bevy_render::render_resource

Struct PipelineCompilationOptions

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pub struct PipelineCompilationOptions<'a> {
    pub constants: &'a HashMap<String, f64>,
    pub zero_initialize_workgroup_memory: bool,
}
Expand description

Advanced options for use when a pipeline is compiled

This implements Default, and for most users can be set to Default::default()

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§constants: &'a HashMap<String, f64>

Specifies the values of pipeline-overridable constants in the shader module.

If an @id attribute was specified on the declaration, the key must be the pipeline constant ID as a decimal ASCII number; if not, the key must be the constant’s identifier name.

The value may represent any of WGSL’s concrete scalar types.

§zero_initialize_workgroup_memory: bool

Whether workgroup scoped memory will be initialized with zero values for this stage.

This is required by the WebGPU spec, but may have overhead which can be avoided for cross-platform applications

Trait Implementations§

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impl<'a> Clone for PipelineCompilationOptions<'a>

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fn clone(&self) -> PipelineCompilationOptions<'a>

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<'a> Debug for PipelineCompilationOptions<'a>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl<'a> Default for PipelineCompilationOptions<'a>

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fn default() -> PipelineCompilationOptions<'a>

Returns the “default value” for a type. Read more

Auto Trait 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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🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. Read more
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