bevy_render::render_resource

Struct DepthStencilState

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#[repr(C)]
pub struct DepthStencilState { pub format: TextureFormat, pub depth_write_enabled: bool, pub depth_compare: CompareFunction, pub stencil: StencilState, pub bias: DepthBiasState, }
Expand description

Describes the depth/stencil state in a render pipeline.

Corresponds to WebGPU GPUDepthStencilState.

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§format: TextureFormat

Format of the depth/stencil buffer, must be special depth format. Must match the format of the depth/stencil attachment in CommandEncoder::begin_render_pass.

§depth_write_enabled: bool

If disabled, depth will not be written to.

§depth_compare: CompareFunction

Comparison function used to compare depth values in the depth test.

§stencil: StencilState

Stencil state.

§bias: DepthBiasState

Depth bias state.

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impl DepthStencilState

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pub fn is_depth_enabled(&self) -> bool

Returns true if the depth testing is enabled.

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pub fn is_depth_read_only(&self) -> bool

Returns true if the state doesn’t mutate the depth buffer.

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pub fn is_stencil_read_only(&self, cull_mode: Option<Face>) -> bool

Returns true if the state doesn’t mutate the stencil.

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pub fn is_read_only(&self, cull_mode: Option<Face>) -> bool

Returns true if the state doesn’t mutate either depth or stencil of the target.

Trait Implementations§

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impl Clone for DepthStencilState

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fn clone(&self) -> DepthStencilState

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 DepthStencilState

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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 Hash for DepthStencilState

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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 DepthStencilState

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fn eq(&self, other: &DepthStencilState) -> 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 Eq for DepthStencilState

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impl StructuralPartialEq for DepthStencilState

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impl<T> Any for T
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Gets the TypeId of self. Read more
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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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🔬This is a nightly-only experimental API. (clone_to_uninit)
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