Make BinnedRenderPhase fields for accessing batchable and unbatchable entities public (#16142)

# Objective

Fixes #16080

## Solution

Make the fields and struct pub as per the suggested solution.

## Testing

None
This commit is contained in:
Benjamin Brienen 2024-11-07 19:03:47 +01:00 committed by GitHub
parent 58a73924eb
commit 1e1b6e5b6d
No known key found for this signature in database
GPG key ID: B5690EEEBB952194

View file

@ -101,7 +101,7 @@ where
///
/// Each bin corresponds to a single batch set. For unbatchable entities,
/// prefer `unbatchable_values` instead.
pub(crate) batchable_mesh_values: HashMap<BPI::BinKey, Vec<(Entity, MainEntity)>>,
pub batchable_mesh_values: HashMap<BPI::BinKey, Vec<(Entity, MainEntity)>>,
/// A list of `BinKey`s for unbatchable items.
///
@ -112,7 +112,7 @@ where
/// The unbatchable bins.
///
/// Each entity here is rendered in a separate drawcall.
pub(crate) unbatchable_mesh_values: HashMap<BPI::BinKey, UnbatchableBinnedEntities>,
pub unbatchable_mesh_values: HashMap<BPI::BinKey, UnbatchableBinnedEntities>,
/// Items in the bin that aren't meshes at all.
///
@ -155,9 +155,9 @@ pub struct BinnedRenderPhaseBatch {
}
/// Information about the unbatchable entities in a bin.
pub(crate) struct UnbatchableBinnedEntities {
pub struct UnbatchableBinnedEntities {
/// The entities.
pub(crate) entities: Vec<(Entity, MainEntity)>,
pub entities: Vec<(Entity, MainEntity)>,
/// The GPU array buffer indices of each unbatchable binned entity.
pub(crate) buffer_indices: UnbatchableBinnedEntityIndexSet,