Struct gfx_hal::MeshShaderProperties
source · [−]pub struct MeshShaderProperties {Show 13 fields
pub max_draw_mesh_tasks_count: u32,
pub max_task_work_group_invocations: u32,
pub max_task_work_group_size: [u32; 3],
pub max_task_total_memory_size: u32,
pub max_task_output_count: u32,
pub max_mesh_work_group_invocations: u32,
pub max_mesh_work_group_size: [u32; 3],
pub max_mesh_total_memory_size: u32,
pub max_mesh_output_vertices: u32,
pub max_mesh_output_primitives: u32,
pub max_mesh_multiview_view_count: u32,
pub mesh_output_per_vertex_granularity: u32,
pub mesh_output_per_primitive_granularity: u32,
}
Expand description
Resource limits related to the Mesh Shaders.
Fields
max_draw_mesh_tasks_count: u32
The maximum number of local workgroups that can be launched by a single draw mesh tasks command
max_task_work_group_invocations: u32
The maximum total number of task shader invocations in a single local workgroup. The product of the X, Y, and Z sizes, as specified by the LocalSize execution mode in shader modules or by the object decorated by the WorkgroupSize decoration, must be less than or equal to this limit.
max_task_work_group_size: [u32; 3]
The maximum size of a local task workgroup. These three values represent the maximum local workgroup size in the X, Y, and Z dimensions, respectively. The x, y, and z sizes, as specified by the LocalSize execution mode or by the object decorated by the WorkgroupSize decoration in shader modules, must be less than or equal to the corresponding limit.
max_task_total_memory_size: u32
The maximum number of bytes that the task shader can use in total for shared and output memory combined.
max_task_output_count: u32
The maximum number of output tasks a single task shader workgroup can emit.
max_mesh_work_group_invocations: u32
The maximum total number of mesh shader invocations in a single local workgroup. The product of the X, Y, and Z sizes, as specified by the LocalSize execution mode in shader modules or by the object decorated by the WorkgroupSize decoration, must be less than or equal to this limit.
max_mesh_work_group_size: [u32; 3]
The maximum size of a local mesh workgroup. These three values represent the maximum local workgroup size in the X, Y, and Z dimensions, respectively. The x, y, and z sizes, as specified by the LocalSize execution mode or by the object decorated by the WorkgroupSize decoration in shader modules, must be less than or equal to the corresponding limit.
max_mesh_total_memory_size: u32
The maximum number of bytes that the mesh shader can use in total for shared and output memory combined.
max_mesh_output_vertices: u32
The maximum number of vertices a mesh shader output can store.
max_mesh_output_primitives: u32
The maximum number of primitives a mesh shader output can store.
max_mesh_multiview_view_count: u32
The maximum number of multi-view views a mesh shader can use.
mesh_output_per_vertex_granularity: u32
The granularity with which mesh vertex outputs are allocated. The value can be used to compute the memory size used by the mesh shader, which must be less than or equal to maxMeshTotalMemorySize.
mesh_output_per_primitive_granularity: u32
The granularity with which mesh outputs qualified as per-primitive are allocated. The value can be used to compute the memory size used by the mesh shader, which must be less than or equal to
Trait Implementations
sourceimpl Clone for MeshShaderProperties
impl Clone for MeshShaderProperties
sourcefn clone(&self) -> MeshShaderProperties
fn clone(&self) -> MeshShaderProperties
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
sourceimpl Debug for MeshShaderProperties
impl Debug for MeshShaderProperties
sourceimpl Default for MeshShaderProperties
impl Default for MeshShaderProperties
sourcefn default() -> MeshShaderProperties
fn default() -> MeshShaderProperties
Returns the “default value” for a type. Read more
sourceimpl PartialEq<MeshShaderProperties> for MeshShaderProperties
impl PartialEq<MeshShaderProperties> for MeshShaderProperties
sourcefn eq(&self, other: &MeshShaderProperties) -> bool
fn eq(&self, other: &MeshShaderProperties) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &MeshShaderProperties) -> bool
fn ne(&self, other: &MeshShaderProperties) -> bool
This method tests for !=
.
impl Copy for MeshShaderProperties
impl StructuralPartialEq for MeshShaderProperties
Auto Trait Implementations
impl RefUnwindSafe for MeshShaderProperties
impl Send for MeshShaderProperties
impl Sync for MeshShaderProperties
impl Unpin for MeshShaderProperties
impl UnwindSafe for MeshShaderProperties
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcepub fn borrow_mut(&mut self) -> &mut T
pub fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcepub fn to_owned(&self) -> T
pub fn to_owned(&self) -> T
Creates owned data from borrowed data, usually by cloning. Read more
sourcepub fn clone_into(&self, target: &mut T)
pub fn clone_into(&self, target: &mut T)
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more