Module pso

Source
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§

AttributeDesc
Vertex attribute description. Notably, completely separate from resource Descriptors used in DescriptorSets.
BakedStates
Baked-in pipeline states.
BlendDesc
A description of an equation for how to blend transparent, overlapping fragments.
BlendState
Specifies whether to use blending, and if so, which operations to use for color and alpha channels.
ClearRect
A simple struct describing a rect with integer coordinates.
ColorBlendDesc
PSO color target descriptor.
ColorMask
Target output color mask.
ComputePipelineDesc
A description of the data needed to construct a compute pipeline.
DepthBias
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.
DepthStencilDesc
PSO depth-stencil target descriptor.
DepthTest
Depth test state.
DescriptorPoolCreateFlags
Descriptor pool creation flags.
DescriptorRangeDesc
Set of descriptors of a specific type.
DescriptorSetCopy
Copies a range of descriptors to be bound from one descriptor set to another.
DescriptorSetLayoutBinding
Information about the contents of and in which stages descriptors may be bound to a descriptor set at a certain binding point. Multiple DescriptorSetLayoutBindings are assembled into a DescriptorSetLayout, which is then allocated into a DescriptorSet using a DescriptorPool.
DescriptorSetWrite
Writes the actual descriptors to be bound into a descriptor set.
Element
A struct element descriptor.
EntryPoint
Shader entry point.
Face
Face.
GraphicsPipelineDesc
A description of all the settings that can be altered when creating a graphics pipeline.
InputAssemblerDesc
All the information needed to create an input assembler.
Multisampling
PipelineCreationFlags
Pipeline creation flags.
PipelineStage
Stages of the logical pipeline.
Rasterizer
Rasterization state.
Rect
A simple struct describing a rect with integer coordinates.
ShaderStageFlags
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.
SpecializationConstant
Description of a specialization constant for the pipeline.
StencilFace
Complete stencil state for a given side of a face.
StencilTest
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.
VertexBufferDesc
Vertex buffer description. Notably, completely separate from resource Descriptors used in DescriptorSets.
Viewport
A viewport, generally equating to a window on a display.

Enums§

AllocationError
An error allocating descriptor sets from a pool.
BasePipeline
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.
BufferDescriptorFormat
Format of a buffer.
BufferDescriptorType
Specific type of a buffer.
Comparison
A pixel-wise comparison function.
CreationError
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 a DescriptorSetWrite
DescriptorType
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.
FrontFace
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”.
ImageDescriptorType
Specific type of an image descriptor.
LogicOp
Logic operations used for specifying blend equations.
PolygonMode
Methods for rasterizing polygons, ie, turning the mesh into a raster image.
Primitive
Describes the type of geometric primitives, created from vertex data.
PrimitiveAssemblerDesc
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.
StencilOp
The operation to use for stencil masking.
VertexInputRate
The rate at which to advance input data to shaders for the given buffer

Traits§

DescriptorPool
A descriptor pool is a collection of memory from which descriptor sets are allocated.

Type Aliases§

BufferIndex
Index of a vertex buffer.
ColorValue
A single RGBA float color.
DepthValue
A single depth value from a depth buffer.
DescriptorArrayIndex
DescriptorBinding
DescriptorSetIndex
ElemOffset
Offset of an attribute from the start of the buffer, in bytes
ElemStride
Offset between attribute values, in bytes
InstanceRate
Number of instances between each advancement of the vertex buffer.
Location
Shader binding location.
PatchSize
Number of vertices in a patch
SampleMask
StencilValue
A single value from a stencil buffer.
StencilValues
Pair of stencil values that could be either baked into a graphics pipeline or provided dynamically.