Structs§
- Backend
Bit - Represents the backends that wgpu will use.
- Bind
Group Layout Descriptor - Describes a [
BindGroupLayout]. - Bind
Group Layout Entry - Describes a single binding inside a bind group.
- Blend
Descriptor - Describes the blend state of a pipeline.
- Buffer
Descriptor - Describes a [
Buffer]. - Buffer
Usage - Different ways that you can use a buffer.
- Color
- RGBA double precision color.
- Color
State Descriptor - Describes the color state of a render pipeline.
- Color
Write - Color write mask. Disabled color channels will not be written to.
- Command
Buffer Descriptor - Describes a [
CommandBuffer]. - Command
Encoder Descriptor - Describes a [
CommandEncoder]. - Depth
Stencil State Descriptor - Describes the depth/stencil state in a render pipeline.
- Device
Descriptor - Describes a [
Device]. - Extent3d
- Extent of a texture related operation.
- Features
- Features that are not guaranteed to be supported.
- Limits
- Represents the sets of limits an adapter/device supports.
- Origin3d
- Origin of a copy to/from a texture.
- Pass
Channel - Describes an individual channel within a render pass, such as color, depth, or stencil.
- Rasterization
State Descriptor - Describes the state of the rasterizer in a render pipeline.
- Render
Bundle Descriptor - Describes a [
RenderBundle]. - Render
Bundle Encoder Descriptor - Describes a [
RenderBundleEncoder]. - Render
Pass Color Attachment Descriptor Base - Describes a color attachment to a [
RenderPass]. - Render
Pass Depth Stencil Attachment Descriptor Base - Describes a depth/stencil attachment to a [
RenderPass]. - Sampler
Descriptor - Describes a [
Sampler] - Shader
Stage - Describes the shader stages that a binding will be visible from.
- Stencil
State Face Descriptor - Describes stencil state in a render pipeline.
- Swap
Chain Descriptor - Describes a [
SwapChain]. - Texture
Data Layout - Layout of a texture in a buffer’s memory.
- Texture
Descriptor - Describes a [
Texture]. - Texture
Usage - Different ways that you can use a texture.
- Texture
View Descriptor - Describes a [
TextureView]. - Vertex
Attribute Descriptor - Vertex inputs (attributes) to shaders.
- Vertex
Buffer Descriptor - Describes how the vertex buffer is interpreted.
- Vertex
State Descriptor - Describes vertex input state for a render pipeline.
Enums§
- Address
Mode - How edges should be handled in texture addressing.
- Backend
- Backends supported by wgpu.
- Binding
Type - Specific type of a binding.
- Blend
Factor - Alpha blend factor.
- Blend
Operation - Alpha blend operation.
- Compare
Function - Comparison function used for depth and stencil operations.
- Cull
Mode - Type of faces to be culled.
- Filter
Mode - Texel mixing mode when sampling between texels.
- Front
Face - Winding order which classifies the “front” face.
- Index
Format - Format of indices used with pipeline.
- Input
Step Mode - Rate that determines when vertex data is advanced.
- LoadOp
- Operation to perform to the output attachment at the start of a renderpass.
- Power
Preference - Power Preference when choosing a physical adapter.
- Present
Mode - Behavior of the presentation engine based on frame rate.
- Primitive
Topology - Primitive type the input mesh is composed of.
- Stencil
Operation - Operation to perform on the stencil value.
- StoreOp
- Operation to perform to the output attachment at the end of a renderpass.
- Swap
Chain Status - Status of the recieved swapchain image.
- Texture
Aspect - Kind of data the texture holds.
- Texture
Component Type - Type of data shaders will read from a texture.
- Texture
Dimension - Dimensionality of a texture.
- Texture
Format - Underlying texture data format.
- Texture
View Dimension - Dimensions of a particular texture view.
- Vertex
Format - Vertex Format for a Vertex Attribute (input).
Constants§
- BIND_
BUFFER_ ALIGNMENT - Bound uniform/storage buffer offsets must be aligned to this number.
- COPY_
BUFFER_ ALIGNMENT - Buffer to buffer copy offsets and sizes must be aligned to this number.
- COPY_
BYTES_ PER_ ROW_ ALIGNMENT - Buffer-Texture copies must have
bytes_per_rowaligned to this number.
Type Aliases§
- Buffer
Address - Integral type used for buffer offsets.
- Buffer
Size - Integral type used for buffer slice sizes.
- Dynamic
Offset - Integral type used for dynamic bind group offsets.
- Shader
Location - Integral type used for binding locations in shaders.