#[repr(C)]pub enum VertexFormat {
Show 45 variants
Uint8 = 0,
Uint8x2 = 1,
Uint8x4 = 2,
Sint8 = 3,
Sint8x2 = 4,
Sint8x4 = 5,
Unorm8 = 6,
Unorm8x2 = 7,
Unorm8x4 = 8,
Snorm8 = 9,
Snorm8x2 = 10,
Snorm8x4 = 11,
Uint16 = 12,
Uint16x2 = 13,
Uint16x4 = 14,
Sint16 = 15,
Sint16x2 = 16,
Sint16x4 = 17,
Unorm16 = 18,
Unorm16x2 = 19,
Unorm16x4 = 20,
Snorm16 = 21,
Snorm16x2 = 22,
Snorm16x4 = 23,
Float16 = 24,
Float16x2 = 25,
Float16x4 = 26,
Float32 = 27,
Float32x2 = 28,
Float32x3 = 29,
Float32x4 = 30,
Uint32 = 31,
Uint32x2 = 32,
Uint32x3 = 33,
Uint32x4 = 34,
Sint32 = 35,
Sint32x2 = 36,
Sint32x3 = 37,
Sint32x4 = 38,
Float64 = 39,
Float64x2 = 40,
Float64x3 = 41,
Float64x4 = 42,
Unorm10_10_10_2 = 43,
Unorm8x4Bgra = 44,
}Expand description
Vertex Format for a VertexAttribute (input).
Corresponds to WebGPU GPUVertexFormat.
Variants§
Uint8 = 0
One unsigned byte (u8). u32 in shaders.
Uint8x2 = 1
Two unsigned bytes (u8). vec2<u32> in shaders.
Uint8x4 = 2
Four unsigned bytes (u8). vec4<u32> in shaders.
Sint8 = 3
One signed byte (i8). i32 in shaders.
Sint8x2 = 4
Two signed bytes (i8). vec2<i32> in shaders.
Sint8x4 = 5
Four signed bytes (i8). vec4<i32> in shaders.
Unorm8 = 6
One unsigned byte (u8). [0, 255] converted to float [0, 1] f32 in shaders.
Unorm8x2 = 7
Two unsigned bytes (u8). [0, 255] converted to float [0, 1] vec2<f32> in shaders.
Unorm8x4 = 8
Four unsigned bytes (u8). [0, 255] converted to float [0, 1] vec4<f32> in shaders.
Snorm8 = 9
One signed byte (i8). [−127, 127] converted to float [−1, 1] f32 in shaders.
Snorm8x2 = 10
Two signed bytes (i8). [−127, 127] converted to float [−1, 1] vec2<f32> in shaders.
Snorm8x4 = 11
Four signed bytes (i8). [−127, 127] converted to float [−1, 1] vec4<f32> in shaders.
Uint16 = 12
One unsigned short (u16). u32 in shaders.
Uint16x2 = 13
Two unsigned shorts (u16). vec2<u32> in shaders.
Uint16x4 = 14
Four unsigned shorts (u16). vec4<u32> in shaders.
Sint16 = 15
One signed short (i16). i32 in shaders.
Sint16x2 = 16
Two signed shorts (i16). vec2<i32> in shaders.
Sint16x4 = 17
Four signed shorts (i16). vec4<i32> in shaders.
Unorm16 = 18
One unsigned short (u16). [0, 65535] converted to float [0, 1] f32 in shaders.
Unorm16x2 = 19
Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] vec2<f32> in shaders.
Unorm16x4 = 20
Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] vec4<f32> in shaders.
Snorm16 = 21
One signed short (i16). [−32767, 32767] converted to float [−1, 1] f32 in shaders.
Snorm16x2 = 22
Two signed shorts (i16). [−32767, 32767] converted to float [−1, 1] vec2<f32> in shaders.
Snorm16x4 = 23
Four signed shorts (i16). [−32767, 32767] converted to float [−1, 1] vec4<f32> in shaders.
Float16 = 24
One half-precision float (no Rust equiv). f32 in shaders.
Float16x2 = 25
Two half-precision floats (no Rust equiv). vec2<f32> in shaders.
Float16x4 = 26
Four half-precision floats (no Rust equiv). vec4<f32> in shaders.
Float32 = 27
One single-precision float (f32). f32 in shaders.
Float32x2 = 28
Two single-precision floats (f32). vec2<f32> in shaders.
Float32x3 = 29
Three single-precision floats (f32). vec3<f32> in shaders.
Float32x4 = 30
Four single-precision floats (f32). vec4<f32> in shaders.
Uint32 = 31
One unsigned int (u32). u32 in shaders.
