bevy_render::render_resource

Enum TextureViewDimension

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#[repr(C)]
pub enum TextureViewDimension { D1 = 0, D2 = 1, D2Array = 2, Cube = 3, CubeArray = 4, D3 = 5, }
Expand description

Dimensions of a particular texture view.

Corresponds to WebGPU GPUTextureViewDimension.

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D1 = 0

A one dimensional texture. texture_1d in WGSL and texture1D in GLSL.

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D2 = 1

A two dimensional texture. texture_2d in WGSL and texture2D in GLSL.

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D2Array = 2

A two dimensional array texture. texture_2d_array in WGSL and texture2DArray in GLSL.

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Cube = 3

A cubemap texture. texture_cube in WGSL and textureCube in GLSL.

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CubeArray = 4

A cubemap array texture. texture_cube_array in WGSL and textureCubeArray in GLSL.

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D3 = 5

A three dimensional texture. texture_3d in WGSL and texture3D in GLSL.

Implementations§

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impl TextureViewDimension

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pub fn compatible_texture_dimension(self) -> TextureDimension

Get the texture dimension required of this texture view dimension.

Trait Implementations§

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impl Clone for TextureViewDimension

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fn clone(&self) -> TextureViewDimension

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 TextureViewDimension

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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 Default for TextureViewDimension

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fn default() -> TextureViewDimension

Returns the “default value” for a type. Read more
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impl Hash for TextureViewDimension

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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 TextureViewDimension

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fn eq(&self, other: &TextureViewDimension) -> 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 TextureViewDimension

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impl Eq for TextureViewDimension

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impl StructuralPartialEq for TextureViewDimension

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where U: ShaderType, &'a T: for<'a> Into<U>,

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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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