pub struct RenderBundleEncoderDescriptor<'a> {
pub label: Option<&'a str>,
pub color_formats: Vec<Option<TextureFormat>>,
pub depth_stencil_format: Option<TextureFormat>,
pub depth_read_only: bool,
pub stencil_read_only: bool,
pub sample_count: u32,
}Expand description
Describes a RenderBundleEncoder — the color/depth-stencil formats and
sample count it (and every render pass it’s later executed in via
RenderPass::execute_bundles)
must match exactly.
Fields§
§label: Option<&'a str>§color_formats: Vec<Option<TextureFormat>>One entry per color attachment the bundle will be executed against,
in the same order — None for an attachment slot the bundle doesn’t
touch.
depth_stencil_format: Option<TextureFormat>None if the render pass(es) this bundle runs in have no depth
attachment.
depth_read_only: boolWhether this bundle only reads the depth aspect (never writes it).
stencil_read_only: boolWhether this bundle only reads the stencil aspect (never writes it).
sample_count: u32Must match the sample count of every attachment the bundle is
executed against — see TextureBuilder::sample_count.
Trait Implementations§
Auto Trait Implementations§
impl<'a> Freeze for RenderBundleEncoderDescriptor<'a>
impl<'a> RefUnwindSafe for RenderBundleEncoderDescriptor<'a>
impl<'a> Send for RenderBundleEncoderDescriptor<'a>
impl<'a> Sync for RenderBundleEncoderDescriptor<'a>
impl<'a> Unpin for RenderBundleEncoderDescriptor<'a>
impl<'a> UnsafeUnpin for RenderBundleEncoderDescriptor<'a>
impl<'a> UnwindSafe for RenderBundleEncoderDescriptor<'a>
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