pub enum UnpreparedBindingResource {
Buffer(Buffer),
ShaderBuffer(Handle<ShaderBuffer>),
TextureView(TextureViewDimension, TextureView),
Sampler(SamplerBindingType, Sampler),
Data(Range<u32>),
}Expand description
A raw binding resource inside a BindGroupBuilder.
This is the same as OwnedBindingResource, except it references the
BindGroupBuilder::data_buffer instead of requiring separate allocations
for POD.
The name “unprepared” refers to the fact that this represents an individual binding resource that hasn’t been added to a bind group (i.e. “prepared”) yet.
Variants§
Buffer(Buffer)
ShaderBuffer(Handle<ShaderBuffer>)
TextureView(TextureViewDimension, TextureView)
Sampler(SamplerBindingType, Sampler)
Data(Range<u32>)
Plain old data (POD).
The given range represents the byte range within the
BindGroupBuilder::data_buffer.
Implementations§
Source§impl UnpreparedBindingResource
impl UnpreparedBindingResource
Sourcepub fn get_binding<'a>(
&'a self,
fallback_buffer: &'a FallbackBuffer,
shader_buffer_assets: &'a RenderAssets<GpuShaderBuffer>,
) -> BindingResource<'a>
pub fn get_binding<'a>( &'a self, fallback_buffer: &'a FallbackBuffer, shader_buffer_assets: &'a RenderAssets<GpuShaderBuffer>, ) -> BindingResource<'a>
Creates a BindingResource reference to this
UnpreparedBindingResource.
Note that this operation panics if passed a
UnpreparedBindingResource::Data, because the range doesn’t itself
correspond to any binding and instead requires the
MaterialBindGroupAllocator to pack it into a buffer.
Trait Implementations§
Auto Trait Implementations§
impl !RefUnwindSafe for UnpreparedBindingResource
impl !Unpin for UnpreparedBindingResource
impl !UnwindSafe for UnpreparedBindingResource
impl Freeze for UnpreparedBindingResource
impl Send for UnpreparedBindingResource
impl Sync for UnpreparedBindingResource
impl UnsafeUnpin for UnpreparedBindingResource
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,
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fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
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