Struct screen_13::driver::compute::ComputePipeline
source · pub struct ComputePipeline {
pub info: ComputePipelineInfo,
/* private fields */
}Expand description
Smart pointer handle to a pipeline object.
Also contains information about the object.
Deref behavior
ComputePipeline automatically dereferences to vk::Pipeline (via the Deref
trait), so you can call vk::Pipeline’s methods on a value of type ComputePipeline.
Fields§
§info: ComputePipelineInfoInformation used to create this object.
Implementations§
source§impl ComputePipeline
impl ComputePipeline
sourcepub fn create(
device: &Arc<Device>,
info: impl Into<ComputePipelineInfo>,
shader: impl Into<Shader>
) -> Result<Self, DriverError>
pub fn create( device: &Arc<Device>, info: impl Into<ComputePipelineInfo>, shader: impl Into<Shader> ) -> Result<Self, DriverError>
Creates a new compute pipeline on the given device.
Panics
If shader code is not a multiple of four bytes.
Examples
Basic usage:
// my_shader_code is raw SPIR-V code as bytes
let shader = Shader::new_compute(my_shader_code.as_slice());
let pipeline = ComputePipeline::create(&device, ComputePipelineInfo::default(), shader)?;
assert_ne!(*pipeline, vk::Pipeline::null());Trait Implementations§
source§impl Access for ComputePipeline
impl Access for ComputePipeline
source§const DEFAULT_READ: AccessType = AccessType::ComputeShaderReadSampledImageOrUniformTexelBuffer
const DEFAULT_READ: AccessType = AccessType::ComputeShaderReadSampledImageOrUniformTexelBuffer
The default
AccessType for read operations, if not specified explicitly.source§const DEFAULT_WRITE: AccessType = AccessType::ComputeShaderWrite
const DEFAULT_WRITE: AccessType = AccessType::ComputeShaderWrite
The default
AccessType for write operations, if not specified explicitly.