Struct librashader_reflect::back::targets::HLSL
source · pub struct HLSL;Expand description
Shader compiler target for HLSL.
Trait Implementations§
source§impl FromCompilation<SpirvCompilation, SpirvCross> for HLSL
impl FromCompilation<SpirvCompilation, SpirvCross> for HLSL
§type Options = Option<ShaderModel>
type Options = Option<ShaderModel>
Options provided to the compiler.
§type Context = CrossHlslContext
type Context = CrossHlslContext
Additional context returned by the compiler after compilation.
§type Output = impl CompileShader<<HLSL as FromCompilation<SpirvCompilation, SpirvCross>>::Target, Options = <HLSL as FromCompilation<SpirvCompilation, SpirvCross>>::Options, Context = <HLSL as FromCompilation<SpirvCompilation, SpirvCross>>::Context> + ReflectShader
type Output = impl CompileShader<<HLSL as FromCompilation<SpirvCompilation, SpirvCross>>::Target, Options = <HLSL as FromCompilation<SpirvCompilation, SpirvCross>>::Options, Context = <HLSL as FromCompilation<SpirvCompilation, SpirvCross>>::Context> + ReflectShader
The output type after conversion.
source§fn from_compilation(
compile: SpirvCompilation
) -> Result<CompilerBackend<Self::Output>, ShaderReflectError>
fn from_compilation( compile: SpirvCompilation ) -> Result<CompilerBackend<Self::Output>, ShaderReflectError>
Tries to convert the input object into an object ready for compilation.
Auto Trait Implementations§
impl RefUnwindSafe for HLSL
impl Send for HLSL
impl Sync for HLSL
impl Unpin for HLSL
impl UnwindSafe for HLSL
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
source§impl<T> CompilePresetTarget for Twhere
T: OutputTarget,
impl<T> CompilePresetTarget for Twhere
T: OutputTarget,
source§fn compile_preset_passes<I, R, E>(
passes: Vec<ShaderPassConfig>,
textures: &[TextureConfig]
) -> Result<(Vec<ShaderPassArtifact<<Self as FromCompilation<I, R>>::Output>>, ShaderSemantics), E>where
I: ShaderReflectObject,
Self: Sized + FromCompilation<I, R>,
I::Compiler: ShaderInputCompiler<I>,
E: From<PreprocessError> + From<ShaderReflectError> + From<ShaderCompileError>,
fn compile_preset_passes<I, R, E>(
passes: Vec<ShaderPassConfig>,
textures: &[TextureConfig]
) -> Result<(Vec<ShaderPassArtifact<<Self as FromCompilation<I, R>>::Output>>, ShaderSemantics), E>where
I: ShaderReflectObject,
Self: Sized + FromCompilation<I, R>,
I::Compiler: ShaderInputCompiler<I>,
E: From<PreprocessError> + From<ShaderReflectError> + From<ShaderCompileError>,
Compile passes of a shader preset given the applicable
shader output target, compilation type, and resulting error.