Struct vulkano::pipeline::GraphicsPipelineBuilder
source · pub struct GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp> { /* private fields */ }
Expand description
Prototype for a GraphicsPipeline
.
Implementations
sourceimpl<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>where
Vdef: VertexDefinition<Vs::InputDefinition>,
Vs: GraphicsEntryPointAbstract,
Fs: GraphicsEntryPointAbstract,
Gs: GraphicsEntryPointAbstract,
Tcs: GraphicsEntryPointAbstract,
Tes: GraphicsEntryPointAbstract,
Vss: SpecializationConstants,
Tcss: SpecializationConstants,
Tess: SpecializationConstants,
Gss: SpecializationConstants,
Fss: SpecializationConstants,
Vs::PipelineLayout: Clone + 'static + Send + Sync,
Fs::PipelineLayout: Clone + 'static + Send + Sync,
Tcs::PipelineLayout: Clone + 'static + Send + Sync,
Tes::PipelineLayout: Clone + 'static + Send + Sync,
Gs::PipelineLayout: Clone + 'static + Send + Sync,
Tcs::InputDefinition: ShaderInterfaceDefMatch<Vs::OutputDefinition>,
Tes::InputDefinition: ShaderInterfaceDefMatch<Tcs::OutputDefinition>,
Gs::InputDefinition: ShaderInterfaceDefMatch<Tes::OutputDefinition> + ShaderInterfaceDefMatch<Vs::OutputDefinition>,
Fs::InputDefinition: ShaderInterfaceDefMatch<Gs::OutputDefinition> + ShaderInterfaceDefMatch<Tes::OutputDefinition> + ShaderInterfaceDefMatch<Vs::OutputDefinition>,
Rp: RenderPassAbstract + RenderPassSubpassInterface<Fs::OutputDefinition>,
impl<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>where
Vdef: VertexDefinition<Vs::InputDefinition>,
Vs: GraphicsEntryPointAbstract,
Fs: GraphicsEntryPointAbstract,
Gs: GraphicsEntryPointAbstract,
Tcs: GraphicsEntryPointAbstract,
Tes: GraphicsEntryPointAbstract,
Vss: SpecializationConstants,
Tcss: SpecializationConstants,
Tess: SpecializationConstants,
Gss: SpecializationConstants,
Fss: SpecializationConstants,
Vs::PipelineLayout: Clone + 'static + Send + Sync,
Fs::PipelineLayout: Clone + 'static + Send + Sync,
Tcs::PipelineLayout: Clone + 'static + Send + Sync,
Tes::PipelineLayout: Clone + 'static + Send + Sync,
Gs::PipelineLayout: Clone + 'static + Send + Sync,
Tcs::InputDefinition: ShaderInterfaceDefMatch<Vs::OutputDefinition>,
Tes::InputDefinition: ShaderInterfaceDefMatch<Tcs::OutputDefinition>,
Gs::InputDefinition: ShaderInterfaceDefMatch<Tes::OutputDefinition> + ShaderInterfaceDefMatch<Vs::OutputDefinition>,
Fs::InputDefinition: ShaderInterfaceDefMatch<Gs::OutputDefinition> + ShaderInterfaceDefMatch<Tes::OutputDefinition> + ShaderInterfaceDefMatch<Vs::OutputDefinition>,
Rp: RenderPassAbstract + RenderPassSubpassInterface<Fs::OutputDefinition>,
sourcepub fn build(
self,
device: Arc<Device>
) -> Result<GraphicsPipeline<Vdef, Box<dyn PipelineLayoutAbstract + Send + Sync>, Rp>, GraphicsPipelineCreationError>
pub fn build(
self,
device: Arc<Device>
) -> Result<GraphicsPipeline<Vdef, Box<dyn PipelineLayoutAbstract + Send + Sync>, Rp>, GraphicsPipelineCreationError>
Builds the graphics pipeline, using an inferred a pipeline layout.
sourcepub fn with_auto_layout(
self,
device: Arc<Device>,
dynamic_buffers: &[(usize, usize)]
) -> Result<GraphicsPipeline<Vdef, Box<dyn PipelineLayoutAbstract + Send + Sync>, Rp>, GraphicsPipelineCreationError>
pub fn with_auto_layout(
self,
device: Arc<Device>,
dynamic_buffers: &[(usize, usize)]
) -> Result<GraphicsPipeline<Vdef, Box<dyn PipelineLayoutAbstract + Send + Sync>, Rp>, GraphicsPipelineCreationError>
Builds the graphics pipeline, using an inferred pipeline layout with some dynamic buffers.
