pub struct RawRenderPipelineDescriptor<'a> {
pub label: Option<&'a str>,
pub layout: Option<&'a PipelineLayout>,
pub vertex: VertexState<'a>,
pub primitive: PrimitiveState,
pub depth_stencil: Option<DepthStencilState>,
pub multisample: MultisampleState,
pub fragment: Option<FragmentState<'a>>,
pub multiview: Option<NonZero<u32>>,
pub cache: Option<&'a PipelineCache>,
}Expand description
Describes a render (graphics) pipeline.
For use with Device::create_render_pipeline.
Corresponds to WebGPU GPURenderPipelineDescriptor.
Fields§
§label: Option<&'a str>Debug label of the pipeline. This will show up in graphics debuggers for easy identification.
layout: Option<&'a PipelineLayout>The layout of bind groups for this pipeline.
If this is set, then Device::create_render_pipeline will raise a validation error if
the layout doesn’t match what the shader module(s) expect.
Using the same PipelineLayout for many RenderPipeline or ComputePipeline
pipelines guarantees that you don’t have to rebind any resources when switching between
those pipelines.
§Default pipeline layout
If layout is None, then the pipeline has a default layout created and used instead.
The default layout is deduced from the shader modules.
You can use RenderPipeline::get_bind_group_layout to create bind groups for use with the
default layout. However, these bind groups cannot be used with any other pipelines. This is
convenient for simple pipelines, but using an explicit layout is recommended in most cases.
vertex: VertexState<'a>The compiled vertex stage, its entry point, and the input buffers layout.
primitive: PrimitiveStateThe 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: MultisampleStateThe multi-sampling properties of the pipeline.
fragment: Option<FragmentState<'a>>The compiled fragment stage, its entry point, and the color targets.
multiview: Option<NonZero<u32>>If the pipeline will be used with a multiview render pass, this indicates how many array layers the attachments will have.
cache: Option<&'a PipelineCache>The pipeline cache to use when creating this pipeline.
Trait Implementations§
Source§impl<'a> Clone for RenderPipelineDescriptor<'a>
impl<'a> Clone for RenderPipelineDescriptor<'a>
Source§fn clone(&self) -> RenderPipelineDescriptor<'a>
fn clone(&self) -> RenderPipelineDescriptor<'a>
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreAuto Trait Implementations§
impl<'a> Freeze for RenderPipelineDescriptor<'a>
impl<'a> !RefUnwindSafe for RenderPipelineDescriptor<'a>
impl<'a> Send for RenderPipelineDescriptor<'a>
impl<'a> Sync for RenderPipelineDescriptor<'a>
impl<'a> Unpin for RenderPipelineDescriptor<'a>
impl<'a> !UnwindSafe for RenderPipelineDescriptor<'a>
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
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,
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T: ?Sized,
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