mirror of
https://github.com/bevyengine/bevy
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42 lines
1.3 KiB
Rust
42 lines
1.3 KiB
Rust
use super::{LoadOp, StoreOp};
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use crate::{render_resource::RenderResource, Color};
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pub enum TextureAttachment {
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RenderResource(RenderResource),
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Name(String),
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Input(String),
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}
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pub struct RenderPassColorAttachmentDescriptor {
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/// The actual color attachment.
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pub attachment: TextureAttachment,
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/// The resolve target for this color attachment, if any.
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pub resolve_target: Option<TextureAttachment>,
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/// The beginning-of-pass load operation for this color attachment.
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pub load_op: LoadOp,
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/// The end-of-pass store operation for this color attachment.
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pub store_op: StoreOp,
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/// The color that will be assigned to every pixel of this attachment when cleared.
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pub clear_color: Color,
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}
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pub struct RenderPassDepthStencilAttachmentDescriptor {
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pub attachment: TextureAttachment,
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pub depth_load_op: LoadOp,
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pub depth_store_op: StoreOp,
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pub clear_depth: f32,
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pub stencil_load_op: LoadOp,
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pub stencil_store_op: StoreOp,
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pub clear_stencil: u32,
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}
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// A set of pipeline bindings and draw calls with color and depth outputs
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pub struct PassDescriptor {
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pub color_attachments: Vec<RenderPassColorAttachmentDescriptor>,
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pub depth_stencil_attachment: Option<RenderPassDepthStencilAttachmentDescriptor>,
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pub sample_count: u32,
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}
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