Uint32x2 = 32
Two unsigned ints (u32). vec2<u32> in shaders.
Uint32x3 = 33
Three unsigned ints (u32). vec3<u32> in shaders.
Uint32x4 = 34
Four unsigned ints (u32). vec4<u32> in shaders.
Sint32 = 35
One signed int (i32). i32 in shaders.
Sint32x2 = 36
Two signed ints (i32). vec2<i32> in shaders.
Sint32x3 = 37
Three signed ints (i32). vec3<i32> in shaders.
Sint32x4 = 38
Four signed ints (i32). vec4<i32> in shaders.
Float64 = 39
One double-precision float (f64). f32 in shaders. Requires [Features::VERTEX_ATTRIBUTE_64BIT].
Float64x2 = 40
Two double-precision floats (f64). vec2<f32> in shaders. Requires [Features::VERTEX_ATTRIBUTE_64BIT].
Float64x3 = 41
Three double-precision floats (f64). vec3<f32> in shaders. Requires [Features::VERTEX_ATTRIBUTE_64BIT].
Float64x4 = 42
Four double-precision floats (f64). vec4<f32> in shaders. Requires [Features::VERTEX_ATTRIBUTE_64BIT].
Unorm10_10_10_2 = 43
Three unsigned 10-bit integers and one 2-bit integer, packed into a 32-bit integer (u32). [0, 1023] and [0, 3] converted to float [0, 1] vec4<f32> in shaders.
Unorm8x4Bgra = 44
Four unsigned 8-bit integers (u8) in BGRA. [0, 255] converted to float [0, 1] vec4<f32> RGBA in shaders.
Implementations§
Source§impl VertexFormat
impl VertexFormat
Sourcepub const fn size(&self) -> u64
pub const fn size(&self) -> u64
Returns the byte size of the format.
Examples found in repository?
252 fn specialize(
253 &self,
254 key: Self::Key,
255 layout: &MeshVertexBufferLayoutRef,
256 ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
257 let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
258
259 descriptor.vertex.shader = self.shader.clone();
260 descriptor.vertex.buffers.push(VertexBufferLayout {
261 array_stride: size_of::<InstanceData>() as u64,
262 step_mode: VertexStepMode::Instance,
263 attributes: vec![
264 VertexAttribute {
265 format: VertexFormat::Float32x4,
266 offset: 0,
267 shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
268 },
269 VertexAttribute {
270 format: VertexFormat::Float32x4,
271 offset: VertexFormat::Float32x4.size(),
272 shader_location: 4,
273 },
274 ],
275 });
276 descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
277 Ok(descriptor)
278 }Sourcepub const fn min_acceleration_structure_vertex_stride(&self) -> u64
pub const fn min_acceleration_structure_vertex_stride(&self) -> u64
Returns the size read by an acceleration structure build of the vertex format. This is
slightly different from Self::size because the alpha component of 4-component formats
are not read in an acceleration structure build, allowing for a smaller stride.
Sourcepub const fn acceleration_structure_stride_alignment(&self) -> u64
pub const fn acceleration_structure_stride_alignment(&self) -> u64
Returns the alignment required for wgpu::BlasTriangleGeometry::vertex_stride
Trait Implementations§
Source§impl Clone for VertexFormat
impl Clone for VertexFormat
Source§fn clone(&self) -> VertexFormat
fn clone(&self) -> VertexFormat
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreimpl Copy for VertexFormat
Source§impl Debug for VertexFormat
impl Debug for VertexFormat
Source§impl<'de> Deserialize<'de> for VertexFormat
impl<'de> Deserialize<'de> for VertexFormat
Source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<VertexFormat, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<VertexFormat, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
impl Eq for VertexFormat
Source§impl From<&VertexAttributeValues> for VertexFormat
impl From<&VertexAttributeValues> for VertexFormat
Source§fn from(values: &VertexAttributeValues) -> VertexFormat
fn from(values: &VertexAttributeValues) -> VertexFormat
Source§impl Hash for VertexFormat
impl Hash for VertexFormat
Source§impl PartialEq for VertexFormat
impl PartialEq for VertexFormat
Source§fn eq(&self, other: &VertexFormat) -> bool
fn eq(&self, other: &VertexFormat) -> bool
self and other values to be equal, and is used by ==.Source§impl Serialize for VertexFormat
impl Serialize for VertexFormat
Source§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
impl StructuralPartialEq for VertexFormat
Auto Trait Implementations§
impl Freeze for VertexFormat
impl RefUnwindSafe for VertexFormat
impl Send for VertexFormat
impl Sync for VertexFormat
impl Unpin for VertexFormat
impl UnsafeUnpin for VertexFormat
impl UnwindSafe for VertexFormat
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