bevy/crates/bevy_pbr/src/render
Torstein Grindvik 4788315fd0
Use as_image_copy where possible (#10733)
# Objective

`wgpu` has a helper method `texture.as_image_copy()` for a common
pattern when making a default-like `ImageCopyTexture` from a texture.

This is used in various places in Bevy for texture copy operations, but
it was not used where `write_texture` is called.

## Solution

- Replace struct `ImageCopyTexture` initialization with
`texture.as_image_copy()` where appropriate

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-26 19:24:32 +00:00
..
clustered_forward.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
fog.rs Fix fog color being inaccurate (#10226) 2023-10-23 12:45:18 +00:00
fog.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
forward_io.wgsl pbr shader cleanup (#10105) 2023-10-13 19:12:40 +00:00
light.rs More inactive camera checks (#10555) 2023-11-14 13:44:42 +00:00
mesh_bindings.rs Use wildcard imports in bevy_pbr (#9847) 2023-10-25 08:40:55 +00:00
mesh_bindings.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
mesh_functions.wgsl View Transformations (#9726) 2023-10-24 21:26:19 +00:00
mesh_types.wgsl StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
mesh_view_bindings.rs StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
mesh_view_bindings.wgsl StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
mesh_view_types.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
mesh.rs Use as_image_copy where possible (#10733) 2023-11-26 19:24:32 +00:00
mesh.wgsl View Transformations (#9726) 2023-10-24 21:26:19 +00:00
mod.rs Variable MeshPipeline View Bind Group Layout (#10156) 2023-10-21 11:19:44 +00:00
morph.rs Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903) 2023-09-27 08:28:28 +00:00
morph.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
parallax_mapping.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
pbr_ambient.wgsl Use “specular occlusion” term to consistently extinguish fresnel on Ambient and Environment Map lights (#10182) 2023-10-23 03:26:20 +00:00
pbr_bindings.wgsl StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
pbr_fragment.wgsl StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
pbr_functions.wgsl StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
pbr_lighting.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
pbr_prepass_functions.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
pbr_prepass.wgsl double sided normals: fix apply_normal_mapping calls (#10330) 2023-11-01 16:40:25 +00:00
pbr_transmission.wgsl Non uniform transmission samples (#10674) 2023-11-22 18:54:45 +00:00
pbr_types.wgsl StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
pbr.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
rgb9e5.wgsl Deferred Renderer (#9258) 2023-10-12 22:10:38 +00:00
shadow_sampling.wgsl StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
shadows.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
skin.rs Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903) 2023-09-27 08:28:28 +00:00
skinning.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
utils.wgsl StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
view_transformations.wgsl View Transformations (#9726) 2023-10-24 21:26:19 +00:00
wireframe.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00