pub struct PostProcessBindGroupCache { /* private fields */ }Expand description
Caches the bind groups for each main textures used when making a post processing effect
Implementations§
Source§impl PostProcessBindGroupCache
impl PostProcessBindGroupCache
Sourcepub fn new<F>(
view_target: &ViewTarget,
create_bind_group: F,
) -> PostProcessBindGroupCachewhere
F: CreatePostProcessBindGroup,
pub fn new<F>(
view_target: &ViewTarget,
create_bind_group: F,
) -> PostProcessBindGroupCachewhere
F: CreatePostProcessBindGroup,
Creates the bind group for both main textures used in post processing effects
Sourcepub fn should_update(&self, view_target: &ViewTarget) -> bool
pub fn should_update(&self, view_target: &ViewTarget) -> bool
Determines if the bind groups need to be updated based on the main textures id
If you have anything else that determines if the bind groups need to be updated you need to do it manually
Sourcepub fn update<F>(
&mut self,
view_target: &ViewTarget,
builder: PostProcessBindGroupCacheBuilder<F>,
)where
F: CreatePostProcessBindGroup,
pub fn update<F>(
&mut self,
view_target: &ViewTarget,
builder: PostProcessBindGroupCacheBuilder<F>,
)where
F: CreatePostProcessBindGroup,
Updates the bind group associated with each main textures
Use the builder to get the callback used when creating the bind group
Sourcepub fn get_current_bind_group(&self, texture: &TextureView) -> &BindGroup
pub fn get_current_bind_group(&self, texture: &TextureView) -> &BindGroup
Gets the bind group associated with the current main texture
Generally, this will be the bind group associated with the source texture
Auto Trait Implementations§
impl !RefUnwindSafe for PostProcessBindGroupCache
impl !UnwindSafe for PostProcessBindGroupCache
impl Freeze for PostProcessBindGroupCache
impl Send for PostProcessBindGroupCache
impl Sync for PostProcessBindGroupCache
impl Unpin for PostProcessBindGroupCache
impl UnsafeUnpin for PostProcessBindGroupCache
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,
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T: ?Sized,
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