pub struct RenderPipelineDesc<'a> {
pub layout: &'a PipelineLayout,
pub vertex: ShaderStage<'a>,
pub fragment: Option<ShaderStage<'a>>,
pub buffers: &'a [VertexBufferLayout<'a>],
pub topology: Topology,
pub cull: Cull,
pub front_cw: bool,
pub targets: &'a [ColorTarget],
pub depth: Option<DepthState>,
}Expand description
Device::create_render_pipeline
Fields§
§layout: &'a PipelineLayout§vertex: ShaderStage<'a>§fragment: Option<ShaderStage<'a>>§buffers: &'a [VertexBufferLayout<'a>]vertex buffer slots (empty: the vertex shader pulls its data)
topology: Topology§cull: Cull§front_cw: boolfront faces are clockwise (default counter-clockwise)
targets: &'a [ColorTarget]§depth: Option<DepthState>Trait Implementations§
Source§impl<'a> Clone for RenderPipelineDesc<'a>
impl<'a> Clone for RenderPipelineDesc<'a>
impl<'a> Copy for RenderPipelineDesc<'a>
Auto Trait Implementations§
impl<'a> !RefUnwindSafe for RenderPipelineDesc<'a>
impl<'a> !Send for RenderPipelineDesc<'a>
impl<'a> !Sync for RenderPipelineDesc<'a>
impl<'a> !UnwindSafe for RenderPipelineDesc<'a>
impl<'a> Forget for RenderPipelineDesc<'a>
impl<'a> Freeze for RenderPipelineDesc<'a>
impl<'a> Unpin for RenderPipelineDesc<'a>
impl<'a> UnsafeUnpin for RenderPipelineDesc<'a>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more