#[repr(C)]
pub enum VertexFormat {
Show 34 variants Uint8x2, Uint8x4, Sint8x2, Sint8x4, Unorm8x2, Unorm8x4, Snorm8x2, Snorm8x4, Uint16x2, Uint16x4, Sint16x2, Sint16x4, Unorm16x2, Unorm16x4, Snorm16x2, Snorm16x4, Float16x2, Float16x4, Float32, Float32x2, Float32x3, Float32x4, Uint32, Uint32x2, Uint32x3, Uint32x4, Sint32, Sint32x2, Sint32x3, Sint32x4, Float64, Float64x2, Float64x3, Float64x4,
}
Expand description

Vertex Format for a VertexAttribute (input).

Corresponds to WebGPU GPUVertexFormat.

Variants

Uint8x2

Two unsigned bytes (u8). uvec2 in shaders.

Uint8x4

Four unsigned bytes (u8). uvec4 in shaders.

Sint8x2

Two signed bytes (i8). ivec2 in shaders.

Sint8x4

Four signed bytes (i8). ivec4 in shaders.

Unorm8x2

Two unsigned bytes (u8). [0, 255] converted to float [0, 1] vec2 in shaders.

Unorm8x4

Four unsigned bytes (u8). [0, 255] converted to float [0, 1] vec4 in shaders.

Snorm8x2

Two signed bytes (i8). [-127, 127] converted to float [-1, 1] vec2 in shaders.

Snorm8x4

Four signed bytes (i8). [-127, 127] converted to float [-1, 1] vec4 in shaders.

Uint16x2

Two unsigned shorts (u16). uvec2 in shaders.

Uint16x4

Four unsigned shorts (u16). uvec4 in shaders.

Sint16x2

Two signed shorts (i16). ivec2 in shaders.

Sint16x4

Four signed shorts (i16). ivec4 in shaders.

Unorm16x2

Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] vec2 in shaders.

Unorm16x4

Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] vec4 in shaders.

Snorm16x2

Two signed shorts (i16). [-32767, 32767] converted to float [-1, 1] vec2 in shaders.

Snorm16x4

Four signed shorts (i16). [-32767, 32767] converted to float [-1, 1] vec4 in shaders.

Float16x2

Two half-precision floats (no Rust equiv). vec2 in shaders.

Float16x4

Four half-precision floats (no Rust equiv). vec4 in shaders.

Float32

One single-precision float (f32). float in shaders.

Float32x2

Two single-precision floats (f32). vec2 in shaders.

Float32x3

Three single-precision floats (f32). vec3 in shaders.

Float32x4

Four single-precision floats (f32). vec4 in shaders.

Uint32

One unsigned int (u32). uint in shaders.

Uint32x2

Two unsigned ints (u32). uvec2 in shaders.

Uint32x3

Three unsigned ints (u32). uvec3 in shaders.

Uint32x4

Four unsigned ints (u32). uvec4 in shaders.

Sint32

One signed int (i32). int in shaders.

Sint32x2

Two signed ints (i32). ivec2 in shaders.

Sint32x3

Three signed ints (i32). ivec3 in shaders.

Sint32x4

Four signed ints (i32). ivec4 in shaders.

Float64

One double-precision float (f64). double in shaders. Requires VERTEX_ATTRIBUTE_64BIT features.

Float64x2

Two double-precision floats (f64). dvec2 in shaders. Requires VERTEX_ATTRIBUTE_64BIT features.

Float64x3

Three double-precision floats (f64). dvec3 in shaders. Requires VERTEX_ATTRIBUTE_64BIT features.

Float64x4

Four double-precision floats (f64). dvec4 in shaders. Requires VERTEX_ATTRIBUTE_64BIT features.

Implementations

Returns the byte size of the format.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Feeds this value into the given Hasher. Read more

Feeds a slice of this type into the given Hasher. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.