pub struct Binding<'a> {
pub gpu: &'a Gpu,
pub visibility: ShaderStages,
pub ty: BindingType,
pub resource: BindingResource<'a>,
}Fields§
§gpu: &'a Gpu§visibility: ShaderStages§ty: BindingType§resource: BindingResource<'a>Implementations§
Source§impl Binding<'_>
impl Binding<'_>
pub const fn in_none(self) -> Self
pub const fn in_vertex(self) -> Self
pub const fn in_fragment(self) -> Self
pub const fn in_compute(self) -> Self
pub const fn in_vertex_fragment(self) -> Self
pub const fn buffer_dynamic_offset(self) -> Self
pub const fn sample_uint(self) -> Self
Trait Implementations§
Auto Trait Implementations§
impl<'a> Freeze for Binding<'a>
impl<'a> !RefUnwindSafe for Binding<'a>
impl<'a> !Send for Binding<'a>
impl<'a> !Sync for Binding<'a>
impl<'a> Unpin for Binding<'a>
impl<'a> !UnwindSafe for Binding<'a>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more