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
impl RenderPipelineDescriptor
pub fn initialize(&self, device: &Device) -> RenderPipeline
Auto Trait Implementations§
impl Freeze for RenderPipelineDescriptor
impl RefUnwindSafe for RenderPipelineDescriptor
impl Send for RenderPipelineDescriptor
impl Sync for RenderPipelineDescriptor
impl Unpin for RenderPipelineDescriptor
impl UnwindSafe for RenderPipelineDescriptor
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