Struct wgpu_types::VertexAttribute[][src]

#[repr(C)]pub struct VertexAttribute {
    pub format: VertexFormat,
    pub offset: BufferAddress,
    pub shader_location: ShaderLocation,
}

Vertex inputs (attributes) to shaders.

Arrays of these can be made with the [vertex_attr_array] macro. Vertex attributes are assumed to be tightly packed.

Fields

format: VertexFormat

Format of the input

offset: BufferAddress

Byte offset of the start of the input

shader_location: ShaderLocation

Location for this input. Must match the location in the shader.

Trait Implementations

impl Clone for VertexAttribute[src]

impl Debug for VertexAttribute[src]

impl Eq for VertexAttribute[src]

impl Hash for VertexAttribute[src]

impl PartialEq<VertexAttribute> for VertexAttribute[src]

impl StructuralEq for VertexAttribute[src]

impl StructuralPartialEq for VertexAttribute[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> ToOwned for T where
    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.