Configures the inferred layout for each descriptor (set, binding)
in dynamic_buffers
to accept dynamic
buffers.
sourcepub fn with_pipeline_layout<Pl>(
self,
device: Arc<Device>,
pipeline_layout: Pl
) -> Result<GraphicsPipeline<Vdef, Pl, Rp>, GraphicsPipelineCreationError>where
Pl: PipelineLayoutAbstract,
pub fn with_pipeline_layout<Pl>(
self,
device: Arc<Device>,
pipeline_layout: Pl
) -> Result<GraphicsPipeline<Vdef, Pl, Rp>, GraphicsPipelineCreationError>where
Pl: PipelineLayoutAbstract,
Builds the graphics pipeline.
Does the same as build
, except that build
automatically builds the pipeline layout
object corresponding to the union of your shaders while this function allows you to specify
the pipeline layout.
sourceimpl<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
impl<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
sourcepub fn vertex_input<T>(
self,
vertex_input: T
) -> GraphicsPipelineBuilder<T, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
pub fn vertex_input<T>(
self,
vertex_input: T
) -> GraphicsPipelineBuilder<T, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
Sets the vertex input.
sourcepub fn vertex_input_single_buffer<V>(
self
) -> GraphicsPipelineBuilder<SingleBufferDefinition<V>, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
pub fn vertex_input_single_buffer<V>(
self
) -> GraphicsPipelineBuilder<SingleBufferDefinition<V>, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
Sets the vertex input to a single vertex buffer.
You will most likely need to explicitly specify the template parameter to the type of a vertex.
sourcepub fn vertex_shader<Vs2, Vss2>(
self,
shader: Vs2,
specialization_constants: Vss2
) -> GraphicsPipelineBuilder<Vdef, Vs2, Vss2, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>where
Vs2: GraphicsEntryPointAbstract<SpecializationConstants = Vss2>,
Vss2: SpecializationConstants,
pub fn vertex_shader<Vs2, Vss2>(
self,
shader: Vs2,
specialization_constants: Vss2
) -> GraphicsPipelineBuilder<Vdef, Vs2, Vss2, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>where
Vs2: GraphicsEntryPointAbstract<SpecializationConstants = Vss2>,
Vss2: SpecializationConstants,
Sets the vertex shader to use.
sourcepub fn primitive_restart(self, enabled: bool) -> Self
pub fn primitive_restart(self, enabled: bool) -> Self
Sets whether primitive restart if enabled.
sourcepub fn primitive_topology(self, topology: PrimitiveTopology) -> Self
pub fn primitive_topology(self, topology: PrimitiveTopology) -> Self
Sets the topology of the primitives that are expected by the pipeline.
sourcepub fn point_list(self) -> Self
pub fn point_list(self) -> Self
Sets the topology of the primitives to a list of points.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::PointList)
.
sourcepub fn line_list(self) -> Self
pub fn line_list(self) -> Self
Sets the topology of the primitives to a list of lines.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::LineList)
.
sourcepub fn line_strip(self) -> Self
pub fn line_strip(self) -> Self
Sets the topology of the primitives to a line strip.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::LineStrip)
.
sourcepub fn triangle_list(self) -> Self
pub fn triangle_list(self) -> Self
Sets the topology of the primitives to a list of triangles. Note that this is the default.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::TriangleList)
.
sourcepub fn triangle_strip(self) -> Self
pub fn triangle_strip(self) -> Self
Sets the topology of the primitives to a triangle strip.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::TriangleStrip)
.
sourcepub fn triangle_fan(self) -> Self
pub fn triangle_fan(self) -> Self
Sets the topology of the primitives to a fan of triangles.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::TriangleFan)
.
sourcepub fn line_list_with_adjacency(self) -> Self
pub fn line_list_with_adjacency(self) -> Self
Sets the topology of the primitives to a list of lines with adjacency information.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::LineListWithAdjacency)
.
