[−][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.
Trait Implementations
impl Clone for Shader
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impl Copy for Shader
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impl Debug for Shader
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impl Eq for Shader
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impl Object for Shader
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impl PartialEq<Shader> for Shader
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impl StructuralEq for Shader
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impl StructuralPartialEq for Shader
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Auto Trait Implementations
impl RefUnwindSafe for Shader
impl Send for Shader
impl Sync for Shader
impl Unpin for Shader
impl UnwindSafe for Shader
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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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>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,