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Added ComputePipelineDescriptor (#2628)
# Objective Fix ComputePipelineDescriptor missing from WGPU exports ## Solution Added it to the pub use wgpu::{ ... } Co-authored-by: Dimas <skythedragon@outlook.com>
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1 changed files with 10 additions and 9 deletions
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@ -20,13 +20,14 @@ pub use wgpu::{
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AddressMode, BindGroupDescriptor, BindGroupEntry, BindGroupLayout, BindGroupLayoutDescriptor,
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BindGroupLayoutEntry, BindingResource, BindingType, BlendComponent, BlendFactor,
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BlendOperation, BlendState, BufferAddress, BufferBindingType, BufferSize, BufferUsage,
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ColorTargetState, ColorWrite, CompareFunction, DepthBiasState, DepthStencilState, Extent3d,
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Face, FilterMode, FragmentState, FrontFace, IndexFormat, InputStepMode, LoadOp,
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MultisampleState, Operations, PipelineLayoutDescriptor, PolygonMode, PrimitiveState,
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PrimitiveTopology, RenderPassColorAttachment, RenderPassDepthStencilAttachment,
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RenderPassDescriptor, RenderPipelineDescriptor, SamplerDescriptor, ShaderFlags, ShaderModule,
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ShaderModuleDescriptor, ShaderSource, ShaderStage, StencilFaceState, StencilState,
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StorageTextureAccess, TextureAspect, TextureDescriptor, TextureDimension, TextureFormat,
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TextureSampleType, TextureUsage, TextureViewDescriptor, TextureViewDimension, VertexAttribute,
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VertexBufferLayout, VertexFormat, VertexState,
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ColorTargetState, ColorWrite, CompareFunction, ComputePassDescriptor,
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ComputePipelineDescriptor, DepthBiasState, DepthStencilState, Extent3d, Face, FilterMode,
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FragmentState, FrontFace, IndexFormat, InputStepMode, LoadOp, MultisampleState, Operations,
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PipelineLayoutDescriptor, PolygonMode, PrimitiveState, PrimitiveTopology,
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RenderPassColorAttachment, RenderPassDepthStencilAttachment, RenderPassDescriptor,
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RenderPipelineDescriptor, SamplerDescriptor, ShaderFlags, ShaderModule, ShaderModuleDescriptor,
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ShaderSource, ShaderStage, StencilFaceState, StencilState, StorageTextureAccess, TextureAspect,
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TextureDescriptor, TextureDimension, TextureFormat, TextureSampleType, TextureUsage,
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TextureViewDescriptor, TextureViewDimension, VertexAttribute, VertexBufferLayout, VertexFormat,
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VertexState,
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};
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