pub enum RenderMeshInstanceGpuQueue {
None,
CpuCulling {
changed: Vec<(MainEntity, RenderMeshInstanceGpuBuilder)>,
removed: Vec<MainEntity>,
},
GpuCulling {
changed: Vec<(MainEntity, RenderMeshInstanceGpuBuilder, MeshCullingData)>,
removed: Vec<MainEntity>,
},
}
Expand description
The per-thread queues used during extract_meshes_for_gpu_building
.
There are two varieties of these: one for when culling happens on CPU and one for when culling happens on GPU. Having the two varieties avoids wasting space if GPU culling is disabled.
Variants§
None
The default value.
This becomes RenderMeshInstanceGpuQueue::CpuCulling
or
RenderMeshInstanceGpuQueue::GpuCulling
once extraction starts.
CpuCulling
The version of RenderMeshInstanceGpuQueue
that omits the
MeshCullingData
, so that we don’t waste space when GPU
culling is disabled.
Fields
changed: Vec<(MainEntity, RenderMeshInstanceGpuBuilder)>
Stores GPU data for each entity that became visible or changed in
such a way that necessitates updating the MeshInputUniform
(e.g.
changed transform).
removed: Vec<MainEntity>
Stores the IDs of entities that became invisible this frame.
GpuCulling
The version of RenderMeshInstanceGpuQueue
that contains the
MeshCullingData
, used when any view has GPU culling
enabled.
Fields
changed: Vec<(MainEntity, RenderMeshInstanceGpuBuilder, MeshCullingData)>
Stores GPU data for each entity that became visible or changed in
such a way that necessitates updating the MeshInputUniform
(e.g.
changed transform).
removed: Vec<MainEntity>
Stores the IDs of entities that became invisible this frame.
Trait Implementations§
Source§impl Default for RenderMeshInstanceGpuQueue
impl Default for RenderMeshInstanceGpuQueue
Source§fn default() -> RenderMeshInstanceGpuQueue
fn default() -> RenderMeshInstanceGpuQueue
Auto Trait Implementations§
impl Freeze for RenderMeshInstanceGpuQueue
impl RefUnwindSafe for RenderMeshInstanceGpuQueue
impl Send for RenderMeshInstanceGpuQueue
impl Sync for RenderMeshInstanceGpuQueue
impl Unpin for RenderMeshInstanceGpuQueue
impl UnwindSafe for RenderMeshInstanceGpuQueue
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
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Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
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