pub struct SceneUnpackingBuffers {
pub uniform_allocation_metadata: RawBufferVec<GpuUniformAllocationMetadata>,
pub bin_unpacking_metadata: RawBufferVec<GpuBinUnpackingMetadata>,
pub view_phase_buffers: HashMap<SceneUnpackingBuffersKey, ViewPhaseSceneUnpackingBuffers>,
}Expand description
A resource, part of the render world, that holds all GPU buffers used for the bin unpacking and uniform allocation shaders.
Fields§
§uniform_allocation_metadata: RawBufferVec<GpuUniformAllocationMetadata>A buffer containing all the uniforms needed to run the uniform allocation compute shader for each batch set.
bin_unpacking_metadata: RawBufferVec<GpuBinUnpackingMetadata>A buffer containing all the uniforms needed to run the bin unpacking compute shader for each batch set.
view_phase_buffers: HashMap<SceneUnpackingBuffersKey, ViewPhaseSceneUnpackingBuffers>Per-view-phase buffers for the bin unpacking shader.
Trait Implementations§
Source§impl Component for SceneUnpackingBuffers
impl Component for SceneUnpackingBuffers
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
A constant indicating the storage type used for this component.
Source§type Mutability = Mutable
type Mutability = Mutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<SceneUnpackingBuffers>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<SceneUnpackingBuffers>>
Returns
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§const HAS_SUMMARY_TICK: bool = false
const HAS_SUMMARY_TICK: bool = false
Set this constant to true if the component should track a summary
tick. Read more
Source§impl Default for SceneUnpackingBuffers
impl Default for SceneUnpackingBuffers
Source§fn default() -> SceneUnpackingBuffers
fn default() -> SceneUnpackingBuffers
Returns the “default value” for a type. Read more
impl Resource for SceneUnpackingBuffers
Auto Trait Implementations§
impl !RefUnwindSafe for SceneUnpackingBuffers
impl !UnwindSafe for SceneUnpackingBuffers
impl Freeze for SceneUnpackingBuffers
impl Send for SceneUnpackingBuffers
impl Sync for SceneUnpackingBuffers
impl Unpin for SceneUnpackingBuffers
impl UnsafeUnpin for SceneUnpackingBuffers
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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
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impl<C> Bundle for Cwhere
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components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
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Source§impl<C> DynamicBundle for Cwhere
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impl<C> DynamicBundle for Cwhere
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Source§unsafe fn get_components(
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func: &mut impl FnMut(StorageType, OwningPtr<'_>),
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Applies the after-effects of spawning this bundle. Read more
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