Struct screen_13::driver::shader::Shader

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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.

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§entry_name: String

The name of the entry point 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 Shader 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§

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impl Shader

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pub fn new(stage: ShaderStageFlags, spirv: impl ShaderCode) -> ShaderBuilder

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

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pub fn new_any_hit(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new ray trace shader.

§Panics

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

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pub fn new_callable(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new ray trace shader.

§Panics

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

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pub fn new_closest_hit(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new ray trace shader.

§Panics

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

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pub fn new_compute(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new compute shader.

§Panics

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

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pub fn new_fragment(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new fragment shader.

§Panics

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

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pub fn new_geometry(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new geometry shader.

§Panics

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

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pub fn new_intersection(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new ray trace shader.

§Panics

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

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pub fn new_mesh(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new mesh shader.

§Panics

If the shader code is invalid.

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pub fn new_miss(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new ray trace shader.

§Panics

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

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pub fn new_ray_gen(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new ray trace shader.

§Panics

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

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pub fn new_task(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new mesh task shader.

§Panics

If the shader code is invalid.

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pub fn new_tesselation_ctrl(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new tesselation control shader.

§Panics

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

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pub fn new_tesselation_eval(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new tesselation evaluation shader.

§Panics

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

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pub fn new_vertex(spirv: impl ShaderCode) -> ShaderBuilder

Creates a new vertex shader.

§Panics

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

Trait Implementations§

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impl Clone for Shader

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fn clone(&self) -> Shader

Returns a copy 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 Debug for Shader

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

Formats the value using the given formatter. Read more
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impl From<ShaderBuilder> for Shader

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fn from(shader: ShaderBuilder) -> Self

Converts to this type from the input type.

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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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where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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