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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="API documentation for the Rust `render_resource` mod in crate `bevy_render`."><title>bevy_render::render_resource - Rust</title><script>if(window.location.protocol!=="file:")document.head.insertAdjacentHTML("beforeend","SourceSerif4-Regular-6b053e98.ttf.woff2,FiraSans-Regular-0fe48ade.woff2,FiraSans-Medium-e1aa3f0a.woff2,SourceCodePro-Regular-8badfe75.ttf.woff2,SourceCodePro-Semibold-aa29a496.ttf.woff2".split(",").map(f=>`<link rel="preload" as="font" type="font/woff2" crossorigin href="../../static.files/${f}">`).join(""))</script><link rel="stylesheet" href="../../static.files/normalize-9960930a.css"><link rel="stylesheet" href="../../static.files/rustdoc-42caa33d.css"><meta name="rustdoc-vars" data-root-path="../../" data-static-root-path="../../static.files/" data-current-crate="bevy_render" data-themes="" data-resource-suffix="" data-rustdoc-version="1.84.0 (9fc6b4312 2025-01-07)" data-channel="1.84.0" data-search-js="search-92e6798f.js" data-settings-js="settings-0f613d39.js" ><script src="../../static.files/storage-59e33391.js"></script><script defer src="../sidebar-items.js"></script><script defer src="../../static.files/main-5f194d8c.js"></script><noscript><link rel="stylesheet" href="../../static.files/noscript-893ab5e7.css"></noscript><link rel="icon" href="https://bevyengine.org/assets/icon.png"></head><body class="rustdoc mod"><!--[if lte IE 11]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="mobile-topbar"><button class="sidebar-menu-toggle" title="show sidebar"></button><a class="logo-container" href="../../bevy_render/index.html"><img src="https://bevyengine.org/assets/icon.png" alt=""></a></nav><nav class="sidebar"><div class="sidebar-crate"><a class="logo-container" href="../../bevy_render/index.html"><img src="https://bevyengine.org/assets/icon.png" alt="logo"></a><h2><a href="../../bevy_render/index.html">bevy_<wbr>render</a><span class="version">0.15.1</span></h2></div><div class="sidebar-elems"><section id="rustdoc-toc"><h2 class="location"><a href="#">Module render_<wbr>resource</a></h2><h3><a href="#modules">Module Items</a></h3><ul class="block"><li><a href="#modules" title="Modules">Modules</a></li><li><a href="#structs" title="Structs">Structs</a></li><li><a href="#enums" title="Enums">Enums</a></li><li><a href="#constants" title="Constants">Constants</a></li><li><a href="#traits" title="Traits">Traits</a></li><li><a href="#types" title="Type Aliases">Type Aliases</a></li><li><a href="#derives" title="Derive Macros">Derive Macros</a></li></ul></section><div id="rustdoc-modnav"><h2 class="in-crate"><a href="../index.html">In crate bevy_<wbr>render</a></h2></div></div></nav><div class="sidebar-resizer"></div><main><div class="width-limiter"><rustdoc-search></rustdoc-search><section id="main-content" class="content"><div class="main-heading"><span class="rustdoc-breadcrumbs"><a href="../index.html">bevy_render</a></span><h1>Module <span>render_resource</span><button id="copy-path" title="Copy item path to clipboard">Copy item path</button></h1><rustdoc-toolbar></rustdoc-toolbar><span class="sub-heading"><a class="src" href="../../src/bevy_render/render_resource/mod.rs.html#1-70">Source</a> </span></div><h2 id="modules" class="section-header">Modules<a href="#modules" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="mod" href="binding_types/index.html" title="mod bevy_render::render_resource::binding_types">binding_<wbr>types</a></div></li><li><div class="item-name"><a class="mod" href="encase/index.html" title="mod bevy_render::render_resource::encase">encase</a></div></li><li><div class="item-name"><a class="mod" href="resource_macros/index.html" title="mod bevy_render::render_resource::resource_macros">resource_<wbr>macros</a></div></li></ul><h2 id="structs" class="section-header">Structs<a href="#structs" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="struct" href="struct.BindGroup.html" title="struct bevy_render::render_resource::BindGroup">Bind<wbr>Group</a></div><div class="desc docblock-short">Bind groups are responsible for binding render resources (e.g. buffers, textures, samplers)
to a <a href="../render_phase/struct.TrackedRenderPass.html" title="struct bevy_render::render_phase::TrackedRenderPass"><code>TrackedRenderPass</code></a>.
This makes them accessible in the pipeline (shaders) as uniforms.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupDescriptor.html" title="struct bevy_render::render_resource::BindGroupDescriptor">Bind<wbr>Group<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a group of bindings and the resources to be bound.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupEntries.html" title="struct bevy_render::render_resource::BindGroupEntries">Bind<wbr>Group<wbr>Entries</a></div><div class="desc docblock-short">Helper for constructing bindgroups.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupEntry.html" title="struct bevy_render::render_resource::BindGroupEntry">Bind<wbr>Group<wbr>Entry</a></div><div class="desc docblock-short">An element of a <a href="struct.BindGroupDescriptor.html" title="struct bevy_render::render_resource::BindGroupDescriptor"><code>BindGroupDescriptor</code></a>, consisting of a bindable resource
and the slot to bind it to.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupId.html" title="struct bevy_render::render_resource::BindGroupId">Bind<wbr>Group<wbr>Id</a></div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupLayout.html" title="struct bevy_render::render_resource::BindGroupLayout">Bind<wbr>Group<wbr>Layout</a></div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupLayoutDescriptor.html" title="struct bevy_render::render_resource::BindGroupLayoutDescriptor">Bind<wbr>Group<wbr>Layout<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="../../wgpu/api/bind_group_layout/struct.BindGroupLayout.html" title="struct wgpu::api::bind_group_layout::BindGroupLayout"><code>BindGroupLayout</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupLayoutEntries.html" title="struct bevy_render::render_resource::BindGroupLayoutEntries">Bind<wbr>Group<wbr>Layout<wbr>Entries</a></div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupLayoutEntry.html" title="struct bevy_render::render_resource::BindGroupLayoutEntry">Bind<wbr>Group<wbr>Layout<wbr>Entry</a></div><div class="desc docblock-short">Describes a single binding inside a bind group.