pub enum Subtexel {
Exact,
D3d11,
}Expand description
How finely a bilinear filter resolves where a sample falls between texels.
Variants§
Exact
The position in f32, as computed.
D3d11
Direct3D 11’s filtering: the texel coordinate (after scaling by the texture’s size) truncated to 8 fractional
bits, 256 subdivisions of a texel, before the weights are taken. The D3D11.3 functional specification requires
at least 8 bits of sub-texel precision (7.18.16.1, Texture Addressing and LOD Precision;
D3D11_SUBTEXEL_FRACTIONAL_BIT_COUNT = 8). Microsoft’s WARP software rasterizer truncates at 8, as measured
against it.
Trait Implementations§
impl Copy for Subtexel
impl Eq for Subtexel
impl StructuralPartialEq for Subtexel
Auto Trait Implementations§
impl Forget for Subtexel
impl Freeze for Subtexel
impl RefUnwindSafe for Subtexel
impl Send for Subtexel
impl Sync for Subtexel
impl Unpin for Subtexel
impl UnsafeUnpin for Subtexel
impl UnwindSafe for Subtexel
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