Struct GraphicsShaderSet

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pub struct GraphicsShaderSet<'a, B>
where B: Backend,
{ pub vertex: EntryPoint<'a, B>, pub hull: Option<EntryPoint<'a, B>>, pub domain: Option<EntryPoint<'a, B>>, pub geometry: Option<EntryPoint<'a, B>>, pub fragment: Option<EntryPoint<'a, B>>, }
Expand description

A complete set of shaders to build a graphics pipeline.

All except the vertex shader are optional; omitting them passes through the inputs without change.

If a fragment shader is omitted, the results of fragment processing are undefined. Specifically, any fragment color outputs are considered to have undefined values, and the fragment depth is considered to be unmodified. This can be useful for depth-only rendering.

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§vertex: EntryPoint<'a, B>

A shader that outputs a vertex in a model.

§hull: Option<EntryPoint<'a, B>>

A hull shader takes in an input patch (values representing a small portion of a shape, which may be actual geometry or may be parameters for creating geometry) and produces one or more output patches.

§domain: Option<EntryPoint<'a, B>>

A shader that takes in domains produced from a hull shader’s output patches and computes actual vertex positions.

§geometry: Option<EntryPoint<'a, B>>

A shader that takes given input vertexes and outputs zero or more output vertexes.

§fragment: Option<EntryPoint<'a, B>>

A shader that outputs a value for a fragment. Usually this value is a color that is then displayed as a pixel on a screen.

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impl<'a, B> Clone for GraphicsShaderSet<'a, B>
where B: Clone + Backend,

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fn clone(&self) -> GraphicsShaderSet<'a, B>

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<'a, B> Debug for GraphicsShaderSet<'a, B>
where B: Debug + Backend,

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more

Auto Trait Implementations§

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impl<'a, B> Freeze for GraphicsShaderSet<'a, B>

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impl<'a, B> RefUnwindSafe for GraphicsShaderSet<'a, B>

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impl<'a, B> Send for GraphicsShaderSet<'a, B>

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impl<'a, B> Sync for GraphicsShaderSet<'a, B>

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impl<'a, B> Unpin for GraphicsShaderSet<'a, B>

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impl<'a, B> UnwindSafe for GraphicsShaderSet<'a, B>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.