pub struct BindGroup { /* private fields */ }Expand description
Bind groups are responsible for binding render resources (e.g. buffers, textures, samplers)
to a TrackedRenderPass.
This makes them accessible in the pipeline (shaders) as uniforms.
This is a lightweight thread-safe wrapper around wgpu’s own BindGroup,
which can be cloned as needed to workaround lifetime management issues. It may be converted
from and dereferences to wgpu’s BindGroup.
Can be created via RenderDevice::create_bind_group.
Implementations§
Source§impl BindGroup
impl BindGroup
Sourcepub fn id(&self) -> BindGroupId
pub fn id(&self) -> BindGroupId
Returns the BindGroupId representing the unique ID of the bind group.
Trait Implementations§
impl Eq for BindGroup
Auto Trait Implementations§
impl Freeze for BindGroup
impl !RefUnwindSafe for BindGroup
impl Send for BindGroup
impl Sync for BindGroup
impl Unpin for BindGroup
impl !UnwindSafe for BindGroup
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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