pub struct VertexShaderState<'a> {
pub entry_point: &'a str,
pub buffers: &'a [VertexBufferLayout<'a>],
}Fields§
§entry_point: &'a strThe name of the entry point in the compiled shader. There must be a function that returns void with this name in the shader.
buffers: &'a [VertexBufferLayout<'a>]The format of any vertex buffers used with this pipeline.
Auto Trait Implementations§
impl<'a> Freeze for VertexShaderState<'a>
impl<'a> RefUnwindSafe for VertexShaderState<'a>
impl<'a> Send for VertexShaderState<'a>
impl<'a> Sync for VertexShaderState<'a>
impl<'a> Unpin for VertexShaderState<'a>
impl<'a> UnsafeUnpin for VertexShaderState<'a>
impl<'a> UnwindSafe for VertexShaderState<'a>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more