pub struct BindGroupLayoutEntryBuilder { /* private fields */ }
Expand description
Helper for constructing bind group layouts.
Allows constructing the layout’s entries as:
ⓘ
let layout = render_device.create_bind_group_layout(
"my_bind_group_layout",
&BindGroupLayoutEntries::with_indices(
// The layout entries will only be visible in the fragment stage
ShaderStages::FRAGMENT,
(
// Screen texture
(2, texture_2d(TextureSampleType::Float { filterable: true })),
// Sampler
(3, sampler(SamplerBindingType::Filtering)),
),
),
);
instead of
ⓘ
let layout = render_device.create_bind_group_layout(
"my_bind_group_layout",
&[
// Screen texture
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
// Sampler
BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
);
or
ⓘ
render_device.create_bind_group_layout(
"my_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
// Screen texture
texture_2d(TextureSampleType::Float { filterable: true }),
// Sampler
sampler(SamplerBindingType::Filtering),
),
),
);
instead of
ⓘ
let layout = render_device.create_bind_group_layout(
"my_bind_group_layout",
&[
// Screen texture
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
// Sampler
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
);
or
ⓘ
render_device.create_bind_group_layout(
"my_bind_group_layout",
&BindGroupLayoutEntries::single(
ShaderStages::FRAGMENT,
texture_2d(TextureSampleType::Float { filterable: true }),
),
);
instead of
ⓘ
let layout = render_device.create_bind_group_layout(
"my_bind_group_layout",
&[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
],
);
Implementations§
source§impl BindGroupLayoutEntryBuilder
impl BindGroupLayoutEntryBuilder
pub fn visibility(self, visibility: ShaderStages) -> Self
pub fn count(self, count: NonZeroU32) -> Self
pub fn build( &self, binding: u32, default_visibility: ShaderStages ) -> BindGroupLayoutEntry
Trait Implementations§
source§impl Clone for BindGroupLayoutEntryBuilder
impl Clone for BindGroupLayoutEntryBuilder
source§fn clone(&self) -> BindGroupLayoutEntryBuilder
fn clone(&self) -> BindGroupLayoutEntryBuilder
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 moreimpl Copy for BindGroupLayoutEntryBuilder
Auto Trait Implementations§
impl Freeze for BindGroupLayoutEntryBuilder
impl RefUnwindSafe for BindGroupLayoutEntryBuilder
impl Send for BindGroupLayoutEntryBuilder
impl Sync for BindGroupLayoutEntryBuilder
impl Unpin for BindGroupLayoutEntryBuilder
impl UnwindSafe for BindGroupLayoutEntryBuilder
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.