sourcepub fn line_strip_with_adjacency(self) -> Self
pub fn line_strip_with_adjacency(self) -> Self
Sets the topology of the primitives to a line strip with adjacency information.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::LineStripWithAdjacency)
.
sourcepub fn triangle_list_with_adjacency(self) -> Self
pub fn triangle_list_with_adjacency(self) -> Self
Sets the topology of the primitives to a list of triangles with adjacency information.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::TriangleListWithAdjacency)
.
sourcepub fn triangle_strip_with_adjacency(self) -> Self
pub fn triangle_strip_with_adjacency(self) -> Self
Sets the topology of the primitives to a triangle strip with adjacency information`
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::TriangleStripWithAdjacency)
.
sourcepub fn patch_list(self, vertices_per_patch: u32) -> Self
pub fn patch_list(self, vertices_per_patch: u32) -> Self
Sets the topology of the primitives to a list of patches. Can only be used and must be used with a tessellation shader.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::PatchList { vertices_per_patch })
.
sourcepub fn tessellation_shaders<Tcs2, Tcss2, Tes2, Tess2>(
self,
tessellation_control_shader: Tcs2,
tessellation_control_shader_spec_constants: Tcss2,
tessellation_evaluation_shader: Tes2,
tessellation_evaluation_shader_spec_constants: Tess2
) -> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs2, Tcss2, Tes2, Tess2, Gs, Gss, Fs, Fss, Rp>where
Tcs2: GraphicsEntryPointAbstract<SpecializationConstants = Tcss2>,
Tes2: GraphicsEntryPointAbstract<SpecializationConstants = Tess2>,
Tcss2: SpecializationConstants,
Tess2: SpecializationConstants,
pub fn tessellation_shaders<Tcs2, Tcss2, Tes2, Tess2>(
self,
tessellation_control_shader: Tcs2,
tessellation_control_shader_spec_constants: Tcss2,
tessellation_evaluation_shader: Tes2,
tessellation_evaluation_shader_spec_constants: Tess2
) -> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs2, Tcss2, Tes2, Tess2, Gs, Gss, Fs, Fss, Rp>where
Tcs2: GraphicsEntryPointAbstract<SpecializationConstants = Tcss2>,
Tes2: GraphicsEntryPointAbstract<SpecializationConstants = Tess2>,
Tcss2: SpecializationConstants,
Tess2: SpecializationConstants,
Sets the tessellation shaders to use.
sourcepub fn tessellation_shaders_disabled(self) -> Self
pub fn tessellation_shaders_disabled(self) -> Self
Sets the tessellation shaders stage as disabled. This is the default.
sourcepub fn geometry_shader<Gs2, Gss2>(
self,
shader: Gs2,
specialization_constants: Gss2
) -> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs2, Gss2, Fs, Fss, Rp>where
Gs2: GraphicsEntryPointAbstract<SpecializationConstants = Gss2>,
Gss2: SpecializationConstants,
pub fn geometry_shader<Gs2, Gss2>(
self,
shader: Gs2,
specialization_constants: Gss2
) -> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs2, Gss2, Fs, Fss, Rp>where
Gs2: GraphicsEntryPointAbstract<SpecializationConstants = Gss2>,
Gss2: SpecializationConstants,
Sets the geometry shader to use.
sourcepub fn geometry_shader_disabled(self) -> Self
pub fn geometry_shader_disabled(self) -> Self
Sets the geometry shader stage as disabled. This is the default.
sourcepub fn viewports<I>(self, viewports: I) -> Selfwhere
I: IntoIterator<Item = Viewport>,
pub fn viewports<I>(self, viewports: I) -> Selfwhere
I: IntoIterator<Item = Viewport>,
Sets the viewports to some value, and the scissor boxes to boxes that always cover the whole viewport.
sourcepub fn viewports_scissors<I>(self, viewports: I) -> Selfwhere
I: IntoIterator<Item = (Viewport, Scissor)>,
pub fn viewports_scissors<I>(self, viewports: I) -> Selfwhere
I: IntoIterator<Item = (Viewport, Scissor)>,
Sets the characteristics of viewports and scissor boxes in advance.
sourcepub fn viewports_dynamic_scissors_fixed<I>(self, scissors: I) -> Selfwhere
I: IntoIterator<Item = Scissor>,
pub fn viewports_dynamic_scissors_fixed<I>(self, scissors: I) -> Selfwhere
I: IntoIterator<Item = Scissor>,
Sets the scissor boxes to some values, and viewports to dynamic. The viewports will need to be set before drawing.
