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#[repr(C)]
pub struct DepthStencilState { pub format: TextureFormat, pub depth_write_enabled: bool, pub depth_compare: CompareFunction, pub stencil: StencilState, pub bias: DepthBiasState, }
Expand description

Describes the depth/stencil state in a render pipeline.

Corresponds to WebGPU GPUDepthStencilState.

Fields

format: TextureFormat

Format of the depth/stencil buffer, must be special depth format. Must match the the format of the depth/stencil attachment in CommandEncoder::begin_render_pass.

depth_write_enabled: bool

If disabled, depth will not be written to.

depth_compare: CompareFunction

Comparison function used to compare depth values in the depth test.

stencil: StencilState

Stencil state.

bias: DepthBiasState

Depth bias state.

Implementations

Returns true if the depth testing is enabled.

Returns true if the state doesn’t mutate the depth buffer.

Returns true if the state doesn’t mutate the stencil.

Returns true if the state doesn’t mutate either depth or stencil of the target.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Deserialize this value from the given Serde deserializer. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations

Blanket Implementations

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That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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The type returned in the event of a conversion error.

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Performs the conversion.