pub enum ResourceBinding<'a> {
Texture {
texture: Rc<RefCell<dyn GpuTexture>>,
shader_location: TextureShaderLocation,
},
Buffer {
buffer: &'a (dyn Buffer + 'static),
binding: BufferLocation,
data_usage: BufferDataUsage,
},
}
Expand description
A resource binding defines where to bind specific GPU resources.
Variants§
Texture
Texture binding.
Fields
§
texture: Rc<RefCell<dyn GpuTexture>>
A shared reference to a texture.
§
shader_location: TextureShaderLocation
Binding mode for the texture.
Buffer
Generic data buffer binding.
Fields
§
binding: BufferLocation
Binding mode for the buffer.
§
data_usage: BufferDataUsage
Data portion to use.
Implementations§
Source§impl ResourceBinding<'_>
impl ResourceBinding<'_>
Sourcepub fn texture(
texture: &Rc<RefCell<dyn GpuTexture>>,
shader_location: &UniformLocation,
) -> ResourceBinding<'_>
pub fn texture( texture: &Rc<RefCell<dyn GpuTexture>>, shader_location: &UniformLocation, ) -> ResourceBinding<'_>
Creates a new texture binding using uniform location. See TextureShaderLocation::Uniform
docs for more info.
Sourcepub fn texture_with_binding(
texture: &Rc<RefCell<dyn GpuTexture>>,
binding: usize,
) -> ResourceBinding<'_>
pub fn texture_with_binding( texture: &Rc<RefCell<dyn GpuTexture>>, binding: usize, ) -> ResourceBinding<'_>
Creates a new explicit texture binding. See TextureShaderLocation::ExplicitBinding
for
more info.
Auto Trait Implementations§
impl<'a> Freeze for ResourceBinding<'a>
impl<'a> !RefUnwindSafe for ResourceBinding<'a>
impl<'a> !Send for ResourceBinding<'a>
impl<'a> !Sync for ResourceBinding<'a>
impl<'a> Unpin for ResourceBinding<'a>
impl<'a> !UnwindSafe for ResourceBinding<'a>
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