pub enum TextureSampleType {
    Float {
        filterable: bool,
    },
    Depth,
    Sint,
    Uint,
}
Expand description

Specific type of a sample in a texture binding.

Corresponds to WebGPU GPUTextureSampleType.

Variants§

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Float

Fields

§filterable: bool

If this is false, the texture can’t be sampled with a filtering sampler.

Even if this is true, it’s possible to sample with a non-filtering sampler.

Sampling returns floats.

Example WGSL syntax:

@group(0) @binding(0)
var t: texture_2d<f32>;

Example GLSL syntax:

layout(binding = 0)
uniform texture2D t;
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Depth

Sampling does the depth reference comparison.

This is also compatible with a non-filtering sampler.

Example WGSL syntax:

@group(0) @binding(0)
var t: texture_depth_2d;

Example GLSL syntax:

layout(binding = 0)
uniform texture2DShadow t;
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Sint

Sampling returns signed integers.

Example WGSL syntax:

@group(0) @binding(0)
var t: texture_2d<i32>;

Example GLSL syntax:

layout(binding = 0)
uniform itexture2D t;
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Uint

Sampling returns unsigned integers.

Example WGSL syntax:

@group(0) @binding(0)
var t: texture_2d<u32>;

Example GLSL syntax:

layout(binding = 0)
uniform utexture2D t;

Trait Implementations§

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impl Clone for TextureSampleType

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fn clone(&self) -> TextureSampleType

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 TextureSampleType

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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 TextureSampleType

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fn default() -> TextureSampleType

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

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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 TextureSampleType

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fn eq(&self, other: &TextureSampleType) -> 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 Copy for TextureSampleType

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impl Eq for TextureSampleType

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impl StructuralEq for TextureSampleType

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impl StructuralPartialEq for TextureSampleType

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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impl<T> Borrow<T> for T
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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Feeds this value into the given Hasher.
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Checks if this value is equivalent to the given key. Read more
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fn equivalent(&self, key: &K) -> bool

Compare self to key and return true if they are equal.
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