doc: remove mention of void return type in entry_point docs (#3881)

# Objective

The docs for `{VertexState, FragmentState}::entry_point` stipulate that the entry point function in the shader must return void. This seems to be specific to GLSL; WGSL has no `void` type and its entry point functions return values that describe their output.

## Solution

Remove the mention of the `void` return type.
This commit is contained in:
dataphract 2022-02-07 22:07:43 +00:00
parent 3d6e4893f6
commit f7478f448a

View file

@ -110,8 +110,8 @@ pub struct VertexState {
/// The compiled shader module for this stage.
pub shader: Handle<Shader>,
pub shader_defs: Vec<String>,
/// The name of the entry point in the compiled shader. There must be a function that returns
/// void with this name in the shader.
/// The name of the entry point in the compiled shader. There must be a
/// function with this name in the shader.
pub entry_point: Cow<'static, str>,
/// The format of any vertex buffers used with this pipeline.
pub buffers: Vec<VertexBufferLayout>,
@ -134,8 +134,8 @@ pub struct FragmentState {
/// The compiled shader module for this stage.
pub shader: Handle<Shader>,
pub shader_defs: Vec<String>,
/// The name of the entry point in the compiled shader. There must be a function that returns
/// void with this name in the shader.
/// The name of the entry point in the compiled shader. There must be a
/// function with this name in the shader.
pub entry_point: Cow<'static, str>,
/// The color state of the render targets.
pub targets: Vec<ColorTargetState>,