Expand description
Texture handles and render-target descriptors: TextureDesc,
Texture, RenderTarget/Attachment, and the two id types a
texture crosses a layer boundary under.
TextureId is a caller-assigned handle for an external binding (a
plugin import, a platform surface’s backing texture); SceneTextureId
is minted by Texture::as_scene_texture and is the key a future
render-engine TextureRegistry resolves Command::SceneTexture
against — the same process-wide-AtomicU64, stable-across-Clone
mechanism frust_scene::ShaderProgram::id uses.
Structs§
- Attachment
- One attachment of a
RenderTarget: the view rendered into, and the load/store ops framing that render pass’s access to it. - Render
Target - The set of attachments a render pass targets: zero or more color attachments plus an optional depth attachment.
- Scene
Texture Id - A process-unique id
Texture::as_scene_texturemints once perTextureand shares acrossClone— theTextureRegistrykeyCommand::SceneTextureresolves against. - Texture
- A GPU texture: the underlying texture/view pair, the
TextureDescit was created from, and aSceneTextureIdminted once at construction and shared acrossClone. - Texture
Desc - Describes a texture to create: dimensions, format, usage, and an optional debug label.
- Texture
Id - A caller-assigned id for a texture crossing an external binding boundary — a plugin’s imported texture, or a platform surface’s backing texture.
- Texture
Registry - The engine’s live map from a minted
SceneTextureIdto the viewCommand::SceneTextureresolves against.
Type Aliases§
- Color
Attachment - A
RenderTarget’s color attachment: clear value iswgpu::Color. - Depth
Attachment - A
RenderTarget’s depth attachment: clear value is a plainf32depth, matchingwgpu::RenderPassDepthStencilAttachment’s depth op.