Struct bevy::render::render_resource::PipelineLayoutDescriptor
source · pub struct PipelineLayoutDescriptor<'a> {
pub label: Option<&'a str>,
pub bind_group_layouts: &'a [&'a BindGroupLayout],
pub push_constant_ranges: &'a [PushConstantRange],
}Expand description
Describes a PipelineLayout.
For use with Device::create_pipeline_layout.
Corresponds to WebGPU GPUPipelineLayoutDescriptor.
Fields§
§label: Option<&'a str>Debug label of the pipeline layout. This will show up in graphics debuggers for easy identification.
bind_group_layouts: &'a [&'a BindGroupLayout]Bind groups that this pipeline uses. The first entry will provide all the bindings for “set = 0”, second entry will provide all the bindings for “set = 1” etc.
push_constant_ranges: &'a [PushConstantRange]Set of push constant ranges this pipeline uses. Each shader stage that uses push constants
must define the range in push constant memory that corresponds to its single layout(push_constant)
uniform block.
If this array is non-empty, the Features::PUSH_CONSTANTS must be enabled.
Trait Implementations§
source§impl<'a> Clone for PipelineLayoutDescriptor<'a>
impl<'a> Clone for PipelineLayoutDescriptor<'a>
source§fn clone(&self) -> PipelineLayoutDescriptor<'a>
fn clone(&self) -> PipelineLayoutDescriptor<'a>
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<'a> Debug for PipelineLayoutDescriptor<'a>
impl<'a> Debug for PipelineLayoutDescriptor<'a>
source§impl<'a> Default for PipelineLayoutDescriptor<'a>
impl<'a> Default for PipelineLayoutDescriptor<'a>
source§fn default() -> PipelineLayoutDescriptor<'a>
fn default() -> PipelineLayoutDescriptor<'a>
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl<'a> Freeze for PipelineLayoutDescriptor<'a>
impl<'a> !RefUnwindSafe for PipelineLayoutDescriptor<'a>
impl<'a> Send for PipelineLayoutDescriptor<'a>
impl<'a> Sync for PipelineLayoutDescriptor<'a>
impl<'a> Unpin for PipelineLayoutDescriptor<'a>
impl<'a> !UnwindSafe for PipelineLayoutDescriptor<'a>
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
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.