pub struct PassState {
pub targets: Vec<ShaderTargetBlend>,
pub separate_blend: bool,
pub z_test: ShaderValue,
pub offset_factor: ShaderValue,
pub offset_units: ShaderValue,
pub stencil_ref: ShaderValue,
pub stencil_read_mask: ShaderValue,
pub stencil_write_mask: ShaderValue,
pub stencil_op: ShaderStencilOp,
pub stencil_op_front: ShaderStencilOp,
pub stencil_op_back: ShaderStencilOp,
}Expand description
The rest of a pass’s render state as stored (m_State): every render target’s blend, the depth test and offset and
the stencil.
Fields§
§targets: Vec<ShaderTargetBlend>rtBlend0 to rtBlend7; the first is the pass’s src_blend and dst_blend.
separate_blend: boolrtSeparateBlend: whether targets 1 to 7 state their own blend (else they take target 0’s).
z_test: ShaderValuezTest, a CompareFunction.
offset_factor: ShaderValueOffset factor, units.
offset_units: ShaderValueOffset factor, units: the units.
stencil_ref: ShaderValuestencilRef, stencilReadMask, stencilWriteMask.
stencil_read_mask: ShaderValuestencilReadMask.
stencil_write_mask: ShaderValuestencilWriteMask.
stencil_op: ShaderStencilOpstencilOp, stencilOpFront, stencilOpBack.
stencil_op_front: ShaderStencilOpstencilOpFront.
stencil_op_back: ShaderStencilOpstencilOpBack.
Trait Implementations§
impl StructuralPartialEq for PassState
Auto Trait Implementations§
impl Freeze for PassState
impl RefUnwindSafe for PassState
impl Send for PassState
impl Sync for PassState
impl Unpin for PassState
impl UnsafeUnpin for PassState
impl UnwindSafe for PassState
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more