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Module bevy::render::render_resource[]

Modules

Defines traits and types for generating GLSL code from Rust definitions.

Defines traits and types for working with data adhering to GLSL’s std140 layout specification.

Defines traits and types for working with data adhering to GLSL’s std140 layout specification.

Structs

Bind groups are responsible for binding render resources (e.g. buffers, textures, samplers) to a TrackedRenderPass. This makes them accessible in the pipeline (shaders) as uniforms.

Describes a group of bindings and the resources to be bound.

Bindable resource and the slot to bind it to.

A BindGroup identifier.

Describes a [BindGroupLayout].

Describes a single binding inside a bind group.

Describes the blend component of a pipeline.

Describe the blend state of a render pipeline.

Describes the segment of a buffer to bind.

Describes a Buffer when allocating.

Different ways that you can use a buffer.

Describes the color state of a render pipeline.

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

Encodes a series of GPU operations.

Describes the attachments of a compute pass.

A ComputePipeline represents a compute pipeline and its single shader stage.

Describes a compute pipeline.

Describes the biasing setting for the depth target.

Describes the depth/stencil state in a render pipeline.

Extent of a texture related operation.

Describes the fragment process in a render pipeline.

View of a buffer which can be used to copy to/from a texture.

View of a texture which can be used to copy to/from a buffer/texture.

Layout of a texture in a buffer’s memory.

Subresource range within an image

Describes the multi-sampling state of a render pipeline.

Pair of load and store operations for an attachment aspect.

Origin of a copy to/from a texture.

Handle to a pipeline layout.

Describes a pipeline layout.

Describes the state of primitive assembly and rasterization in a render pipeline.

Describes the fragment process in a render pipeline.

Describes a render (graphics) pipeline.

Describes how the vertex buffer is interpreted.

Describes the vertex process in a render pipeline.

Describes a color attachment to a [RenderPass].

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

Describes the attachments of a render pass.

A RenderPipeline represents a graphics pipeline and its stages (shaders), bindings and vertex buffers.

Describes a render (graphics) pipeline.

A Sampler defines how a pipeline will sample from a TextureView. They define image filters (including anisotropy) and address (wrapping) modes, among other things.

Describes a [Sampler]

A Sampler identifier.

A shader, as defined by its ShaderSource and ShaderStage This is an “unprocessed” shader. It can contain preprocessor directives.

Handle to a compiled shader module.

Descriptor for a shader module.

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

Describes stencil state in a render pipeline.

State of the stencil operation (fixed-pipeline stage).

A GPU-accessible texture.

A Texture identifier.

Different ways that you can use a texture.

Describes a Texture with its associated metadata required by a pipeline or BindGroup.

Describes a [TextureView].

Vertex inputs (attributes) to shaders.

Describes how the vertex buffer is interpreted.

Features that are not guaranteed to be supported.

Represents the sets of limits an adapter/device supports.

Enums

How edges should be handled in texture addressing.

Resource that can be bound to a pipeline.

Specific type of a binding.

Alpha blend factor.

Alpha blend operation.

Specific type of a buffer binding.

Comparison function used for depth and stencil operations.

Face of a vertex.

Texel mixing mode when sampling between texels.

Winding order which classifies the “front” face.

Format of indices used with pipeline.

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

Type of buffer mapping.

Type of drawing mode for polygons

Primitive type the input mesh is composed of.

A processed Shader. This cannot contain preprocessor directions. It must be “ready to compile”

Specific type of a sampler binding.

Source of a shader module.

Operation to perform on the stencil value.

Specific type of a sample in a texture binding.

Kind of data the texture holds.

Dimensionality of a texture.

Underlying texture data format.

Specific type of a sample in a texture binding.

Dimensions of a particular texture view.

This type combines wgpu’s TextureView and SurfaceTexture` into the same interface.

Vertex Format for a Vertex Attribute (input).

Rate that determines when vertex data is advanced.

Statics

Traits

Type Definitions

Integral type used for buffer offsets.

Describes a [Buffer].

Integral type used for buffer slice sizes.

View of a buffer which can be used to copy to/from a texture.

View of a texture which can be used to copy to/from a buffer/texture.

Describes a [Texture].