pub struct EngineTarget<'a> {
pub view: &'a TextureView,
pub format: TextureFormat,
pub width: u32,
pub height: u32,
pub depth: Option<&'a TextureView>,
pub output: OutputAlpha,
}Expand description
Render target descriptor passed to EngineRenderer::encode.
Describes one frame’s destination: the view to draw into, the format and extent that view was created with, and how the result’s alpha is to be interpreted.
depth is the caller’s own depth attachment, for a host that already ran a
3D pass into the same colour target and wants the 2D pass to test against
the depth that pass established. Leaving it None lets the engine own a
depth attachment of its own; either way, pair it with
EngineRenderer::set_depth_pre_cleared so the frame loads a populated
buffer instead of clearing it.
Fields§
§view: &'a TextureViewThe destination texture view to render into.
format: TextureFormatThe texture format of the target (must match the view).
width: u32Width in pixels.
height: u32Height in pixels.
depth: Option<&'a TextureView>Optional depth texture view for depth operations.
output: OutputAlphaAlpha output mode.