[−][src]Module gfx_hal::pso
Raw Pipeline State Objects
This module contains items used to create and manage Pipelines.
Structs
| AttributeDesc | Vertex attribute description. Notably, completely separate from resource |
| BakedStates | Baked-in pipeline states. |
| BlendDesc | A description of an equation for how to blend transparent, overlapping fragments. |
| 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. |
| 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 Should be
provided to the |
| DescriptorSetLayoutBinding | Information about the contents of and in which stages descriptors may be bound to a descriptor
set at a certain binding point. Multiple |
| DescriptorSetWrite | Writes the actual descriptors to be bound into a descriptor set. Should be provided
to the |
| 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. |
| GraphicsShaderSet | A complete set of shaders to build 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. |
| Specialization | Specialization information structure. |
| SpecializationConstant | Specialization constant for pipelines. |
| StencilFace | Complete stencil state for a given side of a face. |
| VertexBufferDesc | Vertex buffer description. Notably, completely separate from resource |
| 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. |
| BlendState | Specifies whether to use blending, and if so, which operatiosn to use for color and alpha channels. |
| Comparison | A pixel-wise comparison function. |
| CreationError | Error types happening upon PSO creation on the device side. |
| DepthTest | Depth test state. |
| Descriptor | A handle to a specific shader resource that can be bound for use in a |
| DescriptorType | DOC TODO: Grasping and remembering the differences between these types is a tough task. We might be able to come up with better names? Or even use tuples to describe functionality instead of coming up with fancy names. |
| 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". |
| LogicOp | Logic operations used for specifying blend equations. |
| PolygonMode | Methods for rasterizing polygons, ie, turning the mesh into a raster image. |
| PrimitiveRestart | Describes whether or not primitive restart is supported for an input assembler. Primitive restart is a feature that allows a mark to be placed in an index buffer where it is is "broken" into multiple pieces of geometry. |
| Stage | Which program stage this shader represents. |
| State | Pipeline state which may be static or dynamic. |
| StencilOp | The operation to use for stencil masking. |
| 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. |
| 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 Definitions
| 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. |
| SampleMask | |
| StencilValue | A single value from a stencil buffer. |