Enum MaterialBindGroupAllocator

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pub enum MaterialBindGroupAllocator<M>
where M: Material,
{ Bindless(Box<MaterialBindGroupBindlessAllocator<M>>), NonBindless(Box<MaterialBindGroupNonBindlessAllocator<M>>), }
Expand description

A resource that places materials into bind groups and tracks their resources.

Internally, Bevy has separate allocators for bindless and non-bindless materials. This resource provides a common interface to the specific allocator in use.

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Bindless(Box<MaterialBindGroupBindlessAllocator<M>>)

The allocator used when the material is bindless.

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NonBindless(Box<MaterialBindGroupNonBindlessAllocator<M>>)

The allocator used when the material is non-bindless.

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impl<M> MaterialBindGroupAllocator<M>
where M: Material,

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pub fn get(&self, group: MaterialBindGroupIndex) -> Option<MaterialSlab<'_, M>>

Returns the slab with the given index, if one exists.

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pub fn allocate_unprepared( &mut self, unprepared_bind_group: UnpreparedBindGroup<M::Data>, bind_group_layout: &BindGroupLayout, ) -> MaterialBindingId

Allocates an UnpreparedBindGroup and returns the resulting binding ID.

This method should generally be preferred over Self::allocate_prepared, because this method supports both bindless and non-bindless bind groups. Only use Self::allocate_prepared if you need to prepare the bind group yourself.

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pub fn allocate_prepared( &mut self, prepared_bind_group: PreparedBindGroup<M::Data>, ) -> MaterialBindingId

Places a pre-prepared bind group into a slab.

For bindless materials, the allocator internally manages the bind groups, so calling this method will panic if this is a bindless allocator. Only non-bindless allocators support this method.

It’s generally preferred to use Self::allocate_unprepared, because that method supports both bindless and non-bindless allocators. Only use this method if you need to prepare the bind group yourself.

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pub fn free(&mut self, material_binding_id: MaterialBindingId)

Deallocates the material with the given binding ID.

Any resources that are no longer referenced are removed from the slab.

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pub fn prepare_bind_groups( &mut self, render_device: &RenderDevice, fallback_bindless_resources: &FallbackBindlessResources, fallback_image: &FallbackImage, )

Recreates any bind groups corresponding to slabs that have been modified since last calling MaterialBindGroupAllocator::prepare_bind_groups.

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pub fn write_buffers( &mut self, render_device: &RenderDevice, render_queue: &RenderQueue, )

Uploads the contents of all buffers that this MaterialBindGroupAllocator manages to the GPU.

Non-bindless allocators don’t currently manage any buffers, so this method only has an effect for bindless allocators.

Trait Implementations§

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impl<M> FromWorld for MaterialBindGroupAllocator<M>
where M: Material,

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fn from_world(world: &mut World) -> Self

Creates Self using data from the given World.
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impl<M> Resource for MaterialBindGroupAllocator<M>
where M: Material, Self: Send + Sync + 'static,

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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fn downcast(&self) -> &T

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