[][src]Crate cart_tmp_wgt

Structs

BackendBit

Represents the backends that wgpu will use.

BindGroupLayoutDescriptor

Describes a [BindGroupLayout].

BindGroupLayoutEntry

Describes a single binding inside a bind group.

BlendDescriptor

Describes the blend state of a pipeline.

BufferDescriptor

Describes a [Buffer].

BufferUsage

Different ways that you can use a buffer.

Color

RGBA double precision color.

ColorStateDescriptor

Describes the color state of a render pipeline.

ColorWrite

Color write mask. Disabled color channels will not be written to.

CommandBufferDescriptor

Describes a [CommandBuffer].

CommandEncoderDescriptor

Describes a [CommandEncoder].

DepthStencilStateDescriptor

Describes the depth/stencil state in a render pipeline.

DeviceDescriptor

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.

PassChannel

Describes an individual channel within a render pass, such as color, depth, or stencil.

RasterizationStateDescriptor

Describes the state of the rasterizer in a render pipeline.

RenderBundleDescriptor

Describes a [RenderBundle].

RenderBundleEncoderDescriptor

Describes a [RenderBundleEncoder].

RenderPassColorAttachmentDescriptorBase

Describes a color attachment to a [RenderPass].

RenderPassDepthStencilAttachmentDescriptorBase

Describes a depth/stencil attachment to a [RenderPass].

SamplerDescriptor

Describes a [Sampler]

ShaderStage

Describes the shader stages that a binding will be visible from.

StencilStateFaceDescriptor

Describes stencil state in a render pipeline.

SwapChainDescriptor

Describes a [SwapChain].

TextureDataLayout

Layout of a texture in a buffer's memory.

TextureDescriptor

Describes a [Texture].

TextureUsage

Different ways that you can use a texture.

TextureViewDescriptor

Describes a [TextureView].

VertexAttributeDescriptor

Vertex inputs (attributes) to shaders.

VertexBufferDescriptor

Describes how the vertex buffer is interpreted.

VertexStateDescriptor

Describes vertex input state for a render pipeline.

Enums

AddressMode

How edges should be handled in texture addressing.

Backend

Backends supported by wgpu.

BindingType

Specific type of a binding.

BlendFactor

Alpha blend factor.

BlendOperation

Alpha blend operation.

CompareFunction

Comparison function used for depth and stencil operations.

CullMode

Type of faces to be culled.

FilterMode

Texel mixing mode when sampling between texels.

FrontFace

Winding order which classifies the "front" face.

IndexFormat

Format of indices used with pipeline.

InputStepMode

Rate that determines when vertex data is advanced.

LoadOp

Operation to perform to the output attachment at the start of a renderpass.

PowerPreference

Power Preference when choosing a physical adapter.

PresentMode

Behavior of the presentation engine based on frame rate.

PrimitiveTopology

Primitive type the input mesh is composed of.

StencilOperation

Operation to perform on the stencil value.

StoreOp

Operation to perform to the output attachment at the end of a renderpass.

SwapChainStatus

Status of the recieved swapchain image.

TextureAspect

Kind of data the texture holds.

TextureComponentType

Type of data shaders will read from a texture.

TextureDimension

Dimensionality of a texture.

TextureFormat

Underlying texture data format.

TextureViewDimension

Dimensions of a particular texture view.

VertexFormat

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_row aligned to this number.

Type Definitions

BufferAddress

Integral type used for buffer offsets.

BufferSize

Integral type used for buffer slice sizes.

DynamicOffset

Integral type used for dynamic bind group offsets.

ShaderLocation

Integral type used for binding locations in shaders.