pub struct GraphicsPipelineDescriptor {
pub name: String,
pub vertex_shader_id: u32,
pub fragment_shader_id: u32,
pub geometry_shader_id: Option<u32>,
pub input_assembly: InputAssemblerConfig,
pub rasterizer: RasterizerState,
pub depth_stencil: (bool, bool, CompareFunc, StencilConfig),
pub blend_state: PipelineState,
pub viewport: ViewportConfig,
pub render_pass_id: u32,
pub subpass: u32,
pub layout: PipelineLayout,
}Fields§
§name: String§vertex_shader_id: u32§fragment_shader_id: u32§geometry_shader_id: Option<u32>§input_assembly: InputAssemblerConfig§rasterizer: RasterizerState§depth_stencil: (bool, bool, CompareFunc, StencilConfig)§blend_state: PipelineState§viewport: ViewportConfig§render_pass_id: u32§subpass: u32§layout: PipelineLayoutImplementations§
Source§impl GraphicsPipelineDescriptor
impl GraphicsPipelineDescriptor
pub fn new(name: impl Into<String>, vert_id: u32, frag_id: u32) -> Self
pub fn transparent(name: impl Into<String>, vert_id: u32, frag_id: u32) -> Self
pub fn has_geometry_shader(&self) -> bool
pub fn depth_test_enabled(&self) -> bool
pub fn depth_write_enabled(&self) -> bool
Trait Implementations§
Source§impl Clone for GraphicsPipelineDescriptor
impl Clone for GraphicsPipelineDescriptor
Auto Trait Implementations§
impl Freeze for GraphicsPipelineDescriptor
impl RefUnwindSafe for GraphicsPipelineDescriptor
impl Send for GraphicsPipelineDescriptor
impl Sync for GraphicsPipelineDescriptor
impl Unpin for GraphicsPipelineDescriptor
impl UnsafeUnpin for GraphicsPipelineDescriptor
impl UnwindSafe for GraphicsPipelineDescriptor
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