pub struct MeshPipelineDescriptor<'a> {
pub label: Label<'a>,
pub layout: Option<&'a PipelineLayout>,
pub task: Option<TaskState<'a>>,
pub mesh: MeshState<'a>,
pub primitive: PrimitiveState,
pub depth_stencil: Option<DepthStencilState>,
pub multisample: MultisampleState,
pub fragment: Option<FragmentState<'a>>,
pub multiview: Option<NonZeroU32>,
pub cache: Option<&'a PipelineCache>,
}Expand description
Describes a mesh shader (graphics) pipeline.
For use with Device::create_mesh_pipeline. A mesh pipeline is very much
like a render pipeline, except that instead of RenderPass::draw it is
invoked with RenderPass::draw_mesh_tasks, and instead of a vertex shader
and a fragment shader:
-
taskspecifies an optional task shader entry point, which determines how many groups of mesh shaders to dispatch. -
meshspecifies a mesh shader entry point, which generates groups of primitives to draw -
fragmentspecifies as fragment shader for drawing those primitives, just like in an ordinary render pipeline.
The key difference is that, whereas a vertex shader is invoked on the elements of vertex buffers, the task shader gets to decide how many mesh shader workgroups to make, and then each mesh shader workgroup gets to decide which primitives it wants to generate, and what their vertex attributes are. Task and mesh shaders can use whatever they please as inputs, like a compute shader. However, they cannot use specialized vertex or index buffers.
A mesh pipeline is invoked by RenderPass::draw_mesh_tasks, which looks
like a compute shader dispatch with ComputePass::dispatch_workgroups:
you pass x, y, and z values indicating the number of task shaders to
invoke in parallel. The output value of the first thread in a task shader
workgroup determines how many mesh workgroups should be dispatched from there.
Those mesh workgroups also get a special payload passed from the task shader.
If the task shader is omitted, then the (x, y, z) parameters to
draw_mesh_tasks are used to decide how many invocations of the mesh shader
to invoke directly, without a task payload.
Fields§
§label: Label<'a>Debug label of the pipeline. This will show up in graphics debuggers for easy identification.
layout: Option<&'a PipelineLayout>The layout of bind groups for this pipeline.
If this is set, then Device::create_render_pipeline will raise a validation error if
the layout doesn’t match what the shader module(s) expect.
Using the same PipelineLayout for many RenderPipeline or ComputePipeline
pipelines guarantees that you don’t have to rebind any resources when switching between
those pipelines.
§Default pipeline layout
If layout is None, then the pipeline has a default layout created and used instead.
The default layout is deduced from the shader modules.
You can use RenderPipeline::get_bind_group_layout to create bind groups for use with the
default layout. However, these bind groups cannot be used with any other pipelines. This is
convenient for simple pipelines, but using an explicit layout is recommended in most cases.
task: Option<TaskState<'a>>The mesh pipeline’s task shader.
If this is None, the mesh pipeline has no task shader. Executing a
mesh drawing command simply dispatches a grid of mesh shaders directly.
mesh: MeshState<'a>The compiled mesh stage and its entry point
primitive: PrimitiveStateThe properties of the pipeline at the primitive assembly and rasterization level.
depth_stencil: Option<DepthStencilState>The effect of draw calls on the depth and stencil aspects of the output target, if any.
multisample: MultisampleStateThe multi-sampling properties of the pipeline.
fragment: Option<FragmentState<'a>>The compiled fragment stage, its entry point, and the color targets.
multiview: Option<NonZeroU32>If the pipeline will be used with a multiview render pass, this indicates how many array layers the attachments will have.
cache: Option<&'a PipelineCache>The pipeline cache to use when creating this pipeline.
Trait Implementations§
Source§impl<'a> Clone for MeshPipelineDescriptor<'a>
impl<'a> Clone for MeshPipelineDescriptor<'a>
Source§fn clone(&self) -> MeshPipelineDescriptor<'a>
fn clone(&self) -> MeshPipelineDescriptor<'a>
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more