Enum bevy_render::RenderSet
source · pub enum RenderSet {
ExtractCommands,
PrepareAssets,
ManageViews,
Queue,
QueueMeshes,
PhaseSort,
Prepare,
PrepareResources,
PrepareResourcesFlush,
PrepareBindGroups,
Render,
Cleanup,
}Expand description
The systems sets of the default App rendering schedule.
that runs immediately after the matching system set. These can be useful for ordering, but you almost never want to add your systems to these sets.
Variants§
ExtractCommands
This is used for applying the commands from the ExtractSchedule
PrepareAssets
Prepare assets that have been created/modified/removed this frame.
ManageViews
Create any additional views such as those used for shadow mapping.
Queue
Queue drawable entities as phase items in render phases ready for sorting (if necessary)
QueueMeshes
A sub-set within Queue where mesh entity queue systems are executed. Ensures prepare_assets::<GpuMesh> is completed.
PhaseSort
Sort the SortedRenderPhases and
BinKeys here.
Prepare
Prepare render resources from extracted data for the GPU based on their sorted order.
Create BindGroups that depend on those data.
PrepareResources
A sub-set within Prepare for initializing buffers, textures and uniforms for use in bind groups.
PrepareResourcesFlush
Flush buffers after PrepareResources, but before PrepareBindGroups.
PrepareBindGroups
A sub-set within Prepare for constructing bind groups, or other data that relies on render resources prepared in PrepareResources.
Render
Actual rendering happens here. In most cases, only the render backend should insert resources here.
Cleanup
Cleanup render resources here.
Trait Implementations§
source§impl PartialEq for RenderSet
impl PartialEq for RenderSet
source§impl SystemSet for RenderSet
impl SystemSet for RenderSet
source§fn as_dyn_eq(&self) -> &dyn DynEq
fn as_dyn_eq(&self) -> &dyn DynEq
source§fn system_type(&self) -> Option<TypeId>
fn system_type(&self) -> Option<TypeId>
Some if this system set is a SystemTypeSet.source§fn is_anonymous(&self) -> bool
fn is_anonymous(&self) -> bool
true if this system set is an AnonymousSet.impl Eq for RenderSet
impl StructuralPartialEq for RenderSet
Auto Trait Implementations§
impl Freeze for RenderSet
impl RefUnwindSafe for RenderSet
impl Send for RenderSet
impl Sync for RenderSet
impl Unpin for RenderSet
impl UnwindSafe for RenderSet
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.source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
source§impl<S> IntoSystemSet<()> for Swhere
S: SystemSet,
impl<S> IntoSystemSet<()> for Swhere
S: SystemSet,
source§fn into_system_set(self) -> <S as IntoSystemSet<()>>::Set
fn into_system_set(self) -> <S as IntoSystemSet<()>>::Set
SystemSet type.source§impl<S> IntoSystemSetConfigs for Swhere
S: SystemSet,
impl<S> IntoSystemSetConfigs for Swhere
S: SystemSet,
fn into_configs(self) -> NodeConfigs<Interned<dyn SystemSet>>
source§fn in_set(self, set: impl SystemSet) -> NodeConfigs<Interned<dyn SystemSet>>
fn in_set(self, set: impl SystemSet) -> NodeConfigs<Interned<dyn SystemSet>>
set.source§fn before<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Interned<dyn SystemSet>>
fn before<M>( self, set: impl IntoSystemSet<M> ) -> NodeConfigs<Interned<dyn SystemSet>>
source§fn after<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Interned<dyn SystemSet>>
fn after<M>( self, set: impl IntoSystemSet<M> ) -> NodeConfigs<Interned<dyn SystemSet>>
source§fn before_ignore_deferred<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Interned<dyn SystemSet>>
fn before_ignore_deferred<M>( self, set: impl IntoSystemSet<M> ) -> NodeConfigs<Interned<dyn SystemSet>>
set. Read moresource§fn after_ignore_deferred<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Interned<dyn SystemSet>>
fn after_ignore_deferred<M>( self, set: impl IntoSystemSet<M> ) -> NodeConfigs<Interned<dyn SystemSet>>
set. Read moresource§fn ambiguous_with<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Interned<dyn SystemSet>>
fn ambiguous_with<M>( self, set: impl IntoSystemSet<M> ) -> NodeConfigs<Interned<dyn SystemSet>>
set.