#[repr(u8)]pub enum LoadOp<V> {
Clear(V),
Load = 1,
}
Expand description
Operation to perform to the output attachment at the start of a render pass.
Corresponds to WebGPU GPULoadOp
,
plus the corresponding clearValue.
Variants§
Clear(V)
Loads the specified value for this attachment into the render pass.
On some GPU hardware (primarily mobile), “clear” is significantly cheaper because it avoids loading data from main memory into tile-local memory.
On other GPU hardware, there isn’t a significant difference.
As a result, it is recommended to use “clear” rather than “load” in cases where the initial value doesn’t matter (e.g. the render target will be cleared using a skybox).
Load = 1
Loads the existing value for this attachment into the render pass.
Implementations§
Trait Implementations§
impl<V> Copy for LoadOp<V>where
V: Copy,
impl<V> Eq for LoadOp<V>where
V: Eq,
impl<V> StructuralPartialEq for LoadOp<V>
Auto Trait Implementations§
impl<V> Freeze for LoadOp<V>where
V: Freeze,
impl<V> RefUnwindSafe for LoadOp<V>where
V: RefUnwindSafe,
impl<V> Send for LoadOp<V>where
V: Send,
impl<V> Sync for LoadOp<V>where
V: Sync,
impl<V> Unpin for LoadOp<V>where
V: Unpin,
impl<V> UnwindSafe for LoadOp<V>where
V: UnwindSafe,
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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