pub struct RenderPassNode {Show 26 fields
pub id: u32,
pub name: String,
pub kind: PassKind,
pub enabled: bool,
pub color_attachments: Vec<ColorAttachment>,
pub depth_attachment: Option<DepthAttachment>,
pub input_textures: Vec<String>,
pub input_buffers: Vec<String>,
pub output_textures: Vec<String>,
pub shader_vert: Option<String>,
pub shader_frag: Option<String>,
pub shader_comp: Option<String>,
pub depth_stencil: DepthStencilState,
pub blend_states: Vec<BlendState>,
pub raster: RasterState,
pub topology: PrimitiveTopology,
pub viewport: Option<[f32; 4]>,
pub scissor: Option<[i32; 4]>,
pub dispatch_x: u32,
pub dispatch_y: u32,
pub dispatch_z: u32,
pub indirect_dispatch: bool,
pub push_constants_size: u32,
pub profiling_color: Vec4,
pub estimated_draw_calls: u32,
pub estimated_triangles: u64,
}Fields§
§id: u32§name: String§kind: PassKind§enabled: bool§color_attachments: Vec<ColorAttachment>§depth_attachment: Option<DepthAttachment>§input_textures: Vec<String>§input_buffers: Vec<String>§output_textures: Vec<String>§shader_vert: Option<String>§shader_frag: Option<String>§shader_comp: Option<String>§depth_stencil: DepthStencilState§blend_states: Vec<BlendState>§raster: RasterState§topology: PrimitiveTopology§viewport: Option<[f32; 4]>§scissor: Option<[i32; 4]>§dispatch_x: u32§dispatch_y: u32§dispatch_z: u32§indirect_dispatch: bool§push_constants_size: u32§profiling_color: Vec4§estimated_draw_calls: u32§estimated_triangles: u64Implementations§
Trait Implementations§
Source§impl Clone for RenderPassNode
impl Clone for RenderPassNode
Auto Trait Implementations§
impl Freeze for RenderPassNode
impl RefUnwindSafe for RenderPassNode
impl Send for RenderPassNode
impl Sync for RenderPassNode
impl Unpin for RenderPassNode
impl UnsafeUnpin for RenderPassNode
impl UnwindSafe for RenderPassNode
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