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.
Variants§
Bindless(Box<MaterialBindGroupBindlessAllocator<M>>)
The allocator used when the material is bindless.
NonBindless(Box<MaterialBindGroupNonBindlessAllocator<M>>)
The allocator used when the material is non-bindless.
Implementations§
Source§impl<M> MaterialBindGroupAllocator<M>where
M: Material,
impl<M> MaterialBindGroupAllocator<M>where
M: Material,
Sourcepub fn get(&self, group: MaterialBindGroupIndex) -> Option<MaterialSlab<'_, M>>
pub fn get(&self, group: MaterialBindGroupIndex) -> Option<MaterialSlab<'_, M>>
Returns the slab with the given index, if one exists.
Sourcepub fn allocate_unprepared(
&mut self,
unprepared_bind_group: UnpreparedBindGroup<M::Data>,
bind_group_layout: &BindGroupLayout,
) -> MaterialBindingId
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.
Sourcepub fn allocate_prepared(
&mut self,
prepared_bind_group: PreparedBindGroup<M::Data>,
) -> MaterialBindingId
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.
Sourcepub fn free(&mut self, material_binding_id: MaterialBindingId)
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.
Sourcepub fn prepare_bind_groups(
&mut self,
render_device: &RenderDevice,
fallback_bindless_resources: &FallbackBindlessResources,
fallback_image: &FallbackImage,
)
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
.
Sourcepub fn write_buffers(
&mut self,
render_device: &RenderDevice,
render_queue: &RenderQueue,
)
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§
Source§impl<M> FromWorld for MaterialBindGroupAllocator<M>where
M: Material,
impl<M> FromWorld for MaterialBindGroupAllocator<M>where
M: Material,
Source§fn from_world(world: &mut World) -> Self
fn from_world(world: &mut World) -> Self
Self
using data from the given World
.impl<M> Resource for MaterialBindGroupAllocator<M>
Auto Trait Implementations§
impl<M> Freeze for MaterialBindGroupAllocator<M>
impl<M> !RefUnwindSafe for MaterialBindGroupAllocator<M>
impl<M> Send for MaterialBindGroupAllocator<M>
impl<M> Sync for MaterialBindGroupAllocator<M>
impl<M> Unpin for MaterialBindGroupAllocator<M>
impl<M> !UnwindSafe for MaterialBindGroupAllocator<M>
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
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,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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fn into_any(self: Box<T>) -> Box<dyn Any>
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(where Trait: Downcast
) to Box<dyn Any>
, which can then be
downcast
into Box<dyn ConcreteType>
where ConcreteType
implements Trait
.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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(where Trait: Downcast
) to Rc<Any>
, which can then be further
downcast
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fn as_any(&self) -> &(dyn Any + 'static)
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’s.Source§impl<T> DowncastSend for T
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Source§impl<T> Instrument for T
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Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
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Source§impl<T> IntoEither for T
impl<T> IntoEither for T
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