sourcepub fn viewports_dynamic_scissors_irrelevant(self, num: u32) -> Self
pub fn viewports_dynamic_scissors_irrelevant(self, num: u32) -> Self
Sets the viewports to dynamic, and the scissor boxes to boxes that always cover the whole viewport. The viewports will need to be set before drawing.
sourcepub fn viewports_fixed_scissors_dynamic<I>(self, viewports: I) -> Selfwhere
I: IntoIterator<Item = Viewport>,
pub fn viewports_fixed_scissors_dynamic<I>(self, viewports: I) -> Selfwhere
I: IntoIterator<Item = Viewport>,
Sets the viewports to some values, and scissor boxes to dynamic. The scissor boxes will need to be set before drawing.
sourcepub fn viewports_scissors_dynamic(self, num: u32) -> Self
pub fn viewports_scissors_dynamic(self, num: u32) -> Self
Sets the viewports and scissor boxes to dynamic. They will both need to be set before drawing.
sourcepub fn depth_clamp(self, clamp: bool) -> Self
pub fn depth_clamp(self, clamp: bool) -> Self
If true, then the depth value of the vertices will be clamped to the range [0.0 ; 1.0]
.
If false, fragments whose depth is outside of this range will be discarded before the
fragment shader even runs.
sourcepub fn front_face_counter_clockwise(self) -> Self
pub fn front_face_counter_clockwise(self) -> Self
Sets the front-facing faces to counter-clockwise faces. This is the default.
Triangles whose vertices are oriented counter-clockwise on the screen will be considered as facing their front. Otherwise they will be considered as facing their back.
sourcepub fn front_face_clockwise(self) -> Self
pub fn front_face_clockwise(self) -> Self
Sets the front-facing faces to clockwise faces.
Triangles whose vertices are oriented clockwise on the screen will be considered as facing their front. Otherwise they will be considered as facing their back.
sourcepub fn cull_mode_disabled(self) -> Self
pub fn cull_mode_disabled(self) -> Self
Sets backface culling as disabled. This is the default.
sourcepub fn cull_mode_front(self) -> Self
pub fn cull_mode_front(self) -> Self
Sets backface culling to front faces. The front faces (as chosen with the front_face_*
methods) will be discarded by the GPU when drawing.
sourcepub fn cull_mode_back(self) -> Self
pub fn cull_mode_back(self) -> Self
Sets backface culling to back faces. Faces that are not facing the front (as chosen with
the front_face_*
methods) will be discarded by the GPU when drawing.
sourcepub fn cull_mode_front_and_back(self) -> Self
pub fn cull_mode_front_and_back(self) -> Self
Sets backface culling to both front and back faces. All the faces will be discarded.
Note: This option exists for the sake of completeness. It has no known practical usage.
sourcepub fn polygon_mode_fill(self) -> Self
pub fn polygon_mode_fill(self) -> Self
Sets the polygon mode to “fill”. This is the default.
sourcepub fn polygon_mode_line(self) -> Self
pub fn polygon_mode_line(self) -> Self
Sets the polygon mode to “line”. Triangles will each be turned into three lines.
sourcepub fn polygon_mode_point(self) -> Self
pub fn polygon_mode_point(self) -> Self
Sets the polygon mode to “point”. Triangles and lines will each be turned into three points.
sourcepub fn line_width(self, value: f32) -> Self
pub fn line_width(self, value: f32) -> Self
Sets the width of the lines, if the GPU needs to draw lines. The default is 1.0
.
sourcepub fn line_width_dynamic(self) -> Self
pub fn line_width_dynamic(self) -> Self
Sets the width of the lines as dynamic, which means that you will need to set this value when drawing.
sourcepub fn sample_shading_disabled(self) -> Self
pub fn sample_shading_disabled(self) -> Self
Disables sample shading. The fragment shader will only be run once per fragment (ie. per pixel) and not once by sample. The output will then be copied in all of the covered samples.
Sample shading is disabled by default.
sourcepub fn sample_shading_enabled(self, min_fract: f32) -> Self
pub fn sample_shading_enabled(self, min_fract: f32) -> Self
Enables sample shading. The fragment shader will be run once per sample at the borders of the object you’re drawing.
