Struct bevy_render::render_resource::BlendState

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#[repr(C)]
pub struct BlendState { pub color: BlendComponent, pub alpha: BlendComponent, }
Expand description

Describe the blend state of a render pipeline, within ColorTargetState.

See the OpenGL or Vulkan spec for more information.

Corresponds to WebGPU GPUBlendState.

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§color: BlendComponent

Color equation.

§alpha: BlendComponent

Alpha equation.

Implementations§

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impl BlendState

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pub const REPLACE: BlendState = _

Blend mode that does no color blending, just overwrites the output with the contents of the shader.

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pub const ALPHA_BLENDING: BlendState = _

Blend mode that does standard alpha blending with non-premultiplied alpha.

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pub const PREMULTIPLIED_ALPHA_BLENDING: BlendState = _

Blend mode that does standard alpha blending with premultiplied alpha.

Trait Implementations§

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impl Clone for BlendState

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fn clone(&self) -> BlendState

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for BlendState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Hash for BlendState

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fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for BlendState

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fn eq(&self, other: &BlendState) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for BlendState

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impl Eq for BlendState

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impl StructuralPartialEq for BlendState

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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impl<T> Borrow<T> for T
where T: ?Sized,

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impl<T> Downcast for T
where T: Any,

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Feeds this value into the given Hasher.
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fn equivalent(&self, key: &K) -> bool

Checks if this value is equivalent to the given key. Read more
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where Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

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