Enum bevy::render::render_resource::TextureAspect
source · #[repr(C)]pub enum TextureAspect {
All = 0,
StencilOnly = 1,
DepthOnly = 2,
Plane0 = 3,
Plane1 = 4,
Plane2 = 5,
}
Expand description
Kind of data the texture holds.
Corresponds to WebGPU GPUTextureAspect
.
Variants§
All = 0
Depth, Stencil, and Color.
StencilOnly = 1
Stencil.
DepthOnly = 2
Depth.
Plane0 = 3
Plane 0.
Plane1 = 4
Plane 1.
Plane2 = 5
Plane 2.
Implementations§
source§impl TextureAspect
impl TextureAspect
sourcepub fn from_plane(plane: u32) -> Option<TextureAspect>
pub fn from_plane(plane: u32) -> Option<TextureAspect>
Returns the texture aspect for a given plane.
Trait Implementations§
source§impl Clone for TextureAspect
impl Clone for TextureAspect
source§fn clone(&self) -> TextureAspect
fn clone(&self) -> TextureAspect
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for TextureAspect
impl Debug for TextureAspect
source§impl Default for TextureAspect
impl Default for TextureAspect
source§fn default() -> TextureAspect
fn default() -> TextureAspect
Returns the “default value” for a type. Read more
source§impl Hash for TextureAspect
impl Hash for TextureAspect
source§impl PartialEq for TextureAspect
impl PartialEq for TextureAspect
source§fn eq(&self, other: &TextureAspect) -> bool
fn eq(&self, other: &TextureAspect) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Copy for TextureAspect
impl Eq for TextureAspect
impl StructuralEq for TextureAspect
impl StructuralPartialEq for TextureAspect
Auto Trait Implementations§
impl RefUnwindSafe for TextureAspect
impl Send for TextureAspect
impl Sync for TextureAspect
impl Unpin for TextureAspect
impl UnwindSafe for TextureAspect
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key
and return true
if they are equal.source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.