Enabling sampling shading requires the sample_rate_shading
feature to be enabled on the
device.
The min_fract
parameter is the minimum fraction of samples shading. For example if its
value is 0.5, then the fragment shader will run for at least half of the samples. The other
half of the samples will get their values determined automatically.
Sample shading is disabled by default.
Panic
- Panics if
min_fract
is not between 0.0 and 1.0.
pub fn alpha_to_coverage_disabled(self) -> Self
pub fn alpha_to_coverage_enabled(self) -> Self
sourcepub fn alpha_to_one_disabled(self) -> Self
pub fn alpha_to_one_disabled(self) -> Self
Disables alpha-to-one.
Alpha-to-one is disabled by default.
sourcepub fn alpha_to_one_enabled(self) -> Self
pub fn alpha_to_one_enabled(self) -> Self
Enables alpha-to-one. The alpha component of the first color output of the fragment shader
will be replaced by the value 1.0
.
Enabling alpha-to-one requires the alpha_to_one
feature to be enabled on the device.
Alpha-to-one is disabled by default.
sourcepub fn fragment_shader<Fs2, Fss2>(
self,
shader: Fs2,
specialization_constants: Fss2
) -> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs2, Fss2, Rp>where
Fs2: GraphicsEntryPointAbstract<SpecializationConstants = Fss2>,
Fss2: SpecializationConstants,
pub fn fragment_shader<Fs2, Fss2>(
self,
shader: Fs2,
specialization_constants: Fss2
) -> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs2, Fss2, Rp>where
Fs2: GraphicsEntryPointAbstract<SpecializationConstants = Fss2>,
Fss2: SpecializationConstants,
Sets the fragment shader to use.
The fragment shader is run once for each pixel that is covered by each primitive.
sourcepub fn depth_stencil(self, depth_stencil: DepthStencil) -> Self
pub fn depth_stencil(self, depth_stencil: DepthStencil) -> Self
Sets the depth/stencil configuration. This function may be removed in the future.
sourcepub fn depth_stencil_disabled(self) -> Self
pub fn depth_stencil_disabled(self) -> Self
Sets the depth/stencil tests as disabled.
Note: This is a shortcut for all the other
depth_*
anddepth_stencil_*
methods of the builder.
sourcepub fn depth_stencil_simple_depth(self) -> Self
pub fn depth_stencil_simple_depth(self) -> Self
Sets the depth/stencil tests as a simple depth test and no stencil test.
Note: This is a shortcut for setting the depth test to
Less
, the depth write Intotrue
and disable the stencil test.
sourcepub fn depth_write(self, write: bool) -> Self
pub fn depth_write(self, write: bool) -> Self
Sets whether the depth buffer will be written.
pub fn blend_collective(self, blend: AttachmentBlend) -> Self
pub fn blend_individual<I>(self, blend: I) -> Selfwhere
I: IntoIterator<Item = AttachmentBlend>,
sourcepub fn blend_pass_through(self) -> Self
pub fn blend_pass_through(self) -> Self
Each fragment shader output will have its value directly written to the framebuffer attachment. This is the default.
pub fn blend_alpha_blending(self) -> Self
pub fn blend_logic_op(self, logic_op: LogicOp) -> Self
sourcepub fn blend_logic_op_disabled(self) -> Self
pub fn blend_logic_op_disabled(self) -> Self
Sets the logic operation as disabled. This is the default.
sourcepub fn blend_constants(self, constants: [f32; 4]) -> Self
pub fn blend_constants(self, constants: [f32; 4]) -> Self
Sets the blend constant. The default is [0.0, 0.0, 0.0, 0.0]
.
The blend constant is used for some blending calculations. It is irrelevant otherwise.
sourcepub fn blend_constants_dynamic(self) -> Self
pub fn blend_constants_dynamic(self) -> Self
Sets the blend constant value as dynamic. Its value will need to be set before drawing.
The blend constant is used for some blending calculations. It is irrelevant otherwise.
sourcepub fn render_pass<Rp2>(
self,
subpass: Subpass<Rp2>
) -> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp2>
pub fn render_pass<Rp2>(
self,
subpass: Subpass<Rp2>
) -> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp2>
Sets the render pass subpass to use.