pub struct EguiPipeline {
pub transform_bind_group_layout: BindGroupLayout,
pub texture_bind_group_layout: BindGroupLayout,
pub bindless: Option<NonZero<u32>>,
}Expand description
Egui render pipeline.
Fields§
§transform_bind_group_layout: BindGroupLayoutTransform bind group layout.
texture_bind_group_layout: BindGroupLayoutTexture bind group layout.
bindless: Option<NonZero<u32>>Is bindless rendering mode enabled and how many textures can be rendered in one bind group.
Trait Implementations§
Source§impl FromWorld for EguiPipeline
impl FromWorld for EguiPipeline
Source§fn from_world(render_world: &mut World) -> Self
fn from_world(render_world: &mut World) -> Self
Creates
Self using data from the given World.Source§impl SpecializedRenderPipeline for EguiPipeline
impl SpecializedRenderPipeline for EguiPipeline
Source§type Key = EguiPipelineKey
type Key = EguiPipelineKey
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 EguiPipeline
Auto Trait Implementations§
impl Freeze for EguiPipeline
impl !RefUnwindSafe for EguiPipeline
impl Send for EguiPipeline
impl Sync for EguiPipeline
impl Unpin for EguiPipeline
impl !UnwindSafe for EguiPipeline
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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