pub struct PostProcessingNode;
Expand description
The render node that runs the built-in postprocessing stack.
Trait Implementations§
Source§impl Default for PostProcessingNode
impl Default for PostProcessingNode
Source§fn default() -> PostProcessingNode
fn default() -> PostProcessingNode
Returns the “default value” for a type. Read more
Source§impl ViewNode for PostProcessingNode
impl ViewNode for PostProcessingNode
Source§type ViewQuery = (&'static ViewTarget, &'static PostProcessingPipelineId, &'static ChromaticAberration, &'static PostProcessingUniformBufferOffsets)
type ViewQuery = (&'static ViewTarget, &'static PostProcessingPipelineId, &'static ChromaticAberration, &'static PostProcessingUniformBufferOffsets)
The query that will be used on the view entity.
It is guaranteed to run on the view entity, so there’s no need for a filter
Source§fn run<'w>(
&self,
_: &mut RenderGraphContext<'_>,
render_context: &mut RenderContext<'w>,
(view_target, pipeline_id, chromatic_aberration, post_processing_uniform_buffer_offsets): QueryItem<'w, Self::ViewQuery>,
world: &'w World,
) -> Result<(), NodeRunError>
fn run<'w>( &self, _: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'w>, (view_target, pipeline_id, chromatic_aberration, post_processing_uniform_buffer_offsets): QueryItem<'w, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError>
Runs the graph node logic, issues draw calls, updates the output slots and
optionally queues up subgraphs for execution. The graph data, input and output values are
passed via the
RenderGraphContext
.Auto Trait Implementations§
impl Freeze for PostProcessingNode
impl RefUnwindSafe for PostProcessingNode
impl Send for PostProcessingNode
impl Sync for PostProcessingNode
impl Unpin for PostProcessingNode
impl UnwindSafe for PostProcessingNode
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
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T
ShaderType
for self
. When used in AsBindGroup
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T: ?Sized,
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T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
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T: Any,
impl<T> Downcast for Twhere
T: Any,
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fn into_any(self: Box<T>) -> Box<dyn Any>
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fn as_any(&self) -> &(dyn Any + 'static)
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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impl<T> DowncastSync for T
Source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using default()
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Source§impl<T> Instrument for T
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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<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
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Converts self
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Converts self
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