RenderDevice>
pub fn get( &mut self, render_device: &RenderDevice, pipeline: usize, id: AssetId<Shader>, shader_defs: &[ShaderDefVal], ) -> Result<Arc<ShaderModule>, PipelineCacheError>
pub fn set_shader(&mut self, id: AssetId<Shader>, shader: Shader) -> Vec<usize>
pub fn remove(&mut self, id: AssetId<Shader>) -> Vec<usize>
Auto Trait Implementations§
impl<ShaderModule, RenderDevice> Freeze for ShaderCache<ShaderModule, RenderDevice>
impl<ShaderModule, RenderDevice> !RefUnwindSafe for ShaderCache<ShaderModule, RenderDevice>
impl<ShaderModule, RenderDevice> Send for ShaderCache<ShaderModule, RenderDevice>
impl<ShaderModule, RenderDevice> Sync for ShaderCache<ShaderModule, RenderDevice>
impl<ShaderModule, RenderDevice> Unpin for ShaderCache<ShaderModule, RenderDevice>
impl<ShaderModule, RenderDevice> !UnwindSafe for ShaderCache<ShaderModule, RenderDevice>
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
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