pub struct PreprocessPipelines {
pub direct_preprocess: PreprocessPipeline,
pub gpu_frustum_culling_preprocess: PreprocessPipeline,
pub early_gpu_occlusion_culling_preprocess: PreprocessPipeline,
pub late_gpu_occlusion_culling_preprocess: PreprocessPipeline,
pub gpu_frustum_culling_build_indexed_indirect_params: BuildIndirectParametersPipeline,
pub gpu_frustum_culling_build_non_indexed_indirect_params: BuildIndirectParametersPipeline,
pub early_phase: PreprocessPhasePipelines,
pub late_phase: PreprocessPhasePipelines,
pub main_phase: PreprocessPhasePipelines,
pub bin_unpacking: BinUnpackingPipeline,
}Expand description
The compute shader pipelines for the GPU mesh preprocessing and indirect parameter building passes.
Fields§
§direct_preprocess: PreprocessPipelineThe pipeline used for CPU culling. This pipeline doesn’t populate indirect parameter metadata.
gpu_frustum_culling_preprocess: PreprocessPipelineThe pipeline used for mesh preprocessing when GPU frustum culling is in use, but occlusion culling isn’t.
This pipeline populates indirect parameter metadata.
early_gpu_occlusion_culling_preprocess: PreprocessPipelineThe pipeline used for the first phase of occlusion culling.
This pipeline culls, transforms meshes, and populates indirect parameter metadata.
late_gpu_occlusion_culling_preprocess: PreprocessPipelineThe pipeline used for the second phase of occlusion culling.
This pipeline culls, transforms meshes, and populates indirect parameter metadata.
gpu_frustum_culling_build_indexed_indirect_params: BuildIndirectParametersPipelineThe pipeline that builds indirect draw parameters for indexed meshes, when frustum culling is enabled but occlusion culling isn’t enabled.
gpu_frustum_culling_build_non_indexed_indirect_params: BuildIndirectParametersPipelineThe pipeline that builds indirect draw parameters for non-indexed meshes, when frustum culling is enabled but occlusion culling isn’t enabled.
early_phase: PreprocessPhasePipelinesCompute shader pipelines for the early prepass phase that draws meshes visible in the previous frame.
late_phase: PreprocessPhasePipelinesCompute shader pipelines for the late prepass phase that draws meshes that weren’t visible in the previous frame, but became visible this frame.
main_phase: PreprocessPhasePipelinesCompute shader pipelines for the main color phase.
bin_unpacking: BinUnpackingPipelineCompute shader pipelines for the bin unpacking step.
Trait Implementations§
Source§impl Component for PreprocessPipelines
impl Component for PreprocessPipelines
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl FromWorld for PreprocessPipelines
impl FromWorld for PreprocessPipelines
Source§fn from_world(world: &mut World) -> Self
fn from_world(world: &mut World) -> Self
Self using data from the given World.impl Resource for PreprocessPipelines
Auto Trait Implementations§
impl !RefUnwindSafe for PreprocessPipelines
impl !Unpin for PreprocessPipelines
impl !UnwindSafe for PreprocessPipelines
impl Freeze for PreprocessPipelines
impl Send for PreprocessPipelines
impl Sync for PreprocessPipelines
impl UnsafeUnpin for PreprocessPipelines
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
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impl<C> Bundle for Cwhere
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Source§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
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impl<C> DynamicBundle for Cwhere
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func: &mut impl FnMut(StorageType, OwningPtr<'_>),
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Source§unsafe fn apply_effect(
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