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupLayoutEntryBuilder.html" title="struct bevy_render::render_resource::BindGroupLayoutEntryBuilder">Bind<wbr>Group<wbr>Layout<wbr>Entry<wbr>Builder</a></div><div class="desc docblock-short">Helper for constructing bind group layouts.</div></li><li><div class="item-name"><a class="struct" href="struct.BindGroupLayoutId.html" title="struct bevy_render::render_resource::BindGroupLayoutId">Bind<wbr>Group<wbr>Layout<wbr>Id</a></div></li><li><div class="item-name"><a class="struct" href="struct.BlendComponent.html" title="struct bevy_render::render_resource::BlendComponent">Blend<wbr>Component</a></div><div class="desc docblock-short">Describes a blend component of a <a href="struct.BlendState.html" title="struct bevy_render::render_resource::BlendState"><code>BlendState</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.BlendState.html" title="struct bevy_render::render_resource::BlendState">Blend<wbr>State</a></div><div class="desc docblock-short">Describe the blend state of a render pipeline,
within <a href="struct.ColorTargetState.html" title="struct bevy_render::render_resource::ColorTargetState"><code>ColorTargetState</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.Buffer.html" title="struct bevy_render::render_resource::Buffer">Buffer</a></div></li><li><div class="item-name"><a class="struct" href="struct.BufferAsyncError.html" title="struct bevy_render::render_resource::BufferAsyncError">Buffer<wbr>Async<wbr>Error</a></div><div class="desc docblock-short">Error occurred when trying to async map a buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.BufferBinding.html" title="struct bevy_render::render_resource::BufferBinding">Buffer<wbr>Binding</a></div><div class="desc docblock-short">Describes the segment of a buffer to bind.</div></li><li><div class="item-name"><a class="struct" href="struct.BufferId.html" title="struct bevy_render::render_resource::BufferId">Buffer<wbr>Id</a></div></li><li><div class="item-name"><a class="struct" href="struct.BufferInitDescriptor.html" title="struct bevy_render::render_resource::BufferInitDescriptor">Buffer<wbr>Init<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="../../wgpu/api/buffer/struct.Buffer.html" title="struct wgpu::api::buffer::Buffer">Buffer</a> when allocating.</div></li><li><div class="item-name"><a class="struct" href="struct.BufferSlice.html" title="struct bevy_render::render_resource::BufferSlice">Buffer<wbr>Slice</a></div></li><li><div class="item-name"><a class="struct" href="struct.BufferUsages.html" title="struct bevy_render::render_resource::BufferUsages">Buffer<wbr>Usages</a></div><div class="desc docblock-short">Different ways that you can use a buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.BufferVec.html" title="struct bevy_render::render_resource::BufferVec">Buffer<wbr>Vec</a></div><div class="desc docblock-short">Like <a href="struct.RawBufferVec.html" title="struct bevy_render::render_resource::RawBufferVec"><code>RawBufferVec</code></a>, but doesnt require that the data type <code>T</code> be
<a href="../../bytemuck/no_uninit/trait.NoUninit.html" title="trait bytemuck::no_uninit::NoUninit"><code>NoUninit</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.CachedComputePipelineId.html" title="struct bevy_render::render_resource::CachedComputePipelineId">Cached<wbr>Compute<wbr>Pipeline<wbr>Id</a></div><div class="desc docblock-short">Index of a cached compute pipeline in a <a href="struct.PipelineCache.html" title="struct bevy_render::render_resource::PipelineCache"><code>PipelineCache</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.CachedPipeline.html" title="struct bevy_render::render_resource::CachedPipeline">Cached<wbr>Pipeline</a></div></li><li><div class="item-name"><a class="struct" href="struct.CachedRenderPipelineId.html" title="struct bevy_render::render_resource::CachedRenderPipelineId">Cached<wbr>Render<wbr>Pipeline<wbr>Id</a></div><div class="desc docblock-short">Index of a cached render pipeline in a <a href="struct.PipelineCache.html" title="struct bevy_render::render_resource::PipelineCache"><code>PipelineCache</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.ColorTargetState.html" title="struct bevy_render::render_resource::ColorTargetState">Color<wbr>Target<wbr>State</a></div><div class="desc docblock-short">Describes the color state of a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.ColorWrites.html" title="struct bevy_render::render_resource::ColorWrites">Color<wbr>Writes</a></div><div class="desc docblock-short">Color write mask. Disabled color channels will not be written to.</div></li><li><div class="item-name"><a class="struct" href="struct.CommandEncoder.html" title="struct bevy_render::render_resource::CommandEncoder">Command<wbr>Encoder</a></div><div class="desc docblock-short">Encodes a series of GPU operations.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputePass.html" title="struct bevy_render::render_resource::ComputePass">Compute<wbr>Pass</a></div><div class="desc docblock-short">In-progress recording of a compute pass.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputePassDescriptor.html" title="struct bevy_render::render_resource::ComputePassDescriptor">Compute<wbr>Pass<wbr>Descriptor</a></div><div class="desc docblock-short">Describes the attachments of a compute pass.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputePipeline.html" title="struct bevy_render::render_resource::ComputePipeline">Compute<wbr>Pipeline</a></div><div class="desc docblock-short">A <a href="struct.ComputePipeline.html" title="struct bevy_render::render_resource::ComputePipeline"><code>ComputePipeline</code></a> represents a compute pipeline and its single shader stage.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputePipelineDescriptor.html" title="struct bevy_render::render_resource::ComputePipelineDescriptor">Compute<wbr>Pipeline<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a compute pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputePipelineId.html" title="struct bevy_render::render_resource::ComputePipelineId">Compute<wbr>Pipeline<wbr>Id</a></div></li><li><div class="item-name"><a class="struct" href="struct.DefaultImageSampler.html" title="struct bevy_render::render_resource::DefaultImageSampler">Default<wbr>Image<wbr>Sampler</a></div><div class="desc docblock-short">A rendering resource for the default image sampler which is set during renderer
