pub struct RenderPassDescriptor<'a> {
pub label: Label<'a>,
pub color_attachments: &'a [Option<RenderPassColorAttachment<'a>>],
pub depth_stencil_attachment: Option<RenderPassDepthStencilAttachment<'a>>,
pub timestamp_writes: Option<RenderPassTimestampWrites<'a>>,
pub occlusion_query_set: Option<&'a QuerySet>,
pub multiview_mask: Option<NonZeroU32>,
}Expand description
Describes the attachments of a render pass.
For use with CommandEncoder::begin_render_pass.
Corresponds to WebGPU GPURenderPassDescriptor.
Fields§
§label: Label<'a>Debug label of the render pass. This will show up in graphics debuggers for easy identification.
color_attachments: &'a [Option<RenderPassColorAttachment<'a>>]The color attachments of the render pass.
depth_stencil_attachment: Option<RenderPassDepthStencilAttachment<'a>>The depth and stencil attachment of the render pass, if any.
timestamp_writes: Option<RenderPassTimestampWrites<'a>>Defines which timestamp values will be written for this pass, and where to write them to.
Requires Features::TIMESTAMP_QUERY to be enabled.
occlusion_query_set: Option<&'a QuerySet>Defines where the occlusion query results will be stored for this pass.
multiview_mask: Option<NonZeroU32>The mask of multiview image layers to use for this render pass. For example, if you wish
to render to the first 2 layers, you would use 3=0b11. If you wanted ro render to only the
2nd layer, you would use 2=0b10. If you aren’t using multiview this should be None.
Note that setting bits higher than the number of texture layers is a validation error.
Trait Implementations§
Source§impl<'a> Clone for RenderPassDescriptor<'a>
impl<'a> Clone for RenderPassDescriptor<'a>
Source§fn clone(&self) -> RenderPassDescriptor<'a>
fn clone(&self) -> RenderPassDescriptor<'a>
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more