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: ColorTargetStateDefines 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: TextureFormatDefines the texture format for the depth and stencil buffer
depth_compare: CompareFunctionDefines the depth compare function of the default color cover shader
depth_write_enabled: boolDefines if the default color cover shader writes back into the depth buffer
color_attachment_in_stencil_pass: boolCreates 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: u32Number of MSAA samples used by the frame buffer
clip_nesting_counter_bits: usizeUp 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: usizeThe 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: usizeUp to alpha_layer_count nested partially transparent layers of Shapes are possible