Enum bevy::render::render_resource::VertexFormat

#[repr(C)]
pub enum VertexFormat {
Show 34 variants Uint8x2 = 0, Uint8x4 = 1, Sint8x2 = 2, Sint8x4 = 3, Unorm8x2 = 4, Unorm8x4 = 5, Snorm8x2 = 6, Snorm8x4 = 7, Uint16x2 = 8, Uint16x4 = 9, Sint16x2 = 10, Sint16x4 = 11, Unorm16x2 = 12, Unorm16x4 = 13, Snorm16x2 = 14, Snorm16x4 = 15, Float16x2 = 16, Float16x4 = 17, Float32 = 18, Float32x2 = 19, Float32x3 = 20, Float32x4 = 21, Uint32 = 22, Uint32x2 = 23, Uint32x3 = 24, Uint32x4 = 25, Sint32 = 26, Sint32x2 = 27, Sint32x3 = 28, Sint32x4 = 29, Float64 = 30, Float64x2 = 31, Float64x3 = 32, Float64x4 = 33,
}
Expand description

Vertex Format for a VertexAttribute (input).

Corresponds to WebGPU GPUVertexFormat.

Variants§

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Uint8x2 = 0

Two unsigned bytes (u8). vec2<u32> in shaders.

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Uint8x4 = 1

Four unsigned bytes (u8). vec4<u32> in shaders.

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Sint8x2 = 2

Two signed bytes (i8). vec2<i32> in shaders.

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Sint8x4 = 3

Four signed bytes (i8). vec4<i32> in shaders.

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Unorm8x2 = 4

Two unsigned bytes (u8). [0, 255] converted to float [0, 1] vec2<f32> in shaders.

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Unorm8x4 = 5

Four unsigned bytes (u8). [0, 255] converted to float [0, 1] vec4<f32> in shaders.

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Snorm8x2 = 6

Two signed bytes (i8). [-127, 127] converted to float [-1, 1] vec2<f32> in shaders.

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Snorm8x4 = 7

Four signed bytes (i8). [-127, 127] converted to float [-1, 1] vec4<f32> in shaders.

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Uint16x2 = 8

Two unsigned shorts (u16). vec2<u32> in shaders.

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Uint16x4 = 9

Four unsigned shorts (u16). vec4<u32> in shaders.

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Sint16x2 = 10

Two signed shorts (i16). vec2<i32> in shaders.

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Sint16x4 = 11

Four signed shorts (i16). vec4<i32> in shaders.

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Unorm16x2 = 12

Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] vec2<f32> in shaders.

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Unorm16x4 = 13

Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] vec4<f32> in shaders.

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Snorm16x2 = 14

Two signed shorts (i16). [-32767, 32767] converted to float [-1, 1] vec2<f32> in shaders.

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Snorm16x4 = 15

Four signed shorts (i16). [-32767, 32767] converted to float [-1, 1] vec4<f32> in shaders.

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Float16x2 = 16

Two half-precision floats (no Rust equiv). vec2<f32> in shaders.

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Float16x4 = 17

Four half-precision floats (no Rust equiv). vec4<f32> in shaders.

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Float32 = 18

One single-precision float (f32). f32 in shaders.

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Float32x2 = 19

Two single-precision floats (f32). vec2<f32> in shaders.

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Float32x3 = 20

Three single-precision floats (f32). vec3<f32> in shaders.

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Float32x4 = 21

Four single-precision floats (f32). vec4<f32> in shaders.

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Uint32 = 22

One unsigned int (u32). u32 in shaders.

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Uint32x2 = 23

Two unsigned ints (u32). vec2<u32> in shaders.

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Uint32x3 = 24

Three unsigned ints (u32). vec3<u32> in shaders.

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Uint32x4 = 25

Four unsigned ints (u32). vec4<u32> in shaders.

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Sint32 = 26

One signed int (i32). i32 in shaders.

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Sint32x2 = 27

Two signed ints (i32). vec2<i32> in shaders.

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Sint32x3 = 28

Three signed ints (i32). vec3<i32> in shaders.

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Sint32x4 = 29

Four signed ints (i32). vec4<i32> in shaders.

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Float64 = 30

One double-precision float (f64). f32 in shaders. Requires Features::VERTEX_ATTRIBUTE_64BIT.

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Float64x2 = 31

Two double-precision floats (f64). vec2<f32> in shaders. Requires Features::VERTEX_ATTRIBUTE_64BIT.

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Float64x3 = 32

Three double-precision floats (f64). vec3<f32> in shaders. Requires Features::VERTEX_ATTRIBUTE_64BIT.

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Float64x4 = 33

Four double-precision floats (f64). vec4<f32> in shaders. Requires Features::VERTEX_ATTRIBUTE_64BIT.

Implementations§

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impl VertexFormat

pub const fn size(&self) -> u64

Returns the byte size of the format.

Examples found in repository?
examples/shader/shader_instancing.rs (line 216)
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    fn specialize(
        &self,
        key: Self::Key,
        layout: &MeshVertexBufferLayoutRef,
    ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
        let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;

        descriptor.vertex.shader = self.shader.clone();
        descriptor.vertex.buffers.push(VertexBufferLayout {
            array_stride: std::mem::size_of::<InstanceData>() as u64,
            step_mode: VertexStepMode::Instance,
            attributes: vec![
                VertexAttribute {
                    format: VertexFormat::Float32x4,
                    offset: 0,
                    shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
                },
                VertexAttribute {
                    format: VertexFormat::Float32x4,
                    offset: VertexFormat::Float32x4.size(),
                    shader_location: 4,
                },
            ],
        });
        descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
        Ok(descriptor)
    }

Trait Implementations§

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impl Clone for VertexFormat

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fn clone(&self) -> VertexFormat

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for VertexFormat

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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 From<&VertexAttributeValues> for VertexFormat

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fn from(values: &VertexAttributeValues) -> VertexFormat

Converts to this type from the input type.
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impl Hash for VertexFormat

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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 VertexFormat

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fn eq(&self, other: &VertexFormat) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for VertexFormat

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fn serialize<__S>( &self, __serializer: __S ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl VertexFormatSize for VertexFormat

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fn get_size(self) -> u64

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impl Copy for VertexFormat

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impl Eq for VertexFormat

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impl StructuralPartialEq for VertexFormat

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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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