[−][src]Struct grr::Shader
Shader.
Shaders are programmable parts of Pipelines
. Each shader has a fixed
ShaderStage
in the pipeline. Shaders may be reused in different pipelines
and specify the operations which will transform a predefined set of inputs into a set of output variables.
The shader stages defines the input and output layout.
Beside the input and output variables, shaders can also access GPU memory via bound buffers and images.
Shading Lanuage
OpenGL comes with an defined Shading Language (GLSL), which will be also used in the documentation for writing shaders. The OpenGL drivers will translate the GLSL shaders into IHV specific machine language via an built-in compiler. Beside the shader representation in text form (GLSL) with GL 4.6 comes also support for the binary SPIR-V format.
Auto Trait Implementations
Blanket Implementations
impl<T, U> Into for T where
U: From<T>,
[src]
U: From<T>,
impl<T> From for T
[src]
impl<T, U> TryFrom for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T> Borrow for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T, U> TryInto for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,