initialization.</div></li><li><div class="item-name"><a class="struct" href="struct.DepthBiasState.html" title="struct bevy_render::render_resource::DepthBiasState">Depth<wbr>Bias<wbr>State</a></div><div class="desc docblock-short">Describes the biasing setting for the depth target.</div></li><li><div class="item-name"><a class="struct" href="struct.DepthStencilState.html" title="struct bevy_render::render_resource::DepthStencilState">Depth<wbr>Stencil<wbr>State</a></div><div class="desc docblock-short">Describes the depth/stencil state in a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.DispatchIndirectArgs.html" title="struct bevy_render::render_resource::DispatchIndirectArgs">Dispatch<wbr>Indirect<wbr>Args</a></div><div class="desc docblock-short">Argument buffer layout for dispatch_indirect commands.</div></li><li><div class="item-name"><a class="struct" href="struct.DownlevelFlags.html" title="struct bevy_render::render_resource::DownlevelFlags">Downlevel<wbr>Flags</a></div><div class="desc docblock-short">Binary flags listing features that may or may not be present on downlevel adapters.</div></li><li><div class="item-name"><a class="struct" href="struct.DrawIndexedIndirectArgs.html" title="struct bevy_render::render_resource::DrawIndexedIndirectArgs">Draw<wbr>Indexed<wbr>Indirect<wbr>Args</a></div><div class="desc docblock-short">Argument buffer layout for draw_indexed_indirect commands.</div></li><li><div class="item-name"><a class="struct" href="struct.DrawIndirectArgs.html" title="struct bevy_render::render_resource::DrawIndirectArgs">Draw<wbr>Indirect<wbr>Args</a></div><div class="desc docblock-short">Argument buffer layout for draw_indirect commands.</div></li><li><div class="item-name"><a class="struct" href="struct.DynamicBindGroupEntries.html" title="struct bevy_render::render_resource::DynamicBindGroupEntries">Dynamic<wbr>Bind<wbr>Group<wbr>Entries</a></div></li><li><div class="item-name"><a class="struct" href="struct.DynamicBindGroupLayoutEntries.html" title="struct bevy_render::render_resource::DynamicBindGroupLayoutEntries">Dynamic<wbr>Bind<wbr>Group<wbr>Layout<wbr>Entries</a></div></li><li><div class="item-name"><a class="struct" href="struct.DynamicStorageBuffer.html" title="struct bevy_render::render_resource::DynamicStorageBuffer">Dynamic<wbr>Storage<wbr>Buffer</a></div><div class="desc docblock-short">Stores data to be transferred to the GPU and made accessible to shaders as a dynamic storage buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.DynamicUniformBuffer.html" title="struct bevy_render::render_resource::DynamicUniformBuffer">Dynamic<wbr>Uniform<wbr>Buffer</a></div><div class="desc docblock-short">Stores data to be transferred to the GPU and made accessible to shaders as a dynamic uniform buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.DynamicUniformBufferWriter.html" title="struct bevy_render::render_resource::DynamicUniformBufferWriter">Dynamic<wbr>Uniform<wbr>Buffer<wbr>Writer</a></div><div class="desc docblock-short">A writer that can be used to directly write elements into the target buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.Extent3d.html" title="struct bevy_render::render_resource::Extent3d">Extent3d</a></div><div class="desc docblock-short">Extent of a texture related operation.</div></li><li><div class="item-name"><a class="struct" href="struct.FragmentState.html" title="struct bevy_render::render_resource::FragmentState">Fragment<wbr>State</a></div><div class="desc docblock-short">Describes the fragment process in a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.GpuArrayBufferIndex.html" title="struct bevy_render::render_resource::GpuArrayBufferIndex">GpuArray<wbr>Buffer<wbr>Index</a></div><div class="desc docblock-short">An index into a <a href="enum.GpuArrayBuffer.html" title="enum bevy_render::render_resource::GpuArrayBuffer"><code>GpuArrayBuffer</code></a> for a given element.</div></li><li><div class="item-name"><a class="struct" href="struct.ImageCopyBufferBase.html" title="struct bevy_render::render_resource::ImageCopyBufferBase">Image<wbr>Copy<wbr>Buffer<wbr>Base</a></div><div class="desc docblock-short">View of a buffer which can be used to copy to/from a texture.</div></li><li><div class="item-name"><a class="struct" href="struct.ImageCopyTextureBase.html" title="struct bevy_render::render_resource::ImageCopyTextureBase">Image<wbr>Copy<wbr>Texture<wbr>Base</a></div><div class="desc docblock-short">View of a texture which can be used to copy to/from a buffer/texture.</div></li><li><div class="item-name"><a class="struct" href="struct.ImageDataLayout.html" title="struct bevy_render::render_resource::ImageDataLayout">Image<wbr>Data<wbr>Layout</a></div><div class="desc docblock-short">Layout of a texture in a buffers memory.</div></li><li><div class="item-name"><a class="struct" href="struct.ImageSubresourceRange.html" title="struct bevy_render::render_resource::ImageSubresourceRange">Image<wbr>Subresource<wbr>Range</a></div><div class="desc docblock-short">Subresource range within an image</div></li><li><div class="item-name"><a class="struct" href="struct.MultisampleState.html" title="struct bevy_render::render_resource::MultisampleState">Multisample<wbr>State</a></div><div class="desc docblock-short">Describes the multi-sampling state of a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.Operations.html" title="struct bevy_render::render_resource::Operations">Operations</a></div><div class="desc docblock-short">Pair of load and store operations for an attachment aspect.</div></li><li><div class="item-name"><a class="struct" href="struct.Origin3d.html" title="struct bevy_render::render_resource::Origin3d">Origin3d</a></div><div class="desc docblock-short">Origin of a copy to/from a texture.</div></li><li><div class="item-name"><a class="struct" href="struct.PipelineCache.html" title="struct bevy_render::render_resource::PipelineCache">Pipeline<wbr>Cache</a></div><div class="desc docblock-short">Cache for render and compute pipelines.