Struct vulkano::pipeline::shader::ComputeEntryPoint
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pub struct ComputeEntryPoint<'a, S, L> { /* fields omitted */ }
Represents the entry point of a compute shader in a shader module.
Can be obtained by calling compute_shader_entry_point()
on the shader module.
Trait Implementations
impl<'a, S: Debug, L: Debug> Debug for ComputeEntryPoint<'a, S, L>
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impl<'a, S: Copy, L: Copy> Copy for ComputeEntryPoint<'a, S, L>
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impl<'a, S: Clone, L: Clone> Clone for ComputeEntryPoint<'a, S, L>
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fn clone(&self) -> ComputeEntryPoint<'a, S, L>
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Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more
impl<'a, S, L> EntryPointAbstract for ComputeEntryPoint<'a, S, L> where
L: PipelineLayoutDesc,
S: SpecializationConstants,
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L: PipelineLayoutDesc,
S: SpecializationConstants,
type PipelineLayout = L
type SpecializationConstants = S
fn module(&self) -> &ShaderModule
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Returns the module this entry point comes from.
fn name(&self) -> &CStr
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Returns the name of the entry point.
fn layout(&self) -> &L
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Returns the pipeline layout used by the shader stage.