pub struct RenderPipelineDescriptor {
    pub label: Option<Cow<'static, str>>,
    pub layout: Option<Vec<Vec<BindGroupLayoutEntry>>>,
    pub vertex: VertexState,
    pub primitive: PrimitiveState,
    pub depth_stencil: Option<DepthStencilState>,
    pub multisample: MultisampleState,
    pub fragment: FragmentState,
}

Fields§

§label: Option<Cow<'static, str>>

Debug label of the pipeline. This will show up in graphics debuggers for easy identification.

§layout: Option<Vec<Vec<BindGroupLayoutEntry>>>

The layout of bind groups for this pipeline.

§vertex: VertexState

The compiled vertex stage, its entry point, and the input buffers layout.

§primitive: PrimitiveState

The properties of the pipeline at the primitive assembly and rasterization level.

§depth_stencil: Option<DepthStencilState>

The effect of draw calls on the depth and stencil aspects of the output target, if any.

§multisample: MultisampleState

The multi-sampling properties of the pipeline.

§fragment: FragmentState

The compiled fragment stage, its entry point, and the color targets.

Implementations§

source§

impl RenderPipelineDescriptor

source

pub fn initialize(&self, device: &Device) -> RenderPipeline

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