Expand description
Publicly re-exported types and traits for ease of use.
Structs§
- Asset
Metadata - Serializable metadata that describes an asset and its relationships.
- AssetUUID
- A globally unique, persistent identifier for a logical asset.
- Buffer
Descriptor - A descriptor used to create a
BufferId
. - Buffer
Id - An opaque handle to a GPU buffer resource.
- Buffer
Usage - A set of flags describing the allowed usages of a
BufferId
. - Color
Target State Descriptor - Describes the state of a single color target in a render pass.
- Color
Writes - A bitmask to enable or disable writes to individual color channels.
- Multisample
State Descriptor - Describes the multisampling state for a render pipeline.
- Pipeline
Layout Descriptor - A descriptor for a
PipelineLayoutId
. Defines the set of resource bindings (e.g., uniform buffers, textures) a pipeline can access. - Render
Object - A simple representation of a single object to be rendered in a pass. TODO: evolve this structure to a more high level abstraction for real 3D objects.
- Render
Pipeline Descriptor - A complete descriptor for a render pipeline.
- Render
Pipeline Id - An opaque handle to a compiled render pipeline state object.
- Shader
Module Descriptor - A descriptor used to create a
ShaderModuleId
. - Shader
Module Id - An opaque handle to a compiled shader module.
- Vertex
Attribute Descriptor - Describes a single vertex attribute within a vertex buffer layout.
- Vertex
Buffer Layout Descriptor - Describes the memory layout of a single vertex buffer.
Enums§
- Asset
Source - Represents the physical source of an asset’s data.
- Index
Format - Specifies the data type of indices in an index buffer.
- Sample
Count - The number of samples per pixel for Multisample Anti-Aliasing (MSAA).
- Shader
Source Data - Represents the source code for a shader module.
- Shader
Stage - Defines the programmable stage in the graphics pipeline a shader module is for.
- Vertex
Format - The memory format of a single vertex attribute’s data.
- Vertex
Step Mode - Defines how often the GPU advances to the next element in a vertex buffer.