Struct bevy::render::pipelined_rendering::PipelinedRenderingPlugin
source · pub struct PipelinedRenderingPlugin;
Expand description
The PipelinedRenderingPlugin
can be added to your application to enable pipelined rendering.
This moves rendering into a different thread, so that the Nth frame’s rendering can
be run at the same time as the N + 1 frame’s simulation.
|--------------------|--------------------|--------------------|--------------------|
| simulation thread | frame 1 simulation | frame 2 simulation | frame 3 simulation |
|--------------------|--------------------|--------------------|--------------------|
| rendering thread | | frame 1 rendering | frame 2 rendering |
|--------------------|--------------------|--------------------|--------------------|
The plugin is dependent on the RenderApp
added by crate::RenderPlugin
and so must
be added after that plugin. If it is not added after, the plugin will do nothing.
A single frame of execution looks something like below
|--------------------------------------------------------------------|
| | RenderExtractApp schedule | winit events | main schedule |
| extract |----------------------------------------------------------|
| | extract commands | rendering schedule |
|--------------------------------------------------------------------|
extract
is the step where data is copied from the main world to the render world. This is run on the main app’s thread.- On the render thread, we first apply the
extract commands
. This is not run during extract, so the main schedule can start sooner. - Then the
rendering schedule
is run. SeeRenderSet
for the standard steps in this process. - In parallel to the rendering thread the
RenderExtractApp
schedule runs. By default this schedule is empty. But it is useful if you need something to run before I/O processing. - Next all the
winit events
are processed. - And finally the
main app schedule
is run. - Once both the
main app schedule
and therender schedule
are finished running,extract
is run again.
Trait Implementations§
source§impl Default for PipelinedRenderingPlugin
impl Default for PipelinedRenderingPlugin
source§fn default() -> PipelinedRenderingPlugin
fn default() -> PipelinedRenderingPlugin
Returns the “default value” for a type. Read more
source§impl Plugin for PipelinedRenderingPlugin
impl Plugin for PipelinedRenderingPlugin
source§fn cleanup(&self, app: &mut App)
fn cleanup(&self, app: &mut App)
Runs after all plugins are built and finished, but before the app schedule is executed.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
source§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
Once the plugin is ready,
finish
should be called.source§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
Finish adding this plugin to the
App
, once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.Auto Trait Implementations§
impl RefUnwindSafe for PipelinedRenderingPlugin
impl Send for PipelinedRenderingPlugin
impl Sync for PipelinedRenderingPlugin
impl Unpin for PipelinedRenderingPlugin
impl UnwindSafe for PipelinedRenderingPlugin
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<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.