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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
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1 changed files with 4 additions and 4 deletions
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@ -101,7 +101,7 @@ where
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///
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///
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/// Each bin corresponds to a single batch set. For unbatchable entities,
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/// Each bin corresponds to a single batch set. For unbatchable entities,
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/// prefer `unbatchable_values` instead.
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/// prefer `unbatchable_values` instead.
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pub(crate) batchable_mesh_values: HashMap<BPI::BinKey, Vec<(Entity, MainEntity)>>,
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pub batchable_mesh_values: HashMap<BPI::BinKey, Vec<(Entity, MainEntity)>>,
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/// A list of `BinKey`s for unbatchable items.
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/// A list of `BinKey`s for unbatchable items.
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///
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///
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@ -112,7 +112,7 @@ where
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/// The unbatchable bins.
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/// The unbatchable bins.
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///
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///
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/// Each entity here is rendered in a separate drawcall.
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/// Each entity here is rendered in a separate drawcall.
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pub(crate) unbatchable_mesh_values: HashMap<BPI::BinKey, UnbatchableBinnedEntities>,
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pub unbatchable_mesh_values: HashMap<BPI::BinKey, UnbatchableBinnedEntities>,
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/// Items in the bin that aren't meshes at all.
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/// Items in the bin that aren't meshes at all.
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///
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///
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@ -155,9 +155,9 @@ pub struct BinnedRenderPhaseBatch {
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}
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}
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/// Information about the unbatchable entities in a bin.
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/// Information about the unbatchable entities in a bin.
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pub(crate) struct UnbatchableBinnedEntities {
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pub struct UnbatchableBinnedEntities {
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/// The entities.
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/// The entities.
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pub(crate) entities: Vec<(Entity, MainEntity)>,
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pub entities: Vec<(Entity, MainEntity)>,
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/// The GPU array buffer indices of each unbatchable binned entity.
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/// The GPU array buffer indices of each unbatchable binned entity.
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pub(crate) buffer_indices: UnbatchableBinnedEntityIndexSet,
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pub(crate) buffer_indices: UnbatchableBinnedEntityIndexSet,
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