pub struct RenderPipelineDesc<'a> {
pub name: &'a str,
pub data_layouts: &'a [&'a ShaderDataLayout],
pub vertex: ShaderFunction<'a>,
pub vertex_fetches: &'a [VertexFetchState<'a>],
pub primitive: PrimitiveState,
pub depth_stencil: Option<DepthStencilState>,
pub fragment: Option<ShaderFunction<'a>>,
pub color_targets: &'a [ColorTargetState],
pub multisample_state: MultisampleState,
}Fields§
§name: &'a str§data_layouts: &'a [&'a ShaderDataLayout]§vertex: ShaderFunction<'a>§vertex_fetches: &'a [VertexFetchState<'a>]§primitive: PrimitiveState§depth_stencil: Option<DepthStencilState>§fragment: Option<ShaderFunction<'a>>§color_targets: &'a [ColorTargetState]§multisample_state: MultisampleStateAuto Trait Implementations§
impl<'a> Freeze for RenderPipelineDesc<'a>
impl<'a> RefUnwindSafe for RenderPipelineDesc<'a>
impl<'a> Send for RenderPipelineDesc<'a>
impl<'a> Sync for RenderPipelineDesc<'a>
impl<'a> Unpin for RenderPipelineDesc<'a>
impl<'a> UnwindSafe for RenderPipelineDesc<'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