pub struct Pass {
    pub task_ids: Vec<RenderTaskId, FrameAllocator>,
    pub sub_passes: Vec<SubPass, FrameAllocator>,
    pub textures_to_invalidate: Vec<CacheTextureId, FrameAllocator>,
}Expand description
A pass expresses dependencies between tasks. Each pass consists of a number of subpasses.
Fields§
§task_ids: Vec<RenderTaskId, FrameAllocator>The tasks assigned to this render pass
sub_passes: Vec<SubPass, FrameAllocator>The subpasses that make up this dependency pass
textures_to_invalidate: Vec<CacheTextureId, FrameAllocator>A list of intermediate surfaces that can be invalidated after this pass completes.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Pass
impl RefUnwindSafe for Pass
impl Send for Pass
impl !Sync for Pass
impl Unpin for Pass
impl UnwindSafe for Pass
Blanket Implementations§
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
 
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> IntoEither for T
 
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
 
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts 
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
 
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts 
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more