[][src]Enum wgpu::TextureComponentType

#[repr(C)]pub enum TextureComponentType {
    Float,
    Sint,
    Uint,
}

Type of data shaders will read from a texture.

Only relevant for BindingType::SampledTexture bindings. See TextureFormat for more information.

Variants

Float

They see it as a floating point number texture1D, texture2D etc

Sint

They see it as a signed integer itexture1D, itexture2D etc

Uint

They see it as a unsigned integer utexture1D, utexture2D etc

Trait Implementations

impl Clone for TextureComponentType[src]

impl Copy for TextureComponentType[src]

impl Debug for TextureComponentType[src]

impl<'de> Deserialize<'de> for TextureComponentType[src]

impl Eq for TextureComponentType[src]

impl From<TextureFormat> for TextureComponentType[src]

impl Hash for TextureComponentType[src]

impl PartialEq<TextureComponentType> for TextureComponentType[src]

impl Serialize for TextureComponentType[src]

impl StructuralEq for TextureComponentType[src]

impl StructuralPartialEq for TextureComponentType[src]

Auto Trait Implementations

impl RefUnwindSafe for TextureComponentType

impl Send for TextureComponentType

impl Sync for TextureComponentType

impl Unpin for TextureComponentType

impl UnwindSafe for TextureComponentType

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.