VertexFormat

Type Alias VertexFormat 

Source
pub type VertexFormat = VertexFormat;

Aliased Type§

#[repr(C)]
pub enum VertexFormat {
Show 45 variants Uint8 = 0, Uint8x2 = 1, Uint8x4 = 2, Sint8 = 3, Sint8x2 = 4, Sint8x4 = 5, Unorm8 = 6, Unorm8x2 = 7, Unorm8x4 = 8, Snorm8 = 9, Snorm8x2 = 10, Snorm8x4 = 11, Uint16 = 12, Uint16x2 = 13, Uint16x4 = 14, Sint16 = 15, Sint16x2 = 16, Sint16x4 = 17, Unorm16 = 18, Unorm16x2 = 19, Unorm16x4 = 20, Snorm16 = 21, Snorm16x2 = 22, Snorm16x4 = 23, Float16 = 24, Float16x2 = 25, Float16x4 = 26, Float32 = 27, Float32x2 = 28, Float32x3 = 29, Float32x4 = 30, Uint32 = 31, Uint32x2 = 32, Uint32x3 = 33, Uint32x4 = 34, Sint32 = 35, Sint32x2 = 36, Sint32x3 = 37, Sint32x4 = 38, Float64 = 39, Float64x2 = 40, Float64x3 = 41, Float64x4 = 42, Unorm10_10_10_2 = 43, Unorm8x4Bgra = 44,
}

Variants§

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Uint8 = 0

One unsigned byte (u8). u32 in shaders.

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Uint8x2 = 1

Two unsigned bytes (u8). vec2<u32> in shaders.

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Uint8x4 = 2

Four unsigned bytes (u8). vec4<u32> in shaders.

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Sint8 = 3

One signed byte (i8). i32 in shaders.

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Sint8x2 = 4

Two signed bytes (i8). vec2<i32> in shaders.

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Sint8x4 = 5

Four signed bytes (i8). vec4<i32> in shaders.

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Unorm8 = 6

One unsigned byte (u8). [0, 255] converted to float [0, 1] f32 in shaders.

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Unorm8x2 = 7

Two unsigned bytes (u8). [0, 255] converted to float [0, 1] vec2<f32> in shaders.

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Unorm8x4 = 8

Four unsigned bytes (u8). [0, 255] converted to float [0, 1] vec4<f32> in shaders.

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Snorm8 = 9

One signed byte (i8). [−127, 127] converted to float [−1, 1] f32 in shaders.

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Snorm8x2 = 10

Two signed bytes (i8). [−127, 127] converted to float [−1, 1] vec2<f32> in shaders.

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Snorm8x4 = 11

Four signed bytes (i8). [−127, 127] converted to float [−1, 1] vec4<f32> in shaders.

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Uint16 = 12

One unsigned short (u16). u32 in shaders.

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Uint16x2 = 13

Two unsigned shorts (u16). vec2<u32> in shaders.

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Uint16x4 = 14

Four unsigned shorts (u16). vec4<u32> in shaders.

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Sint16 = 15

One signed short (u16). i32 in shaders.

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Sint16x2 = 16

Two signed shorts (i16). vec2<i32> in shaders.

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Sint16x4 = 17

Four signed shorts (i16). vec4<i32> in shaders.

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Unorm16 = 18

One unsigned short (u16). [0, 65535] converted to float [0, 1] f32 in shaders.

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Unorm16x2 = 19

Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] vec2<f32> in shaders.

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Unorm16x4 = 20

Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] vec4<f32> in shaders.

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Snorm16 = 21

One signed short (i16). [−32767, 32767] converted to float [−1, 1] f32 in shaders.

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Snorm16x2 = 22

Two signed shorts (i16). [−32767, 32767] converted to float [−1, 1] vec2<f32> in shaders.

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Snorm16x4 = 23

Four signed shorts (i16). [−32767, 32767] converted to float [−1, 1] vec4<f32> in shaders.

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Float16 = 24

One half-precision float (no Rust equiv). f32 in shaders.

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Float16x2 = 25

Two half-precision floats (no Rust equiv). vec2<f32> in shaders.

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Float16x4 = 26

Four half-precision floats (no Rust equiv). vec4<f32> in shaders.

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Float32 = 27

One single-precision float (f32). f32 in shaders.

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Float32x2 = 28

Two single-precision floats (f32). vec2<f32> in shaders.

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Float32x3 = 29

Three single-precision floats (f32). vec3<f32> in shaders.

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Float32x4 = 30

Four single-precision floats (f32). vec4<f32> in shaders.

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Uint32 = 31

One unsigned int (u32). u32 in shaders.

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Uint32x2 = 32

Two unsigned ints (u32). vec2<u32> in shaders.

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Uint32x3 = 33

Three unsigned ints (u32). vec3<u32> in shaders.

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Uint32x4 = 34

Four unsigned ints (u32). vec4<u32> in shaders.

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Sint32 = 35

One signed int (i32). i32 in shaders.

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Sint32x2 = 36

Two signed ints (i32). vec2<i32> in shaders.

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Sint32x3 = 37

Three signed ints (i32). vec3<i32> in shaders.

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Sint32x4 = 38

Four signed ints (i32). vec4<i32> in shaders.

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Float64 = 39

One double-precision float (f64). f32 in shaders. Requires [Features::VERTEX_ATTRIBUTE_64BIT].

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Float64x2 = 40

Two double-precision floats (f64). vec2<f32> in shaders. Requires [Features::VERTEX_ATTRIBUTE_64BIT].

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Float64x3 = 41

Three double-precision floats (f64). vec3<f32> in shaders. Requires [Features::VERTEX_ATTRIBUTE_64BIT].

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Float64x4 = 42

Four double-precision floats (f64). vec4<f32> in shaders. Requires [Features::VERTEX_ATTRIBUTE_64BIT].

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Unorm10_10_10_2 = 43

Three unsigned 10-bit integers and one 2-bit integer, packed into a 32-bit integer (u32). [0, 1024] converted to float [0, 1] vec4<f32> in shaders.

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Unorm8x4Bgra = 44

Four unsigned 8-bit integers, packed into a 32-bit integer (u32). [0, 255] converted to float [0, 1] vec4<f32> in shaders.