Expand description
Raw Pipeline State Objects
This module contains items used to create and manage Pipelines.
Macros§
- spec_
const_ list - Macro for specifying list of specialization constants for
EntryPoint
.
Structs§
- Attribute
Desc - Vertex attribute description. Notably, completely separate from resource
Descriptor
s used inDescriptorSet
s. - Baked
States - Baked-in pipeline states.
- Blend
Desc - A description of an equation for how to blend transparent, overlapping fragments.
- Blend
State - Specifies whether to use blending, and if so, which operations to use for color and alpha channels.
- Clear
Rect - A simple struct describing a rect with integer coordinates.
- Color
Blend Desc - PSO color target descriptor.
- Color
Mask - Target output color mask.
- Compute
Pipeline Desc - A description of the data needed to construct a compute pipeline.
- Depth
Bias - A depth bias allows changing the produced depth values for fragments slightly but consistently. This permits drawing of multiple polygons in the same plane without Z-fighting, such as when trying to draw shadows on a wall.
- Depth
Stencil Desc - PSO depth-stencil target descriptor.
- Depth
Test - Depth test state.
- Descriptor
Pool Create Flags - Descriptor pool creation flags.
- Descriptor
Range Desc - Set of descriptors of a specific type.
- Descriptor
SetCopy - Copies a range of descriptors to be bound from one descriptor set to another.
- Descriptor
SetLayout Binding - Information about the contents of and in which stages descriptors may be bound to a descriptor
set at a certain binding point. Multiple
DescriptorSetLayoutBinding
s are assembled into aDescriptorSetLayout
, which is then allocated into aDescriptorSet
using aDescriptorPool
. - Descriptor
SetWrite - Writes the actual descriptors to be bound into a descriptor set.
- Element
- A struct element descriptor.
- Entry
Point - Shader entry point.
- Face
- Face.
- Graphics
Pipeline Desc - A description of all the settings that can be altered when creating a graphics pipeline.
- Input
Assembler Desc - All the information needed to create an input assembler.
- Multisampling
- Pipeline
Creation Flags - Pipeline creation flags.
- Pipeline
Stage - Stages of the logical pipeline.
- Rasterizer
- Rasterization state.
- Rect
- A simple struct describing a rect with integer coordinates.
- Shader
Stage Flags - Combination of different shader pipeline stages.
- Sided
- A generic struct holding the properties of two sides of a polygon.
- Specialization
- Information required for pipeline specialization.
- Specialization
Constant - Description of a specialization constant for the pipeline.
- Stencil
Face - Complete stencil state for a given side of a face.
- Stencil
Test - Defines a stencil test. Stencil testing is an operation performed to cull fragments; the new fragment is tested against the value held in the stencil buffer, and if the test fails the fragment is discarded.
- Vertex
Buffer Desc - Vertex buffer description. Notably, completely separate from resource
Descriptor
s used inDescriptorSet
s. - Viewport
- A viewport, generally equating to a window on a display.
Enums§
- Allocation
Error - An error allocating descriptor sets from a pool.
- Base
Pipeline - A reference to a parent pipeline. The assumption is that a parent and derivative/child pipeline have most settings in common, and one may be switched for another more quickly than entirely unrelated pipelines would be.
- BlendOp
- Blending operations.
- Buffer
Descriptor Format - Format of a buffer.
- Buffer
Descriptor Type - Specific type of a buffer.
- Comparison
- A pixel-wise comparison function.
- Creation
Error - Error types happening upon PSO creation on the device side.
- Descriptor
- A handle to a specific shader resource that can be bound for use in a
DescriptorSet
. Usually provided in aDescriptorSetWrite
- Descriptor
Type - The type of a descriptor.
- Factor
- Defines the possible blending factors. During blending, the source or destination fragment may be multiplied by a factor to produce the final result.
- Front
Face - The front face winding order of a set of vertices. This is the order of vertexes that define which side of a face is the “front”.
- Image
Descriptor Type - Specific type of an image descriptor.
- LogicOp
- Logic operations used for specifying blend equations.
- Polygon
Mode - Methods for rasterizing polygons, ie, turning the mesh into a raster image.
- Primitive
- Describes the type of geometric primitives, created from vertex data.
- Primitive
Assembler Desc - Primitive Assembler describes how input data are fetched in the pipeline and formed into primitives before being sent into the fragment shader.
- State
- Pipeline state which may be static or dynamic.
- Stencil
Op - The operation to use for stencil masking.
- Vertex
Input Rate - The rate at which to advance input data to shaders for the given buffer
Traits§
- Descriptor
Pool - A descriptor pool is a collection of memory from which descriptor sets are allocated.
Type Aliases§
- Buffer
Index - Index of a vertex buffer.
- Color
Value - A single RGBA float color.
- Depth
Value - A single depth value from a depth buffer.
- Descriptor
Array Index - Descriptor
Binding - Descriptor
SetIndex - Elem
Offset - Offset of an attribute from the start of the buffer, in bytes
- Elem
Stride - Offset between attribute values, in bytes
- Instance
Rate - Number of instances between each advancement of the vertex buffer.
- Location
- Shader binding location.
- Patch
Size - Number of vertices in a patch
- Sample
Mask - Stencil
Value - A single value from a stencil buffer.
- Stencil
Values - Pair of stencil values that could be either baked into a graphics pipeline or provided dynamically.