pub struct GpuRenderBinding<T> {
pub layout: BindGroupLayout,
pub bind_group: BindGroup,
/* private fields */
}Expand description
The gpu asset that is created from the render binding holder. This is the asset that is actually used in the render pass.
It contains the bind group and bind group layout that are created according to the description in the RenderBinding implementation, and can be retrieved using the binding index specified in the description.
Fields§
§layout: BindGroupLayout§bind_group: BindGroupTrait Implementations§
Source§impl<T> RenderAsset for GpuRenderBinding<T>
impl<T> RenderAsset for GpuRenderBinding<T>
type SourceAsset = T
type Params = (<T as RenderBinding>::Params, Res<'static, RenderInstance>, Res<'static, RenderAssets<GpuBuffer>>, Res<'static, RenderAssets<GpuTexture>>)
Source§fn prepare(
asset: Self::SourceAsset,
(binding_params, render_instance, gpu_buffers, gpu_textures): &mut SystemParamItem<'_, '_, Self::Params>,
) -> Result<Self, PrepareAssetError<Self::SourceAsset>>
fn prepare( asset: Self::SourceAsset, (binding_params, render_instance, gpu_buffers, gpu_textures): &mut SystemParamItem<'_, '_, Self::Params>, ) -> Result<Self, PrepareAssetError<Self::SourceAsset>>
Prepare the GPU asset from the CPU source [bevy::prelude::Asset] using the render-world system params.
fn label(&self) -> &str
Auto Trait Implementations§
impl<T> Freeze for GpuRenderBinding<T>
impl<T> !RefUnwindSafe for GpuRenderBinding<T>
impl<T> Send for GpuRenderBinding<T>where
T: Send,
impl<T> Sync for GpuRenderBinding<T>where
T: Sync,
impl<T> Unpin for GpuRenderBinding<T>where
T: Unpin,
impl<T> !UnwindSafe for GpuRenderBinding<T>
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