pub struct TextureBuilder<'a> { /* private fields */ }Expand description
Builds a one-off GPU-side texture with no source data — a depth buffer,
an off-screen render target — and hands back its
TextureView. Unlike TextureDescriptor,
which loads pixel data from a file/bytes through the asset pipeline,
this allocates an empty texture directly; there’s nothing to upload.
ⓘ
let depth_view = TextureBuilder::new(backend.surface_width(), backend.surface_height(), TextureFormat::Depth16Unorm)
.usage(TextureUsages::RENDER_ATTACHMENT)
.build(backend);Implementations§
Source§impl<'a> TextureBuilder<'a>
impl<'a> TextureBuilder<'a>
pub fn new(width: u32, height: u32, format: TextureFormat) -> Self
pub fn label(self, label: impl Into<Option<&'a str>>) -> Self
pub fn usage(self, usage: TextureUsages) -> Self
pub fn mip_level_count(self, count: u32) -> Self
Sourcepub fn sample_count(self, count: u32) -> Self
pub fn sample_count(self, count: u32) -> Self
Multisample count — must match whatever this texture is used
alongside (a depth attachment paired with an MSAA color target needs
the same count as WGPUBackend::sample_count, say). 1 (no
multisampling) by default.
pub fn build(self, backend: &WGPUBackend) -> TextureView
Auto Trait Implementations§
impl<'a> Freeze for TextureBuilder<'a>
impl<'a> RefUnwindSafe for TextureBuilder<'a>
impl<'a> Send for TextureBuilder<'a>
impl<'a> Sync for TextureBuilder<'a>
impl<'a> Unpin for TextureBuilder<'a>
impl<'a> UnsafeUnpin for TextureBuilder<'a>
impl<'a> UnwindSafe for TextureBuilder<'a>
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