Enum PhasePreprocessBindGroups

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pub enum PhasePreprocessBindGroups {
    Direct(BindGroup),
    IndirectFrustumCulling {
        indexed: Option<BindGroup>,
        non_indexed: Option<BindGroup>,
    },
    IndirectOcclusionCulling {
        early_indexed: Option<BindGroup>,
        early_non_indexed: Option<BindGroup>,
        late_indexed: Option<BindGroup>,
        late_non_indexed: Option<BindGroup>,
    },
}
Expand description

The compute shader bind group for the mesh preprocessing step for a single render phase on a single view.

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Direct(BindGroup)

The bind group used for the single invocation of the compute shader when indirect drawing is not being used.

Because direct drawing doesn’t require splitting the meshes into indexed and non-indexed meshes, there’s only one bind group in this case.

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IndirectFrustumCulling

The bind groups used for the compute shader when indirect drawing is being used, but occlusion culling isn’t being used.

Because indirect drawing requires splitting the meshes into indexed and non-indexed meshes, there are two bind groups here.

Fields

§indexed: Option<BindGroup>

The bind group for indexed meshes.

§non_indexed: Option<BindGroup>

The bind group for non-indexed meshes.

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IndirectOcclusionCulling

The bind groups used for the compute shader when indirect drawing is being used, but occlusion culling isn’t being used.

Because indirect drawing requires splitting the meshes into indexed and non-indexed meshes, and because occlusion culling requires splitting this phase into early and late versions, there are four bind groups here.

Fields

§early_indexed: Option<BindGroup>

The bind group for indexed meshes during the early mesh preprocessing phase.

§early_non_indexed: Option<BindGroup>

The bind group for non-indexed meshes during the early mesh preprocessing phase.

§late_indexed: Option<BindGroup>

The bind group for indexed meshes during the late mesh preprocessing phase.

§late_non_indexed: Option<BindGroup>

The bind group for non-indexed meshes during the late mesh preprocessing phase.

Trait Implementations§

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impl Clone for PhasePreprocessBindGroups

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fn clone(&self) -> PhasePreprocessBindGroups

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

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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where T: ?Sized,

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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