Module prelude

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Publicly re-exported types and traits for ease of use.

Structs§

AssetMetadata
Serializable metadata that describes an asset and its relationships.
AssetUUID
A globally unique, persistent identifier for a logical asset.
BufferDescriptor
A descriptor used to create a BufferId.
BufferId
An opaque handle to a GPU buffer resource.
BufferUsage
A set of flags describing the allowed usages of a BufferId.
ColorTargetStateDescriptor
Describes the state of a single color target in a render pass.
ColorWrites
A bitmask to enable or disable writes to individual color channels.
MultisampleStateDescriptor
Describes the multisampling state for a render pipeline.
PipelineLayoutDescriptor
A descriptor for a PipelineLayoutId. Defines the set of resource bindings (e.g., uniform buffers, textures) a pipeline can access.
RenderObject
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.
RenderPipelineDescriptor
A complete descriptor for a render pipeline.
RenderPipelineId
An opaque handle to a compiled render pipeline state object.
ShaderModuleDescriptor
A descriptor used to create a ShaderModuleId.
ShaderModuleId
An opaque handle to a compiled shader module.
VertexAttributeDescriptor
Describes a single vertex attribute within a vertex buffer layout.
VertexBufferLayoutDescriptor
Describes the memory layout of a single vertex buffer.

Enums§

AssetSource
Represents the physical source of an asset’s data.
IndexFormat
Specifies the data type of indices in an index buffer.
SampleCount
The number of samples per pixel for Multisample Anti-Aliasing (MSAA).
ShaderSourceData
Represents the source code for a shader module.
ShaderStage
Defines the programmable stage in the graphics pipeline a shader module is for.
VertexFormat
The memory format of a single vertex attribute’s data.
VertexStepMode
Defines how often the GPU advances to the next element in a vertex buffer.