[][src]Struct bevy_render::pipeline::PipelineDescriptor

pub struct PipelineDescriptor {
    pub name: Option<String>,
    pub layout: Option<PipelineLayout>,
    pub shader_stages: ShaderStages,
    pub rasterization_state: Option<RasterizationStateDescriptor>,
    pub primitive_topology: PrimitiveTopology,
    pub color_states: Vec<ColorStateDescriptor>,
    pub depth_stencil_state: Option<DepthStencilStateDescriptor>,
    pub index_format: IndexFormat,
    pub sample_count: u32,
    pub sample_mask: u32,
    pub alpha_to_coverage_enabled: bool,
}

Fields

name: Option<String>layout: Option<PipelineLayout>shader_stages: ShaderStagesrasterization_state: Option<RasterizationStateDescriptor>primitive_topology: PrimitiveTopology

The primitive topology used to interpret vertices.

color_states: Vec<ColorStateDescriptor>

The effect of draw calls on the color aspect of the output target.

depth_stencil_state: Option<DepthStencilStateDescriptor>

The effect of draw calls on the depth and stencil aspects of the output target, if any.

index_format: IndexFormat

The format of any index buffers used with this pipeline.

sample_count: u32

The number of samples calculated per pixel (for MSAA).

sample_mask: u32

Bitmask that restricts the samples of a pixel modified by this pipeline.

alpha_to_coverage_enabled: bool

When enabled, produces another sample mask per pixel based on the alpha output value, that is AND-ed with the sample_mask and the primitive coverage to restrict the set of samples affected by a primitive. The implicit mask produced for alpha of zero is guaranteed to be zero, and for alpha of one is guaranteed to be all 1-s.

Implementations

impl PipelineDescriptor[src]

pub fn new(shader_stages: ShaderStages) -> Self[src]

pub fn default_config(shader_stages: ShaderStages) -> Self[src]

pub fn get_layout(&self) -> Option<&PipelineLayout>[src]

pub fn get_layout_mut(&mut self) -> Option<&mut PipelineLayout>[src]

pub fn reflect_layout(
    &mut self,
    shaders: &Assets<Shader>,
    bevy_conventions: bool,
    dynamic_bindings: &[DynamicBinding]
)
[src]

Reflects the pipeline layout from its shaders.

If bevy_conventions is true, it will be assumed that the shader follows "bevy shader conventions". These allow richer reflection, such as inferred Vertex Buffer names and inferred instancing.

If dynamic_bindings has values, shader uniforms will be set to "dynamic" if there is a matching binding in the list

If vertex_buffer_descriptors is set, the pipeline's vertex buffers will inherit their layouts from global descriptors, otherwise the layout will be assumed to be complete / local.

Trait Implementations

impl Clone for PipelineDescriptor[src]

impl Debug for PipelineDescriptor[src]

impl TypeUuid for PipelineDescriptor[src]

Auto Trait Implementations

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type Owned = T

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