Struct StencilTarget

Source
pub struct StencilTarget {
    pub texture: Texture,
    pub view: TextureView,
    pub size: PhysicalExtent,
    pub format: TextureFormat,
}
Expand description

GPU depth/stencil attachment sized to the window.

§Examples

use ailloli_ui_render_wgpu::stencil::StencilTarget;
assert_eq!(StencilTarget::FORMAT, wgpu::TextureFormat::Depth24PlusStencil8);

Fields§

§texture: Texture

Owned attachment texture.

§view: TextureView

Full view used by render passes.

§size: PhysicalExtent

Actual allocation extent in physical pixels, with each axis at least one.

§format: TextureFormat

Attachment format, always Self::FORMAT.

Implementations§

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impl StencilTarget

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pub const FORMAT: TextureFormat = wgpu::TextureFormat::Depth24PlusStencil8

Depth/stencil format expected by stencil-enabled pipelines.

§Examples
use ailloli_ui_render_wgpu::stencil::StencilTarget;
assert_eq!(StencilTarget::FORMAT, wgpu::TextureFormat::Depth24PlusStencil8);
Source

pub fn new(device: &Device, width: u32, height: u32) -> Self

Allocates a render attachment, clamping each axis to at least one pixel.

§Examples
use ailloli_ui_render_wgpu::stencil::StencilTarget;
fn create(device: &wgpu::Device) -> StencilTarget { StencilTarget::new(device, 0, 64) }
Source

pub fn recreate(&mut self, device: &Device, width: u32, height: u32)

Reallocates only when the clamped physical extent changes.

§Examples
use ailloli_ui_render_wgpu::stencil::StencilTarget;
fn resize(target: &mut StencilTarget, device: &wgpu::Device) {
    target.recreate(device, 128, 96);
}

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