</div></li><li><div class="item-name"><a class="struct" href="struct.PipelineCompilationOptions.html" title="struct bevy_render::render_resource::PipelineCompilationOptions">Pipeline<wbr>Compilation<wbr>Options</a></div><div class="desc docblock-short">Advanced options for use when a pipeline is compiled</div></li><li><div class="item-name"><a class="struct" href="struct.PipelineLayout.html" title="struct bevy_render::render_resource::PipelineLayout">Pipeline<wbr>Layout</a></div><div class="desc docblock-short">Handle to a pipeline layout.</div></li><li><div class="item-name"><a class="struct" href="struct.PipelineLayoutDescriptor.html" title="struct bevy_render::render_resource::PipelineLayoutDescriptor">Pipeline<wbr>Layout<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.PipelineLayout.html" title="struct bevy_render::render_resource::PipelineLayout"><code>PipelineLayout</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.PreparedBindGroup.html" title="struct bevy_render::render_resource::PreparedBindGroup">Prepared<wbr>Bind<wbr>Group</a></div><div class="desc docblock-short">A prepared bind group returned as a result of <a href="trait.AsBindGroup.html#method.as_bind_group" title="method bevy_render::render_resource::AsBindGroup::as_bind_group"><code>AsBindGroup::as_bind_group</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.PrimitiveState.html" title="struct bevy_render::render_resource::PrimitiveState">Primitive<wbr>State</a></div><div class="desc docblock-short">Describes the state of primitive assembly and rasterization in a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.PushConstantRange.html" title="struct bevy_render::render_resource::PushConstantRange">Push<wbr>Constant<wbr>Range</a></div><div class="desc docblock-short">A range of push constant memory to pass to a shader stage.</div></li><li><div class="item-name"><a class="struct" href="struct.RawBufferVec.html" title="struct bevy_render::render_resource::RawBufferVec">RawBuffer<wbr>Vec</a></div><div class="desc docblock-short">A structure for storing raw bytes that have already been properly formatted
for use by the GPU.</div></li><li><div class="item-name"><a class="struct" href="struct.RawComputePipelineDescriptor.html" title="struct bevy_render::render_resource::RawComputePipelineDescriptor">RawCompute<wbr>Pipeline<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a compute pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.RawFragmentState.html" title="struct bevy_render::render_resource::RawFragmentState">RawFragment<wbr>State</a></div><div class="desc docblock-short">Describes the fragment processing in a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.RawRenderPipelineDescriptor.html" title="struct bevy_render::render_resource::RawRenderPipelineDescriptor">RawRender<wbr>Pipeline<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a render (graphics) pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.RawVertexBufferLayout.html" title="struct bevy_render::render_resource::RawVertexBufferLayout">RawVertex<wbr>Buffer<wbr>Layout</a></div><div class="desc docblock-short">Describes how the vertex buffer is interpreted.</div></li><li><div class="item-name"><a class="struct" href="struct.RawVertexState.html" title="struct bevy_render::render_resource::RawVertexState">RawVertex<wbr>State</a></div><div class="desc docblock-short">Describes the vertex processing in a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPassColorAttachment.html" title="struct bevy_render::render_resource::RenderPassColorAttachment">Render<wbr>Pass<wbr>Color<wbr>Attachment</a></div><div class="desc docblock-short">Describes a color attachment to a <a href="../../wgpu/api/render_pass/struct.RenderPass.html" title="struct wgpu::api::render_pass::RenderPass"><code>RenderPass</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPassDepthStencilAttachment.html" title="struct bevy_render::render_resource::RenderPassDepthStencilAttachment">Render<wbr>Pass<wbr>Depth<wbr>Stencil<wbr>Attachment</a></div><div class="desc docblock-short">Describes a depth/stencil attachment to a <a href="../../wgpu/api/render_pass/struct.RenderPass.html" title="struct wgpu::api::render_pass::RenderPass"><code>RenderPass</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPassDescriptor.html" title="struct bevy_render::render_resource::RenderPassDescriptor">Render<wbr>Pass<wbr>Descriptor</a></div><div class="desc docblock-short">Describes the attachments of a render pass.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPipeline.html" title="struct bevy_render::render_resource::RenderPipeline">Render<wbr>Pipeline</a></div><div class="desc docblock-short">A <a href="struct.RenderPipeline.html" title="struct bevy_render::render_resource::RenderPipeline"><code>RenderPipeline</code></a> represents a graphics pipeline and its stages (shaders), bindings and vertex buffers.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPipelineDescriptor.html" title="struct bevy_render::render_resource::RenderPipelineDescriptor">Render<wbr>Pipeline<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a render (graphics) pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderPipelineId.html" title="struct bevy_render::render_resource::RenderPipelineId">Render<wbr>Pipeline<wbr>Id</a></div></li><li><div class="item-name"><a class="struct" href="struct.Sampler.html" title="struct bevy_render::render_resource::Sampler">Sampler</a></div><div class="desc docblock-short">A Sampler defines how a pipeline will sample from a <a href="struct.TextureView.html" title="struct bevy_render::render_resource::TextureView"><code>TextureView</code></a>.
They define image filters (including anisotropy) and address (wrapping) modes, among other things.</div></li><li><div class="item-name"><a class="struct" href="struct.SamplerDescriptor.html" title="struct bevy_render::render_resource::SamplerDescriptor">Sampler<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="../../wgpu/api/sampler/struct.Sampler.html" title="struct wgpu::api::sampler::Sampler"><code>Sampler</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.SamplerId.html" title="struct bevy_render::render_resource::SamplerId">Sampler<wbr>Id</a></div></li><li><div class="item-name"><a class="struct" href="struct.Shader.html" title="struct bevy_render::render_resource::Shader">Shader</a></div><div class="desc docblock-short">A shader, as defined by its <a href="enum.ShaderSource.html" title="enum bevy_render::render_resource::ShaderSource"><code>ShaderSource</code></a> and <a href="enum.ShaderStage.html" title="enum bevy_render::render_resource::ShaderStage"><code>ShaderStage</code></a>
