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PreprocessPipelines

Struct PreprocessPipelines 

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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.

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§direct_preprocess: PreprocessPipeline

The pipeline used for CPU culling. This pipeline doesn’t populate indirect parameter metadata.

§gpu_frustum_culling_preprocess: PreprocessPipeline

The 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: PreprocessPipeline

The pipeline used for the first phase of occlusion culling.

This pipeline culls, transforms meshes, and populates indirect parameter metadata.

§late_gpu_occlusion_culling_preprocess: PreprocessPipeline

The 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: BuildIndirectParametersPipeline

The 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: BuildIndirectParametersPipeline

The pipeline that builds indirect draw parameters for non-indexed meshes, when frustum culling is enabled but occlusion culling isn’t enabled.

§early_phase: PreprocessPhasePipelines

Compute shader pipelines for the early prepass phase that draws meshes visible in the previous frame.

§late_phase: PreprocessPhasePipelines

Compute 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: PreprocessPhasePipelines

Compute shader pipelines for the main color phase.

§bin_unpacking: BinUnpackingPipeline

Compute shader pipelines for the bin unpacking step.

Trait Implementations§

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impl Component for PreprocessPipelines
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have Component<Mutability = Mutable>, while immutable components will instead have Component<Mutability = Immutable>. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>

Returns ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_discard ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given 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 more
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impl FromWorld for PreprocessPipelines

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fn from_world(world: &mut World) -> Self

Creates Self using data from the given World.
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impl Resource for PreprocessPipelines
where Self: Send + Sync + 'static,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

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fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>

Return a iterator over this Bundle’s component ids. This will be None if the component has not been registered.
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impl<C> BundleFromComponents for C
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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

Moves the components out of the bundle. Read more
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

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