bevy_render::render_resource

Struct RawComputePipelineDescriptor

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pub struct RawComputePipelineDescriptor<'a> {
    pub label: Option<&'a str>,
    pub layout: Option<&'a PipelineLayout>,
    pub module: &'a ShaderModule,
    pub entry_point: Option<&'a str>,
    pub compilation_options: PipelineCompilationOptions<'a>,
    pub cache: Option<&'a PipelineCache>,
}
Expand description

Describes a compute pipeline.

For use with Device::create_compute_pipeline.

Corresponds to WebGPU GPUComputePipelineDescriptor.

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§label: Option<&'a str>

Debug label of the pipeline. This will show up in graphics debuggers for easy identification.

§layout: Option<&'a PipelineLayout>

The layout of bind groups for this pipeline.

If this is set, then Device::create_compute_pipeline will raise a validation error if the layout doesn’t match what the shader module(s) expect.

Using the same PipelineLayout for many RenderPipeline or ComputePipeline pipelines guarantees that you don’t have to rebind any resources when switching between those pipelines.

§Default pipeline layout

If layout is None, then the pipeline has a default layout created and used instead. The default layout is deduced from the shader modules.

You can use ComputePipeline::get_bind_group_layout to create bind groups for use with the default layout. However, these bind groups cannot be used with any other pipelines. This is convenient for simple pipelines, but using an explicit layout is recommended in most cases.

§module: &'a ShaderModule

The compiled shader module for this stage.

§entry_point: Option<&'a str>

The name of the entry point in the compiled shader to use.

If Some, there must be a compute shader entry point with this name in module. Otherwise, expect exactly one compute shader entry point in module, which will be selected.

§compilation_options: PipelineCompilationOptions<'a>

Advanced options for when this pipeline is compiled

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

§cache: Option<&'a PipelineCache>

The pipeline cache to use when creating this pipeline.

Trait Implementations§

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impl<'a> Clone for ComputePipelineDescriptor<'a>

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fn clone(&self) -> ComputePipelineDescriptor<'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 ComputePipelineDescriptor<'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<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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🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. Read more
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