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 Freeze for BindGroup
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<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
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