Struct bevy::sprite::Material2dPipeline
source · pub struct Material2dPipeline<M>where
M: Material2d,{
pub mesh2d_pipeline: Mesh2dPipeline,
pub material2d_layout: BindGroupLayout,
pub vertex_shader: Option<Handle<Shader>>,
pub fragment_shader: Option<Handle<Shader>>,
/* private fields */
}
Expand description
Render pipeline data for a given Material2d
Fields§
§mesh2d_pipeline: Mesh2dPipeline
§material2d_layout: BindGroupLayout
§vertex_shader: Option<Handle<Shader>>
§fragment_shader: Option<Handle<Shader>>
Trait Implementations§
source§impl<M> Clone for Material2dPipeline<M>where
M: Material2d,
impl<M> Clone for Material2dPipeline<M>where
M: Material2d,
source§fn clone(&self) -> Material2dPipeline<M>
fn clone(&self) -> Material2dPipeline<M>
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl<M> FromWorld for Material2dPipeline<M>where
M: Material2d,
impl<M> FromWorld for Material2dPipeline<M>where
M: Material2d,
source§fn from_world(world: &mut World) -> Material2dPipeline<M>
fn from_world(world: &mut World) -> Material2dPipeline<M>
Creates
Self
using data from the given World
.source§impl<M> SpecializedMeshPipeline for Material2dPipeline<M>
impl<M> SpecializedMeshPipeline for Material2dPipeline<M>
type Key = Material2dKey<M>
fn specialize( &self, key: <Material2dPipeline<M> as SpecializedMeshPipeline>::Key, layout: &Hashed<InnerMeshVertexBufferLayout> ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError>
impl<M> Resource for Material2dPipeline<M>
Auto Trait Implementations§
impl<M> !RefUnwindSafe for Material2dPipeline<M>
impl<M> Send for Material2dPipeline<M>
impl<M> Sync for Material2dPipeline<M>
impl<M> Unpin for Material2dPipeline<M>where
M: Unpin,
impl<M> !UnwindSafe for Material2dPipeline<M>
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.