pub enum MeshMorphTargetBindGroups {
Uniform(HashMap<AssetId<Mesh>, MeshBindGroupPair>),
Storage(HashMap<MeshSlabId, MeshMorphTargetStorageBindGroups>),
}Expand description
Stores bind groups for each mesh with morph targets.
If storage buffers aren’t available on this platform, we use a single bind group per mesh. If they are available, however, we use a single bind group per morph target slab ID (managed by the mesh allocator).
Variants§
Uniform(HashMap<AssetId<Mesh>, MeshBindGroupPair>)
Maps a mesh asset ID to the bind group for that mesh.
We use morph target images on platforms without storage buffers, and as such platforms don’t support bindless textures either, we must use a single bind group per morphable mesh.
Storage(HashMap<MeshSlabId, MeshMorphTargetStorageBindGroups>)
Maps a morph target slab ID that the mesh allocator manages to the bind groups for morph displacements in that slab.
Auto Trait Implementations§
impl !RefUnwindSafe for MeshMorphTargetBindGroups
impl !UnwindSafe for MeshMorphTargetBindGroups
impl Freeze for MeshMorphTargetBindGroups
impl Send for MeshMorphTargetBindGroups
impl Sync for MeshMorphTargetBindGroups
impl Unpin for MeshMorphTargetBindGroups
impl UnsafeUnpin for MeshMorphTargetBindGroups
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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