This is an “unprocessed” shader. It can contain preprocessor directives.</div></li><li><div class="item-name"><a class="struct" href="struct.ShaderId.html" title="struct bevy_render::render_resource::ShaderId">Shader<wbr>Id</a></div></li><li><div class="item-name"><a class="struct" href="struct.ShaderLoader.html" title="struct bevy_render::render_resource::ShaderLoader">Shader<wbr>Loader</a></div></li><li><div class="item-name"><a class="struct" href="struct.ShaderModule.html" title="struct bevy_render::render_resource::ShaderModule">Shader<wbr>Module</a></div><div class="desc docblock-short">Handle to a compiled shader module.</div></li><li><div class="item-name"><a class="struct" href="struct.ShaderModuleDescriptor.html" title="struct bevy_render::render_resource::ShaderModuleDescriptor">Shader<wbr>Module<wbr>Descriptor</a></div><div class="desc docblock-short">Descriptor for use with <a href="../../wgpu/api/device/struct.Device.html#method.create_shader_module" title="method wgpu::api::device::Device::create_shader_module"><code>Device::create_shader_module</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.ShaderStages.html" title="struct bevy_render::render_resource::ShaderStages">Shader<wbr>Stages</a></div><div class="desc docblock-short">Describes the shader stages that a binding will be visible from.</div></li><li><div class="item-name"><a class="struct" href="struct.SpecializedComputePipelines.html" title="struct bevy_render::render_resource::SpecializedComputePipelines">Specialized<wbr>Compute<wbr>Pipelines</a></div></li><li><div class="item-name"><a class="struct" href="struct.SpecializedMeshPipelines.html" title="struct bevy_render::render_resource::SpecializedMeshPipelines">Specialized<wbr>Mesh<wbr>Pipelines</a></div></li><li><div class="item-name"><a class="struct" href="struct.SpecializedRenderPipelines.html" title="struct bevy_render::render_resource::SpecializedRenderPipelines">Specialized<wbr>Render<wbr>Pipelines</a></div></li><li><div class="item-name"><a class="struct" href="struct.StencilFaceState.html" title="struct bevy_render::render_resource::StencilFaceState">Stencil<wbr>Face<wbr>State</a></div><div class="desc docblock-short">Describes stencil state in a render pipeline.</div></li><li><div class="item-name"><a class="struct" href="struct.StencilState.html" title="struct bevy_render::render_resource::StencilState">Stencil<wbr>State</a></div><div class="desc docblock-short">State of the stencil operation (fixed-pipeline stage).</div></li><li><div class="item-name"><a class="struct" href="struct.StorageBuffer.html" title="struct bevy_render::render_resource::StorageBuffer">Storage<wbr>Buffer</a></div><div class="desc docblock-short">Stores data to be transferred to the GPU and made accessible to shaders as a storage buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.SurfaceTexture.html" title="struct bevy_render::render_resource::SurfaceTexture">Surface<wbr>Texture</a></div></li><li><div class="item-name"><a class="struct" href="struct.Texture.html" title="struct bevy_render::render_resource::Texture">Texture</a></div><div class="desc docblock-short">A GPU-accessible texture.</div></li><li><div class="item-name"><a class="struct" href="struct.TextureId.html" title="struct bevy_render::render_resource::TextureId">Texture<wbr>Id</a></div></li><li><div class="item-name"><a class="struct" href="struct.TextureUsages.html" title="struct bevy_render::render_resource::TextureUsages">Texture<wbr>Usages</a></div><div class="desc docblock-short">Different ways that you can use a texture.</div></li><li><div class="item-name"><a class="struct" href="struct.TextureView.html" title="struct bevy_render::render_resource::TextureView">Texture<wbr>View</a></div><div class="desc docblock-short">Describes a <a href="struct.Texture.html" title="struct bevy_render::render_resource::Texture"><code>Texture</code></a> with its associated metadata required by a pipeline or <a href="struct.BindGroup.html" title="struct bevy_render::render_resource::BindGroup"><code>BindGroup</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.TextureViewDescriptor.html" title="struct bevy_render::render_resource::TextureViewDescriptor">Texture<wbr>View<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="../../wgpu/api/texture_view/struct.TextureView.html" title="struct wgpu::api::texture_view::TextureView"><code>TextureView</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.TextureViewId.html" title="struct bevy_render::render_resource::TextureViewId">Texture<wbr>View<wbr>Id</a></div></li><li><div class="item-name"><a class="struct" href="struct.UniformBuffer.html" title="struct bevy_render::render_resource::UniformBuffer">Uniform<wbr>Buffer</a></div><div class="desc docblock-short">Stores data to be transferred to the GPU and made accessible to shaders as a uniform buffer.</div></li><li><div class="item-name"><a class="struct" href="struct.UninitBufferVec.html" title="struct bevy_render::render_resource::UninitBufferVec">Uninit<wbr>Buffer<wbr>Vec</a></div><div class="desc docblock-short">Like a <a href="struct.BufferVec.html" title="struct bevy_render::render_resource::BufferVec"><code>BufferVec</code></a>, but only reserves space on the GPU for elements
