Struct wgpu::VertexAttribute

source ·
pub struct VertexAttribute {
    pub format: VertexFormat,
    pub offset: u64,
    pub shader_location: u32,
}
Expand description

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.

Corresponds to WebGPU GPUVertexAttribute.

Fields§

§format: VertexFormat

Format of the input

§offset: u64

Byte offset of the start of the input

§shader_location: u32

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

Trait Implementations§

Returns a copy of the value. Read more
Performs copy-assignment from source. Read more
Formats the value using the given formatter. Read more
Deserialize this value from the given Serde deserializer. Read more
Feeds this value into the given Hasher. Read more
Feeds a slice of this type into the given Hasher. Read more
This method tests for self and other values to be equal, and is used by ==. Read more
This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more
Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

Blanket Implementations§

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more
Compare self to key and return true if they are equal.

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.
Creates owned data from borrowed data, usually by cloning. Read more
Uses borrowed data to replace owned data, usually by cloning. Read more
The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.