Struct vulkano::pipeline::GraphicsPipelineBuilder
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pub struct GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp> { /* fields omitted */ }
Prototype for a GraphicsPipeline
.
Methods
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>,
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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>,
fn build(
self,
device: Arc<Device>
) -> Result<GraphicsPipeline<Vdef, Box<PipelineLayoutAbstract + Send + Sync>, Rp>, GraphicsPipelineCreationError>
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self,
device: Arc<Device>
) -> Result<GraphicsPipeline<Vdef, Box<PipelineLayoutAbstract + Send + Sync>, Rp>, GraphicsPipelineCreationError>
Builds the graphics pipeline, using an inferred a pipeline layout.
fn with_auto_layout(
self,
device: Arc<Device>,
dynamic_buffers: &[(usize, usize)]
) -> Result<GraphicsPipeline<Vdef, Box<PipelineLayoutAbstract + Send + Sync>, Rp>, GraphicsPipelineCreationError>
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self,
device: Arc<Device>,
dynamic_buffers: &[(usize, usize)]
) -> Result<GraphicsPipeline<Vdef, Box<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.
fn with_pipeline_layout<Pl>(
self,
device: Arc<Device>,
pipeline_layout: Pl
) -> Result<GraphicsPipeline<Vdef, Pl, Rp>, GraphicsPipelineCreationError> where
Pl: PipelineLayoutAbstract,
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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.
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>
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fn vertex_input<T>(
self,
vertex_input: T
) -> GraphicsPipelineBuilder<T, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
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self,
vertex_input: T
) -> GraphicsPipelineBuilder<T, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
Sets the vertex input.
fn vertex_input_single_buffer<V>(
self
) -> GraphicsPipelineBuilder<SingleBufferDefinition<V>, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
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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 explicitely specify the template parameter to the type of a vertex.
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,
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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.
fn primitive_restart(self, enabled: bool) -> Self
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Sets whether primitive restart if enabled.
fn primitive_topology(self, topology: PrimitiveTopology) -> Self
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Sets the topology of the primitives that are expected by the pipeline.
fn point_list(self) -> Self
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Sets the topology of the primitives to a list of points.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::PointList)
.
fn line_list(self) -> Self
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Sets the topology of the primitives to a list of lines.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::LineList)
.
fn line_strip(self) -> Self
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Sets the topology of the primitives to a line strip.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::LineStrip)
.
fn triangle_list(self) -> Self
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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)
.
fn triangle_strip(self) -> Self
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Sets the topology of the primitives to a triangle strip.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::TriangleStrip)
.
fn triangle_fan(self) -> Self
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Sets the topology of the primitives to a fan of triangles.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::TriangleFan)
.
fn line_list_with_adjacency(self) -> Self
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Sets the topology of the primitives to a list of lines with adjacency information.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::LineListWithAdjacency)
.
fn line_strip_with_adjacency(self) -> Self
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Sets the topology of the primitives to a line strip with adjacency information.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::LineStripWithAdjacency)
.
fn triangle_list_with_adjacency(self) -> Self
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Sets the topology of the primitives to a list of triangles with adjacency information.
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::TriangleListWithAdjacency)
.
fn triangle_strip_with_adjacency(self) -> Self
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Sets the topology of the primitives to a triangle strip with adjacency information`
Note: This is equivalent to
self.primitive_topology(PrimitiveTopology::TriangleStripWithAdjacency)
.
fn patch_list(self, vertices_per_patch: u32) -> Self
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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 })
.
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,
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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.
fn tessellation_shaders_disabled(self) -> Self
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Sets the tessellation shaders stage as disabled. This is the default.
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,
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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.
fn geometry_shader_disabled(self) -> Self
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Sets the geometry shader stage as disabled. This is the default.
fn viewports<I>(self, viewports: I) -> Self where
I: IntoIterator<Item = Viewport>,
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I: IntoIterator<Item = Viewport>,
Sets the viewports to some value, and the scissor boxes to boxes that always cover the whole viewport.
fn viewports_scissors<I>(self, viewports: I) -> Self where
I: IntoIterator<Item = (Viewport, Scissor)>,
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I: IntoIterator<Item = (Viewport, Scissor)>,
Sets the characteristics of viewports and scissor boxes in advance.
