pub struct RenderAssets<A: RenderAsset>(/* private fields */);Expand description
Stores all GPU representations (RenderAsset)
of RenderAsset::SourceAsset as long as they exist.
Implementations§
Source§impl<A: RenderAsset> RenderAssets<A>
 
impl<A: RenderAsset> RenderAssets<A>
pub fn get(&self, id: impl Into<AssetId<A::SourceAsset>>) -> Option<&A>
pub fn get_mut( &mut self, id: impl Into<AssetId<A::SourceAsset>>, ) -> Option<&mut A>
pub fn insert( &mut self, id: impl Into<AssetId<A::SourceAsset>>, value: A, ) -> Option<A>
pub fn remove(&mut self, id: impl Into<AssetId<A::SourceAsset>>) -> Option<A>
pub fn iter(&self) -> impl Iterator<Item = (AssetId<A::SourceAsset>, &A)>
pub fn iter_mut( &mut self, ) -> impl Iterator<Item = (AssetId<A::SourceAsset>, &mut A)>
Trait Implementations§
Source§impl<A: RenderAsset> Default for RenderAssets<A>
 
impl<A: RenderAsset> Default for RenderAssets<A>
impl<A: RenderAsset> Resource for RenderAssets<A>
Auto Trait Implementations§
impl<A> Freeze for RenderAssets<A>
impl<A> RefUnwindSafe for RenderAssets<A>where
    A: RefUnwindSafe,
impl<A> Send for RenderAssets<A>
impl<A> Sync for RenderAssets<A>
impl<A> Unpin for RenderAssets<A>where
    A: Unpin,
impl<A> UnwindSafe for RenderAssets<A>where
    A: UnwindSafe,
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
 
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    T: Any,
 
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    T: Any,
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