enum LocationMode {
VertexInput,
VertexOutput,
FragmentInput,
FragmentOutput,
Uniform,
}
Expand description
Points in the MSL code where we might emit a pipeline input or output.
Note that, even though vertex shaders’ outputs are always fragment
shaders’ inputs, we still need to distinguish VertexOutput
and
FragmentInput
, since there are certain differences in the way
ResolvedBinding
s are represented on either side.
Variants§
VertexInput
Input to the vertex shader.
VertexOutput
Output from the vertex shader.
FragmentInput
Input to the fragment shader.
FragmentOutput
Output from the fragment shader.
Uniform
Compute shader input or output.
Trait Implementations§
source§impl Clone for LocationMode
impl Clone for LocationMode
source§fn clone(&self) -> LocationMode
fn clone(&self) -> LocationMode
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for LocationMode
impl Debug for LocationMode
impl Copy for LocationMode
Auto Trait Implementations§
impl Freeze for LocationMode
impl RefUnwindSafe for LocationMode
impl Send for LocationMode
impl Sync for LocationMode
impl Unpin for LocationMode
impl UnwindSafe for LocationMode
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)