Enum bevy::render::render_graph::Edge
source · pub enum Edge {
SlotEdge {
input_node: Interned<dyn RenderLabel>,
input_index: usize,
output_node: Interned<dyn RenderLabel>,
output_index: usize,
},
NodeEdge {
input_node: Interned<dyn RenderLabel>,
output_node: Interned<dyn RenderLabel>,
},
}Expand description
An edge, which connects two Nodes in
a RenderGraph.
They are used to describe the ordering (which node has to run first)
and may be of two kinds: NodeEdge and SlotEdge.
Edges are added via the RenderGraph::add_node_edge and the
RenderGraph::add_slot_edge methods.
The former simply states that the output_node has to be run before the input_node,
while the later connects an output slot of the output_node
with an input slot of the input_node to pass additional data along.
For more information see SlotType.
Variants§
SlotEdge
An edge describing to ordering of both nodes (output_node before input_node)
and connecting the output slot at the output_index of the output_node
with the slot at the input_index of the input_node.
NodeEdge
An edge describing to ordering of both nodes (output_node before input_node).
Implementations§
source§impl Edge
impl Edge
sourcepub fn get_input_node(&self) -> Interned<dyn RenderLabel>
pub fn get_input_node(&self) -> Interned<dyn RenderLabel>
Returns the id of the input_node.
sourcepub fn get_output_node(&self) -> Interned<dyn RenderLabel>
pub fn get_output_node(&self) -> Interned<dyn RenderLabel>
Returns the id of the output_node.
Trait Implementations§
source§impl PartialEq for Edge
impl PartialEq for Edge
impl Eq for Edge
impl StructuralPartialEq for Edge
Auto Trait Implementations§
impl Freeze for Edge
impl !RefUnwindSafe for Edge
impl Send for Edge
impl Sync for Edge
impl Unpin for Edge
impl !UnwindSafe for Edge
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<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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
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>
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>
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)
&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)
&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<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
key and return true if they are equal.