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# 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. --- ## 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`. |
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.. | ||
animate_shader.rs | ||
array_texture.rs | ||
compute_shader_game_of_life.rs | ||
custom_vertex_attribute.rs | ||
post_processing.rs | ||
shader_defs.rs | ||
shader_instancing.rs | ||
shader_material.rs | ||
shader_material_glsl.rs | ||
shader_material_screenspace_texture.rs |