Enum wgpu_types::BindingType [−][src]
pub enum BindingType {
Buffer {
ty: BufferBindingType,
has_dynamic_offset: bool,
min_binding_size: Option<BufferSize>,
},
Sampler {
filtering: bool,
comparison: bool,
},
Texture {
sample_type: TextureSampleType,
view_dimension: TextureViewDimension,
multisampled: bool,
},
StorageTexture {
access: StorageTextureAccess,
format: TextureFormat,
view_dimension: TextureViewDimension,
},
}Expand description
Specific type of a binding.
WebGPU spec: the enum of
Variants
A buffer binding.
Fields of Buffer
ty: BufferBindingTypeSub-type of the buffer binding.
has_dynamic_offset: boolIndicates that the binding has a dynamic offset.
One offset must be passed to [RenderPass::set_bind_group] for each dynamic binding in increasing order of binding number.
min_binding_size: Option<BufferSize>Minimum size of the corresponding BufferBinding required to match this entry.
When pipeline is created, the size has to cover at least the corresponding structure in the shader
plus one element of the unbound array, which can only be last in the structure.
If None, the check is performed at draw call time instead of pipeline and bind group creation.
A sampler that can be used to sample a texture.
Example GLSL syntax:
layout(binding = 0)
uniform sampler s;Fields of Sampler
filtering: boolThe sampling result is produced based on more than a single color sample from a texture, e.g. when bilinear interpolation is enabled.
A filtering sampler can only be used with a filterable texture.
comparison: boolUse as a comparison sampler instead of a normal sampler. For more info take a look at the analogous functionality in OpenGL: https://www.khronos.org/opengl/wiki/Sampler_Object#Comparison_mode.
A texture binding.
Example GLSL syntax:
layout(binding = 0)
uniform texture2D t;Fields of Texture
sample_type: TextureSampleTypeSample type of the texture binding.
view_dimension: TextureViewDimensionDimension of the texture view that is going to be sampled.
multisampled: boolTrue if the texture has a sample count greater than 1. If this is true,
the texture must be read from shaders with texture1DMS, texture2DMS, or texture3DMS,
depending on dimension.
A storage texture.
Example GLSL syntax:
layout(set=0, binding=0, r32f) uniform image2D myStorageImage;Note that the texture format must be specified in the shader as well. A list of valid formats can be found in the specification here: https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.html#layout-qualifiers
Fields of StorageTexture
access: StorageTextureAccessAllowed access to this texture.
format: TextureFormatFormat of the texture.
view_dimension: TextureViewDimensionDimension of the texture view that is going to be sampled.
Implementations
Returns true for buffer bindings with dynamic offset enabled.
Trait Implementations
This method tests for self and other values to be equal, and is used
by ==. Read more
This method tests for !=.
Auto Trait Implementations
impl RefUnwindSafe for BindingType
impl Send for BindingType
impl Sync for BindingType
impl Unpin for BindingType
impl UnwindSafe for BindingType
Blanket Implementations
Mutably borrows from an owned value. Read more