Enum VertexFormat

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#[repr(C)]
pub enum VertexFormat {
Show 45 variants Uint8 = 0, Uint8x2 = 1, Uint8x4 = 2, Sint8 = 3, Sint8x2 = 4, Sint8x4 = 5, Unorm8 = 6, Unorm8x2 = 7, Unorm8x4 = 8, Snorm8 = 9, Snorm8x2 = 10, Snorm8x4 = 11, Uint16 = 12, Uint16x2 = 13, Uint16x4 = 14, Sint16 = 15, Sint16x2 = 16, Sint16x4 = 17, Unorm16 = 18, Unorm16x2 = 19, Unorm16x4 = 20, Snorm16 = 21, Snorm16x2 = 22, Snorm16x4 = 23, Float16 = 24, Float16x2 = 25, Float16x4 = 26, Float32 = 27, Float32x2 = 28, Float32x3 = 29, Float32x4 = 30, Uint32 = 31, Uint32x2 = 32, Uint32x3 = 33, Uint32x4 = 34, Sint32 = 35, Sint32x2 = 36, Sint32x3 = 37, Sint32x4 = 38, Float64 = 39, Float64x2 = 40, Float64x3 = 41, Float64x4 = 42, Unorm10_10_10_2 = 43, Unorm8x4Bgra = 44,
}
Expand description

Vertex Format for a VertexAttribute (input).

Corresponds to WebGPU GPUVertexFormat.

Variants§

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Uint8 = 0

One unsigned byte (u8). u32 in shaders.

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Uint8x2 = 1

Two unsigned bytes (u8). vec2<u32> in shaders.

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Uint8x4 = 2

Four unsigned bytes (u8). vec4<u32> in shaders.

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Sint8 = 3

One signed byte (i8). i32 in shaders.

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Sint8x2 = 4

Two signed bytes (i8). vec2<i32> in shaders.

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Sint8x4 = 5

Four signed bytes (i8). vec4<i32> in shaders.

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Unorm8 = 6

One unsigned byte (u8). [0, 255] converted to float [0, 1] f32 in shaders.

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Unorm8x2 = 7

Two unsigned bytes (u8). [0, 255] converted to float [0, 1] vec2<f32> in shaders.

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Unorm8x4 = 8

Four unsigned bytes (u8). [0, 255] converted to float [0, 1] vec4<f32> in shaders.

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Snorm8 = 9

One signed byte (i8). [-127, 127] converted to float [-1, 1] f32 in shaders.

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Snorm8x2 = 10

Two signed bytes (i8). [-127, 127] converted to float [-1, 1] vec2<f32> in shaders.

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Snorm8x4 = 11

Four signed bytes (i8). [-127, 127] converted to float [-1, 1] vec4<f32> in shaders.

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Uint16 = 12

One unsigned short (u16). u32 in shaders.

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Uint16x2 = 13

Two unsigned shorts (u16). vec2<u32> in shaders.

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Uint16x4 = 14

Four unsigned shorts (u16). vec4<u32> in shaders.

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Sint16 = 15

One signed short (u16). i32 in shaders.

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Sint16x2 = 16

Two signed shorts (i16). vec2<i32> in shaders.

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Sint16x4 = 17

Four signed shorts (i16). vec4<i32> in shaders.

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Unorm16 = 18

One unsigned short (u16). [0, 65535] converted to float [0, 1] f32 in shaders.

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Unorm16x2 = 19

Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] vec2<f32> in shaders.

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Unorm16x4 = 20

Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] vec4<f32> in shaders.

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Snorm16 = 21

One signed short (i16). [-32767, 32767] converted to float [-1, 1] f32 in shaders.

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Snorm16x2 = 22

Two signed shorts (i16). [-32767, 32767] converted to float [-1, 1] vec2<f32> in shaders.

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Snorm16x4 = 23

Four signed shorts (i16). [-32767, 32767] converted to float [-1, 1] vec4<f32> in shaders.

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Float16 = 24

One half-precision float (no Rust equiv). f32 in shaders.

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Float16x2 = 25

Two half-precision floats (no Rust equiv). vec2<f32> in shaders.

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Float16x4 = 26

Four half-precision floats (no Rust equiv). vec4<f32> in shaders.

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Float32 = 27

One single-precision float (f32). f32 in shaders.

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Float32x2 = 28

Two single-precision floats (f32). vec2<f32> in shaders.

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Float32x3 = 29

Three single-precision floats (f32). vec3<f32> in shaders.

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Float32x4 = 30

Four single-precision floats (f32). vec4<f32> in shaders.

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Uint32 = 31

One unsigned int (u32). u32 in shaders.

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Uint32x2 = 32

Two unsigned ints (u32). vec2<u32> in shaders.

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Uint32x3 = 33

Three unsigned ints (u32). vec3<u32> in shaders.

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Uint32x4 = 34

Four unsigned ints (u32). vec4<u32> in shaders.

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Sint32 = 35

One signed int (i32). i32 in shaders.

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Sint32x2 = 36

Two signed ints (i32). vec2<i32> in shaders.

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Sint32x3 = 37

Three signed ints (i32). vec3<i32> in shaders.

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Sint32x4 = 38

Four signed ints (i32). vec4<i32> in shaders.

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Float64 = 39

One double-precision float (f64). f32 in shaders. Requires Features::VERTEX_ATTRIBUTE_64BIT.

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Float64x2 = 40

Two double-precision floats (f64). vec2<f32> in shaders. Requires Features::VERTEX_ATTRIBUTE_64BIT.

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Float64x3 = 41

Three double-precision floats (f64). vec3<f32> in shaders. Requires Features::VERTEX_ATTRIBUTE_64BIT.

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Float64x4 = 42

Four double-precision floats (f64). vec4<f32> in shaders. Requires Features::VERTEX_ATTRIBUTE_64BIT.

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Unorm10_10_10_2 = 43

Three unsigned 10-bit integers and one 2-bit integer, packed into a 32-bit integer (u32). [0, 1024] converted to float [0, 1] vec4<f32> in shaders.

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Unorm8x4Bgra = 44

Four unsigned 8-bit integers, packed into a 32-bit integer (u32). [0, 255] converted to float [0, 1] vec4<f32> in shaders.

Implementations§

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impl VertexFormat

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pub const fn size(&self) -> u64

Returns the byte size of the format.

Trait Implementations§

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impl Clone for VertexFormat

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fn clone(&self) -> VertexFormat

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for VertexFormat

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl From<&VertexAttributeValues> for VertexFormat

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fn from(values: &VertexAttributeValues) -> VertexFormat

Converts to this type from the input type.
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impl Hash for VertexFormat

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fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for VertexFormat

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fn eq(&self, other: &VertexFormat) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for VertexFormat

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impl Eq for VertexFormat

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impl StructuralPartialEq for VertexFormat

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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