Struct bevy_render::render_resource::DepthStencilState
source · #[repr(C)]pub struct DepthStencilState {
pub format: TextureFormat,
pub depth_write_enabled: bool,
pub depth_compare: CompareFunction,
pub stencil: StencilState,
pub bias: DepthBiasState,
}
Expand description
Describes the depth/stencil state in a render pipeline.
Corresponds to WebGPU GPUDepthStencilState
.
Fields§
§format: TextureFormat
Format of the depth/stencil buffer, must be special depth format. Must match the format
of the depth/stencil attachment in CommandEncoder::begin_render_pass
.
depth_write_enabled: bool
If disabled, depth will not be written to.
depth_compare: CompareFunction
Comparison function used to compare depth values in the depth test.
stencil: StencilState
Stencil state.
bias: DepthBiasState
Depth bias state.
Implementations§
source§impl DepthStencilState
impl DepthStencilState
sourcepub fn is_depth_enabled(&self) -> bool
pub fn is_depth_enabled(&self) -> bool
Returns true if the depth testing is enabled.
sourcepub fn is_depth_read_only(&self) -> bool
pub fn is_depth_read_only(&self) -> bool
Returns true if the state doesn’t mutate the depth buffer.
sourcepub fn is_stencil_read_only(&self, cull_mode: Option<Face>) -> bool
pub fn is_stencil_read_only(&self, cull_mode: Option<Face>) -> bool
Returns true if the state doesn’t mutate the stencil.
sourcepub fn is_read_only(&self, cull_mode: Option<Face>) -> bool
pub fn is_read_only(&self, cull_mode: Option<Face>) -> bool
Returns true if the state doesn’t mutate either depth or stencil of the target.
Trait Implementations§
source§impl Clone for DepthStencilState
impl Clone for DepthStencilState
source§fn clone(&self) -> DepthStencilState
fn clone(&self) -> DepthStencilState
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 DepthStencilState
impl Debug for DepthStencilState
source§impl Hash for DepthStencilState
impl Hash for DepthStencilState
source§impl PartialEq for DepthStencilState
impl PartialEq for DepthStencilState
source§fn eq(&self, other: &DepthStencilState) -> bool
fn eq(&self, other: &DepthStencilState) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Eq for DepthStencilState
impl StructuralPartialEq for DepthStencilState
Auto Trait Implementations§
impl Freeze for DepthStencilState
impl RefUnwindSafe for DepthStencilState
impl Send for DepthStencilState
impl Sync for DepthStencilState
impl Unpin for DepthStencilState
impl UnwindSafe for DepthStencilState
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>
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can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
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fn as_any(&self) -> &(dyn Any + 'static)
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&Trait
(where Trait: Downcast
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’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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impl<T> DowncastSync for T
source§impl<Q, K> Equivalent<K> for Q
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impl<Q, K> Equivalent<K> for Q
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source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
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and return true
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