bevy_render::render_graph

Struct RenderGraphContext

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pub struct RenderGraphContext<'a> { /* private fields */ }
Expand description

The context with all graph information required to run a Node. This context is created for each node by the RenderGraphRunner.

The slot input can be read from here and the outputs must be written back to the context for passing them onto the next node.

Sub graphs can be queued for running by adding a RunSubGraph command to the context. After the node has finished running the graph runner is responsible for executing the sub graphs.

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impl<'a> RenderGraphContext<'a>

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pub fn new( graph: &'a RenderGraph, node: &'a NodeState, inputs: &'a [SlotValue], outputs: &'a mut [Option<SlotValue>], ) -> Self

Creates a new render graph context for the node.

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pub fn inputs(&self) -> &[SlotValue]

Returns the input slot values for the node.

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pub fn input_info(&self) -> &SlotInfos

Returns the SlotInfos of the inputs.

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pub fn output_info(&self) -> &SlotInfos

Returns the SlotInfos of the outputs.

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pub fn get_input( &self, label: impl Into<SlotLabel>, ) -> Result<&SlotValue, InputSlotError>

Retrieves the input slot value referenced by the label.

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pub fn get_input_texture( &self, label: impl Into<SlotLabel>, ) -> Result<&TextureView, InputSlotError>

Retrieves the input slot value referenced by the label as a TextureView.

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pub fn get_input_sampler( &self, label: impl Into<SlotLabel>, ) -> Result<&Sampler, InputSlotError>

Retrieves the input slot value referenced by the label as a Sampler.

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pub fn get_input_buffer( &self, label: impl Into<SlotLabel>, ) -> Result<&Buffer, InputSlotError>

Retrieves the input slot value referenced by the label as a Buffer.

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pub fn get_input_entity( &self, label: impl Into<SlotLabel>, ) -> Result<Entity, InputSlotError>

Retrieves the input slot value referenced by the label as an Entity.

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pub fn set_output( &mut self, label: impl Into<SlotLabel>, value: impl Into<SlotValue>, ) -> Result<(), OutputSlotError>

Sets the output slot value referenced by the label.

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pub fn view_entity(&self) -> Entity

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pub fn get_view_entity(&self) -> Option<Entity>

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pub fn set_view_entity(&mut self, view_entity: Entity)

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pub fn run_sub_graph( &mut self, name: impl RenderSubGraph, inputs: Vec<SlotValue>, view_entity: Option<Entity>, ) -> Result<(), RunSubGraphError>

Queues up a sub graph for execution after the node has finished running.

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pub fn finish(self) -> Vec<RunSubGraph>

Finishes the context for this Node by returning the sub graphs to run next.

Auto Trait Implementations§

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impl<'a> Freeze for RenderGraphContext<'a>

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impl<'a> !RefUnwindSafe for RenderGraphContext<'a>

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impl<'a> Send for RenderGraphContext<'a>

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impl<'a> Sync for RenderGraphContext<'a>

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impl<'a> Unpin for RenderGraphContext<'a>

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impl<'a> !UnwindSafe for RenderGraphContext<'a>

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impl<T> Any for T
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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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