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ShaderCache

Struct ShaderCache 

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pub struct ShaderCache<ShaderModule, RenderDevice> { /* private fields */ }
Expand description

A cache for shaders and shader imports, with asset state-tracking for waiting to load shaders until all imports are resolved.

Note that the RenderDevice generic parameter is a means by which to avoid a cyclic dependency with bevy_render, while also permitting alternative rendering implementations. The actual processing of the shader source into a usable compiled module is left to the renderer.

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impl<ShaderModule, RenderDevice> ShaderCache<ShaderModule, RenderDevice>

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pub fn new( device: RenderDevice, features: Features, downlevel: DownlevelFlags, load_module: fn(&RenderDevice, ShaderCacheSource<'_>, &ValidateShader) -> Result<ShaderModule, ShaderCacheError>, ) -> Self

Creates a new ShaderCache with the given features and shader module loading function. load_module is responsible for actually compiling shader source into a module usable by the render device.

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pub fn get( &mut self, pipeline: CachedPipelineId, id: AssetId<Shader>, shader_defs: &[ShaderDefVal], ) -> Result<Arc<ShaderModule>, ShaderCacheError>

Attempts to retrieve or create a compiled shader module for the given shader id and shader definitions.

The provided pipeline is tracked so it may later be reported “dirty” when a shader is removed or replaced.

Note that the cache is keyed by id and shader_defs, meaning providing the same shader_defs in a different order, or with redundancies, will not result in cache hits, and thus require re-composing the module and calling load_module again.

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pub fn set_shader( &mut self, id: AssetId<Shader>, shader: Shader, ) -> Vec<CachedPipelineId>

Inserts and possibly replaces a shader at the given asset id.

Returns a vec of which cached pipelines depended on it (directly or indirectly via a shader import) and thus must be recompiled.

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pub fn remove(&mut self, id: AssetId<Shader>) -> Vec<CachedPipelineId>

Removes the shader with the given asset id.

Returns a vec of which cached pipelines depended on it (directly or indirectly via a shader import) and thus must be recompiled.

Auto Trait Implementations§

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impl<ShaderModule, RenderDevice> Freeze for ShaderCache<ShaderModule, RenderDevice>
where RenderDevice: Freeze,

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impl<ShaderModule, RenderDevice> !RefUnwindSafe for ShaderCache<ShaderModule, RenderDevice>

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impl<ShaderModule, RenderDevice> Send for ShaderCache<ShaderModule, RenderDevice>
where RenderDevice: Send, ShaderModule: Sync + Send,

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impl<ShaderModule, RenderDevice> Sync for ShaderCache<ShaderModule, RenderDevice>
where RenderDevice: Sync, ShaderModule: Sync + Send,

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impl<ShaderModule, RenderDevice> !Unpin for ShaderCache<ShaderModule, RenderDevice>

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impl<ShaderModule, RenderDevice> UnsafeUnpin for ShaderCache<ShaderModule, RenderDevice>
where RenderDevice: UnsafeUnpin,

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impl<ShaderModule, RenderDevice> !UnwindSafe for ShaderCache<ShaderModule, RenderDevice>

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where T: 'static + ?Sized,

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