Configuration

Struct Configuration 

Source
pub struct Configuration {
    pub blending: ColorTargetState,
    pub cull_mode: Option<Face>,
    pub depth_stencil_format: TextureFormat,
    pub depth_compare: CompareFunction,
    pub depth_write_enabled: bool,
    pub color_attachment_in_stencil_pass: bool,
    pub msaa_sample_count: u32,
    pub clip_nesting_counter_bits: usize,
    pub winding_counter_bits: usize,
    pub alpha_layer_count: usize,
}
Expand description

The configurable parameters of Renderer

Fields§

§blending: ColorTargetState

Defines the blending of the default color cover shader

§cull_mode: Option<Face>

Defines the cull mode of the default color cover shader

§depth_stencil_format: TextureFormat

Defines the texture format for the depth and stencil buffer

§depth_compare: CompareFunction

Defines the depth compare function of the default color cover shader

§depth_write_enabled: bool

Defines if the default color cover shader writes back into the depth buffer

§color_attachment_in_stencil_pass: bool

Creates a phony color attachment for stencil shaders so that they can be used in the same render pass as the cover shader

§msaa_sample_count: u32

Number of MSAA samples used by the frame buffer

§clip_nesting_counter_bits: usize

Up to 2 to the power of clip_nesting_counter_bits nested clip Shapes are possible

Wgpu only supports 8 stencil bits so the sum of clip_nesting_counter_bits and winding_counter_bits can be 8 at most.

§winding_counter_bits: usize

The winding rule is: Non zero modulo 2 to the power of winding_counter_bits

Thus, setting winding_counter_bits to 1 will result in the even-odd winding rule.

§alpha_layer_count: usize

Up to alpha_layer_count nested partially transparent layers of Shapes are possible

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