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ChannelTexture

Struct ChannelTexture 

Source
pub struct ChannelTexture {
    pub texture: Option<Texture>,
    pub view: TextureView,
    pub sampler: Sampler,
    pub width: u32,
    pub height: u32,
}
Expand description

A texture channel that can be bound to a custom shader

Fields§

§texture: Option<Texture>

The GPU texture (kept alive to ensure view/sampler remain valid) When using an external texture (e.g., background image), this is None

§view: TextureView

View for binding to shaders

§sampler: Sampler

Sampler for texture filtering

§width: u32

Texture width in pixels

§height: u32

Texture height in pixels

Implementations§

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impl ChannelTexture

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pub fn placeholder(device: &Device, queue: &Queue) -> Self

Create a 1x1 transparent black placeholder texture

This is used when no texture is configured for a channel, ensuring the shader can still sample from it without errors.

Source

pub fn from_view( view: TextureView, sampler: Sampler, width: u32, height: u32, ) -> Self

Create a ChannelTexture from an existing texture view and sampler.

This is used when sharing a texture from another source (e.g., background image) without creating a new copy. The caller is responsible for keeping the source texture alive while this ChannelTexture is in use.

§Arguments
  • view - The texture view to use
  • sampler - The sampler for texture filtering
  • width - Texture width in pixels
  • height - Texture height in pixels
Source

pub fn from_view_and_texture( view: TextureView, sampler: Sampler, width: u32, height: u32, texture: Texture, ) -> Self

Create a ChannelTexture from a view, sampler, and owned texture.

This is used when creating a new texture that should be kept alive by this ChannelTexture instance (e.g., solid color textures).

§Arguments
  • view - The texture view to use
  • sampler - The sampler for texture filtering
  • width - Texture width in pixels
  • height - Texture height in pixels
  • texture - The owned texture to keep alive
Source

pub fn from_file(device: &Device, queue: &Queue, path: &Path) -> Result<Self>

Load a texture from an image file

Supports common image formats (PNG, JPEG, etc.) via the image crate.

§Arguments
  • device - The wgpu device
  • queue - The wgpu queue
  • path - Path to the image file
§Returns

The loaded texture, or an error if loading fails

Source

pub fn resolution(&self) -> [f32; 4]

Get the resolution as a vec4 [width, height, 1.0, 0.0]

This format matches Shadertoy’s iChannelResolution uniform.

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