pub struct BlitPipeline {
    pub layout: BindGroupLayout,
    pub sampler: Sampler,
    pub fullscreen_shader: FullscreenShader,
    pub fragment_shader: Handle<Shader>,
}Fields§
§layout: BindGroupLayout§sampler: Sampler§fullscreen_shader: FullscreenShader§fragment_shader: Handle<Shader>Implementations§
Source§impl BlitPipeline
 
impl BlitPipeline
pub fn create_bind_group( &self, render_device: &RenderDevice, src_texture: &TextureView, ) -> BindGroup
Trait Implementations§
Source§impl SpecializedRenderPipeline for BlitPipeline
 
impl SpecializedRenderPipeline for BlitPipeline
Source§type Key = BlitPipelineKey
 
type Key = BlitPipelineKey
The key that defines each “variant” of the render pipeline.
Source§fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor
 
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor
Construct a new render pipeline based on the provided key.
impl Resource for BlitPipeline
Auto Trait Implementations§
impl Freeze for BlitPipeline
impl !RefUnwindSafe for BlitPipeline
impl Send for BlitPipeline
impl Sync for BlitPipeline
impl Unpin for BlitPipeline
impl !UnwindSafe for BlitPipeline
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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