[−][src]Crate cart_tmp_wgt
Structs
BackendBit | Represents the backends that wgpu will use. |
BindGroupLayoutDescriptor | Describes a [ |
BindGroupLayoutEntry | Describes a single binding inside a bind group. |
BlendDescriptor | Describes the blend state of a pipeline. |
BufferDescriptor | Describes a [ |
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 [ |
CommandEncoderDescriptor | Describes a [ |
DepthStencilStateDescriptor | Describes the depth/stencil state in a render pipeline. |
DeviceDescriptor | Describes a [ |
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 [ |
RenderBundleEncoderDescriptor | Describes a [ |
RenderPassColorAttachmentDescriptorBase | Describes a color attachment to a [ |
RenderPassDepthStencilAttachmentDescriptorBase | Describes a depth/stencil attachment to a [ |
SamplerDescriptor | Describes a [ |
ShaderStage | Describes the shader stages that a binding will be visible from. |
StencilStateFaceDescriptor | Describes stencil state in a render pipeline. |
SwapChainDescriptor | Describes a [ |
TextureDataLayout | Layout of a texture in a buffer's memory. |
TextureDescriptor | Describes a [ |
TextureUsage | Different ways that you can use a texture. |
TextureViewDescriptor | Describes a [ |
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 |
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. |