Struct bevy_render::render_resource::BindGroup
source · pub struct BindGroup { /* private fields */ }
Expand description
Bind groups are responsible for binding render resources (e.g. buffers, textures, samplers)
to a TrackedRenderPass
.
This makes them accessible in the pipeline (shaders) as uniforms.
May be converted from and dereferences to a wgpu BindGroup
.
Can be created via RenderDevice::create_bind_group
.
Implementations§
source§impl BindGroup
impl BindGroup
sourcepub fn id(&self) -> BindGroupId
pub fn id(&self) -> BindGroupId
Returns the BindGroupId
.
Methods from Deref<Target = BindGroup>§
Trait Implementations§
Auto Trait Implementations§
impl RefUnwindSafe for BindGroup
impl Send for BindGroup
impl Sync for BindGroup
impl Unpin for BindGroup
impl UnwindSafe for BindGroup
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>
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Convert
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(where Trait: Downcast
) to Box<dyn Any>
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can
then be further downcast
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