instead of initializing them CPU-side.</div></li><li><div class="item-name"><a class="struct" href="struct.UnpreparedBindGroup.html" title="struct bevy_render::render_resource::UnpreparedBindGroup">Unprepared<wbr>Bind<wbr>Group</a></div><div class="desc docblock-short">a map containing <code>OwnedBindingResource</code>s, keyed by the target binding index</div></li><li><div class="item-name"><a class="struct" href="struct.VertexAttribute.html" title="struct bevy_render::render_resource::VertexAttribute">Vertex<wbr>Attribute</a></div><div class="desc docblock-short">Vertex inputs (attributes) to shaders.</div></li><li><div class="item-name"><a class="struct" href="struct.VertexBufferLayout.html" title="struct bevy_render::render_resource::VertexBufferLayout">Vertex<wbr>Buffer<wbr>Layout</a></div><div class="desc docblock-short">Describes how the vertex buffer is interpreted.</div></li><li><div class="item-name"><a class="struct" href="struct.VertexState.html" title="struct bevy_render::render_resource::VertexState">Vertex<wbr>State</a></div></li><li><div class="item-name"><a class="struct" href="struct.WgpuAdapterInfo.html" title="struct bevy_render::render_resource::WgpuAdapterInfo">Wgpu<wbr>Adapter<wbr>Info</a></div><div class="desc docblock-short">Information about an adapter.</div></li><li><div class="item-name"><a class="struct" href="struct.WgpuFeatures.html" title="struct bevy_render::render_resource::WgpuFeatures">Wgpu<wbr>Features</a></div><div class="desc docblock-short">Features that are not guaranteed to be supported.</div></li><li><div class="item-name"><a class="struct" href="struct.WgpuLimits.html" title="struct bevy_render::render_resource::WgpuLimits">Wgpu<wbr>Limits</a></div><div class="desc docblock-short">Represents the sets of limits an adapter/device supports.</div></li></ul><h2 id="enums" class="section-header">Enums<a href="#enums" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="enum" href="enum.AddressMode.html" title="enum bevy_render::render_resource::AddressMode">Address<wbr>Mode</a></div><div class="desc docblock-short">How edges should be handled in texture addressing.</div></li><li><div class="item-name"><a class="enum" href="enum.AsBindGroupError.html" title="enum bevy_render::render_resource::AsBindGroupError">AsBind<wbr>Group<wbr>Error</a></div><div class="desc docblock-short">An error that occurs during <a href="trait.AsBindGroup.html#method.as_bind_group" title="method bevy_render::render_resource::AsBindGroup::as_bind_group"><code>AsBindGroup::as_bind_group</code></a> calls.</div></li><li><div class="item-name"><a class="enum" href="enum.AstcBlock.html" title="enum bevy_render::render_resource::AstcBlock">Astc<wbr>Block</a></div><div class="desc docblock-short">ASTC block dimensions</div></li><li><div class="item-name"><a class="enum" href="enum.AstcChannel.html" title="enum bevy_render::render_resource::AstcChannel">Astc<wbr>Channel</a></div><div class="desc docblock-short">ASTC RGBA channel</div></li><li><div class="item-name"><a class="enum" href="enum.BindingResource.html" title="enum bevy_render::render_resource::BindingResource">Binding<wbr>Resource</a></div><div class="desc docblock-short">Resource that can be bound to a pipeline.</div></li><li><div class="item-name"><a class="enum" href="enum.BindingType.html" title="enum bevy_render::render_resource::BindingType">Binding<wbr>Type</a></div><div class="desc docblock-short">Specific type of a binding.</div></li><li><div class="item-name"><a class="enum" href="enum.BlendFactor.html" title="enum bevy_render::render_resource::BlendFactor">Blend<wbr>Factor</a></div><div class="desc docblock-short">Alpha blend factor.</div></li><li><div class="item-name"><a class="enum" href="enum.BlendOperation.html" title="enum bevy_render::render_resource::BlendOperation">Blend<wbr>Operation</a></div><div class="desc docblock-short">Alpha blend operation.</div></li><li><div class="item-name"><a class="enum" href="enum.BufferBindingType.html" title="enum bevy_render::render_resource::BufferBindingType">Buffer<wbr>Binding<wbr>Type</a></div><div class="desc docblock-short">Specific type of a buffer binding.</div></li><li><div class="item-name"><a class="enum" href="enum.CachedPipelineState.html" title="enum bevy_render::render_resource::CachedPipelineState">Cached<wbr>Pipeline<wbr>State</a></div><div class="desc docblock-short">State of a cached pipeline inserted into a <a href="struct.PipelineCache.html" title="struct bevy_render::render_resource::PipelineCache"><code>PipelineCache</code></a>.</div></li><li><div class="item-name"><a class="enum" href="enum.CompareFunction.html" title="enum bevy_render::render_resource::CompareFunction">Compare<wbr>Function</a></div><div class="desc docblock-short">Comparison function used for depth and stencil operations.</div></li><li><div class="item-name"><a class="enum" href="enum.Face.html" title="enum bevy_render::render_resource::Face">Face</a></div><div class="desc docblock-short">Face of a vertex.</div></li><li><div class="item-name"><a class="enum" href="enum.FilterMode.html" title="enum bevy_render::render_resource::FilterMode">Filter<wbr>Mode</a></div><div class="desc docblock-short">Texel mixing mode when sampling between texels.</div></li><li><div class="item-name"><a class="enum" href="enum.FrontFace.html" title="enum bevy_render::render_resource::FrontFace">Front<wbr>Face</a></div><div class="desc docblock-short">Vertex winding order which classifies the “front” face of a triangle.</div></li><li><div class="item-name"><a class="enum" href="enum.GpuArrayBuffer.html" title="enum bevy_render::render_resource::GpuArrayBuffer">GpuArray<wbr>Buffer</a></div><div class="desc docblock-short">Stores an array of elements to be transferred to the GPU and made accessible to shaders as a read-only array.</div></li><li><div class="item-name"><a class="enum" href="enum.IndexFormat.html" title="enum bevy_render::render_resource::IndexFormat">Index<wbr>Format</a></div><div class="desc docblock-short">Format of indices used with pipeline.</div></li><li><div class="item-name"><a class="enum" href="enum.LoadOp.html" title="enum bevy_render::render_resource::LoadOp">LoadOp</a></div><div class="desc docblock-short">Operation to perform to the output attachment at the start of a render pass.</div></li><li><div class="item-name"><a class="enum" href="enum.MapMode.html" title="enum bevy_render::render_resource::MapMode">MapMode</a></div><div class="desc docblock-short">Type of buffer mapping.</div></li><li><div class="item-name"><a class="enum" href="enum.OwnedBindingResource.html" title="enum bevy_render::render_resource::OwnedBindingResource">Owned<wbr>Binding<wbr>Resource</a></div><div class="desc docblock-short">An owned binding resource of any type (ex: a <a href="struct.Buffer.html" title="struct bevy_render::render_resource::Buffer"><code>Buffer</code></a>, <a href="struct.TextureView.html" title="struct bevy_render::render_resource::TextureView"><code>TextureView</code></a>, etc).
