pub struct ShaderBytes<'a> {
pub vert: &'a [u8],
pub frag: &'a [u8],
pub shadow: &'a [u8],
pub vert_instanced: &'a [u8],
pub deferred: bool,
}Expand description
Compiled shader payloads. Each backend loads the format its toolchain produced (metallib / DXBC / SPIR-V).
Fields§
§vert: &'a [u8]Compiled main-pass vertex shader.
frag: &'a [u8]Compiled main-pass fragment shader.
shadow: &'a [u8]Compiled shadow-pass vertex shader; consumed by DirectX / Vulkan. Metal compiles its shadow shader internally (shadow.metal) and ignores it.
vert_instanced: &'a [u8]Compiled GPU-instanced vertex shader; empty slice = no instanced pipeline (any InstancedProp in the world will fail to render).
deferred: boolThis entry’s payload was not decoded because a scene other than the start scene owns it: the backend leaves the bucket’s pipeline unbuilt and the streaming pump installs it when that scene pins. Distinct from empty stage bytes, which a backend whose built-in default ships no compiled payload (Vulkan’s inline GLSL) also sees for an engine-default program.
Trait Implementations§
Source§impl<'a> Clone for ShaderBytes<'a>
impl<'a> Clone for ShaderBytes<'a>
Source§fn clone(&self) -> ShaderBytes<'a>
fn clone(&self) -> ShaderBytes<'a>
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more