fn viewports_dynamic_scissors_fixed<I>(self, scissors: I) -> Self where
I: IntoIterator<Item = Scissor>,
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I: IntoIterator<Item = Scissor>,
Sets the scissor boxes to some values, and viewports to dynamic. The viewports will need to be set before drawing.
fn viewports_dynamic_scissors_irrelevant(self, num: u32) -> Self
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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.
fn viewports_fixed_scissors_dynamic<I>(self, viewports: I) -> Self where
I: IntoIterator<Item = Viewport>,
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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.
fn viewports_scissors_dynamic(self, num: u32) -> Self
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Sets the viewports and scissor boxes to dynamic. They will both need to be set before drawing.
fn depth_clamp(self, clamp: bool) -> Self
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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.
fn front_face_counter_clockwise(self) -> Self
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Sets the front-facing faces to couner-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.
fn front_face_clockwise(self) -> Self
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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.
fn cull_mode_disabled(self) -> Self
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Sets backface culling as disabled. This is the default.
fn cull_mode_front(self) -> Self
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Sets backface culling to front faces. The front faces (as chosen with the front_face_*
methods) will be discarded by the GPU when drawing.
fn cull_mode_back(self) -> Self
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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.
fn cull_mode_front_and_back(self) -> Self
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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.
fn polygon_mode_fill(self) -> Self
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Sets the polygon mode to "fill". This is the default.
fn polygon_mode_line(self) -> Self
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Sets the polygon mode to "line". Triangles will each be turned into three lines.
fn polygon_mode_point(self) -> Self
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Sets the polygon mode to "point". Triangles and lines will each be turned into three points.
fn line_width(self, value: f32) -> Self
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Sets the width of the lines, if the GPU needs to draw lines. The default is 1.0
.
fn line_width_dynamic(self) -> Self
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Sets the width of the lines as dynamic, which means that you will need to set this value when drawing.
fn sample_shading_disabled(self) -> Self
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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.
fn sample_shading_enabled(self, min_fract: f32) -> Self
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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.
fn alpha_to_coverage_disabled(self) -> Self
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fn alpha_to_coverage_enabled(self) -> Self
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fn alpha_to_one_disabled(self) -> Self
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Disables alpha-to-one.
Alpha-to-one is disabled by default.
fn alpha_to_one_enabled(self) -> Self
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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.
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,
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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.
fn depth_stencil(self, depth_stencil: DepthStencil) -> Self
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Sets the depth/stencil configuration. This function may be removed in the future.
fn depth_stencil_disabled(self) -> Self
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Sets the depth/stencil tests as disabled.
Note: This is a shortcut for all the other
depth_*
anddepth_stencil_*
methods of the builder.
fn depth_stencil_simple_depth(self) -> Self
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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.
fn depth_write(self, write: bool) -> Self
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Sets whether the depth buffer will be written.
fn blend_collective(self, blend: AttachmentBlend) -> Self
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fn blend_individual<I>(self, blend: I) -> Self where
I: IntoIterator<Item = AttachmentBlend>,
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I: IntoIterator<Item = AttachmentBlend>,
fn blend_pass_through(self) -> Self
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Each fragment shader output will have its value directly written to the framebuffer attachment. This is the default.
fn blend_alpha_blending(self) -> Self
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fn blend_logic_op(self, logic_op: LogicOp) -> Self
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fn blend_logic_op_disabled(self) -> Self
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Sets the logic operation as disabled. This is the default.
fn blend_constants(self, constants: [f32; 4]) -> Self
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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.
fn blend_constants_dynamic(self) -> Self
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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.
fn render_pass<Rp2>(
self,
subpass: Subpass<Rp2>
) -> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp2>
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self,
subpass: Subpass<Rp2>
) -> GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp2>
Sets the render pass subpass to use.
Trait Implementations
impl<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp> Clone for GraphicsPipelineBuilder<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp> where
Vdef: Clone,
Vs: Clone,
Vss: Clone,
Tcs: Clone,
Tcss: Clone,
Tes: Clone,
Tess: Clone,
Gs: Clone,
Gss: Clone,
Fs: Clone,
Fss: Clone,
Rp: Clone,
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Vdef: Clone,
Vs: Clone,
Vss: Clone,
Tcs: Clone,
Tcss: Clone,
Tes: Clone,
Tess: Clone,
Gs: Clone,
Gss: Clone,
Fs: Clone,
Fss: Clone,
Rp: Clone,