pub struct Shader {
    pub entry_name: String,
    pub specialization_info: Option<SpecializationInfo>,
    pub spirv: Vec<u8>,
    pub stage: ShaderStageFlags,
    /* private fields */
}
Expand description

Describes a shader program which runs on some pipeline stage.

Fields

entry_name: String

The name of the entrypoint which will be executed by this shader.

The default value is main.

specialization_info: Option<SpecializationInfo>

Data about Vulkan specialization constants.

Examples

Basic usage (GLSL):

#version 460 core

// Defaults to 6 if not set using ComputePipelineInfo.specialization_info!
layout(constant_id = 0) const uint MY_COUNT = 6;

layout(set = 0, binding = 0) uniform sampler2D my_samplers[MY_COUNT];

void main()
{
    // Code uses MY_COUNT number of my_samplers here
}
// We instead specify 42 for MY_COUNT:
let shader = Shader::new_fragment(my_shader_code.as_slice())
    .specialization_info(SpecializationInfo::new(
        [vk::SpecializationMapEntry {
            constant_id: 0,
            offset: 0,
            size: 4,
        }],
        42u32.to_ne_bytes()
    ));
spirv: Vec<u8>

Shader code.

Although SPIR-V code is specified as u32 values, this field uses u8 in order to make loading from file simpler. You should always have a SPIR-V code length which is a multiple of four bytes, or a panic will happen during pipeline creation.

stage: ShaderStageFlags

The shader stage this structure applies to.

Implementations

Specifies a shader with the given stage and shader code values.

Creates a new ray trace shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Creates a new ray trace shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Creates a new ray trace shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Creates a new compute shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Creates a new fragment shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Creates a new geometry shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Creates a new ray trace shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Creates a new ray trace shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Creates a new ray trace shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Creates a new tesselation control shader.

NOTE: May panic if the shader code is invalid.

Creates a new tesselation evaluation shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Creates a new vertex shader.

Panics

If the shader code is invalid or not a multiple of four bytes in length.

Trait Implementations

Returns a copy of the value. Read more
Performs copy-assignment from source. Read more
Formats the value using the given formatter. Read more
Converts to this type from the input type.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

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

The resulting type after obtaining ownership.
Creates owned data from borrowed data, usually by cloning. Read more
Uses borrowed data to replace owned data, usually by cloning. Read more
The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.