This is used by types like <a href="struct.PreparedBindGroup.html" title="struct bevy_render::render_resource::PreparedBindGroup"><code>PreparedBindGroup</code></a> to hold a single list of all
render resources used by bindings.</div></li><li><div class="item-name"><a class="enum" href="enum.Pipeline.html" title="enum bevy_render::render_resource::Pipeline">Pipeline</a></div><div class="desc docblock-short">A pipeline defining the data layout and shader logic for a specific GPU task.</div></li><li><div class="item-name"><a class="enum" href="enum.PipelineCacheError.html" title="enum bevy_render::render_resource::PipelineCacheError">Pipeline<wbr>Cache<wbr>Error</a></div><div class="desc docblock-short">Type of error returned by a <a href="struct.PipelineCache.html" title="struct bevy_render::render_resource::PipelineCache"><code>PipelineCache</code></a> when the creation of a GPU pipeline object failed.</div></li><li><div class="item-name"><a class="enum" href="enum.PipelineDescriptor.html" title="enum bevy_render::render_resource::PipelineDescriptor">Pipeline<wbr>Descriptor</a></div><div class="desc docblock-short">A descriptor for a <a href="enum.Pipeline.html" title="enum bevy_render::render_resource::Pipeline"><code>Pipeline</code></a>.</div></li><li><div class="item-name"><a class="enum" href="enum.PolygonMode.html" title="enum bevy_render::render_resource::PolygonMode">Polygon<wbr>Mode</a></div><div class="desc docblock-short">Type of drawing mode for polygons</div></li><li><div class="item-name"><a class="enum" href="enum.PrimitiveTopology.html" title="enum bevy_render::render_resource::PrimitiveTopology">Primitive<wbr>Topology</a></div><div class="desc docblock-short">Primitive type the input mesh is composed of.</div></li><li><div class="item-name"><a class="enum" href="enum.SamplerBindingType.html" title="enum bevy_render::render_resource::SamplerBindingType">Sampler<wbr>Binding<wbr>Type</a></div><div class="desc docblock-short">Specific type of a sampler binding.</div></li><li><div class="item-name"><a class="enum" href="enum.ShaderDefVal.html" title="enum bevy_render::render_resource::ShaderDefVal">Shader<wbr>DefVal</a></div></li><li><div class="item-name"><a class="enum" href="enum.ShaderImport.html" title="enum bevy_render::render_resource::ShaderImport">Shader<wbr>Import</a></div></li><li><div class="item-name"><a class="enum" href="enum.ShaderLoaderError.html" title="enum bevy_render::render_resource::ShaderLoaderError">Shader<wbr>Loader<wbr>Error</a></div></li><li><div class="item-name"><a class="enum" href="enum.ShaderRef.html" title="enum bevy_render::render_resource::ShaderRef">Shader<wbr>Ref</a></div><div class="desc docblock-short">A reference to a shader asset.</div></li><li><div class="item-name"><a class="enum" href="enum.ShaderReflectError.html" title="enum bevy_render::render_resource::ShaderReflectError">Shader<wbr>Reflect<wbr>Error</a></div></li><li><div class="item-name"><a class="enum" href="enum.ShaderSource.html" title="enum bevy_render::render_resource::ShaderSource">Shader<wbr>Source</a></div><div class="desc docblock-short">Source of a shader module.</div></li><li><div class="item-name"><a class="enum" href="enum.ShaderStage.html" title="enum bevy_render::render_resource::ShaderStage">Shader<wbr>Stage</a></div><div class="desc docblock-short">Stage of the programmable pipeline.</div></li><li><div class="item-name"><a class="enum" href="enum.Source.html" title="enum bevy_render::render_resource::Source">Source</a></div></li><li><div class="item-name"><a class="enum" href="enum.SpecializedMeshPipelineError.html" title="enum bevy_render::render_resource::SpecializedMeshPipelineError">Specialized<wbr>Mesh<wbr>Pipeline<wbr>Error</a></div></li><li><div class="item-name"><a class="enum" href="enum.StencilOperation.html" title="enum bevy_render::render_resource::StencilOperation">Stencil<wbr>Operation</a></div><div class="desc docblock-short">Operation to perform on the stencil value.</div></li><li><div class="item-name"><a class="enum" href="enum.StorageTextureAccess.html" title="enum bevy_render::render_resource::StorageTextureAccess">Storage<wbr>Texture<wbr>Access</a></div><div class="desc docblock-short">Specific type of a sample in a texture binding.</div></li><li><div class="item-name"><a class="enum" href="enum.StoreOp.html" title="enum bevy_render::render_resource::StoreOp">StoreOp</a></div><div class="desc docblock-short">Operation to perform to the output attachment at the end of a render pass.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureAspect.html" title="enum bevy_render::render_resource::TextureAspect">Texture<wbr>Aspect</a></div><div class="desc docblock-short">Kind of data the texture holds.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureDataOrder.html" title="enum bevy_render::render_resource::TextureDataOrder">Texture<wbr>Data<wbr>Order</a></div><div class="desc docblock-short">Order in which TextureData is laid out in memory.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureDimension.html" title="enum bevy_render::render_resource::TextureDimension">Texture<wbr>Dimension</a></div><div class="desc docblock-short">Dimensionality of a texture.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureFormat.html" title="enum bevy_render::render_resource::TextureFormat">Texture<wbr>Format</a></div><div class="desc docblock-short">Underlying texture data format.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureSampleType.html" title="enum bevy_render::render_resource::TextureSampleType">Texture<wbr>Sample<wbr>Type</a></div><div class="desc docblock-short">Specific type of a sample in a texture binding.</div></li><li><div class="item-name"><a class="enum" href="enum.TextureViewDimension.html" title="enum bevy_render::render_resource::TextureViewDimension">Texture<wbr>View<wbr>Dimension</a></div><div class="desc docblock-short">Dimensions of a particular texture view.</div></li><li><div class="item-name"><a class="enum" href="enum.VertexFormat.html" title="enum bevy_render::render_resource::VertexFormat">Vertex<wbr>Format</a></div><div class="desc docblock-short">Vertex Format for a <a href="struct.VertexAttribute.html" title="struct bevy_render::render_resource::VertexAttribute"><code>VertexAttribute</code></a> (input).</div></li><li><div class="item-name"><a class="enum" href="enum.VertexStepMode.html" title="enum bevy_render::render_resource::VertexStepMode">Vertex<wbr>Step<wbr>Mode</a></div><div class="desc docblock-short">Whether a vertex buffer is indexed by vertex or by instance.</div></li></ul><h2 id="constants" class="section-header">Constants<a href="#constants" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="constant" href="constant.COPY_BUFFER_ALIGNMENT.html" title="constant bevy_render::render_resource::COPY_BUFFER_ALIGNMENT">COPY_<wbr>BUFFER_<wbr>ALIGNMENT</a></div><div class="desc docblock-short">Buffer to buffer copy as well as buffer clear offsets and sizes must be aligned to this number.</div></li></ul><h2 id="traits" class="section-header">Traits<a href="#traits" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="trait" href="trait.AsBindGroup.html" title="trait bevy_render::render_resource::AsBindGroup">AsBind<wbr>Group</a></div><div class="desc docblock-short">Converts a value to a <a href="struct.BindGroup.html" title="struct bevy_render::render_resource::BindGroup"><code>BindGroup</code></a> with a given <a href="struct.BindGroupLayout.html" title="struct bevy_render::render_resource::BindGroupLayout"><code>BindGroupLayout</code></a>, which can then be used in Bevy shaders.
