Struct wgpu_types::ImageDataLayout[][src]

#[repr(C)]
pub struct ImageDataLayout { pub offset: BufferAddress, pub bytes_per_row: Option<NonZeroU32>, pub rows_per_image: Option<NonZeroU32>, }
Expand description

Layout of a texture in a buffer’s memory.

Fields

offset: BufferAddress

Offset into the buffer that is the start of the texture. Must be a multiple of texture block size. For non-compressed textures, this is 1.

bytes_per_row: Option<NonZeroU32>

Bytes per “row” of the image. This represents one row of pixels in the x direction. Compressed textures include multiple rows of pixels in each “row”. Required if there are multiple rows (i.e. height or depth is more than one pixel or pixel block for compressed textures)

Must be a multiple of 256 for [CommandEncoder::copy_buffer_to_texture] and [CommandEncoder::copy_texture_to_buffer]. [Queue::write_texture] does not have this requirement.

Must be a multiple of the texture block size. For non-compressed textures, this is 1.

rows_per_image: Option<NonZeroU32>

Rows that make up a single “image”. Each “image” is one layer in the z direction of a 3D image. May be larger than copy_size.y. Required if there are multiple images (i.e. the depth is more than one)

Trait Implementations

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