Enum wgpu_types::BindingType [−][src]
pub enum BindingType { Buffer { ty: BufferBindingType, has_dynamic_offset: bool, min_binding_size: Option<BufferSize>, }, Sampler { filtering: bool, comparison: bool, }, Texture { sample_type: TextureSampleType, view_dimension: TextureViewDimension, multisampled: bool, }, StorageTexture { access: StorageTextureAccess, format: TextureFormat, view_dimension: TextureViewDimension, }, }
Expand description
Specific type of a binding.
WebGPU spec: the enum of
Variants
A buffer binding.
Fields of Buffer
ty: BufferBindingType
Sub-type of the buffer binding.
has_dynamic_offset: bool
Indicates that the binding has a dynamic offset.
One offset must be passed to [RenderPass::set_bind_group
] for each dynamic binding in increasing order of binding number.
min_binding_size: Option<BufferSize>
Minimum size of the corresponding BufferBinding
required to match this entry.
When pipeline is created, the size has to cover at least the corresponding structure in the shader
plus one element of the unbound array, which can only be last in the structure.
If None
, the check is performed at draw call time instead of pipeline and bind group creation.
A sampler that can be used to sample a texture.
Example GLSL syntax:
layout(binding = 0) uniform sampler s;
Fields of Sampler
filtering: bool
The sampling result is produced based on more than a single color sample from a texture, e.g. when bilinear interpolation is enabled.
A filtering sampler can only be used with a filterable texture.
comparison: bool
Use as a comparison sampler instead of a normal sampler. For more info take a look at the analogous functionality in OpenGL: https://www.khronos.org/opengl/wiki/Sampler_Object#Comparison_mode.
A texture binding.
Example GLSL syntax:
layout(binding = 0) uniform texture2D t;
Fields of Texture
sample_type: TextureSampleType
Sample type of the texture binding.
view_dimension: TextureViewDimension
Dimension of the texture view that is going to be sampled.
multisampled: bool
True if the texture has a sample count greater than 1. If this is true,
the texture must be read from shaders with texture1DMS
, texture2DMS
, or texture3DMS
,
depending on dimension
.
A storage texture.
Example GLSL syntax:
layout(set=0, binding=0, r32f) uniform image2D myStorageImage;
Note that the texture format must be specified in the shader as well. A list of valid formats can be found in the specification here: https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.html#layout-qualifiers
Fields of StorageTexture
access: StorageTextureAccess
Allowed access to this texture.
format: TextureFormat
Format of the texture.
view_dimension: TextureViewDimension
Dimension of the texture view that is going to be sampled.
Implementations
Returns true for buffer bindings with dynamic offset enabled.
Trait Implementations
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
This method tests for !=
.
Auto Trait Implementations
impl RefUnwindSafe for BindingType
impl Send for BindingType
impl Sync for BindingType
impl Unpin for BindingType
impl UnwindSafe for BindingType
Blanket Implementations
Mutably borrows from an owned value. Read more