Struct bevy_render::render_resource::PipelineLayout

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pub struct PipelineLayout { /* private fields */ }
Expand description

Handle to a pipeline layout.

A PipelineLayout object describes the available binding groups of a pipeline. It can be created with Device::create_pipeline_layout.

Corresponds to WebGPU GPUPipelineLayout.

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impl PipelineLayout

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pub fn global_id(&self) -> Id<PipelineLayout>

Returns a globally-unique identifier for this PipelineLayout.

Calling this method multiple times on the same object will always return the same value. The returned value is guaranteed to be different for all resources created from the same Instance.

Trait Implementations§

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impl Debug for PipelineLayout

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Drop for PipelineLayout

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fn drop(&mut self)

Executes the destructor for this type. Read more

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Performs the conversion.
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