pub struct ResolvePassDesc {
pub width: u32,
pub height: u32,
pub format: TextureFormat,
pub input_msaa: ResourceId,
pub output_resolved: ResourceId,
pub sample_count: SampleCount,
}Fields§
§width: u32§height: u32§format: TextureFormat§input_msaa: ResourceId§output_resolved: ResourceId§sample_count: SampleCountImplementations§
Source§impl ResolvePassDesc
impl ResolvePassDesc
pub fn new( width: u32, height: u32, format: TextureFormat, input: ResourceId, output: ResourceId, samples: SampleCount, ) -> Self
Sourcepub fn box_filter_weights(samples: SampleCount) -> Vec<f32>
pub fn box_filter_weights(samples: SampleCount) -> Vec<f32>
Box filter weights for each sample count
Sourcepub fn msaa4x_sample_positions() -> [Vec2; 4]
pub fn msaa4x_sample_positions() -> [Vec2; 4]
Standard sample positions for MSAA (D3D-style for 4x)
Sourcepub fn msaa8x_sample_positions() -> [Vec2; 8]
pub fn msaa8x_sample_positions() -> [Vec2; 8]
Standard sample positions for MSAA 8x
Trait Implementations§
Source§impl Clone for ResolvePassDesc
impl Clone for ResolvePassDesc
Auto Trait Implementations§
impl Freeze for ResolvePassDesc
impl RefUnwindSafe for ResolvePassDesc
impl Send for ResolvePassDesc
impl Sync for ResolvePassDesc
impl Unpin for ResolvePassDesc
impl UnsafeUnpin for ResolvePassDesc
impl UnwindSafe for ResolvePassDesc
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