pub struct CompressedTextureDesc<'a> {
pub width: u32,
pub height: u32,
pub format: TextureFormat,
pub is_normal_map: bool,
pub mip_levels: &'a [&'a [u8]],
}Expand description
Pre-compressed, pre-mipped texture data, uploaded to the GPU as-is.
The library does no encoding or decoding: compress and build the mip chain
offline in your asset pipeline, then hand the block bytes here. format
must be a block-compressed format (BC, ASTC, or ETC2) that the device
supports (check with supports_texture_format). mip_levels holds one
tightly block-packed byte slice per level, level 0 (full size) first;
mip_levels.len() becomes the texture’s mip count.
Color space is carried by format (for example Bc7RgbaUnormSrgb for
albedo versus Bc5RgUnorm for normals); is_normal_map only selects which
internal bind-group slot the texture occupies.
Fields§
§width: u32Width of mip level 0, in texels.
height: u32Height of mip level 0, in texels.
format: TextureFormatBlock-compressed texture format.
is_normal_map: boolBind into the normal-map slot rather than the albedo slot.
mip_levels: &'a [&'a [u8]]Block bytes per mip level, level 0 first.
Auto Trait Implementations§
impl<'a> Freeze for CompressedTextureDesc<'a>
impl<'a> RefUnwindSafe for CompressedTextureDesc<'a>
impl<'a> Send for CompressedTextureDesc<'a>
impl<'a> Sync for CompressedTextureDesc<'a>
impl<'a> Unpin for CompressedTextureDesc<'a>
impl<'a> UnsafeUnpin for CompressedTextureDesc<'a>
impl<'a> UnwindSafe for CompressedTextureDesc<'a>
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