pub struct ShaderRenderPass { /* private fields */ }Implementations§
Source§impl ShaderRenderPass
impl ShaderRenderPass
pub fn new( device: &Device, shader_source: &ShaderModule, last_tex_layout: &BindGroupLayout, push_constants_size: u32, params_buffer_size: u64, format: TextureFormat, ) -> Self
pub fn update_buffers(&self, queue: &Queue, params_buffer: &[u8])
pub fn execute( &self, encoder: &mut CommandEncoder, output_tex: &TextureView, push_constants: &[u8], last_tex: &BindGroup, )
Auto Trait Implementations§
impl !Freeze for ShaderRenderPass
impl !RefUnwindSafe for ShaderRenderPass
impl Send for ShaderRenderPass
impl Sync for ShaderRenderPass
impl Unpin for ShaderRenderPass
impl UnsafeUnpin for ShaderRenderPass
impl !UnwindSafe for ShaderRenderPass
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