This trait can be derived (and generally should be). Read on for details and examples.</div></li><li><div class="item-name"><a class="trait" href="trait.AsBindGroupShaderType.html" title="trait bevy_render::render_resource::AsBindGroupShaderType">AsBind<wbr>Group<wbr>Shader<wbr>Type</a></div><div class="desc docblock-short">Converts a value to a <a href="trait.ShaderType.html" title="trait bevy_render::render_resource::ShaderType"><code>ShaderType</code></a> for use in a bind group.</div></li><li><div class="item-name"><a class="trait" href="trait.GpuArrayBufferable.html" title="trait bevy_render::render_resource::GpuArrayBufferable">GpuArray<wbr>Bufferable</a></div><div class="desc docblock-short">Trait for types able to go in a <a href="enum.GpuArrayBuffer.html" title="enum bevy_render::render_resource::GpuArrayBuffer"><code>GpuArrayBuffer</code></a>.</div></li><li><div class="item-name"><a class="trait" href="trait.IntoBindGroupLayoutEntryBuilder.html" title="trait bevy_render::render_resource::IntoBindGroupLayoutEntryBuilder">Into<wbr>Bind<wbr>Group<wbr>Layout<wbr>Entry<wbr>Builder</a></div></li><li><div class="item-name"><a class="trait" href="trait.IntoBindGroupLayoutEntryBuilderArray.html" title="trait bevy_render::render_resource::IntoBindGroupLayoutEntryBuilderArray">Into<wbr>Bind<wbr>Group<wbr>Layout<wbr>Entry<wbr>Builder<wbr>Array</a></div></li><li><div class="item-name"><a class="trait" href="trait.IntoBinding.html" title="trait bevy_render::render_resource::IntoBinding">Into<wbr>Binding</a></div></li><li><div class="item-name"><a class="trait" href="trait.IntoBindingArray.html" title="trait bevy_render::render_resource::IntoBindingArray">Into<wbr>Binding<wbr>Array</a></div></li><li><div class="item-name"><a class="trait" href="trait.IntoIndexedBindGroupLayoutEntryBuilderArray.html" title="trait bevy_render::render_resource::IntoIndexedBindGroupLayoutEntryBuilderArray">Into<wbr>Indexed<wbr>Bind<wbr>Group<wbr>Layout<wbr>Entry<wbr>Builder<wbr>Array</a></div></li><li><div class="item-name"><a class="trait" href="trait.IntoIndexedBindingArray.html" title="trait bevy_render::render_resource::IntoIndexedBindingArray">Into<wbr>Indexed<wbr>Binding<wbr>Array</a></div></li><li><div class="item-name"><a class="trait" href="trait.ShaderSize.html" title="trait bevy_render::render_resource::ShaderSize">Shader<wbr>Size</a></div><div class="desc docblock-short">Trait implemented for all <a href="https://gpuweb.github.io/gpuweb/wgsl/#fixed-footprint-types">WGSL fixed-footprint types</a></div></li><li><div class="item-name"><a class="trait" href="trait.ShaderType.html" title="trait bevy_render::render_resource::ShaderType">Shader<wbr>Type</a></div><div class="desc docblock-short">Base trait for all <a href="https://gpuweb.github.io/gpuweb/wgsl/#host-shareable-types">WGSL host-shareable types</a></div></li><li><div class="item-name"><a class="trait" href="trait.SpecializedComputePipeline.html" title="trait bevy_render::render_resource::SpecializedComputePipeline">Specialized<wbr>Compute<wbr>Pipeline</a></div></li><li><div class="item-name"><a class="trait" href="trait.SpecializedMeshPipeline.html" title="trait bevy_render::render_resource::SpecializedMeshPipeline">Specialized<wbr>Mesh<wbr>Pipeline</a></div></li><li><div class="item-name"><a class="trait" href="trait.SpecializedRenderPipeline.html" title="trait bevy_render::render_resource::SpecializedRenderPipeline">Specialized<wbr>Render<wbr>Pipeline</a></div></li></ul><h2 id="types" class="section-header">Type Aliases<a href="#types" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="type" href="type.BufferAddress.html" title="type bevy_render::render_resource::BufferAddress">Buffer<wbr>Address</a></div><div class="desc docblock-short">Integral type used for buffer offsets.</div></li><li><div class="item-name"><a class="type" href="type.BufferDescriptor.html" title="type bevy_render::render_resource::BufferDescriptor">Buffer<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="../../wgpu/api/buffer/struct.Buffer.html" title="struct wgpu::api::buffer::Buffer"><code>Buffer</code></a>.</div></li><li><div class="item-name"><a class="type" href="type.BufferSize.html" title="type bevy_render::render_resource::BufferSize">Buffer<wbr>Size</a></div><div class="desc docblock-short">Integral type used for buffer slice sizes.</div></li><li><div class="item-name"><a class="type" href="type.CommandEncoderDescriptor.html" title="type bevy_render::render_resource::CommandEncoderDescriptor">Command<wbr>Encoder<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="struct.CommandEncoder.html" title="struct bevy_render::render_resource::CommandEncoder"><code>CommandEncoder</code></a>.</div></li><li><div class="item-name"><a class="type" href="type.ImageCopyBuffer.html" title="type bevy_render::render_resource::ImageCopyBuffer">Image<wbr>Copy<wbr>Buffer</a></div><div class="desc docblock-short">View of a buffer which can be used to copy to/from a texture.</div></li><li><div class="item-name"><a class="type" href="type.ImageCopyTexture.html" title="type bevy_render::render_resource::ImageCopyTexture">Image<wbr>Copy<wbr>Texture</a></div><div class="desc docblock-short">View of a texture which can be used to copy to/from a buffer/texture.</div></li><li><div class="item-name"><a class="type" href="type.Maintain.html" title="type bevy_render::render_resource::Maintain">Maintain</a></div><div class="desc docblock-short">Passed to <a href="../../wgpu/api/device/struct.Device.html#method.poll" title="method wgpu::api::device::Device::poll"><code>Device::poll</code></a> to control how and if it should block.</div></li><li><div class="item-name"><a class="type" href="type.TextureDescriptor.html" title="type bevy_render::render_resource::TextureDescriptor">Texture<wbr>Descriptor</a></div><div class="desc docblock-short">Describes a <a href="../../wgpu/api/texture/struct.Texture.html" title="struct wgpu::api::texture::Texture"><code>Texture</code></a>.</div></li><li><div class="item-name"><a class="type" href="type.VertexLayoutCache.html" title="type bevy_render::render_resource::VertexLayoutCache">Vertex<wbr>Layout<wbr>Cache</a></div></li></ul><h2 id="derives" class="section-header">Derive Macros<a href="#derives" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="derive" href="derive.AsBindGroup.html" title="derive bevy_render::render_resource::AsBindGroup">AsBind<wbr>Group</a></div></li><li><div class="item-name"><a class="derive" href="derive.ShaderType.html" title="derive bevy_render::render_resource::ShaderType">Shader<wbr>Type</a></div></li></ul></section></div></main></body></html>