gfx_device_gl
OpenGL backend for gfx.
Normalized Coordinates
GLSL Mirroring
PSO component |
GLSL component |
Vertex/InstanceBuffer |
a collection of vertex shader inputs |
ConstantBuffer |
Uniform Buffer Object |
Global |
Uniform |
Render/BlendTarget |
fragment shader output |
Depth/StencilTarget |
depth, stencil |
UnorderedAccess |
TODO |
Scissor |
not visible |
BlendRef |
not visible |
TextureSampler
s correspond to the following GLSL samplers, when you see a g preceding a sampler name, it represents any of the 3 possible prefixes (nothing for float, i for signed integer, and u for unsigned integer):
Texture Kind |
GLSL sampler |
D1 |
gsampler1D, sampler1DShadow |
D1Array |
gsampler1DArray, sampler1DArrayShadow |
D2 |
gsampler2D, gsampler2DMS, sampler2DShadow |
D2Array |
gsampler2DArray, gsampler2DMSArray, sampler2DArrayShadow |
D3 |
gsampler3D |
Cube |
gsamplerCube, samplerCubeShadow |
CubeArray |
gsamplerCubeArray, samplerCubeArrayShadow |
Buffer resource views are seen as gsamplerBuffer.
Rust basic type |
GLSL (1.3 and above) |
i32 |
int |
u32 |
uint |
f32 |
float |
f64 |
double |