Struct GpuRenderPass
#[repr(C)]pub struct GpuRenderPass<'a> {
pub shader: &'a GpuShader,
pub target: Option<GpuRenderPassTarget<'a>>,
pub depth: Option<GpuRenderPassDepth<'a>>,
pub bind_groups: &'a [&'a [(usize, GpuBinding<'a>)]],
pub vertex_buffers: &'a [&'a GpuVertexBuffer],
pub viewport: Option<GpuViewport>,
pub scissor: Option<GpuScissor>,
}Fields§
§shader: &'a GpuShader§target: Option<GpuRenderPassTarget<'a>>§depth: Option<GpuRenderPassDepth<'a>>§bind_groups: &'a [&'a [(usize, GpuBinding<'a>)]]§vertex_buffers: &'a [&'a GpuVertexBuffer]§viewport: Option<GpuViewport>§scissor: Option<GpuScissor>Auto Trait Implementations§
impl<'a> Forget for GpuRenderPass<'a>
impl<'a> Freeze for GpuRenderPass<'a>
impl<'a> Move for GpuRenderPass<'a>
impl<'a> RefUnwindSafe for GpuRenderPass<'a>
impl<'a> Send for GpuRenderPass<'a>
impl<'a> Sync for GpuRenderPass<'a>
impl<'a> Unpin for GpuRenderPass<'a>
impl<'a> UnsafeUnpin for GpuRenderPass<'a>
impl<'a> UnwindSafe for GpuRenderPass<'a>
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