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MaterialSpec

Struct MaterialSpec 

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pub struct MaterialSpec<'a> {
    pub label: &'a str,
    pub shader: &'a str,
    pub vertex_entry: &'a str,
    pub fragment_entry: &'a str,
    pub vertex_layouts: &'a [VertexBufferLayout<'a>],
    pub resources: &'a [&'a [BindGroupLayoutEntry]],
    pub features: FeatureRequest,
    pub topology: PrimitiveTopology,
    pub blend: Option<BlendState>,
    pub depth: DepthMode,
    pub convention: DepthConvention,
    pub standard_z_compare: CompareFunction,
}

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§label: &'a str§shader: &'a str§vertex_entry: &'a str§fragment_entry: &'a str§vertex_layouts: &'a [VertexBufferLayout<'a>]§resources: &'a [&'a [BindGroupLayoutEntry]]

One bind group layout per entry, in group order.

§features: FeatureRequest§topology: PrimitiveTopology§blend: Option<BlendState>§depth: DepthMode§convention: DepthConvention§standard_z_compare: CompareFunction

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impl MaterialSpec<'_>

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pub fn build( &self, gpu: &GpuContext, target: TextureFormat, ) -> Result<MaterialPipeline, MissingGpuCapability>

Resolves features before creating any GPU object, so a refusal leaves the device untouched.

Auto Trait Implementations§

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impl<'a> Freeze for MaterialSpec<'a>

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impl<'a> RefUnwindSafe for MaterialSpec<'a>

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impl<'a> Send for MaterialSpec<'a>

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impl<'a> Sync for MaterialSpec<'a>

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impl<'a> Unpin for MaterialSpec<'a>

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impl<'a> UnsafeUnpin for MaterialSpec<'a>

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impl<'a> UnwindSafe for MaterialSpec<'a>

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fn borrow_mut(&mut self) -> &mut T

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