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pub struct VertexInputState {
    pub bindings: HashMap<u32, VertexInputBindingDescription>,
    pub attributes: HashMap<u32, VertexInputAttributeDescription>,
}
Expand description

The state in a graphics pipeline describing how the vertex input stage should behave.

Fields

bindings: HashMap<u32, VertexInputBindingDescription>

A description of the vertex buffers that the vertex input stage will read from.

attributes: HashMap<u32, VertexInputAttributeDescription>

Describes, for each shader input location, the mapping between elements in a vertex buffer and the components of that location in the shader.

Implementations

Constructs a new VertexInputState with no bindings or attributes.

Adds a single binding.

Sets all bindings.

Adds a single attribute.

Sets all attributes.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Returns the “default value” for a type. Read more

Builds the vertex definition to use to link this definition to a vertex shader’s input interface. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.