pub enum TextureDataOrder {
LayerMajor,
MipMajor,
}
Expand description
Order in which TextureData is laid out in memory.
Variants§
LayerMajor
The texture is laid out densely in memory as:
Layer0Mip0 Layer0Mip1 Layer0Mip2
Layer1Mip0 Layer1Mip1 Layer1Mip2
Layer2Mip0 Layer2Mip1 Layer2Mip2
This is the layout used by dds files.
This was the previous behavior of DeviceExt::create_texture_with_data
.
MipMajor
The texture is laid out densely in memory as:
Layer0Mip0 Layer1Mip0 Layer2Mip0
Layer0Mip1 Layer1Mip1 Layer2Mip1
Layer0Mip2 Layer1Mip2 Layer2Mip2
This is the layout used by ktx and ktx2 files.
Trait Implementations§
source§impl Clone for TextureDataOrder
impl Clone for TextureDataOrder
source§fn clone(&self) -> TextureDataOrder
fn clone(&self) -> TextureDataOrder
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for TextureDataOrder
impl Debug for TextureDataOrder
source§impl Default for TextureDataOrder
impl Default for TextureDataOrder
source§fn default() -> TextureDataOrder
fn default() -> TextureDataOrder
Returns the “default value” for a type. Read more
source§impl Hash for TextureDataOrder
impl Hash for TextureDataOrder
source§impl PartialEq for TextureDataOrder
impl PartialEq for TextureDataOrder
source§fn eq(&self, other: &TextureDataOrder) -> bool
fn eq(&self, other: &TextureDataOrder) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Copy for TextureDataOrder
impl Eq for TextureDataOrder
impl StructuralPartialEq for TextureDataOrder
Auto Trait Implementations§
impl Freeze for TextureDataOrder
impl RefUnwindSafe for TextureDataOrder
impl Send for TextureDataOrder
impl Sync for TextureDataOrder
impl Unpin for TextureDataOrder
impl UnwindSafe for TextureDataOrder
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key
and return true
if they are equal.source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.