gfx_hal

Struct MeshShaderProperties

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pub struct MeshShaderProperties {
Show 13 fields pub max_draw_mesh_tasks_count: u32, pub max_task_work_group_invocations: u32, pub max_task_work_group_size: [u32; 3], pub max_task_total_memory_size: u32, pub max_task_output_count: u32, pub max_mesh_work_group_invocations: u32, pub max_mesh_work_group_size: [u32; 3], pub max_mesh_total_memory_size: u32, pub max_mesh_output_vertices: u32, pub max_mesh_output_primitives: u32, pub max_mesh_multiview_view_count: u32, pub mesh_output_per_vertex_granularity: u32, pub mesh_output_per_primitive_granularity: u32,
}
Expand description

Resource limits related to the Mesh Shaders.

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§max_draw_mesh_tasks_count: u32

The maximum number of local workgroups that can be launched by a single draw mesh tasks command

§max_task_work_group_invocations: u32

The maximum total number of task shader invocations in a single local workgroup. The product of the X, Y, and Z sizes, as specified by the LocalSize execution mode in shader modules or by the object decorated by the WorkgroupSize decoration, must be less than or equal to this limit.

§max_task_work_group_size: [u32; 3]

The maximum size of a local task workgroup. These three values represent the maximum local workgroup size in the X, Y, and Z dimensions, respectively. The x, y, and z sizes, as specified by the LocalSize execution mode or by the object decorated by the WorkgroupSize decoration in shader modules, must be less than or equal to the corresponding limit.

§max_task_total_memory_size: u32

The maximum number of bytes that the task shader can use in total for shared and output memory combined.

§max_task_output_count: u32

The maximum number of output tasks a single task shader workgroup can emit.

§max_mesh_work_group_invocations: u32

The maximum total number of mesh shader invocations in a single local workgroup. The product of the X, Y, and Z sizes, as specified by the LocalSize execution mode in shader modules or by the object decorated by the WorkgroupSize decoration, must be less than or equal to this limit.

§max_mesh_work_group_size: [u32; 3]

The maximum size of a local mesh workgroup. These three values represent the maximum local workgroup size in the X, Y, and Z dimensions, respectively. The x, y, and z sizes, as specified by the LocalSize execution mode or by the object decorated by the WorkgroupSize decoration in shader modules, must be less than or equal to the corresponding limit.

§max_mesh_total_memory_size: u32

The maximum number of bytes that the mesh shader can use in total for shared and output memory combined.

§max_mesh_output_vertices: u32

The maximum number of vertices a mesh shader output can store.

§max_mesh_output_primitives: u32

The maximum number of primitives a mesh shader output can store.

§max_mesh_multiview_view_count: u32

The maximum number of multi-view views a mesh shader can use.

§mesh_output_per_vertex_granularity: u32

The granularity with which mesh vertex outputs are allocated. The value can be used to compute the memory size used by the mesh shader, which must be less than or equal to maxMeshTotalMemorySize.

§mesh_output_per_primitive_granularity: u32

The granularity with which mesh outputs qualified as per-primitive are allocated. The value can be used to compute the memory size used by the mesh shader, which must be less than or equal to

Trait Implementations§

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impl Clone for MeshShaderProperties

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fn clone(&self) -> MeshShaderProperties

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 MeshShaderProperties

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

Formats the value using the given formatter. Read more
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impl Default for MeshShaderProperties

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fn default() -> MeshShaderProperties

Returns the “default value” for a type. Read more
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impl PartialEq for MeshShaderProperties

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

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

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 MeshShaderProperties

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impl StructuralPartialEq for MeshShaderProperties

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unsafe fn clone_to_uninit(&self, dst: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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type Owned = T

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type Error = Infallible

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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.