ShaderInputType

Enum ShaderInputType 

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#[repr(i32)]
pub enum ShaderInputType {
Show 14 variants CBuffer = 0, TBuffer = 1, Texture = 2, Sampler = 3, UavRWTyped = 4, Structured = 5, UavRWStructured = 6, ByteAddress = 7, UavRwByteAddress = 8, UavAppendStructured = 9, UavConsumeStructured = 10, UavRwstructuredWithCounter = 11, RTAccelerationStructure = 12, UavFeedbackTexture = 13,
}
Expand description

Values that identify resource types that can be bound to a shader and that are reflected as part of the resource description for the shader.

For more information: D3D_SHADER_INPUT_TYPE enumeration

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CBuffer = 0

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TBuffer = 1

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Texture = 2

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Sampler = 3

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UavRWTyped = 4

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Structured = 5

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UavRWStructured = 6

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ByteAddress = 7

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UavRwByteAddress = 8

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UavAppendStructured = 9

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UavConsumeStructured = 10

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UavRwstructuredWithCounter = 11

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RTAccelerationStructure = 12

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UavFeedbackTexture = 13

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impl ShaderInputType

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pub const fn from_repr(discriminant: i32) -> Option<ShaderInputType>

Try to create Self from the raw representation

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impl Clone for ShaderInputType

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fn clone(&self) -> ShaderInputType

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ShaderInputType

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl From<D3D_SHADER_INPUT_TYPE> for ShaderInputType

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fn from(value: D3D_SHADER_INPUT_TYPE) -> Self

Converts to this type from the input type.
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impl Hash for ShaderInputType

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for ShaderInputType

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fn eq(&self, other: &ShaderInputType) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for ShaderInputType

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impl Eq for ShaderInputType

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impl StructuralPartialEq for ShaderInputType

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.