bevy_render::render_resource

Struct DepthBiasState

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#[repr(C)]
pub struct DepthBiasState { pub constant: i32, pub slope_scale: f32, pub clamp: f32, }
Expand description

Describes the biasing setting for the depth target.

For use in DepthStencilState.

Corresponds to a portion of WebGPU GPUDepthStencilState.

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§constant: i32

Constant depth biasing factor, in basic units of the depth format.

§slope_scale: f32

Slope depth biasing factor.

§clamp: f32

Depth bias clamp value (absolute).

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impl DepthBiasState

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pub fn is_enabled(&self) -> bool

Returns true if the depth biasing is enabled.

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impl Clone for DepthBiasState

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fn clone(&self) -> DepthBiasState

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 DepthBiasState

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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 DepthBiasState

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fn default() -> DepthBiasState

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

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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 DepthBiasState

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

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impl Eq for DepthBiasState

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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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