bevy/crates/bevy_sprite/src/mesh2d
Daniel Chia 517deda215 Make PipelineCache internally mutable. (#7205)
# Objective

- Allow rendering queue systems to use a `Res<PipelineCache>` even for queueing up new rendering pipelines. This is part of unblocking parallel execution queue systems.

## Solution

- Make `PipelineCache` internally mutable w.r.t to queueing new pipelines. Pipelines are no longer immediately updated into the cache state, but rather queued into a Vec. The Vec of pending new pipelines is then later processed at the same time we actually create the queued pipelines on the GPU device.

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## Changelog

`PipelineCache` no longer requires mutable access in order to queue render / compute pipelines.

## Migration Guide

* Most usages of `resource_mut::<PipelineCache>` and `ResMut<PipelineCache>` can be changed to `resource::<PipelineCache>` and `Res<PipelineCache>` as long as they don't use any methods requiring mutability - the only public method requiring it is `process_queue`.
2023-01-16 15:41:14 +00:00
..
color_material.rs add ReflectAsset and ReflectHandle (#5923) 2022-10-28 20:42:33 +00:00
color_material.wgsl bevy_pbr: Fix incorrect and unnecessary normal-mapping code (#5766) 2022-11-03 20:37:32 +00:00
material.rs Make PipelineCache internally mutable. (#7205) 2023-01-16 15:41:14 +00:00
mesh2d_bindings.wgsl update wgpu to 0.13 (#5168) 2022-07-14 21:17:16 +00:00
mesh2d_functions.wgsl Add reusable shader functions for transforming position/normal/tangent (#4901) 2022-06-14 00:32:33 +00:00
mesh2d_types.wgsl update wgpu to 0.13 (#5168) 2022-07-14 21:17:16 +00:00
mesh2d_vertex_output.wgsl update wgpu to 0.13 (#5168) 2022-07-14 21:17:16 +00:00
mesh2d_view_bindings.wgsl Add globals struct to mesh2d (#6222) 2022-10-10 19:23:43 +00:00
mesh2d_view_types.wgsl wasm: pad globals uniform also in 2d (#6643) 2022-11-18 21:02:56 +00:00
mesh2d.wgsl bevy_pbr: Fix incorrect and unnecessary normal-mapping code (#5766) 2022-11-03 20:37:32 +00:00
mesh.rs Flatten render commands (#6885) 2023-01-04 01:13:30 +00:00
mod.rs